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---
title: "How to Set Up a Deathrun Server (CS 1.6)"
excerpt: "Build a Deathrun server on AMX Mod X: install the manager plugin, load deathrun maps, and tune the activator, traps and round flow for the mode."
category: "installation"
tags: "deathrun, mods"
image: ""
read_time: "8 min read"
---
<p>Deathrun is a one-versus-many mode: a single terrorist &mdash; the "activator" or death &mdash; triggers traps along an obstacle course while the counter-terrorists race to the end. It is built entirely on <a href="/tutorials/install-amx-mod-x-1-9">AMX Mod X</a> plus purpose-made maps; there is no separate engine mod to compile. This sets up a clean Deathrun server from a working CS install.</p>
<h2>1. Start from a working AMXX server</h2>
<p>Deathrun assumes Metamod and AMX Mod X are already running. Confirm:</p>
<pre>meta list
amxx version</pre>
<p>If AMX Mod X is not installed, do that first &mdash; the Deathrun plugin is an ordinary AMXX plugin and needs the framework beneath it.</p>
<h2>2. Install the Deathrun manager plugin</h2>
<p>Deathrun logic &mdash; picking the activator, managing traps, showing the HUD &mdash; lives in a manager plugin. Place its <code>.amxx</code> in <code>addons/amxmodx/plugins/</code> and register it:</p>
<pre>deathrun.amxx</pre>
<p>Add that line to <code>addons/amxmodx/configs/plugins.ini</code>. The general procedure is in <a href="/tutorials/install-amxx-plugin-files">installing AMXX plugin files</a>. Our maintained implementation is <a href="/plugins/csb-deathrun-manager">CSB Deathrun Manager</a>, which handles activator selection, glow, and reserved-slot fairness in one plugin.</p>
<h2>3. Install Deathrun maps</h2>
<p>Deathrun needs maps built for it &mdash; long linear courses with button-triggered traps, named with the <code>deathrun_</code> (or <code>dr_</code>) prefix. Place the <code>.bsp</code> files in <code>cstrike/maps/</code> and add them to your rotation:</p>
<pre>cstrike/maps/deathrun_castle.bsp
cstrike/maps/deathrun_temple.bsp</pre>
<p>Add each map to <code>mapcycle.txt</code>. Standard CS maps do not work as Deathrun &mdash; they have no trap entities. Distribute the maps to players over FastDL as in <a href="/tutorials/install-custom-maps-cs16-server">installing custom maps</a>, or players download them slowly on join.</p>
<h2>4. Tune the round flow for the mode</h2>
<p>Deathrun plays badly with default round settings. In <a href="/tutorials/setup-server-cfg-cs16">server.cfg</a>:</p>
<pre>mp_freezetime 3
mp_roundtime 5
mp_buytime 0
mp_startmoney 0
mp_autoteambalance 0
mp_limitteams 0</pre>
<p>The key ones: disable auto team balance and team limits, because Deathrun deliberately runs one terrorist against many CTs &mdash; leave balancing on and the engine constantly fights the plugin's team assignment. Zero buy time and money because there is no buying in Deathrun.</p>
<h2>5. Handle the activator</h2>
<p>The manager plugin chooses one player as the terrorist each round and moves everyone else to CT. Configure its behavior through the plugin's own cvars (typically in a <code>deathrun.cfg</code> the plugin creates on first run) &mdash; things like activator glow, reserved-slot priority, and whether the previous death can be picked again. If your plugin supports it, enable a glow on the activator so racers can see who controls the traps.</p>
<h2>6. Optional respawn and quality-of-life</h2>
<p>Many Deathrun servers keep dead players as spectators until the round ends, which is default. If you want late joiners to enter the current round, <a href="/plugins/csb-respawn-on-join">CSB Respawn on Join</a> handles that cleanly. Advertise the map's mechanics with a <a href="/plugins/csb-server-adverts">server-adverts plugin</a> so new players know how the traps work. Manage admins and map votes with <a href="/plugins/csb-admin-menu">CSB Admin Menu</a>.</p>
<h2>How a Deathrun round actually plays</h2>
<p>It helps to know the flow the plugin enforces, because it explains the cvar choices above. At round start the manager picks one player and forces them to the terrorist team &mdash; the activator &mdash; and puts everyone else on CT. The CTs spawn at the start of the course and must run to the finish; the activator runs a parallel path lined with buttons that trigger the map's traps &mdash; crushers, spike floors, moving platforms &mdash; timed to catch racers. Because exactly one player must be T and the rest CT, any engine feature that reshuffles teams &mdash; auto-balance, team limits, or a scramble plugin &mdash; actively fights the mode, which is why you disable them. The activator is deliberately outnumbered; the balance comes from map design, not team size, so the usual "fairness" cvars are exactly wrong here.</p>
<h2>Reward the winner</h2>
<p>Most Deathrun maps end with a final one-on-one arena or a "free day" where the last surviving CT fights the activator directly. Some manager plugins grant the round-winning racer a reward &mdash; extra health, a weapon, or the right to be activator next round &mdash; configurable in the plugin's <code>deathrun.cfg</code>. Decide whether winning should be its own reward or carry a mechanical bonus; a small perk keeps players pushing to finish the course rather than hanging back.</p>
<h2>Troubleshooting</h2>
<ul>
<li><strong>Everyone is on the same team / no activator picked</strong> &mdash; auto team balance is on. Set <code>mp_autoteambalance 0</code> and <code>mp_limitteams 0</code>.</li>
<li><strong>Traps do nothing</strong> &mdash; the map is a standard CS map, not a Deathrun map. Only <code>deathrun_</code>/<code>dr_</code> maps have trap entities.</li>
<li><strong>Plugin shows <code>bad load</code></strong> in <code>amxx plugins</code> &mdash; wrong AMXX version or a missing module. Recompile or install the matching build.</li>
<li><strong>Players cannot download the map</strong> &mdash; FastDL is not serving it. See <a href="/tutorials/fix-fastdl-not-working">FastDL not working</a>.</li>
</ul>
<h2>Verification</h2>
<p>Load a <code>deathrun_</code> map with a couple of test clients. Confirm the plugin picks exactly one terrorist, moves the rest to CT, and that pressing a trap button kills or blocks racers as designed. Run <code>amxx plugins</code> and check the manager reads <code>running</code>. If one death faces a team of racers on a trap map without the engine reshuffling teams, your Deathrun server is set up correctly.</p>