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Counter-Strike 2D Max Development


Counter-Strike 2D Max is the working title for the new version of Counter-Strike 2D. It will have better effects, will be more secure and it will be available for Windows and Linux (and maybe MacOS too). I can't estimate when this new version will be released but this page will inform you about the current development progress.

Current Progress (Updated: July 28, 2008)


Attention: This list is just a vague overview of the progress. It is not complete.

Finished:
- engine
- menu
- editor
- as_ maps (V.I.P.)
- cs_ Maps (Hostages)
- de_ Maps (Bomb)
- map transfer
- spraylogo transfer
- U.S.G.N. system
- kicking / banning
- serverlist
- map changing
- weapons + modes
Partially Finished:
- security routines
- particles + effects
- scripts + commands
- network code
- fog of war
- bot AI
Unfinished:
- voting*
- replays*
- additional menus*
- stats system*
- mod system*

* it's not sure whether this feature will be realized or not

Short status description: CS2D Max is already playable online. Bots can already buy, move, fight and complete mapgoals. Fog of war is included but still needs optical improvement. All weapons do already work.

Development Blog


July 28, 2008
CS2D dedicated server software works now. I also added RCON-commands which allow remote control of CS2D servers.
Furthermore a first public release of CS2D Max is now available at the download page. Have fun!

July 26, 2008
There is a lot of new stuff:
- CTF Maps: Yeah! Insane but true! CS2D now supports the capture the flag game mode!
- Env_Object Entity: Additional objects for maps. It currently contains only animated palms and trees.
- Gas Grenade: Releases toxic gas which injures everyone who is close to it (you can't buy it!).
- Molotov Cocktail: Same thing like the gas grenade but with fire instead of gas (you can't buy it!).
Furthermore I added a screenshot function and auto scoreboard screenshots. CS2D can save screenshots as jpg or png and you can select the quality and compression level you want to use for your screens!

July 20, 2008
New entities like func_dynamicwall (can be used like a door in combination with trigger_use/trigger_move), trigger_delay and trigger_once added!
Bots can now also plant and defuse bombs and VIP-bots try to escape!

July 6, 2008
I added a powerful trigger-system! Four different trigger entities make it possible to create much more dynamic maps:
trigger_start: triggers entities at the beginning of each round
trigger_move: triggers entities as soon as a player walks over it
trigger_hit: triggers entities as soon as the player hits it with a weapon
trigger_use: triggers entities when it is used
Nearly every entity can be triggered. When you trigger a sprite you can hide/show it. You could easily create a light switch and much more with this system!

July 4, 2008
Basic Bot AI works! They can move, buy, attack, collect and reload. And they already can use grenades! Furthermore I added an rpg launcher!
Watch the rpg launcher video!

July 2, 2008
Fog of War works! However it looks ugly and needs some more work...

June 30, 2008
Zooming and other weapon modes work now! I decided to make the zoom mode as it was in the first CS2D releases but I added a laser which helps to see if there is a wall blocking your fire!
Screenshot

June 30, 2008
You can now also slap and kill players or change their team as server. All with a superb context menu!
Screenshot

June 29, 2008
I created a strong machete melee weapon! It can kill enemies with just one hit! And I also added the knife secondary attack which is stronger than the primary attack!

June 21, 2008
Game Settings and Server Settings can now be changed ingame with the same graphical interface as in the main menu. Furthermore the following functions are now working: "teamkill punish" (kill on next round after teamkill), "hostagekill penalty" (kick after x hostagekills), "teamkill penalty" (kick after x teamkills) and "kick idle players" (kick players which idle longer than 30 secs)!

June 19, 2008
A burst-mode is now available for the Glock. It spreads three bullets per shot which makes it very strong against close enemies. The Downside of this mode is of course the ammo wastage.
I also changed the fire of shotguns. Each shotgun now releases 5 widespread pellets per shot!

June 17, 2008
Just a short note: Map changing works now.

June 16, 2008
OMFG! Uberawesome combobox gui object + maptype stuff added! Have a look at the screenshot!
Screenshot

June 15, 2008
I just added some pretty stupid and not cs-like stuff! collectable cash, medikits, bandages, ammo etc.! Don't worry, you're not going to see these items lying around on normal maps. They are just for fun (like the laser and the flamethrower). Furthermore you can now use a silencer with the usp and the m4a1!
Screenshot

June 10, 2008
There are now context menus in the CS2D Max interface!
Screenshot

June 4, 2008
LAN serverlist tab works now and I also added a favorites tab. Serverlist finished.

June 3, 2008
The serverlist is making great progress. Sorting and filtering works nice and fast without any problems but the LAN functionality is still missing.
See the serverlist in action

June 2, 2008
Servers can now kick and ban players. This can be done with script commands or the new handy kick/ban-menu. Players can be banned by IP, their name, or their U.S.G.N. account id (if they have one). Furthermore all bans will now be saved in a file so they stay active until you delete them (which can also be done in the kick/ban-menu).
Screenshot 1 | Screenshot 2

June 1, 2008
Done! Planting, defusing and of course detonating works. _de maps now work in cs2d max.

May 28, 2008
cs_ maps are now fully working! Next mission: de_ maps.

May 26, 2008
Today I programmed the basic A* (a star) pathfinding alogorithm which will be used for bot ai and hostages.
Watch the video on YouTube.com

May 23, 2008
I recorded a little video which shows the new map transfer, the new spraylogo effect and the grenades.
Watch the video on YouTube.com



Counter-Strike 2D ©by Unreal Software - www.unrealsoftware.de - the original Counter-Strike is a game of the Valve Corporation. Unreal Software is not affiliated with the Valve Corporation in any way.