(클래식 미션/ 竞技/ クラシックミッション)
The core game mode in all Counter-Strike series. Objectives are straightforward in two scenarios; bomb defusal or hostage rescue.
For bomb defusals, Terrorists have to detonate a bomb site. In hostage rescues, Counter-Terrorists escort the hostages to the rescue zone.
(매치/ 国际大赛/ マッチ)
Exactly the same as Original/ Classic, with Friendly Fire enabled on both teams. Killing teammates result in monetary penalties and negative scores.
(킬레이스/ 个人决战/ -)
Free-for-all. Players who join either teams would fight against one
another to gain the highest score. This mode has continuous respawns and would not stop until the
highest score is achieved by an individual.
During the final 1-minute countdown, sudden death occurs whereby all individuals' HP would be reduced to 1.
TEAM DEATHMATCH (TDM)
(팀 데스매치/ 团队决战/ チームデスマッチ)
Both teams compete to attain the score set. Each enemy kill yields 1 point to the attacking team.
By default, no weapon limitations are set.
Individuals killed respawn in 5 seconds. One could also change loadout before respawning.
Game ends when either team reaches the score limit or have more points than the other when the timer reaches zero.
(건팀 데스매치/ 枪王决战/ ガンチームデスマッチ)
Follows the TDM gameplay, except individuals are provided random weapons upon leveling up. Whenever a player spawns, the health points are scaled (increased/ decreased) according to gap between the player's and the leader's (top player) level. For example, a player that spawns at level 1 would have a maximum of 540 health points when the leader is at level 25.
3 stars are needed to "upgrade" the level, which are attained from kills (2 stars each) and assists (1 star each) and 25 being the highest level attained. Getting killed by a melee weapon results in a level/ weapon "downgrade". The attacker is then promoted to the next level.
The individual that successfully kills two enemies with the melee wins for the team.
(개인훈련/ 训练场/ 個人訓練)
Alternatively known as Personal Training, the player trains his/ her own skills and reflexes with every weapon available. The bots difficulty could be set from Easy (no attack) to Difficult (attack the player).
The end result displays statistics (weapon accuracy, headshot percentage, etc...) from the game.
(공식전/ 军衔战/ -)
A player teams up with 4 random teammates for a standard 9-rounds match. Map selection is random and the opposition's identities are masked; their usernames are not disclosed as an anti-ghosting measure.
Friendly-fire is disabled. On the 8th round, teams are switched regardless of winning scores (e.g. 7-1, 4-4, 5-3). Every player's matchmaking rank is determined by the number of winnings and losses.
TEAM DEATHMATCH MATCHMAKING
(공식전/ 团队决战排位/ -)
Just like the Classic counterpart, players are able to invite friends or join other players (or premade teams). Map selection is random and the opposition's identities are masked; their usernames are not disclosed as an anti-ghosting measure.
The game point is 80 kills with friendly-fire disabled. Upon reaching 60 kills from either team, both sides are switched and the game resumes. Three weapon combination presets (configured by players in the Inventory) are available.
The team that reaches the game point first wins. Every player's matchmaking rank is determined by the number of winnings and losses.
(킬레이스/ -/ -)
A melee-only restriction in Classic or Team Deathmatch game modes.