
Team Deathmatch
LIVEClassic team-based combat. Rack up eliminations and outscore the enemy in fast, familiar firefights.
Two teams, no objectives beyond eliminations. Fast respawns keep the action constant. Map control and crossfires decide who out-trades whom.
First team to the kill limit — or the higher score when time runs out — wins.
The purest test of gunplay and map sense — no objectives to hide behind, just team fights and positioning.
- Hold a power position and let them feed into it.
- Fight near teammates for crossfires and trades.
- Don't push after a kill without checking your flanks.
- Control the center and spawns flip in your favor.
How to win Team Deathmatch
Team Deathmatch is a race to the kill limit, and momentum snowballs. Fight from the map's strong angles rather than running open ground, keep the squad tight so trades go your way, and pressure the enemy spawn without over-committing into it. Watch the score swing — when a streak starts rolling, feed it; when the pace stalls, reset to a held angle and bait the impatient push instead of forcing one.
- Kill pace
- Spawn pressure
- Flanking routes
- Momentum
Scoring & format
First team to the kill target wins — or the higher score when the clock runs out.
- Kill (counts to target)
- 100
- Kill
- 100
- Assist
- 50
- Headshot bonus
- +20
- Revive
- 80
- Resupply / Repair
- 20
- Spot assist
- 30
Tightest on Lebanon and Red Square; open maps like Greenland tilt it toward the marksman kits.
- Spawn on your squad, not on base — every squad spawn puts you back in the fight and holds the ground you took.
- Move as a fireteam of two or three; a lone push feeds the enemy, a stacked one breaks a hold.
- Cover the roles — keep a Support for ammo, a Medic for revives, and an Engineer for armor.
- Call the rotation before you take it; a coordinated flank beats a faster solo run every time.
First team to the kill target wins — or the higher score when the clock runs out.
When you fall behind: stop trading in the open. Consolidate onto a defensible cluster of objectives, deny the easy points, and make the enemy overextend to reach you — the bleed reverses when they break formation.
Team Deathmatch, map by map
How Team Deathmatch actually plays on each map that runs it — the objective layout, the flow of a round, and the pointers that decide it.
Taiwan BeachMap guide Free-roaming fight centered on the central boardwalk and warehouse row — no fixed points, the crowd rotates with the kills.
Teams collide on the boardwalk early, then the losing side gets pushed back into the warehouses where it becomes a close-quarters grind.
Donbas WoodsMap guide Woodland brawl around the ruined farmhouse and trench line — ambush country.
Patient teams win; the side that pushes the open road first usually feeds the ridge snipers.
Canadian ArcticMap guide Tight fight around the resort chalets and cable-car station, away from the sniper-owned open ground.
The team that anchors the chalets and denies the ridge wins the attrition.
Red SquareMap guide Urban plaza brawl — the central square and colonnade are the kill funnels, metro below is the flank.
Teams trade the plaza until one side takes the colonnade and collapses the other into the metro.
Penghu IslandsMap guide Concentrated fight in the village square and temple interior, away from the open channels.
The team that holds the temple steps and village alleys grinds the other down.
Finnish Ski ResortMap guide Close fight through the lodge and chalet row, sheltered from the piste snipers.
Indoors decides it; the open snow just feeds the ridge overwatch.
Guyana JungleMap guide Dense canopy brawl around the compound and root tunnels — ambush country.
Patient, suppressed flanks win; loud pushes echo and get punished.
Iran / DustedMap guide Dust-choked village brawl through the market alleys and compound courtyards — short, brutal sightlines.
Alley fights dominate; the open wadi between compounds just feeds the rooftops.
LebanonMap guide Vertical city brawl — highrise windows and stairwells decide the fight over the street-level shops.
Whoever owns the towers rains down on the boulevard; the ground team must clear stairwells to answer.
GreenlandMap guide Close fight through the station corridors and storage bays, away from the sniper-owned shelf.
The team that holds the station interior grinds down anyone crossing the open ice.
Ask an operator
Marcus Vale runs Team Deathmatch. Ask how to play it, what to watch for, or how to win.






