For a dedicated Counter-Strike 2 server, the essential command set covers five jobs: installing and launching the server, identifying and protecting it, selecting a game mode, controlling match flow, and changing maps. Start the executable with -dedicated, use a Game Server Login Token (GSLT) for a public server, keep persistent values in a server configuration file, and reserve the console or RCON for live changes.
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Command names, defaults and Workshop behavior can change with CS2 updates. The syntax below follows Valve’s dedicated-server and game-mode documentation where available; items identified as needing confirmation should be checked against the current Valve Developer Community pages before you deploy them.
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CS2’s dedicated server and the game client use Steam app ID 730. Install or update the server with SteamCMD. A first installation, or an integrity check, uses:
app_update 730 validate
For a normal update, use:
app_update 730
On Windows, launch the cs2 executable. On Linux, Valve’s documentation specifies the cs2.sh script. The -dedicated switch is essential: without it, the game client starts instead of a server process.
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A public server also needs a Game Server Login Token. Valve’s launch example is:
cs2.exe -dedicated +sv_setsteamaccount <TOKEN> +map de_dust2
Replace <TOKEN> with the token issued for your server account. A private LAN or test instance can be started without advertising it publicly, but public listing and authentication depend on the token and the rest of your network configuration.
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Putting a command in the right place prevents surprises after a restart. Valve supports setting cvars in a configuration file, on the launch line with a leading +, or directly in the server console.
| Use case | Best location | Typical values |
|---|---|---|
| Values needed at process start | Launch line | -dedicated, sv_setsteamaccount, startup map and other startup options |
| Values that should survive restarts | Server config file | hostname, passwords and warmup policy |
| Changes during a live session | Console or RCON | Map changes, mode changes and match-flow commands |
Use the launch line for identity values that must exist before the server begins loading a map. Put routine policy in a config so it is applied consistently after every restart. Use the console for one-off maintenance and RCON when you are administering a running server from a client.
Identity, access and administration commands
hostname: the browser name
hostname sets the name players see in the server browser. Place it in your persistent configuration, then restart or reload the configuration according to your operating procedure.
hostname "My CS2 Community Server"
sv_password: lock the server
sv_password requires players to enter a password before joining. It is appropriate for scrims, testing and private events. Remove or change the value when you want an open server.
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sv_password "private-key"
rcon_password: remote administration credential
rcon_password protects remote console administration. Treat it as a server secret: do not publish it in a community post, stream overlay or shared configuration repository.
rcon_password "use-a-unique-long-secret"
The exact RCON command flow should be checked against Valve’s current documentation before production use. A commonly documented client-side setup is to open the client console and enter:
rcon_password <password>
After authentication, a third-party example uses the following form to change a live map without requiring every player to reconnect:
rcon changelevel de_mirage
Because the full RCON syntax is not established in the available Valve material, test this on a non-production instance and confirm the current command prefix and permissions behavior.
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Use sv_setsteamaccount with a valid GSLT on a public dedicated server. The token is normally supplied at startup:
+sv_setsteamaccount <TOKEN>
Do not expose the token in screenshots or public support logs. Valve’s older CS:GO Workshop documentation states that each GSLT is restricted to one dedicated-server instance and recommends -net_port_try 1 so separate instances do not accidentally reuse a token. That page predates CS2, so confirm that restriction and the option’s current behavior for your CS2 build before operating multiple instances.
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When a token appears to fail
- Check that the token is present on the actual process launch line, not only in a client configuration.
- Confirm that the server is being started with
-dedicated. - For multiple instances, verify that each instance has the intended token and network port arrangement.
- Restart after correcting the launch command; a token added only to a live console may not satisfy startup authentication.
Choosing a game mode
Valve’s game-mode documentation identifies four controls that work together: game_type, game_mode, sv_game_mode_flags and sv_skirmish_id. Set the required values before loading the map so the map starts under the intended rules.
game_type <value>
game_mode <value>
sv_game_mode_flags <value>
sv_skirmish_id <value>
The numeric values and skirmish identifiers are mode-specific; use Valve’s current game-mode table rather than copying an old value from a CS:GO guide. CS2 also exposes game_alias shortcuts. For example:
game_alias competitive
Valve describes this alias as setting the corresponding game type and mode together. It is useful when you want a readable launch or console command, while the individual cvars remain available when you need granular control.
Apply the mode before the map
- Set the alias or the individual mode variables.
- Load the target map.
- Watch the server console for the mode and map that actually loaded.
- Join with a test client and confirm buy rules, round structure and warmup behavior before opening the server to players.
Match-flow commands (mp_ variables)
Restarting a match
mp_restartgame <seconds> schedules a match restart after the number of seconds supplied. A short delay gives players time to read the restart notice; zero or near-zero delays are useful for controlled testing but can feel abrupt in a public match.
mp_restartgame 5
Starting and ending warmup
Use the following commands to control warmup manually:
mp_warmup_start
mp_warmup_end
mp_warmuptime <seconds>
One current third-party description notes that changing mp_warmuptime restarts warmup. Plan that change between matches, not while players are trying to ready up. If a server appears stuck in warmup, explicitly end warmup, verify the configured warmup time, and then restart the match if the round state did not advance.
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Freeze time and buy-anywhere settings
Do not copy a supposed default for mp_freezetime without checking the current Valve page. Published guides give conflicting values of 5, 6 and 15 seconds, so no single default is established here. Set the value explicitly if your event requires a known freeze period:
mp_freezetime <seconds>
mp_buy_anywhere is also version-sensitive. One guide says it requires sv_cheats 1, but that requirement needs confirmation for the current CS2 build. Treat it as a test-only setting until verified, and never enable cheats on a competitive public server by accident.
Map changes and live administration
Changing a stock map
Use the server console to load a map directly, or send the command through RCON after authenticating. The commonly used live-administration form is:
changelevel de_mirage
When using RCON, the same map command is commonly written with the RCON prefix:
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Confirm the prefix and permission behavior on Valve’s current documentation before relying on it for an unattended server.
Keep a changeover checklist
- Announce the map change and give players time to finish a round or disconnect cleanly.
- Confirm the destination map name exactly; a typo can leave the server at the previous map or produce a load error.
- After loading, check that the intended game mode and warmup policy still apply.
- Record the console output if the map fails, then return to a known stock map before troubleshooting custom content.
Hosting Workshop maps on a dedicated server
The server-side command for downloading and hosting one Workshop map is:
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host_workshop_map <file_id>
The file ID is the numeric identifier in the Workshop page URL. The client-side map_workshop command does not host a map on a dedicated server; subscribing on a player account is not a substitute for instructing the server to download the file.
A launch-line example documented by a third-party guide is:
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./cs2 -dedicated +map de_dust2 +host_workshop_map 12345678
Because this example is carried forward from CS:GO-era guidance, verify that the argument order and Workshop handling match your CS2 build before using it in production.
Workshop collections
Use host_workshop_collection to host a Workshop collection rather than one map:
host_workshop_collection <collection_id>
Additional server-side commands reported by a current third-party guide include:
ds_workshop_listmaps
ds_workshop_changelevel <map_name>
The first lists Workshop maps available on the server; the second changes to an available Workshop map by name. That guide also states that collections are limited to 100 maps. Treat the limit and both ds_workshop_ commands as build-sensitive until confirmed on Valve’s current CS2 documentation.
Workshop troubleshooting
- Use the numeric file or collection ID, not the map’s display title.
- Allow time for the dedicated server to download the item before declaring the command failed.
- List maps with
ds_workshop_listmapswhen available, then use the exact reported name for a changelevel command. - If a Workshop map will not load, return to a stock map and test the server’s network access, item availability and command syntax separately.
A practical CS2 server configuration workflow
- Install or update. Run
app_update 730 validatefor a first install or integrity check, andapp_update 730for routine updates. - Create a startup command. Include
-dedicated, the GSLT for a public server and a known stock map such asde_dust2. - Set persistent identity. Put
hostname,sv_passwordwhen needed, andrcon_passwordin the server configuration. - Select the mode. Use
game_alias competitiveor the individual game-mode cvars, then load the map. - Control warmup and rounds. Apply explicitly chosen
mp_settings; avoid relying on disputed defaults. - Test administration. Connect locally, authenticate RCON from a separate client if required, restart a match, end warmup and change to a second stock map.
- Add Workshop content last. Test
host_workshop_maporhost_workshop_collectionafter the stock-map path is reliable.
This sequence isolates failures. If the process will not start, investigate SteamCMD, the executable and launch switches. If it starts but is not publicly usable, investigate the GSLT and network exposure. If players connect but rules are wrong, inspect mode and mp_ settings. If only custom maps fail, troubleshoot Workshop IDs and download behavior instead of changing unrelated match variables.
Commands worth keeping in an operator’s quick reference
| Command | Purpose | Confidence or caution |
|---|---|---|
app_update 730 validate |
Install or validate the dedicated-server files through SteamCMD | Valve-documented |
cs2 -dedicated |
Start the dedicated server process | Valve-documented; Linux uses cs2.sh |
+sv_setsteamaccount <TOKEN> |
Supply a public-server login token at launch | Valve-documented |
hostname |
Set the browser name | Confirm cvar spelling on the current Valve page |
sv_password |
Require a join password | Confirm current cvar spelling |
rcon_password |
Set the remote-console password | Confirm current cvar spelling and RCON permissions |
game_alias competitive |
Select the competitive game-mode combination | Valve-documented shortcut; aliases can change |
mp_restartgame <seconds> |
Restart after a delay | Verify current behavior |
mp_warmup_start, mp_warmup_end |
Begin or end warmup | Verify current behavior |
host_workshop_map <file_id> |
Download and host one Workshop map | Valve’s CS:GO-era Workshop documentation; verify CS2 syntax |
host_workshop_collection <collection_id> |
Host a Workshop collection | Verify collection behavior and limits |
Common mistakes that waste server-owner time
- Omitting
-dedicated: the client starts instead of the server. - Expecting a client subscription to host Workshop content: a dedicated server needs
host_workshop_maporhost_workshop_collection. - Relying on an old default:
mp_freezetimevalues conflict across guides, and CS2 updates can change cvars. - Changing only the live console: a restart discards settings that were not saved in the configuration or launch command.
- Sharing credentials:
sv_password,rcon_passwordand GSLTs should be handled as secrets. - Mixing mode and map changes: set the mode first, then load the map, and verify the resulting state in the console.
The reliable operating principle is simple: launch-time identity and authentication belong on the launch line, repeatable policy belongs in a config file, and temporary match or map operations belong in the console or RCON. Re-check every version-sensitive command against Valve’s live CS2 documentation after major game updates.
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