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Add CS2 Workshop maps and collectionsIndividual maps and whole collections on the server

Via the Steam Workshop, you bring surf, KZ, retake or your own competitive maps to your Counter-Strike 2 server. This guide shows how to load a single Workshop map and how to set up automatic map rotation with a collection.

host_workshop_maphost_workshop_collectionAuto rotation

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Find the Workshop ID

Every Workshop map and every collection has a unique ID - the long number at the end of the Steam Workshop URL (...?id=3070192462). You need this ID for the following commands. For a collection, you find the ID on the collection page in the Workshop.

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Load a single map

You start a single Workshop map directly via the console or RCON:

host_workshop_map 3070192462

If needed, the server automatically downloads the map from the Workshop and switches to it. Alternatively, you can also set the ID as a startup parameter so that the server boots straight into the map.

Use a collection as map rotation

For community servers, a whole collection is practical: the server then rotates automatically through all the maps it contains. Set the collection as a startup parameter:

+host_workshop_collection 2618926691

That way, you only have to maintain one collection (add or remove maps in the Workshop) instead of entering each map individually. On a CS2 server at MainHoster.de, you conveniently enter the map ID or collection in the startup parameters in the web interface.

A point that is often overlooked: changes to the collection only take effect at the next server start. Anyone who adds a map and wonders why it does not appear in the rotation has to restart the server once - the server only reads the collection when booting.

Which maps suit which mode

Adding a Workshop map is the easy part - choosing the right one is the more rewarding part. Maps are built for a specific purpose, and in the wrong mode, even a good map plays badly:

  • Surf maps require their own movement values, otherwise nobody slides down the ramp - see set up a surf server.
  • Retake maps need the matching plugin that assigns positions and equipment - see set up a retake server.
  • Wingman maps have only one bomb site and do not belong in a 5v5 rotation - see set up a Wingman server.
  • Aim and DM maps are built small and dense. They belong on a deathmatch server, not in a competitive pool.

Two points only show in operation. First, not every map from CS:GO times was reworked for Counter-Strike 2 - if players fall through the floor or textures are missing, that is almost always the reason and not the server. Second, many community maps do not have a navigation mesh, which is why bots stand still there or cannot be placed at all; this does not happen on the official maps (see set up bots).

What players experience on a map change

Workshop maps are not on the client but are downloaded when entering the server. With large maps, this takes noticeably long the first time - and that is exactly where community servers lose players without it being the server's fault.

Two things help against this. First: a collection with a few well-chosen maps instead of a large collection. Every additional map is another download that someone has to wait for at some point. Second: arrange the rotation so that popular maps come up more often - then the downloads are done after the first round and the players stay.

On a map change, CS2 briefly drops the connection and re-establishes it. That is normal. If players regularly get stuck in the process, it is usually a map that was updated in the Workshop while the server still held the old version - a restart solves that.

Storage space and updates

Downloaded Workshop content then stays on the server, and a grown collection adds up noticeably over the months. Nothing is cleaned up automatically: what you no longer run, you remove via the WebFTP file manager or SFTP - backups and clean-ups are self-service throughout.

The second point concerns updates. If an author reworks their map in the Workshop, the server does not fetch the new version during operation, but at the next start. Until then, client and server may have different versions, which shows up as a hanging loading process - the error then lies neither with the player nor in the configuration.

  • Before a tournament evening, restart once so that all maps are up to date - see tournament and LAN setup.
  • After every change to the collection as well, otherwise the new map is missing from the rotation.
  • Before actual troubleshooting, restart first - that takes care of a good share of cases before you even start searching.

When the map does not load

The error patterns are easy to tell apart:

  • The server starts and ends up on de_dust2. The Workshop ID is wrong or the item was removed. Check the number in the Workshop URL - it is the ID after ?id=, not the number in a collection link.
  • The server does not start at all. Usually a typo in the startup parameter, for example +host_workshop_map with a missing plus sign or a second, contradictory map parameter.
  • The map loads, but players cannot get in. Then a GSLT token is usually missing - without a valid token, a public server may not deliver Workshop content.
  • The collection is ignored. The collection has to be public. The server cannot read a private collection or one only visible to friends.

To test a single map, host_workshop_map <id> via RCON is the fastest way - it lets you switch during operation without touching the startup parameters.

Frequently asked questions

With the startup parameter +host_workshop_collection and the collection ID. The server then rotates automatically through all maps of the collection - you only maintain the collection in the Steam Workshop.

The ID is the number at the end of the Workshop URL of the map or collection (the value after ?id=). You use exactly this number in host_workshop_map or host_workshop_collection.

No. The server downloads Workshop maps automatically as needed as soon as it switches to them. You only specify the ID.

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