How to use the map editor (Counter-Strike 2D)

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This article is a description of how to use the Counter-Strike 2D map editor correctly.


Basic mapping

Starting the map editor

Explanation of the main parts of the Counter-Strike 2D map editor

The map editor should open on an empty map.

Explanation of the main aspects

Cursor/highlighted tile

The green crosshair is the mouse cursor. It can be used to click buttons or to select/set/edit tiles and entities. It will always highlight a tile when it is move over the map area (The area with the grid). A tile is a square with a size of 32x32 pixels. Each map consists of tiles and so-called 'entities' which control the behavior etc. It is also possible to see the coordinates and the frame of the highlighted tile at the bottom of the screen. The coordinates start with 0|0 in the top left corner of the map.


The menu contains many buttons which are separated into four groups. Each group contains three buttons.

The first group (top left) contains buttons that can be used to create a new blank map, to load a map or to save the map opened in the editor.

The second group (top right) contains map properties, display settings and the option to quit the editor.

The third group (bottom left) is used to switch between tile editing, entity editing and tools. The list below changes when clicking one of the buttons.

The last group (bottom right) contains the tile editing tools. It is possible to either edit the tiles tile by tile with the pen tool, set a rectangle of tiles with the rectangle tool or fill a complete area with the fill tool.

Tile list and tile properties


The minimap shows a small version of the map and allows to jump to any position by left clicking it. The yellow area indicates the part of the map being looked at. The minimap can be closed in the "Display settings". The minimap does not display the actual tile colors. It just displays walls (white), obstacles (gray), deadly tiles (red) and water tiles (blue). This helps to keep an overview over the structure of the map.

Explanations in detail

Tile properties

General settings for tiles

Specified settings


Main article: List of Counter-Strike 2D entities



This is a short tutorial about how to create doors with the Counter-Strike 2D map editor. The images at the bottom are put to assist the understanding of the instructions.

Now activating the trigger should open the door.

Mapping guidelines

There are no real rules about creating maps, however there are several things that should be kept in mind while mapping.

1. The right size
Maps should not be oversized, but they should not be too small either. In big maps it usually takes too long to get from one place to another, while small maps get boring quickly.

2. The border
It is advisable to always keep a free space of 1 tile or more between the first tile and the map border. Having no free tile there will lead to rendering problems with map shadows. Moreover, the minimap will look better with those free tiles.

3. Cover
Maps should always have some kind of obstacle behind which players can take cover, especially in hallways.

4. Alternative routes
One route quickly makes a map boring, so multiple routes should be used that lead to places such as bomb spots or hostage rescue points. On the other hand too many routes are hard to defend and make the map almost unplayable.

5. Items and secret entities
Items and secret entities are alright on fun maps, but entities too secret should not be implemented on serious maps.

6. Graphics/Sounds/Objects/Effects
Graphics, sounds, objects and effects can make a map look a lot better, but too many of them can make the game lag and ruin the gameplay.

7. Map names
Map names should not include any unusual symbols. Also the name of the map creator should not be mentioned in the map name, as this can be done in the map briefing.

8. Creator's name
Putting the name of the creator in the map be it as a sprite or written with tiles is considered bad taste and is not advised.

9. Custom tilesets
It is always appreciated when custom tilesets are used in maps. However these should alway start off with a transparent tile (that tile should be #FF00FF magenta). Tilesets should be saved in a bmp or a png format and cannot consist of more than 256 tiles.

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