Counter Strike Source
What is Counter-Strike: Source (CS:S)Contents:1. Overview 2. Gameplay 2.1 Bomb Defusal 2.2 Hostage Rescue 2.3 Assassination 2.4 Escape 3. About Counter-Strike: Source (CS:S) 4. Maps 5. Player models 5.1 Counter-Terrorist models 5.2 Terrorist models 5.3 Other models 6. Culture 7. Legacy of Counter-Strike 8. Mods and scripts 9. Servers 1. Overview counter-strike, commonly abbreviated to statistics, is a series of team-based, tactical first-person shooter games which originated with a total conversion mod (counter-strike), created by Minh "gooseman" Le and Jess Cliffe, of Valve Software's first-person shooter, Half-Life. The series now also includes counter-strike: Condition Zero and counter-strike: Source.
counter-strike pits a team of counter-terrorists against a team of terrorists in rounds of competition won by completing an objective or eliminating the opposing force. The latest incarnation of the game, counter-strike: Source, is based on the Source engine developed for Half-Life 2. counter-strike is widely acknowledged as the most successful and popular of the tactical shooter genre. Signs of counter-strike's wide influence can be found in mods for games such as Quake III Arena, Unreal Tournament, and other standalone shooters such as Global Operations and Soldier of Fortune II. As of May 2006, counter-strike is still the most widely played online first-person shooter and has over 19.5 million legal owners. In 2002 there were over 30,000 counter-strike servers on the Internet (second place was Unreal Tournament with about 9,800. In 2004, GameSpy statistics statistics showed over 85,000 players simultaneously playing counter-strike at any point in time, and in 2006, Steam regularly shows over 200,000 players for counter-strike (this includes counter-strike: Source, counter-strike: Condition Zero and counter-strike); accounting for almost 70 percent of the online first-person shooter playing audience. According to statististatistics gathered by Valve's content-delivery platform, Steam, these players contribute to over 4.5 billion minutes of playing time each month,[1] solidifying its position as the most popular online first-person shooter in history. counter-strike was originally played online through the WON gaming service, which was shut down in 2004, forcing players to switch to Steam (to which a section of players responded by creating their own WON network, dubbed WON2). Win a round: $3500 (awarded at the beginning of the following round) Lose a round: $2500 (awarded at the beginning of the following round) Kill an enemy: $300 (awarded instantly) Instruct a hostage to follow: $150 (awarded instantly. Only works once per hostage, per round) Rescue a hostage: $1000 (awarded instantly) Plant the bomb: $800 (awarded at the beginning of the following round) The scoreboard shows team scores plus data for each player: name, score, deaths, and ping (in milliseconds) on the map. The scoreboard also shows whether each player is dead, carrying the bomb (in bomb defusal maps), or the VIP (in assassination maps), although the player must be dead during the round to obtain this information about players on the opposing team. Players killed become "ghosts" for the duration of the round; they cannot change their names, text chat cannot be sent to or received from live players; and, while voice chat can still be received from live players, it cannot be sent to them. (unless the cvar sv_alltalk is set to 1, in which case voice chat can be freely exchanged between dead and living players). They are generally able to watch the rest of the round from multiple selectable views, although some servers disable some of these views to prevent dead players from relaying information about living players to their teammates through alternative media (most notably voice in case of Internet cafes and players in the same rooms of their own homes, playing on the same server). This technique, known as "ghosting", is considered cheating in many tactical shooters. counter-strike is meant to be more realistic than futuristic first-person shooters such as Quake III Arena and Unreal Tournament, but is also built to keep the action flowing faster than more realistic tactical shooters such as the Rainbow Six and Ghost Recon series. For example, relatively few shots will kill a player, and shots to different parts of the body inflict varying amounts of damage, but damage has no permanent bearing on ability to run or jump, allowing a player with just a few hit points remaining to keep fighting just as well as any other player. Movement, however, is restricted while taking damage from gunfire, and a player cannot run at full speed whilst taking damage. There are several game types in counter-strike which define the objectives of each team in the game, and rules which determine which team wins. Each map is of a single game type. In bomb defusal, one randomly selected Terrorist begins the round carrying a bomb of Composition C-4 plastic explosive. The Terrorists' objective is to plant the bomb at a bomb site (of which there usually are two in a map, Bombsite-A and Bombsite-B, commonly referred to simply as "A" or "B"), and ensure its detonation, or eliminate all Counter-Terrorist forces. If the bomb has not been planted, and if all the members of one team have been eliminated, then the surviving team wins. If the bomb has been planted and proceeds to explode, the Terrorists win, but if a Counter-Terrorist defuses the bomb (Counter-Terrorists can purchase an optional kit to speed up defusal times), the Counter-Terrorists win. When the round time expires without the bomb being successfully planted, the Counter-Terrorists win. Deaths due to the detonation of the bomb do not increment the player's death count. Maps of this type are prefixed with de_ (e.g. "de_dust" and "de_inferno"). Professional tournaments are normally only played on Bomb Defusal maps. Usually, the time required for the bomb to explode after being planted is about 45 seconds. For what counter-strike and its popularity is concerned the new Source engine heralds a new beginning for the most popular first-person shooter in history, a game which has been played throughout the world for more than six years. Changes and additional features The updated counter-strike came with a few changes, some welcomed, others questioned. The riot shield introduced in 1.6 is gone, and dead players now drop grenades just like other weapons (as was introduced in Condition-Zero). The popular maps, such as de dust and de aztec, have approximately the same layouts and size, but are revamped with many aesthetic additions such as glass bottles and 50-gallon drums. Other maps such as de inferno appeared noticeably different. At this point, Valve hasn't given the ability to make assassination maps (prefix "as_"), however, LDuke has created a server plugin so you can play the VIP scenario on counter-strike: Source. Counter Strike: Source includes the "Official counter-strike Bot" for both online and offline gameplay. The AI of the bot is carried over from counter-strike: Condition Zero and offers 4 difficulty levels, from "Easy", "Normal", "Hard", and "Expert". For most casual players the "Normal" setting will offer an adequately challenging game and using keyboard commands can operate quite effectively, the level of difficulty chosen affecting reaction times, accuracy and tactical play. Additionally, holstered weapons and grenades are visible on player models when not in use. This is a useful addition as a player can scope out what his team mates are carrying during the initial seconds of the game as most players "rush" with small arms, knives or grenades and their primary firearms are attached to their back. This new feature enables players to consider strategies and plan accordingly. Screenshot from counter-strike: Source. A screenshot of a typical firefight seen in a multiplayer server on the map CS office. Pictured is the GIGN skin along with the original SEAL Team SIX and 'Phoenix Connection' Terrorist skin. The implementation of the Source engine and the promise of Havok physics in CS:S led to much speculation about the increased tactical opportunities opened up by the use of physics objects. It was originally believed that because objects in a map could be moved and had realistic properties, this would provide greater gameplay flexibility; for example, in the map CS office, the Terrorist players could "camp" in a room and barricade the doors with cabinets or chairs. In reality, however, physical objects are rarely used for such strategic purposes. The manipulation of them is hindered by coding which causes players to 'bounce' off any physical items and the inability to pick up any objects (as a player could in Half-Life 2). There is a limited server side command, sv_turbophysics, which allows minor manipulation of the physics , however players can only 'punt' objects around rather then pick them up. However some hardcore fans have pushed aside this fact and created some appealing maps, such as de_soccer1_knives, which places Ts and CTs on opposite sides of the field and they use knives to "kick" a soccer ball into goals. The team who scores causes the opposing team to be subjected to a series of instantaneous deaths. The Havok engine has also been useful in the making of the semi-popular "glass" maps, where most of the battlegrounds are made of breakable glass. Creators place objects such as walls that can be tipped over, causing all the glass layers underneath to break under its weight (and causing anyone unlucky enough to be standing on that glass to fall to death). There are several reasons that objects have been coded to keep players at a small distance away. First, computations by the server would be extremely complicated when several people interact simultaneously with the same object. Secondly, network traffic to clients would have to increase by quite a bit to reflect the current state of the object(s). Thirdly, and the most problematic, the client-side prediction of objects would suffer to the point where visible and player movement anomalies would constantly be causing serious issues for players. For example, an object would seem to go in one direction for a short time and then suddenly appear right in front of a person thus causing the client to reverse that player to a previous position. Prior to the March 1, 2006 update, some critigraphics noted that the muted physics in the standard configuration of graphics:S were causing player death animations to be limited and predictible, affecting the immersion of the player in the game. The March 1 update to graphics:S's ragdoll physics created more random death postures. In addition to regular gameplay, you can also surf. Surfing using sv_airaccellerate 100 to let you ride slanted walls. Surf maps have the "surf_" prefix. While Valve may continue to create new maps, Turtle Rock Studios continues to remake classic maps, although it is not known which maps they are working on, Below is the list of official maps for counter-strike: Source. Since the release of de_nuke on December 2, 2005, Valve's policy regarding all future maps seems to be the inclusion of High Dynamic Range (HDR) visuals. Furthermore, in a news update on March 11, 2006, Valve reported that "We're also planning on going back to some of the older counter-strike: Source maps and giving them an HDR pass. Soon you'll get to play maps like de_dust with full HDR lighting." It can be presumed that eventually, the entire official graphics:S map catalogue will be rendered in HDR. There is also a group of maps in which less serious players like to fool around or hang out in: player-made custom maps, anything from ag_battleships, cs_justice, and helms_deep to de_simpsons_graphicss and aim_map_duelies. Thanks to Source, many new possibilities have opened up for custom map-making. Below is a list of maps available to graphics:S players as of today, most of which are maps that have been carried over from counter-strike. de_tides, de_port and cs_compound are of interest, de_tides having only appeared previously for counter-strike: Condition Zero. cs_compound and de_port were first released for graphics:S, making use of the source engine's ability to produce longer draw distances than those of the GoldSRC engine of counter-strike. Both have received heavy criticism. In addition to the regular maps, players can also play on custom made maps, but instead of doing the map installing manually, the players computer installs the map when it is connected to a server which is using a map the client does not have. .5. Player models Firstly, all players on one team should choose the same skin. As Terrorists you should choose the Elite Crew model. And as Counter-Terrorists, the GIGN model. "5 guys popping in and out 1 at a time will look like the 1 guy if you all have the same skin. Elite Crew is the skinniest and hardest to see model most of the time, and the GIGN model has the smallest head for Counter-Terrorists. SEAL Team 6 - First appeared in initial counter-strike beta - "ST-6 (to be later known as DEVGRU) was founded in 1980 under the command of Lieutenant-Commander Richard Marcinko. ST-6 was placed on permanent alert to respond to terrorist attacks against American targets worldwide." GSG 9 - Added in counter-strike beta 6 - "GSG 9 was formed out of the tragic events that led to the death of several Israeli athletes during the 1972 Olympic games in Munich, Germany." SAS (Special Air Service) - Added in counter-strike beta 5 - "World-renowned British SAS was founded in the Second World War by a man named David Stirling. Their role in WW2 involved intelligence gathering behind enemy lines and executing sabotage strikes and assassinations against key targets." GIGN - Added in counter-strike beta 3 - "France's elite counter-terrorist group, the GIGN, was designed to be a fast response force that could decisively react to any large-scale terrorist incident. Consisting of no more than 100 men, the GIGN has earned its reputation through a history of successful ops." Spetsnaz - The Russian counter terrorist elites. Phoenix Connexion - First appeared in initial counter-strike beta - "Having established a reputation for killing anyone who gets in their way, the Phoenix Connexion is one of the most feared terrorist groups in eastern Europe. Formed shortly after the breakup of the USSR." Elite Crew (L337 Krew prior to counter-strike version 1.6) - Added in counter-strike beta 3 - "Middle Eastern fundamentalist group bent on world domination and various other evil deeds." Arctic Avengers - Added in counter-strike beta 6 - "Swedish terrorist faction founded in 1977. Infamous for their bombing of the Canadian embassy in 1990." Guerilla Warfare - Added in counter-strike beta 6.5 - "A terrorist faction founded in the Middle East, this group has a reputation for ruthlessness. Their disgust for American lifestyle was demonstrated in their 1982 bombing of a school bus full of Rock and Roll musicians." Midwest Militia VIP - Used in maps prefixed 'as_' (eg: as_oilrig). Half-Life and other contemporary games took full advantage of the advent of hardware graphigraphics acceleration in the late 1990s, replacing earlier software-rendered games such as Quake. Likewise, gamers were expected to abandon the DirectX 5.0 Half-Life and its mods in favour of games utilising the hardware T&L capabilities of DirectX 7.0 graphigraphics cards such as the Nvidia GeForce and ATI Radeon. However, the universal shift to the DirectX 7.0 level and beyond has not happened, and the continued popularity of counter-strike has given older video cards such as the 3dfx Voodoo 3, ATI Rage 128, and Nvidia RIVA TNT2 continued usefulness. Indeed, one possible reason for counter-strike's continued popularity is that almost any PC made since 1997 can play it since the game does not need the powerful CPU and video card required of many current first-person shooter games. But as the criticisms of Condition Zero showed, many players feel that the GoldSrc engine has reached its limits in its capacity to evolve and to stay updated. counter-strike was realistic for its time, but is dated in comparison to more recent first-person tactical shooters. There is a growing frustration that the developers are unwilling to make official changes or add new features, maintaining the same map layouts and weapons to appease longtime counter-strike players. Even counter-strike: Source has been criticised for not progressing the gameplay enough and failing to take full advantage of the Source engine. There have been a multitude of games claimed by their developers, reviewers and fans to be "counter-strike killers," but none have seriously been able to dent its overall popularity. Server statistigraphics in 2002 showed that counter-strike servers outnumbered their Battlefield, Unreal Tournament 2003 or Quake III first-person shooter counterparts at least 3 to 1. The prohibitively expensive cost of an up-to-date gaming PC makes it unlikely that another game will become as popular as counter-strike has been. 1.Add bots to make a LAN game multiplayer although there is only one computer 2.Improve gameplay 3.Remove features of the games which players felt were annoying 4.Give players superhuman powers (powers from units in Warcraft III, for example.) 5.Make the game more humorous 6.Create different modes of play 7.Control players not following set rules 8.Keep track of player statistigraphics and scores 9.Provide options for weapon improvement (AKA Skinning: Affects the way guns look and sound to the user but remain unchanged to anyone else in the game. Only the user sees the differences. The weapon's attributes remain the same.) 10.Give server administrators more flexible and efficient control over his/her server. "Admin plugins", as they are mostly referred as, have become very popular. One of the most successful, if not the only one, "Mani Admin Plugin", is met on nearly every dedicated server nowadays. Features include: varieties of teamkill punishes, auto-kick by certain triggers, rank system, advanced map changing and voting etc. 11.Give server administrators the ability to make players gaming experience less enjoyable, for example the famous 'slap' which is a feature on nearly all admin plugins which allows the server administrator to make players jump around the map, basically making their game unplayable. 12.Run rcon commands on the client to annoy the player and making their gaming experience more stressful and difficult and in some cases closing the players game or even crashing it. See Metamod, AMX Mod and AMX Mod X for more information. Inside the Windows counter-strike client, using the "New Game" button Using a Windows dedicated server (HLDS) Using a Linux/FreeBSD dedicated server (HLDS) Most high-performance servers use the two latter cases. The Windows Dedicated server can be run in both GUI and CLI mode. The Linux version runs only in CLI mode. |







