What Makes Up a Custom Map
A map is at minimum a single.bsp file, but many maps ship with extra files that must be uploaded too:
| File / folder | Goes in | Purpose |
|---|---|---|
de_mymap.bsp | cstrike/maps/ | The map itself (required) |
de_mymap.res | cstrike/maps/ | Resource list — tells clients which extra files to download |
de_mymap.txt | cstrike/maps/ | Map briefing/description shown on join |
de_mymap.bmp + de_mymap.txt | cstrike/overviews/ | Radar/overview images |
| Custom sounds | cstrike/sound/... | Map-specific audio |
| Custom models/sprites | cstrike/models/..., cstrike/sprites/... | Map-specific visuals |
| Custom skybox | cstrike/gfx/env/ | Sky textures |
Uploading Maps
Open the File Manager
In the Game Panel, open your server’s File Manager, or connect via SFTP for large batches of maps — see File Management.
Upload the files
Upload the
.bsp into cstrike/maps/ along with any .res and .txt files, and place sounds, models, sprites, and overviews into their matching folders.Adding Maps to the Rotation
Editcstrike/mapcycle.txt and add the map name (no extension), one per line:
mp_timelimit or the round limits are hit — see Server Configuration. If you installed AMX Mod X, also add the map to cstrike/addons/amxmodx/configs/maps.ini so it shows up in vote menus.
Speeding Up Downloads with FastDL
When a player joins and is missing the map, the server sends it to them. Built-in HLDS transfers are throttled to a crawl — a 20 MB map can take several minutes, and many players give up. FastDL fixes this: you host a copy of your custom files on a regular web server, and clients fetch them over HTTP at full speed instead.Get web hosting for the files
Any web host or web server that can serve static files works. You’ll upload a folder structure that mirrors
cstrike/ — for example https://dl.example.com/cstrike/maps/de_mymap.bsp.Mirror your custom content
Copy your custom
maps/, sound/, models/, sprites/, gfx/, and overviews/ files to the web server, keeping the same relative paths they have under cstrike/. Only custom content is needed — never the default game files.Without FastDL, HLDS automatically creates compressed
.ztmp copies of files for its slow built-in transfer — you don’t need to compress anything yourself. With FastDL, files are served uncompressed over HTTP, so just upload them as-is.Keeping Downloads Small
- Prefer maps with modest file sizes when possible — every megabyte of custom sounds and models multiplies across every new player.
- Trim unused content: if a map archive ships optional extras (alternate skins, bonus sounds), skip what you don’t need.
- Audit occasionally: if a map never gets played, remove it from
mapcycle.txtand the server to keep things tidy.
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