GunGame.party is a team deathmatch built around momentum. Two teams fight on the same map, share a weapon ladder and keep respawning until one side reaches the final knife stage. The scoreboard is always live, but the important rule is simple: your next frag helps the entire team move forward.
The match in plain English
At the start of a match, both teams have their own level, score and active weapon. Kills made with that weapon add progress to the team goal. When the goal is reached, the team advances and the next weapon becomes active for everyone on that side. The other team keeps playing at its own level, so the two sides can be using different weapons at the same time.
This creates a constant decision: chase the kill that moves the ladder, or play for the position that lets your teammate finish it. Personal kills are visible in the scoreboard, but the objective is shared progress. A player with fewer frags can still be the reason a level was secured.
Deathmatch respawns
There are no traditional round resets and no long spectator queues. After a normal respawn delay, you return to the map and continue with your team’s current weapon. Use the first seconds after spawning to regroup, check the minimap and choose an angle instead of running into the nearest fight alone.
Deaths matter because they give the opponent time and space, but they do not remove you from the match. The fastest teams are the ones that turn every respawn into coordinated pressure.
The Grenadier comeback mechanic
The Grenadier is the signature GunGame.party mechanic. When a team falls behind, the server can give a player on that side a temporary empowered role. The trigger uses the configured streak and deficit conditions; it is not a permanent class and it is not guaranteed after every kill streak.
An active Grenadier receives reinforced health, up to 1000 HP, and an unlimited supply of HE grenades while the role lasts. The player is marked HE on the live scoreboard, so both teams can identify the threat. The leading team keeps its level advantage, but it now has to respect a player who can break a stack, clear a corridor and open a route for teammates.
Playing as Grenadier
Your job is to create a useful opening. Use HE to force defenders out of tight positions, push immediately after the explosion and let teammates trade behind you. Do not waste the role chasing a distant player or entering alone without a follow‑up. The strongest Grenadier play is pressure that your whole team can convert into kills and level progress.
Playing against Grenadier
Spread out so one grenade cannot damage everyone, keep distance from narrow corners and call the player’s location. Focus fire after the throw, trade the entry and finish the target together. Killing the Grenadier removes the temporary enhancement, which makes that elimination more valuable than an ordinary frag.
When the role ends
The role normally ends when the Grenadier dies. The enhanced health and unlimited HE are removed, and the next life is regular unless the server rules trigger the role again. Team changes, reconnects and map changes may reset temporary state according to the live configuration.
How Grenadiers are highlighted
When the Grenadier role is active, the player is visible in several ways. Their name is marked HE on the scoreboard and the player receives a colored glow shell: blue for CT and red for T. The glow is a gameplay signal, not camouflage or an extra damage effect. It tells both teams where the temporary threat is and lets teammates recognize the player they should support.
The server may also show a short event message when a grenade level is reached. The live website mirrors the authoritative Grenadier flag and team count; if the game client and website appear different for a moment, trust the in‑game state first and wait for the next live snapshot.
Three seconds of spawn protection
Every valid deathmatch respawn receives 3.0 seconds of spawn protection. During this window the player cannot take damage, including bullet, knife and HE radius damage. A colored countdown HUD and a ring effect mark the protected player. Protection starts only after the final spawn position is placed, so it cannot be used to carry invulnerability through a death or a new life.
How to use protection correctly
Use the three seconds to leave the spawn, check the nearest threat and choose an angle. You can move, look around and prepare your weapon, but the protection is a short reposition window, not a free attack phase. Push toward an objective, break a crossfire or create space for a teammate before the timer reaches zero.
What protection does not allow
Do not treat the shield as permission to hold a spawn indefinitely, block opponents or farm damage. The protection ends automatically at the three‑second mark and is cleared on death. Once it expires, normal damage and team rules apply immediately. The safest habit is to spend the timer moving away from the spawn rather than waiting for an easy target.
Exact Grenadier balance rules
The default activation streak is 3 enemy kills, but the threshold adapts to the level gap. A team that is one or more levels behind can trigger the role after 2 kills; a tied team uses 3 kills; a team two levels ahead requires 4; and a team three or more levels ahead requires 5. Only enemy kills count toward the streak — team kills never qualify.
The role starts at 1000 HP. Each enemy kill while Grenadier adds 10 HP, capped at 1000, so the bonus restores a damaged Grenadier back toward full health. Grenadier kills with HE add progress: four grenade frags grant one shared team point. Killing an enemy Grenadier is worth two team points and restores the killer to 100 HP with full vest and helmet. Grenadiers do not receive that special reward for killing another Grenadier.
Friendly fire is normally blocked. While a Grenadier is active, a real HE grenade may damage teammates: a team‑kill costs the Grenadier 100 HP (and can kill them) and removes one point from their pending four‑frag grenade progress. Normal weapons still cannot damage teammates. Grenadier HE progress cannot push the team through the final knife level.
The Grenadier is marked in the scoreboard with HE and a team glow: red for Terrorists, blue for Counter‑Terrorists. The glow is an intentional balance signal — it makes the comeback threat visible to both sides. The role ends on death or a configured reset; the next life is normal unless the trigger happens again.
Exact spawn protection rules
Deathmatch respawns use a default 3.0‑second protection window. During it, all incoming damage is blocked, including bullets, knives and HE radius damage. A team‑colored ring and countdown HUD show the active shield. The timer starts after the final spawn position is placed, is cleared by death and cannot be carried into another life.
Use the shield to leave spawn, check the nearest route, set an angle or regroup. It is a movement and positioning window, not permission to sit in spawn or take free damage. The moment the countdown reaches zero, normal damage and team rules apply.
Knife steal and knife levels
Knife kills have a special TeamPlay effect. With Knife Steal enabled, a knife kill transfers 3 team points from the victim team to the killer team. If the victim is currently on the HE grenade level, the transfer is 6 points. The bonus applies only to an enemy knife kill outside warmup; self‑kills and friendly kills do not count. Bots are knifeable under the current server setting.
Knife Steal can swing a close level race instantly, so protect a teammate who is carrying the knife level and punish an exposed opponent. Grenadier grenade progress never bypasses the final knife requirement — the match must still end with a valid knife finish.
Levels, weapons and the final knife
Every level has a weapon and a score goal. The exact weapon order, goal values and respawn timing are server settings and may be tuned for balance. The live dashboard is authoritative: it shows each team’s current level, weapon, score, goal and active Grenadiers as the match changes.
The final stage is deliberately different. To win, a team must complete the final knife kill. Guns and grenades cannot replace that objective. Protect the player taking the duel, deny the enemy’s approach and treat the last few seconds as a team play rather than a solo highlight.
Fair play and match balance
Do not use intentional team kills, exploit bugs, spawn harassment or reconnect farming to manipulate progression or the Grenadier trigger. The comeback system exists to keep both teams dangerous, not to reward abuse. Stay on your assigned side, share information and give teammates a chance to convert the opening you create.
Reading the live scoreboard
The home dashboard refreshes the authoritative snapshot every second. It shows the map and match duration, each team’s level and progress, active weapon, total frags, player kills, deaths, health, alive state and Grenadier marker. The event feed reports recent kills and level changes. If the connection briefly drops, the page keeps the last snapshot until fresh data arrives.
Complete server settings and features
Game mode. GunGame.party is a continuous CS 1.6 team deathmatch. There are no traditional round wins, time limits or money economy: the bomb and hostage objectives are disabled, the round is infinite, and cash is disabled. Both teams stay in the fight until one team completes the weapon ladder and wins the final knife finish. Voice all-talk is off, so use team communication and the live scoreboard to coordinate.
Weapon ladder. The active order is: M3 → XM1014 → TMP → MAC-10 → MP5 Navy → UMP45 → P90 → Galil → FAMAS → AK-47 → Scout → AWP → M4A1 → SG552 → AUG → M249 → HE grenade → knife. The configured level goals are 1 kill on ordinary levels, with AK-47, M4A1, SG552 and AUG using 30 points, Scout and AWP using 10, M249 using 50, HE using 100, and knife using 10. Turbo progression is enabled, so a qualifying kill advances progress immediately. Triple-level jumps are disabled.
Loadout and damage. Players receive 100 armor and a helmet, 200 rounds of reserve ammunition, and full reserve ammo is refilled after a kill. Reserve ammunition is effectively unlimited, but you still reload normally and must respect the weapon’s magazine. AWP shots use the one-shot setting. Knife-protected levels and the final knife stage are decided by the knife rules, not by bomb or hostage objectives.
Grenade inventory. HE grenades are the only grenade type used for progression: the HE level is enabled, extra HE copies are allowed, and Grenadier supply refreshes automatically about every 5 seconds (with the normal throw/refill delay). Smoke and flash grenades are disabled for the GunGame ladder, so they cannot stall a fight or create an untracked advantage. The server can give a Glock alongside the grenade loadout where the map loadout requires it.
Respawn flow. Deathmatch respawn delay is 2 seconds. The server uses random deathmatch spawn selection, starts each life from a random spawn when possible, and can spawn players after a planted objective state because objectives are blocked. Corpses remain visible briefly for readable combat feedback. A 2-second countdown and spawn audio make the return to play clear.
Grenadier trigger. The normal configured streak is 3 enemy kills. The server adapts it to the team-level gap: 2 kills when your team is at least one level behind, 3 when levels are equal or the gap is neutral, 4 when your team is two levels ahead, and 5 when it is three or more levels ahead. Only enemy kills count; team kills, suicides and non-qualifying deaths never create a Grenadier streak.
Grenadier power and progression. Activation gives the player 1000 HP, an unlimited HE supply and a visible role marker. Every enemy kill made while Grenadier adds 10 HP up to the 1000-HP cap. An enemy killed by the Grenadier’s HE adds one grenade-frag toward the shared team goal; each group of four grenade frags awards one team point. Grenade progress cannot carry the team through the final knife level. Killing an enemy Grenadier with a regular player awards 2 team points and restores the killer to 100 HP with a full vest and helmet. A Grenadier killing another Grenadier does not receive that special reward.
Grenadier friendly-fire exception. Normal friendly fire is blocked. The only intentional exception is the active Grenadier’s real HE explosion: it can hurt a teammate for 100 HP, can kill the thrower’s teammate, and removes one pending grenade-frag point (never below zero). The Grenadier’s normal bullets and knives still cannot damage teammates. This makes grenade placement a real risk: use walls, spacing and callouts instead of throwing blindly into your own push.
Visual and audio feedback. A Grenadier is marked HE on the scoreboard and receives a team-coloured glow shell — red for Terrorists and blue for Counter-Terrorists. Grenades leave coloured trails, level changes produce clear HUD announcements, and combat feedback includes hit/damage effects, kill fade, blood and quake-style sounds. These effects communicate state; they do not add hidden damage or accuracy bonuses.
Knife rules in detail. Knife Steal is enabled in TeamPlay. An enemy knife kill gives the killer team +3 points and the victim team −3 points. If the victim is on the HE grenade level, the transfer is doubled to +6/−6. The transfer is for an enemy knife kill outside warmup; friendly kills and suicides do not qualify. Knife progression also uses the configured knife-protection rule: the final level still requires a valid knife finish, so firearms and HE cannot substitute for it. Bots are knifeable, and close visible bots are biased toward knife fights to keep their behaviour readable.
Warmup and teamplay. Each map begins with a 15-second knife warmup. Warmup is a real practice phase and does not trigger the normal knife-steal transfer. Teamplay is enabled: levels and progression are shared by team, knife steals affect team points, and the server applies a reduced knife teamplay modifier of 0.33 while the grenade modifier remains 1.00. Changing teams is restricted by the server’s teamplay policy; do not switch sides to manipulate a level race.
Battle Map spectator mode. On maps with configured battle-camera checkpoints, a connecting human may begin in an automatic spectator camera that follows the map’s showcase route and rotates viewpoints about every 60 seconds. The screen explains the mode and shows PRESS M TO PLAY. Press M in the team menu or type /join to leave the camera, open normal team selection and enter the match. If a map has no checkpoints, this spectator presentation is not used. Administrators can toggle it with /disablespec and /enablespec; those commands are not player gameplay rules.
Administration and balance tools. Admin-only commands such as super knife run, low gravity or wallhack are separate moderation tools and are not part of the normal public rules. The human/bot balance plugin keeps the configured bot quota near 12 and protects playable team sizes; bots are excluded from website statistics. Team semiclip lets teammates pass through one another to reduce spawn blocking, while anti-AFK protection is disabled so players who stop moving can remain exposed.