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Set up a CS2 deathmatch serverWarm-up, aim training and non-stop action

A deathmatch server is the simplest CS2 server of your own with real benefit: no plugin needed, playable immediately and ideal for warming up before matches. This guide shows the necessary convars, the sensible variants - from free-for-all to free armor - and how to turn it into a pure aim server.

Possible without pluginsFFA & teamsWarm-up before matches

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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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The most important deathmatch values

ConvarEffect
mp_teammates_are_enemies1 = free-for-all, everyone against everyone
mp_free_armor2 = vest and helmet free for everyone
mp_respawn_immunitytimeprotection time after respawn
mp_timelimitlength of the round in minutes
mp_buytimebuy time - usually permanent in DM
mp_buy_anywhere1 = buy anywhere instead of only in the base
mp_death_drop_gun0 = 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_startmoney and mp_maxmoney so 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:

  1. Mode in the startup parameters. Setting game_type and game_mode there is the only way in which the server comes up in the right mode by itself.
  2. Your own values in a dm.cfg. You load this file via exec after 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:

  1. Before the match: deathmatch mode and DM config active, everyone warms up.
  2. For the match: switch to competitive, load the match config via exec and change the map.
  3. 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

No. Deathmatch is a built-in mode and is activated via game_type 1 and game_mode 2. You only need a plugin for special rules such as forced weapon switching.

Via mp_teammates_are_enemies 1. That makes it everyone against everyone, regardless of team. Combined with mp_free_armor 2, everyone enters the game fully equipped immediately.

Yes. You switch mode and config and reload the map - no reinstallation is needed. With MatchZy, the plugin takes over the match flow.

Small, dense maps. Besides the classic competitive maps, dedicated DM and aim maps from the Workshop are common - a collection makes the rotation easy to maintain.

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