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Counter-Strike 2 chooses a server ruleset from two console variables, not from one universal mode number: game_type and game_mode. Set both values, then load a map with map or changelevel. If you launch the server yourself, place the pair before +map; if you use a hosting panel, save the mode in its Game Settings or Startup fields and restart. Changing only one variable, or changing them after the current map has already loaded, can leave the match running under the previous ruleset.

Which game_type and game_mode values select each CS2 mode?

The two variables work as a pair. A single number is not enough to identify a complete CS2 ruleset. Set the family with game_type, then set the ruleset within that family with game_mode. The commonly used combinations are:

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Mode game_type game_mode
Casual 0 0
Competitive 0 1
Wingman 0 2
Arms Race 1 0
Demolition 1 1
Deathmatch 1 2
Custom 3 0

For example, Competitive is game_type 0 plus game_mode 1. Deathmatch is not just “mode 2”; it is the complete pair 1/2. If you set only game_mode 2, the server can combine it with an old or unintended game_type.

Valve’s mode table also includes Training, Weapons Expert and other variations. Supported modes, aliases and variation settings can change with game updates, so use the current Valve table when you need a mode that is not listed above. Do not copy a pair from an old tutorial without checking that it matches the build installed on your server.

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A useful memory aid is that Casual, Competitive and Wingman all use game_type 0, while Arms Race, Demolition and Deathmatch use game_type 1. The second number identifies the ruleset within that family. Custom uses its own family value, game_type 3, together with game_mode 0.

How do I change the mode in a hosting control panel?

Managed CS2 hosts usually expose the same variables through a graphical Game Settings, Startup or Configuration page. The panel may display friendly names such as “Competitive” while writing the numeric pair to the launch command behind the scenes. If it offers both a mode selector and individual startup variables, confirm that they agree rather than filling in only one field.

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  1. Stop the server if the provider requires it for configuration changes. Some panels allow edits while stopped only, while others save them immediately.
  2. Open the server’s Game Settings or Startup page.
  3. Select the desired mode, or enter both game_type and game_mode values. For Competitive, for example, enter 0 and 1; for Deathmatch, enter 1 and 2.
  4. Save the settings and review the resulting startup values if the panel shows a command preview.
  5. Restart the server. A restart ensures the new variables are present before the first map loads.

After the restart, check the first map rather than assuming that a saved panel value changed an already running match. A panel generally controls the launch command, so a restart is the point at which its settings become effective. If the provider offers a separate map or level field, ensure that the mode variables appear before that map argument.

Some panels regenerate their launch command whenever the server starts. In that case, the panel’s Startup fields are authoritative and manual edits to a generated script can be overwritten on the next restart. If a value keeps reverting, change it in the provider’s documented Game Settings or Startup interface instead of repeatedly editing a generated file.

How do I set a mode on a self-managed or dedicated server?

Put both variables and the initial map in the launch command. Valve documents this ordering because the mode must be selected before the map is initialized.

./cs2 -dedicated +game_type 0 +game_mode 1 +map de_dust2

The executable path, account arguments and other startup options depend on your installation. The important part is +game_type, followed by +game_mode, followed by +map. For Deathmatch, the equivalent core arguments are:

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./cs2 -dedicated +game_type 1 +game_mode 2 +map de_dust2

The plus signs tell the launch process to apply the values as startup commands. Keep the pair together in the same startup script so a later edit does not accidentally leave one value behind. If you use a service manager or a hosting wrapper, place the arguments in the command that actually starts the CS2 process, not in an unrelated shell script that is never called.

Changing the mode while the server is running

For a live server, issue both console commands and then force a map load:

game_type 1
game_mode 2
changelevel de_dust2

You can use an RCON console, the server console or your provider’s command interface, provided your account has permission to change server variables and levels. Replace the example values and map with the pair and map you actually want. A restart is not the only way to apply a change: a controlled changelevel also runs the map-load initialization that reads the mode.

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The changelevel command is not optional when you need the current session to adopt the new ruleset. CS2 reads these values during map loading. Setting a ConVar and leaving the current map running can make the console appear correct while teams, scoring, round rules or the buy system still behave as they did before.

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Valve states that if the relevant ConVars are not set before a map loads, the map launches in the last game mode played. That behavior explains why a console change can appear to succeed while players continue to see the old rules. Always schedule the map change at a safe point, because it ends the current map and can interrupt an active match.

Where should the mode settings go in configuration files?

Use the general server configuration for settings that should apply regardless of mode, and use the mode-specific server configuration for rules that are initialized when that mode loads. Separating these scopes makes it easier to diagnose a reset and prevents a Competitive-only rule from leaking into Casual or Deathmatch.

Global settings: server.cfg

The normal location for server-wide values is game/csgo/cfg/server.cfg. Hostname, passwords and general server options belong here. Keep this file focused on values that make sense in every ruleset. A global setting should not depend on whether the next map is Competitive, Wingman or Deathmatch.

Mode-specific overrides: gamemode_<mode>_server.cfg

Valve supports owner-created companion files such as gamemode_competitive_server.cfg. Put mode-specific mp_, bot_ and related rule overrides in the file for the mode that should receive them. The mode configuration is initialized during map loading, so these files are a safer place for rules that must survive that initialization than a generic launch-script edit.

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Use the mode name expected by the installed configuration for the companion filename, and keep a separate file for each mode that needs different rules. For instance, a Competitive override should not be placed in the Deathmatch companion file and then tested on a Competitive map. If you are unsure which mode file is active, start with the current Valve naming pattern and verify it against the files shipped with your server build.

Do not modify Valve’s shipped default mode files when an owner-created companion file can provide the override. Updates can replace shipped files, while your server-specific file remains under your control. Keeping your changes in the companion file also makes it clearer which settings are yours when you compare files after an update.

Why a setting can work once and then disappear

If a value works at the console but vanishes after a map change, first check whether it belongs in the active mode’s _server.cfg. Also verify that both mode variables are set before the transition. A single variable can be replaced or interpreted together with the other value during map initialization.

Test persistence with a deliberate sequence: set the pair, load a map, inspect the resulting rules, change to another map in the same mode, and then change to a different mode. This reveals whether the problem is a map-load timing issue, a mode-file override or a panel that rewrites startup values.

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Can a map command select the mode as well?

Yes. CS2 accepts mode aliases on the map command, allowing one command to choose a ruleset and load the map.

map de_dust2 deathmatch

This form is useful for an administrator making a one-time switch because it combines mode selection and map loading. It also avoids the common mistake of changing the variables and forgetting to reload the map. For persistent operation, however, keep the numeric pair in the launch configuration or panel so the server starts correctly after a restart.

Valve documents aliases including competitive (or comp), deathmatch (or dm) and scrimcomp2v2 for Wingman. Use an alias supported by the current game build; aliases are not a substitute for checking the numeric pair when you are writing a persistent startup configuration. A plain command such as map de_dust2 does not necessarily select a new mode by itself.

If a scripted rotation uses aliases, keep the alias and intended pair documented together. That makes a later troubleshooting session easier and lets you replace an alias with explicit variables if an update changes alias support.

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How do I configure short matches and other CS2 variations?

Advanced variations use the base mode together with additional settings. sv_game_mode_flags and sv_skirmish_id can select options such as short matches or War Games.

  1. Choose the base mode by setting both game_type and game_mode.
  2. Set the documented sv_game_mode_flags or sv_skirmish_id value for the variation you want.
  3. Load a map with map or changelevel so the base mode and variation are initialized together.

These controls are build-sensitive. If a flag or skirmish identifier stops working after an update, consult the current Valve mode documentation rather than assuming that an older identifier remains valid. Set the base pair first even when the variation appears to have its own name; the variation is layered on top of a mode family, not a replacement for game_type and game_mode.

For a custom server, start with Custom’s 3/0 pair and then apply only documented custom or variation settings. Avoid mixing a Custom value with a Competitive or Deathmatch second number unless the current Valve table explicitly lists that combination.

Why did my CS2 server keep the old mode?

Most “stuck mode” reports come from applying the pair at the wrong time, setting only one half of it, or allowing a panel or configuration file to overwrite it.

The map loaded before the variables

In a startup command, put +game_type and +game_mode before +map. If +map appears first, the server can initialize the map with the previous mode before it reaches the new values. Reorder the command, restart, and test the first map again.

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Only one variable was changed

Always set both values. For example, Competitive is 0/1, while Deathmatch is 1/2; changing only game_mode does not fully describe the intended ruleset. Record the pair as one unit in notes, scripts and panel fields.

The current map was never reloaded

After changing values through a console, run changelevel or restart the server. The current match does not necessarily rebuild its rules simply because a ConVar now displays a different number. Warn connected players before a runtime map change so they understand why the match is ending.

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A mode file overwrote your general setting

Move rules that must persist for one mode into its gamemode_<mode>_server.cfg companion file. Keep universal settings in server.cfg, and inspect the active mode file when a map transition resets a value. Check both files if a setting appears correct immediately after startup but changes as soon as the map finishes loading.

The hosting panel rewrote the launch command

Some providers regenerate startup arguments from their web form. Set the values in the provider’s documented Startup or Game Settings fields, save them, and restart instead of relying on a hand-edited generated command. If the panel displays both a friendly mode and raw variables, make sure they describe the same pair.

Players cannot join after the switch

Check the selected mode’s expected player count and the server’s maximum-player launch setting. Valve’s mode table lists default maximums by mode; a mismatch between those defaults, your launch limit and the mode’s team structure can prevent players from joining or leave slots unusable. Recheck the limit whenever you move between a full-size mode and a smaller format such as Wingman.

An alias or variation is no longer recognized

Verify the alias, sv_game_mode_flags value or sv_skirmish_id against the current Valve documentation for the installed build. An unsupported alias can be rejected or can leave the prior mode in place, while an outdated variation identifier may load the base mode without the extra rules.

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How should I choose between a panel, a launch command and runtime changes?

Route Best for What to remember
Hosting panel Managed servers where the provider owns the startup command Set both variables in Game Settings or Startup and restart; panel values may overwrite manual edits.
Launch command Self-managed servers with a fixed default mode Place the pair before +map so the first map uses it.
Runtime console Temporary changes or administration during a session Set both values, then run changelevel to apply them.
Configuration files Rules that must persist across map changes Use server.cfg for global values and the matching mode-specific companion file for mode rules.
Map alias One-off administrative switches Use a supported alias with map; keep explicit numeric pairs for persistent startup settings.

For a server that should always start in one mode, a launch command or panel startup setting is the clearest source of truth. For scheduled mode changes, keep persistent rule overrides in the appropriate companion files and use a controlled map change when switching. A runtime command is convenient, but it should not be the only record of the intended default because a restart will use the saved startup configuration instead.

When comparing routes, consider who controls the startup command, whether a restart is acceptable, and whether the rule must survive every map transition. A panel is simplest when the provider owns the process; self-managed files provide a clearer audit trail when you need repeatable scripts; runtime commands are best for temporary administration.

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What is the safest checklist before opening the server to players?

  • Write down the intended pair, such as Casual 0/0, Competitive 0/1, Wingman 0/2 or Deathmatch 1/2.
  • Set both variables in the panel, startup command or console.
  • Ensure the variables appear before the initial +map, or run changelevel after a runtime change.
  • Keep global options in server.cfg and mode-specific rules in the matching gamemode_<mode>_server.cfg.
  • Confirm that a hosting panel has not regenerated different startup values.
  • Check the mode’s player-limit expectations against the server’s maximum-player setting.
  • If using an alias, verify that it is supported by the installed CS2 build.
  • If using short matches or War Games, verify the documented sv_game_mode_flags or sv_skirmish_id value.
  • Load a known map and verify the resulting rules before inviting players.
  • Test one map transition and, if practical, one restart so you know the configuration persists in both situations.

This sequence separates selection from verification: first establish the pair, then trigger the map load, then inspect gameplay and persistence. It also catches the two most common operational errors—an early +map and a panel that silently restores old startup values.

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Frequently Asked Questions

How can I tell which mode is active without restarting the server?

Query game_type and game_mode in the server console or through an authorized RCON session, then compare the pair with the intended mode. If the numbers are correct but gameplay still looks unchanged, the map has not been reinitialized; use changelevel.

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Does changing the map automatically change the mode?

Only when the map command includes a supported mode alias or the two variables were set before the load. A plain map change can otherwise keep the previously selected ruleset, so an explicit pair is safer for scripted rotations.

What happens if I use an unsupported mode alias?

The server may reject the command or fall back to its prior mode, depending on the game build. Use Valve’s current alias list and numeric mode table for the installed version, especially after a CS2 update.

Can I run a custom mode with only game_type 3?

No. The mode selection is still a pair, so Custom uses game_type 3 together with game_mode 0. Its final rules can then be shaped by the custom configuration and any documented variation settings.

Is a restart required every time I change the mode?

No. A restart is the reliable way to apply a panel or startup change before the first map. For a running server, set both variables and use changelevel to apply them without restarting the process.

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Where should I put bot or match-rule changes that apply only to Competitive?

Use the owner-created gamemode_competitive_server.cfg companion file for Competitive-specific mp_, bot_ and related rules. Keep values that should apply in every mode in game/csgo/cfg/server.cfg.

Why does the console show the right pair but players still see the old rules?

The variables may have been changed after the map loaded. Run changelevel or restart, and check that the active mode file or hosting panel is not overwriting the values during initialization.

The Bottom Line

Set game_type and game_mode as a pair, place them before the first map load, and use changelevel after any runtime change. Keep universal options in server.cfg, mode-specific rules in the matching companion file, and verify hosting-panel values after a restart.

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