The objective in Deathmatch is to score "frags". A player can earn these frags by killing an enemy player. One frag will be awarded for a kill. If a player kills him/herself, the player will lose a frag. Frags are only credited for reducing a player's health to zero, so if, for example, a player is shot mid-fall and their reduced health means the fall kills them, it counts as a suicide.
Deathmatches can be contested under Score Limit and/or Time Limit Rules. If a Score Limit is set, the first player to reach the designated score is declared the winner. If a Time Limit is set, the player with the highest score when time expires is declared the winner.
The Unreal Engine handles interior and exterior spaces extremely well and maps like Peak and Hyperblast really take advantage of this. These maps are original, you get to frag in really exquisite environments. Sure, they may not be the ones you play in a tourney, but they sure have that "wow" factor."
"Many server admins think that just because a map shipped with the game that it is ok for dozens of players to play at once.
Deathmatch maps like "Fractal," "Oblivion," and "Stalwart" are TINY and are meant for one on one, no more. When you run a server with a 32 player limit and add these maps to your cycle list you're just ruining the play experience for those who are trying to find a good local server.
So, please, don't cycle these maps unless you're keeping your max players very low."
"Kill as many competitors as possible and try to avoid being killed by them. The player who reaches the frag limit first (or has the most frags when the time limit is reached) is the winner. Winners advance to the next arena in the ladder."
"Deathmatch is an every-man-for-themselves sport in which you use weapons and pickups found throughout each match to kill the other players. Every time you kill another player, your score goes up one point. The first player to reach a predetermined score wins the match."