Counter-Strike: Global Offensive/Game Modes/Deathmatch: Difference between revisions
(Created page with "'''Deathmatch''' is a gamemode in {{csgo}} Counter-Strike: Global Offensive. This page is supposed to name technical details as well as useful...") |
m (Added Lang template. Added back button. Added icon. Used colorful game link. "gamemode" -> "game mode") |
||
Line 1: | Line 1: | ||
'''Deathmatch''' is a [[ | {{lang|CS:GO Gamemodes: Deathmatch}} | ||
{{back|Counter-Strike: Global Offensive Level Creation}} | |||
[[File:Csgo icon deathmatch.png|left]] | |||
'''Deathmatch''' is a [[game mode]] in {{game name|csgo|name=Counter-Strike: Global Offensive}}. | |||
This page is supposed to name technical details as well as useful commands and [[ConVar]]s available for manipulation for this | This page is supposed to name technical details as well as useful commands and [[ConVar]]s available for manipulation for this game mode. | ||
A map is launched in this | A map is launched in this game mode by invoking {{ent|game_type|1}}, {{ent|game_mode|2}} and <code>[[Map (ConCommand)|map]] <mapname></code>, or all in one command: <code>map <mapname> dm</code>. | ||
== | == Game Mode Description == | ||
On official servers, this | On official servers, this game mode is played as follows: | ||
* The game is one perpetual round of 10 minutes where killed players respawn at ''deathmatch spawn points''. | * The game is one perpetual round of 10 minutes where killed players respawn at ''deathmatch spawn points''. | ||
* [[Player]]s make a sound when spawning and are invulnerable for some seconds during which they can buy any primary weapon, any secondary weapon and the [[weapon_taser|Zeus x27]]. The immunity also ends after moving or {{ent|+attack}}ing. | * [[Player]]s make a sound when spawning and are invulnerable for some seconds during which they can buy any primary weapon, any secondary weapon and/or the [[weapon_taser|Zeus x27]]. The immunity also ends after moving or {{ent|+attack}}ing. | ||
* Kills grant points, depending on the weapon type and if it is currently the bonus weapon. | * Kills grant points, depending on the weapon type and if it is currently the [[#Bonus Weapon|bonus weapon]]. | ||
* Players killing three enemies in a row are given a [[weapon_healthshot]]. | * Players killing three enemies in a row are given a [[weapon_healthshot]]. | ||
* A [[player]] wins by scoring the highest when the game ends. | * A [[player]] wins by scoring the highest when the game ends. | ||
Line 19: | Line 22: | ||
In maps with no adjustments for Deathmatch, the game generates [[info_deathmatch_spawn]]s across the map. | In maps with no adjustments for Deathmatch, the game generates [[info_deathmatch_spawn]]s across the map. | ||
This | This is OK, but it ''might'' yield bad or unfair results. | ||
Disable randomly generated deathmatch spawns with an [[info_map_parameters]] entity and manually place [[info_deathmatch_spawn]] entites across the map to get full control of deathmatch spawn points and to avoid the downsides that randomly generated spawn points have: | |||
* They have the [[angles]] <code>(0,0,0)</code>, which | * They have the [[angles]] <code>(0,0,0)</code>, which can feel unnatural or even annoying for some of them. | ||
* They might be outside the playable area. | * They might be outside the playable area. | ||
* They might be too far away from key points of the map. | * They might be too far away from key points of the map. | ||
* They might be unfair: predictable, "campable", overpowered, ... | * They might be unfair: predictable, "campable", overpowered, ... | ||
{{Placement Tip | Place spawn points so that the player needn't walk unnecessarily long to get to relevant places of action. Try not to overdo placing spawns in dead ends as other players can hear someone spawning there and ''camp'' for them, which can result in a frustrating experience. For example, a deathmatch spawn point in the depths of T or CT spawn of ''de_nuke'' can surely be placed at a better location.}} | {{Placement Tip | Place spawn points so that the player needn't walk an unnecessarily long way to get to relevant places of action. Try not to overdo placing spawns in dead ends as other players can hear someone spawning there and ''camp'' for them, which can result in a frustrating experience. For example, a deathmatch spawn point in the depths of T or CT spawn of ''de_nuke'' can surely be placed at a better location.}} | ||
{{Placement Tip | Spawn entities should be placed 16 units off the ground to avoid spawning [[player]]s being stuck inside the floor. Remember that the [[player]] in {{csgo}} has a width and length of 32 units, whereas [[Hammer]] | {{Placement Tip | Spawn entities should be placed 16 units off the ground to avoid spawning [[player]]s being stuck inside the floor. Remember that the [[player]] in {{csgo}} has a width and length of 32 units, whereas [[Hammer]] shows a smaller width and length.}} | ||
=== Deathmatch Spawn Points === | === Deathmatch Spawn Points === | ||
Line 56: | Line 59: | ||
{{Note | If there are more players than spawn points, it is possible that [[player]]s spawn inside each other or at disabled spawn points, especially at round start. A standard map should have between 16 and 32 spawn points.}} | {{Note | If there are more players than spawn points, it is possible that [[player]]s spawn inside each other or at disabled spawn points, especially at round start. A standard map should have between 16 and 32 spawn points.}} | ||
== | == Game Mode Settings == | ||
The ''Deathmatch Value''s refer to <code>csgo/cfg/gamemode_deathmatch.cfg</code>. | The ''Deathmatch Value''s refer to <code>csgo/cfg/gamemode_deathmatch.cfg</code>. | ||
Line 150: | Line 153: | ||
Dogtags are not enabled by default. | Dogtags are not enabled by default. | ||
They are used in the ''Hunter-Gatherers'' and ''Bounty Hunter'' [[CSGO_Game_Mode_Commands#Skirmish_Modes|skirmish | They are used in the ''Hunter-Gatherers'' and ''Bounty Hunter'' [[CSGO_Game_Mode_Commands#Skirmish_Modes|skirmish game mode]]. | ||
* If <code>mp_dm_dogtag_score</code> is greater than <code>0</code>, killed enemies will drop dogtags that certain [[player]]s can pick up. | * If <code>mp_dm_dogtag_score</code> is greater than <code>0</code>, killed enemies will drop dogtags that certain [[player]]s can pick up. | ||
* Collecting dogtags awards extra points. | * Collecting dogtags awards extra points. | ||
Line 189: | Line 192: | ||
The team mode is not enabled by default. | The team mode is not enabled by default. | ||
It is used in the ''Hunter-Gatherers'' and (unused) ''Team Deathmatch'' [[CSGO_Game_Mode_Commands#Skirmish_Modes|skirmish | It is used in the ''Hunter-Gatherers'' and (unused) ''Team Deathmatch'' [[CSGO_Game_Mode_Commands#Skirmish_Modes|skirmish game mode]]. | ||
* Killing enemies is worth team victory points. | * Killing enemies is worth team victory points. | ||
* Killing enemies with the Deathmatch bonus weapon awards additional victory points. | * Killing enemies with the Deathmatch bonus weapon awards additional victory points. | ||
Line 223: | Line 226: | ||
! Description | ! Description | ||
|- | |- | ||
| <code>mp_bot_ai_bt</code> | | <code>[[mp_bot_ai_bt]]</code> | ||
| <code>"scripts/ai/deathmatch/bt_default.kv3"</code> | | <code>"scripts/ai/deathmatch/bt_default.kv3"</code> | ||
| Uses the specified behavior tree file to drive the bot behavior. | | Uses the specified behavior tree file to drive the bot behavior. |
Revision as of 10:35, 20 September 2021


Deathmatch is a game mode in Template:Game name.
This page is supposed to name technical details as well as useful commands and ConVars available for manipulation for this game mode.
A map is launched in this game mode by invoking game_type 1, game_mode 2 and map <mapname>
, or all in one command: map <mapname> dm
.
Game Mode Description
On official servers, this game mode is played as follows:
- The game is one perpetual round of 10 minutes where killed players respawn at deathmatch spawn points.
- Players make a sound when spawning and are invulnerable for some seconds during which they can buy any primary weapon, any secondary weapon and/or the Zeus x27. The immunity also ends after moving or +attacking.
- Kills grant points, depending on the weapon type and if it is currently the bonus weapon.
- Players killing three enemies in a row are given a weapon_healthshot.
- A player wins by scoring the highest when the game ends.
Map Requirements
Actually, none. In maps with no adjustments for Deathmatch, the game generates info_deathmatch_spawns across the map.
This is OK, but it might yield bad or unfair results. Disable randomly generated deathmatch spawns with an info_map_parameters entity and manually place info_deathmatch_spawn entites across the map to get full control of deathmatch spawn points and to avoid the downsides that randomly generated spawn points have:
- They have the angles
(0,0,0)
, which can feel unnatural or even annoying for some of them. - They might be outside the playable area.
- They might be too far away from key points of the map.
- They might be unfair: predictable, "campable", overpowered, ...



Deathmatch Spawn Points
A player's spawn coordinate is chosen with the following priorities.
If a priority cannot be met, the next is used.
If there is an info_map_parameters entity with the keyvalue usenormalspawnsfordm 1
, then the right column is used, otherwise the left.
Default | "Use Normal Spawns in Deathmatch" |
---|---|
|
|

disableautogenerateddmspawns 1
.
Game Mode Settings
The Deathmatch Values refer to csgo/cfg/gamemode_deathmatch.cfg
.
Round Settings
ConVar | Deathmatch Value | Description |
---|---|---|
mp_dm_kill_base_score
|
10
|
Number of base points to award for a kill in deathmatch. Cheaper weapons award 1 or 2 additional points. The knife awards 10 additional points. |
mp_timelimit
|
10
|
The time in minutes until the map is changed. If this time is up, the current round is the last. At its end, all players are stopped. |
mp_roundtime
|
10
|
The length of a round in minutes. ![]() mp_timelimit , the round restarts like in Competitive and there is no proper deathmatch game ending. |
mp_match_end_restart
|
0
|
At the end of the match, perform a restart instead of loading a new map. |
mp_match_restart_delay
|
Not set. Default: 25
|
The time in seconds that the end screen of the game is shown. |
Equipment
Every player has his own default equipment that he is given post spawn, along with the knife in his loadout or weapon_knife or weapon_knife_t. If the player buys something, his entire (!) previous default equipment is replaced with what he has just bought.

See weapon_healthshot for ConVars giving players a Medi-Shot.
Command | Description |
---|---|
cl_dm_buyrandomweapons
|
Players with this set to 1 will automatically receive a random primary and secondary weapon on spawn in deathmatch. |
dm_togglerandomweapons
|
Turns random weapons in deathmatch on/off and plays a sound. |
Bonus Weapon
There are bonus weapon periods. Active bonus weapon periods are visible as a HUD element on the left on all players' screens. It shows the current period's bonus weapon, remaining time and the amount of bonus points awarded to players making kills with the bonus weapon. There are sounds for the start and end of weapon bonus periods.
ConVar | Deathmatch Value | Description |
---|---|---|
mp_dm_bonus_length_max
|
30
|
Maximum time in seconds that the bonus time will last. |
mp_dm_bonus_length_min
|
30
|
Minimum time in seconds that the bonus time will last. |
mp_dm_bonus_percent
|
50
|
Percent of the mp_dm_kill_base_score additionally awarded when someone gets a kill with the bonus weapon during the bonus period.
|
mp_dm_bonus_respawn
|
0
|
Determines whether players getting the bonus weapon in deathmatch are respawned with it or just given it directly. |
mp_dm_time_between_bonus_max
|
40
|
Maximum time in seconds that a bonus time will start after the round start or after the last bonus weapon period. |
mp_dm_time_between_bonus_min
|
30
|
Minimum time in seconds that a bonus time will start after the round start or after the last bonus weapon period. |
Dogtags
See also: item_dogtags.
Dogtags are not enabled by default. They are used in the Hunter-Gatherers and Bounty Hunter skirmish game mode.
- If
mp_dm_dogtag_score
is greater than0
, killed enemies will drop dogtags that certain players can pick up. - Collecting dogtags awards extra points.
- Killing enemies with the bonus weapon makes them drop extra dogtags.
ConVar | Default Value | Description |
---|---|---|
mp_dm_dogtag_score
|
0
|
Points to award players for picking up a dogtag in deathmatch. |
mp_dm_bonusweapon_dogtags
|
0
|
Additional dogtags to drop when making a kill with the bonus weapon. |
mp_dogtag_pickup_rule
|
0
|
Who is eligible to pick up a dogtag:
|
mp_dogtag_despawn_time
|
120
|
The time in seconds that dogtags stay before despawning automatically. 0 : infinite.
|
mp_dogtag_despawn_on_killer_death
|
1
|
Determines whether dogtags should despawn when their killer dies. |
Team Mode
The team mode is not enabled by default. It is used in the Hunter-Gatherers and (unused) Team Deathmatch skirmish game mode.
- Killing enemies is worth team victory points.
- Killing enemies with the Deathmatch bonus weapon awards additional victory points.
- The team with the most victory points at the end of the time limit wins.
ConVar | Default Value | Description |
---|---|---|
mp_dm_teammode
|
0
|
In deathmatch, enables team DM visuals and scoring. |
mp_dm_teammode_kill_score
|
1
|
Team deathmatch victory points to award for killing an enemy. |
mp_dm_teammode_bonus_score
|
1
|
Team deathmatch victory points to award for kills with bonus weapons. |
mp_dm_teammode_dogtag_score
|
0
|
Team deathmatch victory points to award for collecting enemy dogtags. |
Miscellaneous
ConVar | Deathmatch Value | Description |
---|---|---|
mp_bot_ai_bt
|
"scripts/ai/deathmatch/bt_default.kv3"
|
Uses the specified behavior tree file to drive the bot behavior. |
mp_buy_during_immunity
|
0
|
When set, players can buy when immune, ignoring buytime. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists. |
mp_respawn_immunitytime
|
10
|
How many seconds after respawn immunity lasts. Set to negative value to disable immunity. |
mp_solid_teammates
|
0
|
How solid are teammates: 0 = transparent; 1 = fully solid; 2 = can stand on top.
|
mp_teammates_are_enemies
|
0
|
Determines whether teammates are considered enemies, however not making them solid. With this set to 1 , the game plays more like free for all.
|
sv_disable_immunity_alpha
|
0
|
If set, clients won't slam the player model render settings each frame for immunity [mod authors use this]. |
sv_infinite_ammo
|
2
|
If set to 1, each player has infinite primary and reserve ammo, meaning they can shoot forever without reloading. If set to 2, each player has infinite reserve ammo, meaning he will have to reload. |