CS:GO Gamemodes: Deathmatch
Deathmatch is a gamemode in Counter-Strike: Global Offensive.
This page is supposed to name technical details as well as useful commands and ConVars available for manipulation for this gamemode.
A map is launched in this gamemode by invoking game_type 1
, game_mode 2
and map <mapname>
, or all in one command: map <mapname> deathmatch
.
Contents
Gamemode Description
On official servers, this gamemode 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 the Zeus x27. The immunity also ends after moving or
+attack
ing. - 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 however might yield bad or unfair results. It is highly recommended to disable randomly generated deathmatch spawns with a info_map_parameters entity and to manually place info_deathmatch_spawn entites across the map to avoid the downsides that randomly generated spawn points have:
- They have the angles
(0,0,0)
, which feels 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
.
Gamemode 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.

mp_t_default_secondary
and mp_ct_default_secondary
are considered if a player's default equipment does not contain a pistol. All similar ConVars such as mp_t_default_melee
and mp_ct_default_melee
are not considered.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 gamemode.
- 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 gamemode.
- 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. |