Free For All
Up to 12Everyone against everyone, instant respawn, first to 30.
The combat
Every mode here is live and started in the shipped config. Each match runs in a world of its own, so a mode is never full and never waiting on a slot to free up.
7 modes
The queue most people live in. Deathmatch modes respawn instantly, so there is no downtime between fights.
Everyone against everyone, instant respawn, first to 30.
Pistols only, first to 25. Nowhere to hide behind a rifle.
Bolt action only, first to 15, and a respawn you have to wait out.
Melee only, first to 20. Loud, stupid, and the best warmup on the server.
Red against blue, instant respawn, first team to 50.
Full squads, same rules, first team to 60.
Round-based elimination with no respawn inside a round. The only place ELO moves.
Ranked is the only place ELO moves
Never on kills
Larger teams play shorter series, because each round takes longer to resolve.
7 modes
The rest of the roster. Some of it is serious, some of it is four people in a van, and all of it is live.
A twelve-weapon ladder. Every kill promotes you and a knife kill demotes your victim. First to kill with the last weapon takes it.
Hold the circle to score. A contested circle pays nobody, and the hill moves every ninety seconds.
Best of nine, ninety-second rounds, one hit is out. Fully scripted, so no GTA damage is ever applied and desync cannot decide a round.
Two to a Caddy. The driver drives and the passenger shoots, exactly as stupid as it sounds.
Four to a van. One driver, three guns, one very bad idea.
One car each and no guns. Last car still moving takes the round.
One life on Cayo Perico. Everyone lands unarmed, weapons come only from marked timed airdrops, and the ring closes in four phases.
Pick a base mode, an arena, a score target, a time limit, max health and the respawn delay, then hand out the link.
All three vehicle modes are round-based, best of seven, two minutes a round, and every round destroys and recreates the whole fleet.
4 modes
Solo, in a world of your own, against a crew that holds the ground. Clear every hostile to win. Dying loses the run and there is no respawn.
The neighbourhood. Close streets, back lots, and nowhere with a long view.
The graveyard in snow. The North Yankton map is loaded for that world and for nobody else.
The cult camp on the mountain. Huts, fences, and one road down.
The mill above Paleto. Stacked timber, two levels, and a long yard to cross.
One of the four sites, drawn when the run starts.
Set the run before you start it
PVE awards XP only. No ELO, no challenge progress, nothing you can buy. It is the newest thing on the server and still marked experimental in the build.
5 modes
Five drills, sixty seconds each, in a world of your own. Bring a saved loadout or pick any weapon.
One target at a time in a random position. Speed and precision.
A single strafing target. Hold the crosshair on it.
Six targets at once. Target switching under pressure.
Static targets at 50, 70, 90 or 120 metres, with a personal best kept per distance.
Close moving targets, and you move too. It reports how many hits landed while you were actually moving.
Four of the five hold you on the firing point, because on those the distance is the exercise. A live panel runs while the drill does, and the results card puts you against your own personal best at the same distance. Drill results never touch a ladder: they are written under their own prefix, ELO is untouched, and a completed run pays XP at the lowest rate on the server.
Where you fight
All of them real GTA locations, chosen for being flat, enclosed and low-traffic. Purpose-built arena maps are separate work and are not shipped, so nothing here is a room that only exists on this server.
| Arena | Where | Used by |
|---|---|---|
| Terminal Apron | LS International cargo apron | FFA, TDM, KOTH |
| Container Yard | Elysian Island stacks | FFA, TDM, KOTH |
| Sandy Airfield | Sandy Shores | FFA, TDM, Sniper |
| Paleto Shore | Paleto Bay | FFA, TDM |
| Ludendorff Cemetery | North Yankton | FFA |
| Altruist Camp | Mount Chiliad | FFA |
| Paleto Forest Sawmill | Above Paleto | FFA |
| Vinewood Bowl | Amphitheatre stage | Ranked, Paintball |
| Maze Bank Roof | Tower roof | Ranked |
| Zancudo Strip | Military runway | FFA, Sniper, Vehicle |
| Cayo Perico | The island | Airdrop only |
Spawn points are generated as a ring facing the centre of the arena. On every respawn the server picks the point furthest from the nearest living enemy, with ties broken at random. Spawn immunity ends the moment you fire, so it can never be used as a free first shot.
Loaded properly rather than faked, so a fight inside one behaves like a fight anywhere else.
Queue with people
Ranked runs from 1v1 to 5v5, and the team modes are better with four people who have played together than with four strangers.