Skip to content

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.