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Flagball is a mod for Teeworlds, a 2D multiplayer shooter. In Flagball, there are two goals, one for the red team, the other is for the blue team. The team goal is located at the back of the enemy base. There is a ball represented with either a red or a blue flag. The ball can be picked by a tee, either by touching it (as in the standard CTF game), or by hooking the flag. The ball carrier cannot shoot ordinary weapons. Instead, when the ball carrier presses the shoot button, they throw the ball (flag) in the direction they aim. The ball may also be passed to other players (including the enemy) directly through hooking. The ball carrier drops the ball on every damage. When the ball carrier reaches their goal, they score and die to respawn back at their base. If the carrier throws the ball into the goal, they score too, but their team get less points. If the server option sv_fb_owngoal is activated, the players that try to score into their own goals will be punished and the enemy team will score. If the server option sv_fb_laser_momentum is set to a nonzero value, the laser can be used to kick the ball with a given force.

In the map, the goals are the first two deathmatch spawn points. Playing with two balls (two flags) is possible.

Use scripts/ to get the list of server configuration variables and available rcon commands. Pipe it to scripts/multimarkdown (requires Perl5 Text::MultiMarkdown library) to get the HTML output. You may find the current list at my server.

The original author of Flagball is datag. See the thread on

Random map rotation

Random map rotation makes maps appear in a random sequence. It is activated by assigning the following value to sv_maprotation:

sv_maprotation "!random flagball.mrt"

Where flagball.mrt is a plain text file made of two columns: map name and map weight, for example:

fb_sandstorm 0.4
fb_skyways   0.35
fb_sol       0.22
fb_jungle    0.17

Weights are normalized to obtain probabilities.

Following is the original teeworlds README.

Packaging status

Teeworlds CircleCI AppVeyor Build Status

A retro multiplayer shooter

Teeworlds is a free online multiplayer game, available for all major operating systems. Battle with up to 16 players in a variety of game modes, including Team Deathmatch and Capture The Flag. You can even design your own maps!

This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. See license.txt for full license text including copyright information.

Please visit for up-to-date information about the game, including new versions, custom maps and much more.

Originally written by Magnus Auvinen.

Building on Linux or macOS

Installing dependencies

# Debian/Ubuntu
sudo apt install build-essential cmake git libfreetype6-dev libsdl2-dev libpnglite-dev libwavpack-dev python3

# Fedora
sudo dnf install @development-tools cmake gcc-c++ git freetype-devel mesa-libGLU-devel pnglite-devel python3 SDL2-devel wavpack-devel

# Arch Linux (doesn't have pnglite in its repositories)
sudo pacman -S --needed base-devel cmake freetype2 git glu python sdl2 wavpack

# macOS
brew install cmake freetype sdl2

Downloading repository

git clone --recurse-submodules
cd teeworlds

# If you already cloned the repository before, use:
# git submodule update --init


mkdir -p build
cd build
cmake ..

On subsequent builds, you only have to repeat the make step.

You can then run the client with ./teeworlds and the server with ./teeworlds_srv.

Build options

The following options can be passed to the cmake .. command line (between the cmake and ..) in the "Building" step above.

-GNinja: Use the Ninja build system instead of Make. This automatically parallizes the build and is generally faster. (Needs sudo apt install ninja-build on Debian, sudo dnf install ninja-build on Fedora, and sudo pacman -S --needed ninja on Arch Linux.)

-DDEV=ON: Enable debug mode and disable some release mechanics. This leads to faster builds.

-DCLIENT=OFF: Disable generation of the client target. Can be useful on headless servers which don't have graphics libraries like SDL2 installed.

Building on Windows with Visual Studio

Download and install some version of Microsoft Visual Studio (as of writing, MSVS Community 2017) with the following components:

  • Desktop development with C++ (on the main page)
  • Python development (on the main page)
  • Git for Windows (in Individual Components → Code tools)

Run Visual Studio. Open the Team Explorer (View → Team Explorer, Ctrl+^, Ctrl+M). Click Clone (in the Team Explorer, Connect → Local Git Repositories). Enter into the first input box. Wait for the download to complete (terminals might pop up).

Wait until the CMake configuration is done (watch the Output windows at the bottom).

Select teeworlds.exe in the Select Startup Item… combobox next to the green arrow. Wait for the compilation to finish.

For subsequent builds you only have to click the button with the green arrow again.

Building on Windows with MinGW

Download and install MinGW with at least the following components:

  • mingw-developer-toolkit-bin
  • mingw32-base-bin
  • mingw32-gcc-g++-bin
  • msys-base-bin

Also install Git (for downloading the source code), Python and CMake.

Open CMake ("CMake (cmake-gui)" in the start menu). Click "Browse Source" (first line) and select the directory with the Teeworlds source code. Next, click "Browse Build" and create a subdirectory for the build (e.g. called "build"). Then click "Configure". Select "MinGW Makefiles" as the generator and click "Finish". Wait a bit (until the progress bar is full). Then click "Generate".

You can now build Teeworlds by executing mingw32-make in the build directory.

Building with bam, guides for all operating systems

You can also compile Teeworlds with bam, a custom build system. Instructions for that can be found at


A retro multiplayer shooter







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