There are 5 base game modes, also called "game engines", which implement multiplayer game rules and scoring:

Enginegame_variant names
Kingking, team_king, crazy_king, classic_king, classic_king_pro, classic_crazy_king, classic_team_king
Oddballoddball, team_oddball, classic_oddball, classic_team_oddball, classic_reverse_tag, classic_accumulation, juggernaut, classic_juggernaut, classic_stalker
Racerace, classic_race, classic_rally, classic_team_race, classic_team_rally, team_race
Slayerslayer, team_slayer, classic_slayer, classic_slayer_pro, classic_phantoms, classic_endurance, classic_rockets, classic_snipers, classic_team_slayer
CTFctf, assault, classic_ctf, classic_ctf_pro, classic_invasion, classic_iron_ctf,

All gametypes are customizations of these base modes. To test game modes in Standalone, use one of the names above with the game_variant function:

game_variant ctf
map_name levels\test\bloodgulch\bloodgulch

Objectives like the CTF flags, oddball spawns, and hill boundaries depend on scenario netgame flags placed using Sapien.

The UI localizations for these game variants are found in ui\default_multiplayer_game_setting_names.unicode_string_list.


The CTF engine is responsible for controlling CTF and Assault games.

During initialization of a CTF game, all player spawn points are validated. If a spawn point is closer to the enemy team's flag than its own team's flag (or vice versa for Assault), its team index is set to 3 which prevents it from being used. If a level artist accidentally places the CTF flags in the wrong bases it can result in all spawn points being disabled and players being forever stuck "waiting for space to clear" rather than spawning.


Thanks to the following individuals for their research or contributions to this topic:

  • Conscars (Reversing game variant names)