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Deathmatch is a built-in mode
Unlike retake or surf, deathmatch needs no plugin. Counter-Strike 2 comes with the mode; you select it via two convars:
game_type 1
game_mode 2
This combination stands for deathmatch. For it to take effect cleanly, it belongs in the startup parameters or is followed by a map change - the mode change is only fully applied when a map is loaded.
The server then automatically loads the config matching the mode. Whatever you change afterwards belongs in a file of its own via exec - why is explained in server.cfg explained.
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View plans & pricesThe most important deathmatch values
| Convar | Effect |
|---|---|
mp_teammates_are_enemies | 1 = free-for-all, everyone against everyone |
mp_free_armor | 2 = vest and helmet free for everyone |
mp_respawn_immunitytime | protection time after respawn |
mp_timelimit | length of the round in minutes |
mp_buytime | buy time - usually permanent in DM |
mp_buy_anywhere | 1 = buy anywhere instead of only in the base |
mp_death_drop_gun | 0 = no weapons on the ground, keeps the map clean |
A good starting point for a warm-up server: FFA on, free armor on, short immunity time, no weapon drop. That way, everyone gets shooting immediately, without searching for equipment.
The pure aim server
For targeted aim training, you want to restrict the weapon selection. Two ways:
- Via starting money and buy rules: set
mp_startmoneyandmp_maxmoneyso that only one weapon class is affordable. - Via an aim map from the Workshop: maps such as the popular aim maps bring their own rules and spawns. How to include them is explained in Workshop maps & collections.
For very special rules - for example AWP only or pistols only with forced switching - the way leads via a plugin based on Metamod & CounterStrikeSharp.
Maps and rotation
Deathmatch thrives on small, dense maps. The classic competitive maps as well as dedicated DM and aim maps from the Workshop have proven themselves.
The most convenient way to set up a rotation is via a Workshop collection: you maintain the maps in the collection, and the server pulls them automatically. The process is described in Workshop maps & collections.
A practical tip: do not set mp_timelimit too high. Ten to fifteen minutes per map keep the server varied without players losing the map in the middle of their warm-up.
How many players fit on a map
Deathmatch tolerates more players than a competitive mode, but not any number - and the limit depends on the map, not the server. If it gets too full, you die in the spawn before you have moved the mouse. That is exactly how a warm-up server loses its players, without anyone saying anything.
- Small aim maps have few spawn points and are already fully used with a handful of players.
- Classic competitive maps tolerate considerably more, because the action spreads over several routes.
- Free-for-all increases the density further, because everyone is a target for everyone. With teams, the same group of players feels noticeably calmer.
The most important lever, on the other hand, is mp_respawn_immunitytime. A value too low means death on appearing, a value too high lets players run into duels invulnerable and spoils the fights. Feel your way in small steps and watch a full round instead of changing the value again after two minutes - the effect only shows when the server is full.
The reverse case: the group is too small to fill the server. A few bots do not make real opponents, but they are moving targets - how to control them is described in set up bots. On a match server, remove them again with bot_quota 0.
Keeping the server in deathmatch permanently
A deathmatch server that you set up by hand once is an ordinary server again after the next restart. For the mode to stick, two things belong together:
- Mode in the startup parameters. Setting
game_typeandgame_modethere is the only way in which the server comes up in the right mode by itself. - Your own values in a
dm.cfg. You load this file viaexecafter the mode is set - otherwise the mode config resets your settings.
If the server is to be public, a valid GSLT is needed: without a token, it appears in no list, and it does not deliver Workshop maps either. For a pure warm-up round among friends, the fixed server address made up of IP and port as shown in the web interface is enough - the process is described in join a CS2 server.
If you use the same server alternately for deathmatch and for Wingman or competitive, it is best to keep one file per mode. Switching is then an exec plus a map change - and nobody has to remember which twelve values were last set differently.
Deathmatch as a warm-up before the match
Many teams use the same server first as deathmatch and then switch to competitive. That works without reinstalling - you switch mode and config:
- Before the match: deathmatch mode and DM config active, everyone warms up.
- For the match: switch to competitive, load the match config via
execand change the map. - With MatchZy, the plugin takes over the flow including knife round and recording.
That way, a single server covers warm-up, practice and competition - the most economical solution for most teams.
Frequently asked questions
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View plans & pricesRead more
- CS2 server - overview
- server.cfg explained
- Workshop maps & collections
- Practice config
- Set up MatchZy
- All CS2 guides
- Set up a Wingman server
- Set up a Rush server
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