
Ever since I watched a 3kliksphillip video breaking down a procedurally generated Counter-Strike: Global Offensive map that could be different every time you play it - down to the inclusion of roguelite elements and a new HUD - I've been excitedly awaiting the same tech to arrive in Counter-Strike 2. Today, the original author of this map released their first CS2 project, which evolves the tech to produce a unique training map for sharpening your aim and improving your reactions.
The mod from OrelStealth, simply titled "Procedurally Generated Training Map", is now available for download in the Counter-Strike 2 workshop. It essentially remixes pieces from existing competitive maps into a new format, with objects and enemies also swapping positions so that you can never just learn where bots are going to be - you have to sweep and clear as you would in a real match.
Interestingly, the map also includes a co-op mode for the first time, in response to requests from the original CS:GO version, so you can bring your friends along to train with you if you prefer. There's also an option to enable a headshot-only mode, which requires greater precision but ought to ratchet up the aim training benefits.
You can see the map in action via the Reddit video embed below:
It's quite good fun to play even without the aim training element, as it's interesting to see new-yet-familiar play spaces in a game that is centred around just a dozen or so competitive maps at any one time, and the bots are pretty capable - as well as popping out from behind cover unexpectedly, they're also capable of using grenades to slow your progress. There are some options to control their behaviour too, with a comprehensive set of options before each attempt.
It'll be fascinating to see if OrelStealth returns to the full roguelite concept for future CS2 works, given that they took the time to produce quite an intricate system for systems like player health, in-game HUDs, save management and so on back in 2023. I'd imagine that some of the workarounds they relied on for CS:GO might not work in CS2, but producing this training map shows that the core concept at least is viable.
What do you make of the release? Where do you stand on procedural generation for this sort of purpose? Personally, I'm thrilled to cover Counter-Strike news as I spend a lot of time watching and playing the game, and it's rare to see map developers pushing the game's scripting systems hard enough that it becomes worthy of Digital Foundry coverage. Let me know your thoughts in the comments below!
[source steamcommunity.com, via reddit.com]





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