Radar vs CS2 inspiration
CSRetro’s HUD radar is GoldSrc / CS 1.6–based: same networking model, same client DLL constraints. Several behaviours are inspired by CS2 where they fit without inventing fake protocol data. This page is the honest map: what matches CS2-style intent, what is partial, and what is out of scope for the classic stack.
For the shipped feature list, see Feature overview — Team radar and Players — Radar.
Status legend
| Status | Meaning |
|---|---|
| Implemented | Matches the CS2-style goal in CSRetro; knobs and defaults documented. |
| Partial | Same idea, but fewer signals or simpler visuals than CS2. |
| Planned | Reasonable extension; not committed to a release. |
| Not planned | Blocked by protocol, scope, or “classic CS” product line. |
Feature matrix
| CS2-style idea | Status | Notes |
|---|---|---|
| Dynamic radar panel (size, position, alpha, border) | Implemented | cl_radar_* — see Players. |
| Map overview in panel (tiles, full-map vs local GPS) | Implemented | Requires map overviews/ data + sprites; see MetaDrawer screenshot matrix. |
| Scoreboard “briefing” zoom on overview | Removed | Was tied to TAB; removed from the client — overview zoom is cl_radar_overview_scale / cl_radar_overview_radius only. |
| FOV cone on local icon | Implemented | cl_radar_fov_cone. |
| Footstep noise ring | Implemented | cl_radar_noise_circle / cl_radar_noise_scale. |
| Teammate slot numbers on blips | Not planned | Removed from the client; was noisy vs sprite colours and not required for classic parity. |
| Smoke positions on radar | Implemented | Server RadarSmk + client cl_radar_smoke_overlay; gated by sv_radar_smoke. |
| Enemy positions from team intel (spotted / lost) | Partial | Server RadarCont + sv_radar_enemies (default 0, vanilla-near). Not a wallhack: requires a living teammate to have LOS (and bot-consistent smoke checks). Bots behave like teammates for LOS → can feel “strong” in bot mixes. |
| Utility (grenades) live on radar | Not planned | No authoritative per-nade state on the 1.6-style path without new server messages and game rules. |
| Per-blip health colour / detailed damage state | Not planned | Same: not carried on classic Radar / player-info fields in a portable way. |
| Kill feed ↔ scoreboard row highlight | Not planned | Separate UI system; low payoff vs maintenance for classic HUD. |
| Auto-scale radar to team spread | Not planned | Would need ongoing team bounding-box logic and UX policy; conflicts with “predictable” classic radar. |
| Pixel-perfect match to MetaDrawer screenshots | Partial | Native cl_dll uses TriAPI; tune with cl_radar_blip_scale, panel/border cvars — see screenshot matrix. |
Server opt-in
Operators who want CS2-style enemy callouts enable sv_radar_enemies 1 (see Server CVARs). Default 0 keeps behaviour closer to classic CS 1.6 expectations.
Related pages
- MetaDrawer radar assets — vendored sprites path and install commands.
- Client CVARs — full radar and scoreboard table.