First select a map in the top menu bar for which you want to create a tactic.
Then choose the team in the menu bar directly below it.
Each team has its own set of saved tactics, player positions and notes for each map.
Click on any player to open the action menu and assign Rush, Walk, Wait, Utility or Bomb actions.
Drag players across the map to draw movement paths and visually build your tactic.
Additionally, you can use the Player Instructions & Notes area on the right side to write player instructions,
tactical ideas, or reminders for your team.
Once your tactic is complete, save it using the "Save Tactic..." button and choose a fitting name.
Rush: Fast movement. Click a player, choose Rush, then drag to draw the path.
Walk: Slow movement. Same as Rush, but with reduced speed.
Wait: Player stays at the current position for a set number of seconds.
Utilities: Select the utility type, then click on the map to define the throw destination.
Plant Bomb: Available only for Terrorists. Places the bomb at the player's current position (auto-snapped to the next valid plant area).
Teleport: Instantly move a player to any position on the map (useful on Nuke when players move to another floor).
Remove last action: Deletes only the most recent action of that player.
Reset player: Removes all actions and sends the player back to spawn.
Use the Undo button to revert the most recent change.
Simulate runs your tactic in a clean environment without enemies.
Simulate includes:
– Visualization of all player actions
– Utility flight paths and explosions
– Flash, smoke and molotov effects
– Bomb planting
Simulate (With Enemy) loads a saved random enemy tactic for the same map and simulates both teams simultaneously.
Simulate (With Enemy) includes:
– Visualization of all player actions
– Utility flight paths and explosions
– Grenade damage, blinding flashes, vision blocking smokes and molotov damage
– Line-of-sight based shooting
– HP system and deaths
– Bomb planting, defusing and explosion logic
- Win conditions similar to Counter-Strike 2
The round ends automatically with a popup when a win condition is reached.
The round timer starts when you start a simulation.
If the bomb is planted, the bomb timer replaces the round timer.
Counter-Terrorists automatically attempt to defuse the bomb if they reach it.
If the defuse completes, Counter-Terrorists win.
If the bomb explodes, Terrorists win.
Save Tactic… stores the current tactic under a name of your choice in the Saved Tactics list.
Clicking on a saved tactics name lets you switch between all saved tactics for the selected map and team.
Delete Tactic removes the currently selected tactic.
New Tactic clears the current tactic and resets all players to spawn.
You can also export individual tactics or entire playbooks as JSON files, share them with others and import them at any time.
For each tactic you can track its own win/loss statistics. Use the + and – buttons to manually adjust wins and losses based on your real matches.
The panel on the right side is ideal for writing:
– Player instructions
– Utility lineups
– Timing details
– Tactical ideas
– Reminders for your team
All this notes are saved together with the current tactic.
In Simulate (With Enemy) players can appear to move and shoot between floors on maps like Train.
The tool does not detect vertical levels or height differences,
so all movement is interpreted on a single 2D plane.
This can cause players to overlap or appear in unexpected positions
when a map has multiple floors.
Utility always travels in a straight line.
Grenades do not follow real Counter-Strike 2 physics (no arcs, no bounces).
This is intentional for clarity but may differ from in‑game behavior.
Flash effects are simplified.
Flashbangs use a radius‑based effect instead of checking player view angles
or line‑of‑sight.
This means players may be flashed in the tool even if they wouldn’t be in Counter-Strike 2.
Smokes block vision as a simple circle.
Counter-Strike 2’s volumetric smokes behave more dynamically (expanding, reacting to shots,
interacting with geometry).
The tool uses a simplified circular smoke area for clarity.
Line‑of‑sight is purely 2D.
The tool checks visibility only on a flat top‑down map.
It does not account for head‑glitches, ramps, elevation, or pixel angles.
Very thin walls may sometimes be passed through.
If a wall in the map is only 1–2 pixels wide,
movement paths can occasionally slip through.
(This is being improved continuously.)
Simulation is deterministic.
There is no randomness such as recoil, spread, movement inaccuracy,
or damage variation.
This makes simulations consistent but less realistic than Counter-Strike 2.
Molotov and HE explosion shapes are simplified.
Real Counter-Strike 2 fire spreads unevenly depending on geometry.
In the tool, all utility uses clean circular areas for readability.
No sound system is simulated.
Enemy rotations do not react to footsteps, utility sounds, or bomb audio.
All movement is purely scripted by the tactic.
No friendly fire.
Teammates cannot damage each other while shooting.
This is intentional but worth noting for realism.
Bomb planting is simplified.
The bomb snaps to the nearest valid plant area.
Edge‑cases like “bomb stuck on box” do not exist in the tool.