


Good for singleplayer maps, used on CS:GO's Training Course. No round limit, no time limit, no freezetime, minimal HUD. A player wins by scoring the highest after the round's time limit.Īssigns clients to CT with no weapon. Kills grant points, depending on the weapon type and if it is currently the bonus weapon. Like Armsrace but with free weapon choice and respawns across the map. Each player can progress one gun per round by making at least one kill. Each player is given a fixed weapon for each round, depending on his individual progress. A weapon progression (a number of guns and their order) is defined where players win by making a specified number of kills with each of these weapons.Ī mixture of Casual with Armsrace.

The game is one perpetual round where killed players respawn at the default spawns. Like Competitive but every player can buy each weapon at most once per match. Like Competitive, but adjusted for 2v2 and for a smaller map or a map section. Round-ending objectives are elimination, bomb explosion, bomb defusal, hostage rescue and timeout. Best of 30 rounds, teams are switched at halftime, friendly fire is on. The classic game mode, usually made for 5v5. Like Competitive but with fewer rounds, shorter freezetime per round, no friendly fire, no team collision, free armor and free defuse kit/ cutters. Note: The possible map command optional parameters can be found in the function GameTypes::GetGameTypeAndModeFromAlias defined in gametypes.cpp. If these four ConVars are not set before loading a map, the map launches in the last game mode played.
