{
TC(Assault, this);
return sprintf(_("%s is a team-based gamemode involving an attacking and a defending team\n\n"
- "The attacking deam destroys objects placed on the map, which opens up new doors or pathways to more objects, until a main object (the enemy power core) is reached. "
+ "The attacking team destroys objects placed on the map, which opens up new doors or pathways to more objects, until a main object (the enemy power core) is reached. "
"The attacking team wins the round if they manage to destroy the power core before time runs out, and then teams switch roles in the next round\n\n"
"The defending team has to defend the objects, winning the round if they successfully prevent the attacking team from destroying the power core\n\n"
"A team will win the match overall once they win at least one round where they attacked and one round where they defended, meaning there can be ties\n\n"
"There are no pickups enabled on maps, but buffs are still available\n\n"
"It shines in its unique handling of scoring, accouting for both frags but also damage dealt. "
"This means that if you almost frag a player you will still be rewarded with points, but dealing the final blow is always better if possible. "
- "Points are deducted when you walk into damage triggers, but not when you do movement tricks like blaster jumping since self damage is disabled\n\n"
+ "Points are deducted when you walk into hazards, but not when you do movement tricks like blaster jumping since self damage is disabled\n\n"
"Since damage is always rewarded in %s, the more you shoot the better, turning this gamemode into chaotic fun at times"),
COLORED_NAME(this), COLORED_NAME(this));
}