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Game Modes

P3rlE edited this page Oct 9, 2026 · 2 revisions

Game Modes

The server variable g_gametype sets the mode. Non-team modes use the values 0–15 and team modes start at 16.

Race modes

g_gametype Mode How it works
0 Racing Classic lap racing. Only race progress counts. Weapons are disabled and frags don't matter.
1 Racing DM Lap racing with weapons. Every frag takes 500 ms off your recorded finish time.
2 Single Player Solo time trial. The lap count comes from g_timeTrialLaps. Local only, not available on dedicated servers.
5 Elimination Lap racing with a knockout. When everyone else has completed a lap, the last driver still on that lap is eliminated. This repeats every lap until one driver is left. Weapons are off unless g_eliminationWeapons 1.
7 Sprint Point-to-point race from A to B. Always one lap. Needs a sprint map (one with rally_start and rally_finish).
8 Ghost Race 🧪 Lap racing against a ghost, with no AI drivers. Cars don't collide with each other. See Ghosts and Ghost Race. Development build

Combat modes

g_gametype Mode How it works
3 Demolition Derby Ram the other cars. The last car still running wins. No weapons. 🧪 Development build: every ram refills some fuel, and if you don't hit anyone for 45 s your car explodes (you get a warning 10 s before).
4 Last Car Standing Survival with no respawns. The round ends as soon as only one car is left.
6 Deathmatch Classic free-for-all. Kill +1, suicide −1. Ends at the frag or time limit.

Team modes

g_gametype Mode How it works
16 Team Deathmatch Like Deathmatch. Team scores add up from the players' frags.
17 Team Racing Teams are ranked by their combined finish times. Pure racing, frags don't count.
18 Team Racing DM Team racing with weapons. Each frag is worth a 500 ms bonus.
19 Capture the Flag Two teams. Capture +5, flag return +1, killing the flag carrier +2.
20 CTF4 Capture the Flag with four teams (red, blue, green, yellow), with coloured HUD messages and per-team announcer cues.
21 Domination Hold control points (sigils). Your team scores every g_dominationScoreInterval ms (default 10 s) for each point it holds.
22 King of the Hill Hold the hill zone uncontested to earn points. Ties can go into overtime.
23 Autoball 🧪 Car football: drive the ball into the other team's goal. Turbo instead of weapons, demolitions at full speed, golden goal on a tie. See Autoball. Development build

Scoring summary

Mode Win condition Kill Suicide
Racing / Team Racing / Sprint Best race time / progress no effect no effect
Racing DM / Team Racing DM Best adjusted time −500 ms from your time no effect
Elimination Last driver not eliminated no effect —
Derby / Last Car Standing Last car alive +1 −1
Deathmatch / Team DM Frag or time limit +1 −1
CTF / CTF4 Capture limit +2 (carrier kill) —
Domination Score or time limit +1 —
King of the Hill Score limit (g_kothScoreWin, default 100) no team points —
Autoball 🧪 Goal limit (capturelimit) or time limit, golden goal on a tie demolition +10 personal points —

King of the Hill in detail

  • Your team earns g_kothPtsTick points (default 1) per second while it holds the hill uncontested.
  • Capturing the hill gives a bonus of g_kothPtsCapture (default 5).
  • Retaking full control after an enemy contest gives g_kothPtsDefend (default 3).
  • Dead players respawn in waves (g_kothRespawnWave, default 5 s).
  • Overtime: if the match ends in a tie, the team that owns the hill must hold it uncontested for g_kothOvertimeHoldTime (default 10 s) with at least one teammate inside.

Autoball in detail 🧪

  • A goal counts when the whole ball is over the line. Every goal is +1 for the team and +100 for the scorer; assists, saves and shots give personal points.
  • Cars start every play frozen on their kick-off spots; the whistle releases them.
  • No weapons unless g_autoballWeapons 1. Only turbo pickups stay in the arena.
  • Ramming an opponent while burning turbo at 110 km/h or more (g_autoballDemoSpeed) wrecks their car.
  • Mutators: up to three balls, ball size and ball gravity.

Everything else is on the Autoball page.

Track variants

Many race tracks come in up to three track lengths and can be raced in reverse. The server picks the variant with:

  • g_trackLength – 0 short, 1 medium, 2 long
  • g_trackReversed – 1 to race the track in reverse, if the map supports it

If the map doesn't offer the length you asked for, the game picks the next one that is available. The Maps page lists the variants for each track.

Upgrading old server configs

The g_gametype numbers changed in v0.7c. If you run a team-mode server with a config from v0.6c or v0.7b, update the numbers. See Dedicated Server → Gametype numbers.

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