Install
git clone https://github.com/Rmgs123/cs2-map-mcp.git; cd cs2-map-mcp; powershell -ExecutionPolicy Bypass -File .\setup.ps1 -ApplyCS2 Map MCP is an MCP server (v1.0.0, MIT licensed, Windows 10/11 only) that lets AI clients such as Claude Code, Claude Desktop, Codex CLI and the Codex app build complete Counter-Strike 2 maps directly: geometry, materials, lighting, entities, gameplay mechanics, and cs_script scripting. It writes Source 2 map files into a CS2 addon, compiles them with Valve's official resourcecompiler, loads them in CS2 and tests them with real input and screenshots, and finally packages them into a standalone addon for submission to the Steam Workshop. It exposes 49 tools — rooms, grids, buildings, streets, terrain, lighting, entities, vehicles, turrets, minigames, weapons, abilities, HUD, story and everything else in a map are all operations on map_edit.
Who It's For
- Players or level-design enthusiasts who want to automatically build, compile, and playtest CS2 maps on Windows using an AI client.
- Hard prerequisites: Windows 10/11; CS2 installed with the free CS2 Workshop Tools DLC enabled (Steam → CS2 → Properties → DLC); Python 3.14 (64-bit); Blender 4.5 or 5.x (free on Steam, used for previewing your own models and props); and an MCP client (Claude Code, Claude Desktop, Codex CLI, or the Codex app).
- Not suitable for Linux/macOS users; it cannot be used directly without the Workshop Tools DLC or Python 3.14. The evidence does not state whether core map-building features work without Blender — it only mentions Blender is used for previewing your own models and props; compatibility with other versions is not officially stated.
Your First Attempt in 3 Minutes
The recommended official main path is the repository's own setup.ps1 installation script:
- Prerequisites: confirm the above requirements are met — Windows, the CS2 Workshop Tools DLC, Python 3.14 (64-bit), etc.
- Clone and run a side-effect-free check first (this step only inspects the environment and shows a plan; it changes nothing):
git clone https://github.com/Rmgs123/cs2-map-mcp.git
cd cs2-map-mcp
powershell -ExecutionPolicy Bypass -File .\setup.ps1
- Once the plan looks right, perform the actual installation and register the server with your AI client:
powershell -ExecutionPolicy Bypass -File .\setup.ps1 -Apply
- Verify the connection in your client with a low-risk capability: the officially listed
statustool is a good first call — it reflects server/environment state without modifying the map. A success signal is that the client can list the server's tools (49 tools, including status, map_create, map_edit, map_build, etc.) andstatusreturns usable information.
Note: map_create, map_edit, map_build, and similar tools are write operations that write to your local CS2 addon and may trigger compilation and CS2 loading. For your first attempt, stick to read-only calls like status. Before actually building a map, make sure you accept writing local files into the addon. The official evidence does not state whether these writes have an undo path, and status being read-only does not mean the whole workflow is risk-free — compilation and game loading both perform real operations on your machine.
Use Cases
Case 1: Environment self-check. After installation and registration, ask the AI in Claude Code or Codex to call the status tool to check whether the server is connected and the environment is ready. This is a pure read-only call that writes no map data, making it the ideal first step after setup.
Case 2: Minimal map build and visual inspection. Have the AI call map_create to create a map, use map_edit to add basic geometry and lighting (officially, rooms, buildings, streets, terrain, lighting, etc. are all done via map_edit), then compile with map_build, and finally observe the result with visual_check or game_screenshot. The expected outcome is that the map is written into the CS2 addon, compiled via resourcecompiler, and loaded in CS2, where you can see the actual result via screenshots. Note that check_map and visual_check are inspection-type tools, while map_create/map_edit/map_build actually write and compile — actions that require confirmation. The official sources do not provide more detailed parameter examples; for specific call details, refer to the tool descriptions inside your client. What can be confirmed goes up to the tool names and the flow described above.
Usage Boundaries
- Read/write nature: most core tools (map_create, map_edit, map_build, material_create, model_build, etc.) are write operations that write to the local CS2 addon and invoke Valve's resourcecompiler for compilation;
status,check_map,visual_check,game_screenshot, andprop_previeware more inspection/testing-oriented. The official sources do not label each tool's read-only status one by one. - Local dependencies: requires CS2 (with the Workshop Tools DLC), Python 3.14 64-bit, and Blender 4.5/5.x;
setup.ps1 -Applyregisters the server into your AI client, which is a local configuration write. - Side effects and confirmation points: compilation runs Valve's resourcecompiler locally; testing operates CS2 with real input and takes screenshots; the finished product can be packaged as an addon and submitted to the Steam Workshop — workshop submission is a public release action, so be explicit about confirming it.
- Official limitation: Windows 10/11 only.
- Unconfirmed: detailed parameters for each tool, failure rollback methods, undo paths, and whether the core workflow works without Blender are not covered by the official documentation. These unknowns do not imply an absence of risk.