WolfTeam Legacy has always been two games in one: a shooter about humans holding positions, and a game about wolves tearing those positions apart. The client's mode list names the meeting point of both worlds: Wolf-War in English, Kurt Savaşı in Turkish, with the string table also carrying a literal "wolf vs wolf" / "kurt vs kurt" line. This guide is about the score-based side of that family: the wolf versus wolf deathmatch that the current catalog declares on nineteen arenas plus the Random entry. If you have read our Conquest guide, you already met one Wolf-War relative there, the flag-capture variant on six classic maps. This post maps the other relative, the one that scores like Deathmatch.
What the mode actually is
Inside the map catalog that ships with the client, the mode appears under its own label, FM_DM_WOLFvsWOLF, on its own rows, one per arena. That matters, because the Wolf-War name is shared by more than one row family in the catalog. The flag-capture Wolf-War rows bind capture objectives to six classic arenas, which the Conquest guide covered. The rows this guide is about declare a deathmatch-flavored wolf war instead: no flags are attached to them at all. The game's loading copy for this row type says it plainly: "Outscore the enemy before time runs out." The Turkish copy reads "Süre dolmadan rakipten fazla puan al."
It is also a different animal from Wolf Conquest (Kurt İşgali), which is a humans-versus-wolves flag mode. Wolf versus wolf is symmetric: the mode's whole premise is wolves on both sides of the scoreboard.
The rules you can verify
The game server runs every deathmatch-family mode through one shared ruleset, and this mode sits inside that family. Concretely, on the current server:
Every death feeds the other side's score. The live server scores deathmatch-family rooms by deaths, not by killer attribution: when a Red player goes down, Blue's score rises, and when a Blue player goes down, Red's rises. Falls and self-inflicted deaths count for the enemy too, so reckless movement donates points. The match ends when a team reaches the room's point limit, the same limit every deathmatch room configures. If the clock expires first, the higher score wins the round, and if the scores are level at the clock, the round goes to Red. There is no flag count, no bomb timer and no elimination twist hiding underneath: it is a score race, run with wolves.
That is deliberately everything we can prove from the server. Which of the client's internal mode codes corresponds to which catalog label is not recorded in any table we can read; the server runs the whole deathmatch family through the same rules, so the rules above hold regardless of the label your room shows. We will not invent extra mechanics on top of them.
Where you can play it
The current catalog declares this mode on nineteen concrete arenas plus the Random (Rastgele) entry. Every row uses the arena's standard deathmatch files; unlike Wolf Conquest, no arena ships a separate wolf-world file for it. The roster:
Arrival (Giriş), Battle Zone (Savaş Alanı), Covolt Bridge (Covolt Köprüsü), Paien Lab (Paien Laboratuvarı), Storage 1 (Depo), Zeppelin (Zeplin), Junk Field (Hurdalık), Container Ship (Yük Gemisi), Street (Sokak), Bridge R (Köprü R), Sector 7 (Bölge 7), Stronghold (Kale), Petra, UnderWorld (Metro), Taksim (TAKSİM), UnderWorldR (MetroR), and the three Wolfory originals: Wolfory Foundry, Wolfory Mansion and Wolfory Assault, the newest map in the game.
Just as useful is who is missing. Two Temple, Frozen and Survival do not declare this mode at all; their deathmatch offerings are the standard and weapon-restricted kinds. The catalog's Random (Rastgele) entry declares it too, so random rotations can land you in it, but as a fixed choice you are looking at the nineteen arenas above, never those three.
Bots will not practice it with you
Bot rooms on this server are built on the standard deathmatch base by design: when the server fills a room with AI players, it rewrites the room's mode family to plain deathmatch and adds the AI flag. That is why the bot arenas, Arrival and the three Wolfory maps, are perfect for warming up your aim and your wolf movement, but no bot room will ever run the wolf versus wolf variant itself.
So the practical warm-up routine stays the one from our bot training guide: an AI Deathmatch room on Arrival, Foundry, Mansion or Assault, a fifteen minute routine, then take the movement into human rooms. Training matches award no Gold, GP or Wolf Coin either way, so nothing is lost by warming up before you queue for real rooms.
Wolves on both sides
The mode's name is the promise: wolves against wolves. The transformation toolkit you already know applies, and we have full guides for it: the wolf transformation guide covers turning and the basics, and the wolf types guide maps all seven mutations and their named specialties, from Guardian's defense to Ghost's hiding. Team radio carries dedicated wolf orders, including the classic "Dash in wolf!" call, which suddenly matters a lot more when every player on both teams can answer it.
One honest limit: how the client handles the exact spawn form for this mode is not documented in any server table or protocol we can read, so we will not describe spawn behavior we cannot verify. What the server does guarantee is the ruleset above, on those nineteen arenas, with wolves as the mode's whole theme.
Fair play and rewards apply unchanged
Wolf versus wolf rooms are deathmatch-family rooms, so the standard eligibility rules you know from our fair play guide govern rewards: completed eligible matches against real opponents, the fairness rules like balanced starting teams and staying until the end, and the same daily reward limits. Nothing about this mode changes what you earn; it changes what the match feels like.
Why this mode deserves a slot in your rotation
Standard deathmatch asks you to out-shoot the other team. Wolf versus wolf asks you to out-wolf them: every duel is a duel between two mutation kits, every ambush is a wolf ambushing a wolf, and the radio calls that sound ceremonial in human rooms become literal tactics here. If your wolf movement is rusty, the bot arenas are still your gym. If it is sharp, the nineteen-arena roster above is your playground, from the tight corridors of Storage 1 to the vertical villa of Wolfory Mansion and the brand new Wolfory Assault.
See you on the scoreboard. Power is earned. Never sold.
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