BLOGS
History of Sk-Gaming !
History
SK Gaming was formed in 1997 as a German Quake clan named Schroet Kommando by seven young people who all lived in the town of Oberhausen, among them three brothers, whose parents' house became the SK headquarters. Their major international successes came when they took the players of the successful Swedish Counter-Strike clan Ninjas in Pyjamas (NiP for short) into their organization. The SK Counter-Strike team have won most of the major international tournaments at least once, and have been a dominant team in the Cyberathlete Professional League. Other SK Gaming teams are also notably successful in their respective games.
History Of Counter Strike Source
Counter-Strike:Source (CS:S) is a team based first-person shooter, which is an upgraded version of the original Counter-Strike mod for Half-Life using the Source engine that was used in Half-Life 2. The game was originally a total conversion mod made in the GoldSrc engine. All the Counter-Strike games pit a team of counter-terrorists against a team of terrorists in rounds of competition won by completing an objective or eliminating the opposing team. A more in-depth explanation on the rules and gameplay of CS:S can be found on the Counter-Strike
History
In 2004, original Counter-Strike developers Minh Le and Jess Cliffe, along with members of Valve and the Day of Defeat team, brought Counter-Strike into the Source engine as an obvious choice for the multiplayer component of Half-Life 2. Following a period when the game was available to select "beta" testers, the game went gold on October 7, 2004.
Counter-Strike: Source(CS:S) was released to ATI Radeon Voucher holders, in Half-Life 2 bundles available on Steam, and with the boxed retail version of the game. Changes include the improvements inherent to the Source engine (such as better graphics and physics) as well as updated models, animations, maps, sounds, and some small gameplay changes.
Changes and additional features
The updated Counter-Strike came with a few changes. Some welcomed these changes, while others questioned them. 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, de aztec and cs office, 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 and cs assault are noticeably different in layout and size.
As of this writing, Valve hasn't given the ability to make assassination maps (prefix "as_"), however, a group of fans have created a server plugin, allowing players to play the VIP maps on Counter-Strike: Source.
Counter Strike: Source includes the "Official Counter-Strike Bot" for both online and offline gameplay. The bot offers 4 difficulty levels, from "Easy", through "Normal", "Hard", and "Expert". Keyboard commands enable the user to fine-tune the level of difficulty by adjusting reaction times, accuracy and tactical play, but for most casual players the "Normal" setting will offer an adequately challenging game. Offline maps can be played with up to 32 bots.
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, or vice versa; to see what kind of weapons the opposing team is carrying. This new feature enables players to consider strategies and plan accordingly.
Dynamic weapon pricing was introduced to the game in early November 2006, where weapon prices vary on a weekly basis, according to the popularity of a particular weapon. For example, if the Desert Eagle is very popular one week, the price of that weapon will increase the next, and vice versa. This is an attempt to discourage players buying the same weapons repeatedly, also allowing them to expand their skills to different areas of weaponry. Another point of the system was to give weaker players a boost but ended up having the opposite effect (as you get money from kills the better players gain more cash to buy better weapons increasing the skill gap). Still, many people rejected the system, and it was turned off in a large number of servers in order to play with traditional prices, putting the phrase "No DWP" (No Dynamic Weapon Pricing) in their server name. Many players felt this system robbed them of the best weapons (some took it as an attempt by Valve to lower the skill of some players) and forced to use the less accurate and weaker weapons thus slowing the game down. Another major complaint was that armor was included in the DWP market; and since almost every player buys it at the beginning of a round the price instantly went up. The system also became ineffective when people got fed up with guns that just couldn't accomplish their goals they reverted to using the better guns forcing prices up and creating extremely high price that stayed constant.
In early December 2006, the prices for the Desert Eagle with the game's dynamic pricing had soared past the $12,000 mark (three-quarters of the maximum amount of money a player can hold at one time). This prompted Valve to increase the damage done by the ES57, Compact 226, and Dual Elite pistols on December 11, 2006[1] in order to increase the popularity of those pistols. All pistol prices were reset to default values at this time as well.
Havok physics
The implementation of the Source engine and the promise of Havok physics in CS:S led to much speculation about the increased tactical opportunities that would be opened up by the use of moveable objects. For instance, in the map cs_office, the Terrorist players could "camp" in a room and barricade the doors with cabinets or chairs. However, 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, that is throw them around by running into them, rather than pick them up. Objects that can be manipulated in this way include barrels, boxes, and bottles and so on, some of which can be destroyed entirely or thrown very far with explosives. Object manipulation is not fully implemented because of the need to reduce network traffic between server and clients. This limits how much information can be sent about the current state of a map's objects. Also, the complex computations required when several people interact simultaneously with the same object place a heavy load on the server.
Despite this, some hardcore fans have managed to create some novel 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. Such maps may have objects such as walls that can be tipped over, causing all the glass layers underneath to break under their weight (and causing players unlucky enough to be standing on that glass to fall to their deaths).
Some critics have noted that the muted physics in the standard configuration of CS:S was causing player death animations to be limited and predictable, affecting the immersion of the player in the game. The March 1 update to CS:S's ragdoll physics resulted in more random death postures.
Criticism
There are a number of CS 1.6 fans that feel that the new incarnation is too different, buggy, and/or incomplete. One common argument leveled against the game is that its gameplay lacks the challenge of the original. For instance, the hitboxes in the head region are considerably bigger than those used in previous games of the series, allowing for easier "headshots". This favors players who 'spray' instead of aiming for the head, thus increasing the element of chance in the game and making it easier for new players. This is significant because a "headshot" deals considerably more damage than shots to other parts of an enemy's body and is often an instant kill.
The Magnum Sniper Rifle, or commonly referred to as AWP, is widely criticised because of its one-hit kill ability anywhere above the waist area, making it an effective weapon even for inexperienced players. Some servers ban this weapon for this reason. Note that this is also true of the original Counter-Strike and is not specific to Source. The Desert Eagle, AK-47, and sniper rifles will still kill with one hit to the head, except from extremely long (50m+) distances, not found in the official maps, or if being shot through a wall. Calibers such as the .50AE from the game's now iconic representation of the Desert Eagle pistol will be effectively stopped by a helmet from mid to long ranges, although the player would be left with little health. The helmet is usually bought to avoid being killed by an enemy in an "eco round" (in competitive play where funds are limited at the start of a round), where they will most likely face weapons loaded with 9mm ammunition (Glock, MP5) or the .45ACP of the USP pistol, the latter being lethal against an unprotected target close-up.
The demanding hardware requirements of the Source engine have kept many players of the original Counter-Strike from upgrading to Counter-Strike: Source. The original CS remains popular, as the GoldSrc engine runs very well on older hardware.
Customization
Because of the large fanbase that Counter-Strike:Source has accumulated, there are a wide variety of different customizations and addons that can be used with the game. Two well-known websites which hold addons for the customization of CS:S are AddonDB and FPSBanana.
There is a large fanbase for the game that creates customised sounds, textures, weapon skins and player skins. However, under the rules of Valve Anti-Cheat, models for objects within maps and player models cannot be edited, so that a player using a different model other than the standard does not have an advantage over another person.
Player-Created Maps
Maps are frequently made by players for the game, and the easy-to-access Valve Hammer Editor allows virtually anybody to create their own. The number and types of custom maps for the game is constantly rising, which means that most people can find something to their taste.
Popular Gameplay Modifications
Like many other modern first-person shooter games, Counter-Strike: Source has been heavily modded by its developer community.
Zombie Mod
The Zombie Mod is a popular complete modification for Counter Strike: Source. In every zombie game one player is infected with the undead virus and becomes a zombie. Zombies are given increased speed and night vision, as well as a very large amount of health. Any player stabbed by a zombie becomes one himself/herself. The remaining humans must avoid the zombies; this is often accomplished by creating chokepoints through which to repel attacks or finding easily-defensible positions in which to camp for the round. Game physics are modified so that weapons have enormous stopping power; often the humans' best defense is the sheer force of their bullets.
The fast-paced action and uniqueness of zombie games has led to its sudden rise in popularity, with many dedicated servers supporting the mod.
Gungame Mod
The Gungame Mod is another popular modification for Counter Strike: Source. The objective of the game is to upgrade one's weapon by killing the opposing team members with the current weapon. Killing with the knife not only automatically progresses the killer to the next weapon, but downgrades the victim's weapon. Progression for a player to the next weapon can either happen instantaneously after that player makes a kill (known as "Turbo") or at the end of each round where a kill was made, depending on server settings. There is also a deathmatch mode in which players will automatically respawn after death. Players traditionally get progressively more valuable weapons as they get more kills; they start with pistols and progress through shotguns, submachine guns, rifles, the HE grenade, and then the knife, though the reverse order is also popular and keeps games more competitive. After a player gets a knife kill when on the knife level, that player is declared the winner and play starts on a new map.
Deathmatch
Counter-Strike Source Deathmatch (commonly CSSDM) is a gameplay modification that changes the gameplay from round-based objective play to typical deathmatch gameplay, with near-instant respawn and no objectives besides killing. Instead of purchasing weapons, players can choose any weapon they wish (providing the server hasn't restricted it) from a menu. Both team deathmatch and free-for-all are supported, but most servers hosting the mod use team deathmatch.
Counter-Strike culture
The popularity of the first-person tactical shooter computer game Counter-Strike has resulted in a large community of players dedicated to the game.
Professional gaming
Since early in the development of Counter-Strike, players have competed fiercely amongst themselves, many forming clans with one another. When the mod was acquired by Valve and changed development status from beta to public release, this opened up the game to a much wider audience, and since the retail sales gave the game a very large player base (in addition to the experienced players of the beta versions), this permitted external organisations the ability to confidently hold Counter-Strike events with monetary prizes. The already running Cyberathlete Professional League, among other pro-gaming organisations, saw Counter-Strike as a game that had the potential for professional play, and held their first professional Counter-Strike tournament at CPL Copenhagen from October 26 to October 29, 2000.
The game was already popular throughout Europe, and the growing availability of broadband internet access combined with the close proximity of players to one another within Europe created an environment in which professional-level Counter-Strike could thrive. Low pings between players and servers allowed the formation of serious online leagues for Counter-Strike such as the Clanbase NationsCup. Many notable European clans dominated the early era of professional Counter-Strike, including Ninjas in Pyjamas (NiP), Team-9, SK, mTw, SoA, and DkH. European players, especially those from Scandinavian countries, were largely more skilled than anyone else during the early days of professional Counter-Strike. In the United States, the players were more spread out, so the formation of online leagues was difficult, although Texas was a Counter-Strike hotspot.
With the introduction of the Cyberathlete Amateur League in the United States in March 2001, American clans were given the ability to compete against clans of a similar skill level every week. The system of multiple divisions, with the top division featuring prominent CPL teams, and the bottom division open to anyone, was and still is successful overall. Many American teams that have won CPLs were previous CAL veterans. Past CAL teams that have seen CPL success, and consequently worldwide respect, include Check-Six, Domain Of Pain, Team EG, CyberGlobe, GB, x3, Team 3D, and most recently, compLexity. CAL, which is officially affiliated with the CPL, is accredited with being a major part of the rise of professional Counter-Strike gaming in the United States.
Despite CAL's harsh punishments to those found cheating within their league, claims of players and clans cheating have been around as long as CAL itself, especially in reference to lower divisions. The events that create the most drama are those in which particular players are found or suspected of cheating outside CAL sanctioned events, then those players go on to play in CAL. Many people hold the attitude that those who cheat, regardless of how much they may disregard or deny the seriousness or even existence of their own actions, will always have an affinity for cheating and will do it whenever they are given the opportunity.
2001 also saw what is still named by many the greatest Counter-Strike match of all time, X3 vs. NiP at the Dallas CPL World Championship. At the time, X3 was widely regarded as the greatest American team, and NiP as the greatest European team. NiP managed to win, but only by a very small margin, and the game was an excellent exhibition of the skill of both sides. Soon after, X3 disbanded, but three of their core players joined Team 3D. Likewise, NiP disbanded, and their core players joined Schroet Kommando. These two new teams saw out the maturation of professional Counter-Strike through version changes, and attitude changes from the game's fans.
The release of Counter-Strike version 1.4 shortly followed by 1.5 caused a major disruption in the Counter-Strike community at large. Primarily, many fans were dismayed at the complete removal of the infamous and popular bug which allowed players to "bunnyhop". Movement speed was also reduced. These changes contributed to a slowing of the game, with the apparent intention of the game's designers of putting more emphasis on player positions and general strategy rather than super-fast action à la Quake or Unreal Tournament. However, there have been huge outcries by the community at every major version change since 1.3, especially at Valve's wishes to move their games to Steam with the release of Counter-Strike 1.6. In every instance, the version change has never managed to significantly decrease Counter-Strike's popularity.
After version 1.5 went public, the SK team began to dominate tournaments. Their squad included, at various times, Swedish players Michael "ahl" Korduner, Emil "HeatoN" Christensen, Tommy "Potti" Ingemarsson, Christer "fisker" Eriksson, Abdisamad "SpawN" Mohamed, Daniel "Hyper" Kuuisto, and Norwegian Ola "elemeNt" Moum. In terms of individual skill, this could be a shortlist of the best players in Europe, so when they were to combine forces under the SK tag, it was virtually undoubtable that they would see great success. Starting with CPL Summer 2002, SK won or got a top 3 position in virtually every event they attended. This lasted all the way until CPL Summer 2004, in which they were defeated in the finals by clan EYEballers, of whom Hyper was a member at the time. This defeat marked the turning point of SK, as they became less consistent and lost their status as an invincible juggernaut. The play style of SK favoured precise, low-risk strategies, especially when compared with the more flamboyant and dynamic play of American teams.
Counter-Strike has been linked tightly to its status as a professionally played game. Perhaps the most notable example of this was when former NoA player Griffin "shaGuar" Benger published an article on pro-gaming website GotFrag regarding his opinion that the money system in Counter-Strike was flawed and was leading to the stagnation of the game at a professional level. This article received hundreds of comments of vehement feedback from Counter-Strike players throughout the world, mostly in support of shaGuar's thoughts on the system. Valve listened to the community, roused by a pro-gaming icon, and implemented global changes in the money system not long after they were suggested.
Infamously, Schroet Kommando (SK) were one of the teams to exploit the specifics of the money system to their greatest extents and frequently used the occasionally odd rules of the system to their advantage. Unfortunately for spectators and the opposition, this sometimes eventuated in them taking a "cheap" ultra-defensive strategy ("spawn camping") as the offensive side (terrorists on bomb defusal maps), with clearly no intention of completing the actual objective within that round; instead the intention being to time out the round. Although this would register as a loss for SK (as they were the offensive side), it monetarily punished the defensive side (counter-terrorists) who were not given a chance to even defuse the bomb and thus had no chance of getting the large payoff. There were calls for rule changes to bomb defusal after SK's infamous tactics but none were successful.
Player controversy
Counter-Strike is considered infamous for the variety of players it attracts. Cases have been reported of players taking the in-game conflict too far and taking their anger out on their computers. These incidents have helped to stereotype Counter-Strike players as being young teen males that seek to vent their aggression through the game. Many players are considered crude and immature, often prone to name calling, arguing, and excessively using Internet slang - known as 1337 (leet) speak. Such childish behaviour has caused some players to abandon Counter-Strike completely.
Concerned, a popular webcomic based on Half-Life 2 and the culture surrounding it commented on the stereotypes that surround the behaviour of the "typical" Counter-Strike player, including unfair gameplay, immature, homophobic insults, and constant complaining as part of its ongoing satirical story.
Cheating
Cheating in Counter-Strike has a colorful history almost as long as the game itself, and it usually involves the downloading of a third party program that hacks into Half-Life's graphics engine. The most common cheats often fall into two major categories: wallhacks and aimbots.
Wallhacks allow for the cheater to see other players through solid objects (i.e walls,boxes). This grants the cheater the advantage of knowing where other players are located and allowing him or her to shoot or pre-aim at the other player through the wall. Generally wallhacks work by hacking into Half-Life's graphical engine and rendering solid objects semi-transparent.
Aimbots allow for the cheater to instantaneously aim at other players, usually at their heads. Modern aimbots work by reading the temporary data stored in RAM, which stores the location of other players. If the aimbot detects a player to be on the cheater's screen or within a certain range, the aimbot then aligns the cheater's crosshair with the coordinates of the player's head. Some aimbots will even automatically shoot. Since the computer can react much faster than people, aimbotters are nearly invincible. Aimbots are instantly recognizable by players without the need of any detection software since aimbotters will always score headshots, even when they do not wish to. However, skilled aimbotters are far more difficult to detect since they can simply run from a confrontation where he is outnumbered or toggle the aimbot on and off with a hotkey.
Many other hacks exist, such as autofire (also known as trigger bots) hacks which automatically fire the gun when the enemy walks over the crosshair (these are much more difficult to detect). Speedhacks allow cheaters to move and even shoot at a much faster rate than normally possible.
Valve's response to the cheating epidemic was the creation of the Valve Security Module (VSM) or Valve Anti-Cheat (VAC). VSM worked by detecting any programs that hooked into Half-Life's engine. If a person is caught by VAC, he or she cannot play on Secure servers. VAC bans are effective throughout the account, meaning that if a person is VAC banned for using cheats in Counter-Strike, they are also banned from playing on secure servers in any other Valve games, such as Day of Defeat. VAC bans were originally five years long, however after September 2003, they were shortened to one year. Despite Valve's attempts, cheating still remains rampant as cheaters find ways to circumvent VSM. Recently "VAC 2" was introduced. This change is reflected across the entire range of Steam games (the original Half-Life engine, and Source) although it is reported that VAC 2 is not as effective in the original Half-Life engine than the Source engine at banning cheaters. People caught cheating by VAC 2 will receive a permanent ban across all games using the engine the cheater was caught on.
VAC 2 (as well as the original VAC) uses a delayed banning system, which effectively means the user can still play on secure servers, even after they are detected. When detected, they are 'flagged' and banned at a later time. This can be days, weeks or months. It is thought that this method is used so that cheat authors are not immediately alerted to the fact that their cheats are detected by VAC. The database of people banned by VAC has never been released by Valve.
Accusations of cheating are common, and when accused of cheating, one is often said to be using "hax", or a similar leet-speak variation. This is often considered an insult used by players of lesser skill against players of greater skill—a tendency parodied in the Macromedia Flash movie I hate yuo myg0t 2—and is not often viewed as a legitimate complaint. Often experienced players will use it as a compliment for an excellent shot, or in jest ("lol you sure your hax are off?", or "lol at j00r haxz0rs, turn dat off").
Sprays
Sprays are digital images which players can "spray paint" onto walls, floors, and low ceilings. There are several sprays included with Counter-Strike, but they are very simple images and leave much to be desired. However, players can import sprays from their hard drive to get a custom spray. In Source, Players can have any image as their spray. In 1.6 there is no officially supported way to import sprays. A program called Wally is often used to convert regular .jpg or .bmp files into the format required by the game (.wad). The default file in the cstrike directory (tempdecal.wad) is then replaced with the newly created .wad file. This will replace the in game spray logo with the chosen picture, as long as the multiplayer options window is not opened, else tempdecal.wad will be reset to one of the default sprays (this can be countered by setting tempdecal.wad to be read only after it has been replaced). Sprays have become a part of Counter-Strike culture, with many websites that offer stock spray images.
Sprays are often sprayed after a round when enemies are most likely to be spectating players on the other team who killed them. Sprays are also often sprayed in the beginning of the round. Another popular spot is to spray onto the dead body of an enemy player you just killed. Sprays in the likeness of terrorists or counterterrorists are available and are sometimes used as an attempt at distracting the enemy. Pornographic sprays or animated sprays of player models can also be used as a diversion tactic to catch opposing players looking or firing at the images for easy kills. In Source, very large files were sometimes used as sprays so that the first time they are seen by the enemy team they are forced to wait while the image is downloaded, but this has been largely disabled. It's not uncommon for players to post disgusting sprays, such as shock site images, to see the reaction of the players on the chat box or on the mic.
History Of Counter Strike 1.6
Counter Strike
Counter-Strike, commonly abbreviated to CS, or CS:S for Counter-Strike: Source, is a team-based, tactical first-person shooter game which originated with a total conversion mod created by Minh "gooseman" Le and Jess Cliffe, of Valve Software's first-person shooter, Half-Life. The game has been expanded into a series since its original release, which currently includes Counter-Strike: Condition Zero and Counter-Strike: Source.
Counter-Strike puts 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. 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, Americas Army, Call of Duty and many more.
As of May 2006, Counter-Strike is still the most widely played online first-person shooter in the world. In 2002 there were over 30,000 populated Counter-Strike servers on the Internet (second place was Unreal Tournament with about 9,800). In 2004, GameSpy 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[1] (this includes Counter-Strike: Source, Counter-Strike: Condition Zero and Counter-Strike). According to statistics gathered by Valve's content-delivery platform, Steam, these players collectively contribute to over 6.177 billion minutes of playing time each month, as in February 5, 2007 [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,[2] forcing players to switch to Steam (to which a section of players responded by creating their own WON network, dubbed WON2).
Gameplay
Counter-Strike is a team-based, first-person shooter in which players join either the terrorist or counter-terrorist team, and combat the opposing team while fulfilling predetermined objectives. Server settings may automatically balance teams when one team has more players than the other. Each round starts with the two teams spawning simultaneously, as one of eight different default character models (four to choose from for each the counter-terrorist and terrorist teams. Counter-Strike: Condition Zero added two extra models, bringing the total to ten). Each player generally starts with $800, two magazines of ammunition, a knife, and a pistol: a Heckler & Koch USP .45 Tactical for counter-terrorists, and a GLOCK 18c for terrorists. Players are generally given a few seconds before the round begins (known as "freeze time") to buy equipment, during which they cannot attack or move in any direction. Players may buy equipment whenever they are in a "buy zone" for their team (some zones can be for both teams, depending on the map) provided the round has not been in session for longer than a specified time (90 seconds is default). Once the round has ended, surviving players retain their equipment for use in the next round; those who have died begin the next round with the default pistol and knife.
Picture of a Terrorist using a Desert Eagle on the map de_dust in the original Counter-Strike (left) and Counter-Strike: Source (right).
Picture of a Terrorist using a Desert Eagle on the map de_dust in the original Counter-Strike (left) and Counter-Strike: Source (right).
Standard monetary bonuses in the game are:
* Win a round: $3250 (awarded at the beginning of the following round)
* Lose a round: $1400 + $500 per round lost over 1 (to maximum $3400) (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, does not matter if the Terrorist team win or loses the previous round.)
The scoreboard shows team scores in addition to 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 to obtain this information about players on the opposing team a player must be dead during the round. Killed players 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 (with the exception of a situation in which cvar sv_alltalk is set to 1, in which case voice chat can be freely exchanged between all players on the server at any time). Ghosts 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 the case of Internet cafes and Voice over IP programs such as TeamSpeak. 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.
Maps
Hostage Rescue
Hostage Rescue (cs_) maps are the original map-type, based on a hostage rescue situation. Four or more computer-controlled hostages are strategically located at or nearby the Terrorist spawn. The Counter-Terrorists must lead them from their location to a rescue zone, typically located around the Counter-Terrorists' spawn. If the Counter-Terrorists rescue all of the hostages within the time-limit, they win the round. If a player on either team kills a hostage, accidentally or intentionally, they lose money and may also be kicked off the server (depending on the server's configuration). Killing the entire enemy team also ends the round, but results in less money gained for the next round. Also, in Counter-Strike: Condition Zero, hostages could eventually attempt escape if the terrorists did not continuously point their weapons at them. They would also tip off a Counter-Terrorist if there was a Terrorist nearby.
cs_office - 1.6 versus Source
cs_office - 1.6 versus Source
The most popular hostage maps are:
* cs_assault (Chicago based map, including Blue line)
* cs_compound (Counter-Strike: Source only)
* cs_italy
* cs_militia
* cs_office
* cs_siege
* cs_estate
* cs_mansion
* cs_747
Bomb Defuse
Bomb defuse (de_) maps are the most common map type, based on a bomb-planting/defusing scenario. One of the terrorists starts out with a C4 bomb that can only be planted at bomb sites; usually there are two bomb sites on the map, defined by A and B, one of which is sometimes near the counter-terrorist spawn. If the terrorist carrying the bomb is killed, his team members will have to locate it using their radar and can pick it up like a dropped weapon.
Once the bomb has been planted, the counter-terrorists must locate and defuse it in 45 seconds (this is a variable; it can be changed; commonly also set to 35 seconds depending on the server admin(s)) before it explodes. On bomb defuse maps, counter-terrorists can buy a special defuse kit that decreases the time needed to defuse a bomb by 5 seconds. Killing the enemy team ends the round if the bomb has not been planted; if the bomb has been planted, the terrorists will win if they kill the counter-terrorists, but the counter-terrorists must defuse the bomb even if they kill the terrorists. Previously, the round could end with the bomb planted but not yet exploded, resulting in a victory for the counter-terrorists. However, the round timer now becomes void when the bomb is planted, meaning the bomb can be planted even with 1 second left in the round and the round will continue until the bomb is defused, it explodes, or the counter-terrorist team is eliminated. Bomb defuse maps are by far the most commonly seen maps in tournament play.
de_dust2 - CS 1.6
de_dust2 - CS 1.6
The most popular bomb defuse maps are:
* de_dust
* de_dust2
* de_aztec
* de_inferno
* de_nuke
* de_port (Counter-Strike: Source only)
* de_piranesi
* de_prodigy
* de_cbble
* de_train
* de_contra
* de_cpl_mill
* de_cpl_fire
* de_cpl_strike
* de_cpl_overrun (Released by The CPL the 3rd of February(Counter-Strike: 1.6 only))
* de_vegas
* de_vertigo
Assassination
Assassination (as_) maps are based on an assassination scenario. A member of the Counter-Terrorist team spawns as the VIP. While this player is unable to buy weapons or equipment in the entirety of the map, they are given a fully-loaded USP pistol, and an additional 100 armour points (totaling 200). The VIP must survive the journey from a spawn-point to a rescue point (typically a helicopter or APC.
* The Counter-Terrorists win if and when the VIP makes it to the rescue point, or all the Terrorists are killed (while the VIP is still alive).
* The Terrorists win if the VIP is ever killed or the time-limit is reached before the VIP has made it to the rescue point.
Assassination maps are far less popular than hostage rescue and bomb defuse maps. Currently, this gametype is not supported in Counter-Strike: Source. However, there is an unofficial modification in development that will allow assassination maps to be played.
The most popular assassination maps are:
* as_oilrig
* as_tundra
* as_crazytank
Escape
The now defunct escape (es_) map scenario required the terrorist team to reach a map-specific exit point within the round time allowed, while the counter-terrorist team would do their best to stop them. Escape maps usually started the terrorist team without a buy zone, and weapons would have to be either found, or scavenged from the dead bodies of other players. Due to a rather obvious bias towards the counter-terrorist team, escape maps were removed from Counter-Strike in August 2000, in the Beta 7.0 update. However, it is still possible to play escape maps on 1.6 if you download the old ones or make your own new ones. There are no escape maps in Counter-Strike: Source.
The most popular escape maps were:
* es_frantic
* es_jail
* es_riverside
* es_trinity
Custom map types
In addition to the maps included with Counter-Strike, there are many custom maps available created by map-making programs. Typically, these maps are named using an unofficial scheme, consisting of the prefixes following:
* zm_, zh_ For Zombie Mod-maps.
o Zombie Mod involves a single "dead" player only given a knife, and has to successfully kill each player with a knife. While the Zombie respawns, any opponents killed by the Zombie also become Zombie. This concept is similar to the "Last Man Standing" style of gameplay.
* '"cs_'" for hostage maps, but because of the unpopularity of those maps cs_ can also mean a map larger than an fy_ map, also with no objectives.
* gg_ for the GunGame Mod.
o GunGame involves each player starting at a specific weapon, then stronger weapons are procured by killing opponents with their current weapon, thus "leveling up."
* ka_ for Knife Arena
o Fairly self-explanatory; In Knife Area, players are only availed of a single knife to use to defeat the opposing teams.
* fy_, commonly referred to as "Fun Yard" or "Fight Yard."
o These maps are deathmatch-style levels where players are able to pick up weapons placed on the map. Occasionally, some fy_ maps (such as _iceworld and _pool_day) have bomb zones placed for the Terrorist team.
* awp_ for AWP Arena maps.
o Also self-explanatory, the AWP Arena maps only give players the AWP sniper rifle and a knife.
* surf_ maps.
o These maps are derived from the modern surfing sport, involving players "surfing" down "waves" made in the map. These waves are created through ingenious angle of walls which, through the game engine's physics, negate friction.
* aim_ maps.
o These maps are most commonly used for teaching and maintaining proficiency in specific weapons. A particular aim_ map will only consist of one or two varieties of weapons, commonly displayed in the map's name; For example, aim_ak_colt is a popular map featuring both the AK-47 and M4.
* he_ maps.
o Named for the initialism of High Explosives, these maps only give players fragmentation grenades and a knife.
* "Glass Maps" are very uncommon in CS 1.6 but popular in CS:S. The levels are constructed of solely glass, allowing players to shoot enemies off of their platforms.
o These maps are named as such because of the use of a large amount of glass paneling in the map, typically the floor. In these maps, you are able to shoot (or use any weapon on) the glass panels on the floor, and make your opponents or yourself fall to the level below, or to the normal ground at the bottom (and usually die from the height), and adds an extra level of challenge from other types of map environments. It is also common for glass_ maps to be incorporated into maps of other variations, such as surf_, he_, and aim_ , so that you have a special set of weapons (or whatever else the other type of map incorporated into it has to offer), with the environment being glass floors instead of the standard map usually used with the various types of maps.
Official Map List
The following are official Counter-Strike maps, from Counter-Strike Beta 1 to current Counter-Strike: Source, past and present. Most of these maps are no longer packaged with the mod, and may not work anymore.
* cs_mansion
* cs_assault
* cs_siege
* cs_estate
* cs_militia
* cs_office
* cs_backalley
* cs_docks
* cs_compound
* cs_facility
* cs_italy
* cs_dam
* cs_tire
* cs_wpndepot
* cs_prison
* cs_desert
* cs_alley
* cs_ship
* cs_station
* cs_arabstreets
* cs_havana
* cs_747
* de_foption
* de_jeepathon2000
* de_rotterdam
* de_dust
* de_dust2
* de_iraq
* de_fang
* de_nuke
* de_aztec
* de_port
* de_prodigy
* de_cbble
* de_train
* de_contra
* de_vegas
* de_piranesi
* de_inferno
* de_vertigo
* de_tides
* de_railroad
* de_chateau
* as_oilrig
* as_arctic
* as_forest
* as_highrise
* as_tundra
* as_riverside
* es_jail
* es_frantic
* es_trinity
Weapons
One of the unique features of the original incarnations of Counter-Strike was that it did not feature fictional weapons like most games, instead using only existing firearms used the world over by real terrorist groups, counter-terrorist squads, armed forces, and law enforcement officials. The weapons are, however, only semi-realistic: many of them are incorrect in small details such as the caliber of ammunition or in their naming. Others do not fire quite as their real-life counterparts do, and many of them are inaccurately 'mirrored', wherein the spent cases are ejected from the wrong side of the weapon.
When retail versions of the game were first released, most of the weapons were given fictional names, often with fictional manufacturers.
[edit] Counter-Strike: Weapons Market
On September 22, 2006, Valve announced what they are calling the Counter-Strike: Weapons Market.[3] Each week, prices for weapons will be set based on the percentage of weapons sales, much like how the demand curve in economics affects prices. This system was put into place on October 11, 2006 and only affects Counter-Strike: Source, not Counter-Strike 1.6 or Counter-Strike: Condition Zero.[4] There is a cvar (mp_dynamicpricing) for servers that do not wish to use the new Dynamic Market.
Culture
is famous for the culture surrounding it, which includes everything from professional gamers and leagues, to excessive cheating and disruptive behavior. Certain professional teams (such as SK Gaming, Team 3D, and Team NoA) and players (Kyle Ksharp Miller, Emil HeatoN Christensen) have achieved a measure of fame, and have come to earn a living out of it.
Legacy
Counter-Strike remains extremely popular to this day. There are currently professional online leagues supporting Counter-Strike, such as the Cyberathlete Amateur League (CAL), and CyberEvolution, a pay-to-play league. Various LAN tournaments are held throughout the United States and Europe, with the largest being the Cyberathlete Professional League (CPL), the Electronic Sports World Cup (ESWC), the World e-Sports Games (WEG) and the World Cyber Games (WCG). Championship matches in these events are televised with commentary and analysis.
Half-Life and other contemporary games took full advantage of the advent of hardware graphics 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 favor of games utilizing the hardware T&L capabilities of DirectX 7.0 graphics 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.
However, 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.[citation needed] Even Counter-Strike: Source has been criticized for not progressing the gameplay enough and failing to take full advantage of the Source engine.[citation needed]
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 statistics 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.
Mods and scripts
Though Counter-Strike is itself a mod, it has developed its own community of script writers and modders. Some mods add bots, while others remove features of the games which some players found annoying, while yet others create different modes of play. Some of the most popular mods give server administrators more flexible and efficient control over his or her server. "Admin plugins", as they are mostly referred as, have become very popular. See Metamod, AMX Mod and AMX Mod X for more information.
Another type of mod is the "Zombie" mod. There are 2 teams, the Humans and the Zombies. Terrorists and Counter-Terrorists work together against the Zombies. In this mod, one player is randomly "infected" and turned into a Zombie at the start of the match. The first Zombie has anywhere from 500-2000 health, while all other Zombies that the first Zombie and any subsequent Zombies infect have anywhere from 250-1000 health, increased speed, and they can only use the knife, which turns living Humans into other Zombies. In addition, they also come equipped with night vision, a great blessing in dark Zombie maps. Humans cannot run as fast as Zombies (presumably weighed down by their equipment), but are able to purchase firearms and grenades. If at least one Human is still alive when the match time runs out, the Humans win. If all the Humans are either killed or zombified, the Zombies win.
Hacking
The game Counter-Strike has been a prime target since it came out. Hacking in the game has been widely criticized by many people. To keep people safe, Valve issued anti-cheat software called VAC, or Valve Anti-Cheat. Since then it has come to version 2.0 and most servers have it enabled. When players cheat on a VAC enabled server, they risk getting their account permanently banned from all VAC secured servers. A few common options included in hacks are wallhacks, which allow the player to see through walls; speedhacks, which give the player increased speed; and aimbots, which can target a desired location on a player's body each time a shot is fired. However, VAC will not ban a player for wall hacking. It will only ban players if they modify the main source files (which wall hacking does not do).
History Of Day of Defeat Source
Release
Day of Defeat: Source was released over developer Valve Corporation's Steam service at 22:00 GMT on September 26 2005, and was subsequently released in stores on September 28 as a part of the Counter-Strike: Source package. Day of Defeat: Source was released in retail as a Stand-Alone Product for $19.99 USD.
Unlike Half-Life 2, the game's release on Steam went smoothly, with large IRC parties and live radio shows organised by fans adding to the sense of anticipation. Indeed, the release went so well that players soon found every server full, and only poorly-configured and laggy listen servers with free slots.
content
When the game was released there were only four maps available, dod_anzio, dod_flash, dod_avalanche and dod_donner, all of which had been recreated based on maps in the previous iteration of Day of Defeat. An entirely new map, dod_argentan, was added on 30 November 2005 [1], and quickly proved popular amongst players. On January 26, 2006, a remake of dod_kalt was released [2], garnering praise from many players and bringing the total number of official maps to six.
Valve's PR Manager Doug Lombardi stated in Computer Gaming World: "Day of Defeat: Source is an ongoing project that will receive constant updates through steam depending on community feedback. We're bringing players into the process: this way they feel a tighter affinity for the product". Day of Defeat's development team is indeed more active in the community than Valve's other teams (although members do tend to move between products), mostly on the official Day of Defeat forums and outside forums.[citation needed]
Future Devellopement
With the Source engine's modularity and the Steam platform's distribution technology, Day of Defeat offers many technologies that had not yet been seen in games upon its release. Day of Defeat: Source was the first game implemented with their new High Dynamic Range lighting (Counter-Strike: Source, Half-Life 2: Lost Coast, and Half-Life 2: Episode One have since implemented it). Other technologies added post-release include effects Valve are to add to the game to make it look closer to a World War II era film. The effects include motion blur, depth of field, film grain and color correction. Some of this technology is meant to convey period cinema, while others were meant to simulate how the human eye works (High Dynamic Range is an example of this).
Go to the bit-tech website for more information.
Gameplay
Upon entering a server, the player chooses a team to play for - either the Allies of World War II or the Wehrmacht (German Armed Forces). After this, they choose a class; available classes being: Rifleman, Assault, Support, Sniper, Machine Gunner or Rocket. Some servers will limit the available number of player slots for each class, usually to prevent overuse of sniper rifles or machine guns. The player may choose to select "random" and let the computer choose a class from the remaining classes with open spots. Once a class is chosen the player spawns at a predesignated point on the map, and must battle for control of the objectives. If the player dies, in order to respawn they must wait for "reinforcements" to arrive, which usually takes up to fifteen seconds. Any friendly players who are killed during this time join the original player and respawn together as the next wave of troops. Players are also allowed to switch sides or classes before they respawn. Players may change sides when they are alive as well, but doing so increments a player's "deaths" counter.
Compared to many first person shooters, Day of Defeat: Source allows players only a small amount of health; meaning that being hit by even one bullet can be fatal. Being shot in the head with any gun is an instant death. As such, players must utilize cover and teamwork to win.
All weapons in the game have realistic limits to their use. Machine guns must be deployed to maintain accurate fire or to be reloaded, rockets launchers must be shouldered to be fired (the player will move slower and be more vulnerable during this time), sniper rifles must be "scoped" to retain accuracy, and grenades must be primed before release. "Cooking" a grenade for longer than 5 seconds will cause it to explode in a player's hand, killing the player and anyone else near them, including their allies if the server has enabled the friendly fire setting.
Game modes
There are currently two gameplay modes in Day of Defeat: Source. These are "territorial control" and "detonation".
Territorial control
The objective in a territorial control Day of Defeat: Source match is to hold every strategic point on the map, denoted by flags at each location. Strategic points are captured by having a certain number of teammates (usually one or two) surround them for a certain amount of time without enemy players entering the area or killing the players. If an enemy enters the area, the capture process stops and resets. Once the capture is complete, the flag will change to display the colours of the capturing team. The location is then held, but the enemy team may take it back through the same process. As a flag is held, over time, the team holding that flag has points added to their overall score.
Capturing all of the points, or capturing other designated objectives which may not specifically be flags, constitutes a capture of the map, or "full capture", which consequently restarts the round and gives a substantially large amount of points to the winning team
Denotation
The objective in a detonation Day of Defeat: Source match is to detonate two explosive devices at every opposing checkpoint. In some maps, you must do this whilst defending your own points, while in others you must either attack or defend, but not both. The latter form has a round timer which adds time for each objective destroyed.
Official Map
There are currently eight official maps available with Day of Defeat: Source. In addition many custom maps are being created by the Day of Defeat community and are being released at the official forums. Any official new maps will be distributed via Valve's Steam online distribution system.
When the game was released there were only four maps available, Anzio, Flashville, Operation Avalanche and Donner, all of which had been recreated based on maps in the previous iteration of Day of Defeat. An entirely new map, Argentan, was added on 30 November 2005 [3], followed by a remake of Kalt on January 26, 2006. Colmar and Jagd, both examples of the new 'Detonation' gameplay mode, were released on June 28, 2006.
Anzio - dod_anzio
Date: 7 August, 1944
Location: Anzio, Italy.
Map Type: Territorial Control
The Americans have prepared a simple, fast beach assault to capture the city of Anzio, with plans to outflank the enemy at Rome. Little did they know the Germans were already there, waiting.
A conversion of an original Day of Defeat map, Anzio is based on Operation Shingle and the Battle of Anzio. The map runs through the bombed out city of Anzio, with brutal close quarters combat and ranged skirmishes. The U.S. forces start on the beach, where they must advance into the city to attempt to capture all five strategic locations. The German forces must also capture the same five points, and push the Americans out of the city. With multiple ways to each objective, including the sewers, Anzio is a map in which the tactically minded will dominate and strategy is essential.
Argentan - dod_argentan
Date: 18 August, 1944
Location: Argentan, Normandy, France
Map Type: Territorial Control
Allied soldiers under General Patton are attempting to capture the town of Argentan and close the Falaise pocket to cut off the remainder of the German forces trying to escape the Cotentin Peninsula after the failure of the Wehrmacht counterattack. German infantry have been sent to the rear to hold off the Allies so the remainder of the Wehrmacht can escape to the east.
A whole new map designed specifically for Day of Defeat: Source, Argentan attempts to simulate an American assault on the town of Argentan. The map has two main routes, with smaller paths through buildings. One route is more suited to close quarters combat while the other is perfect for ranged combat and snipers. This map can become a brutal battlefield, taking heavy losses on both sides. However, the five points differ in difficulty. For instance, The last American point can prove relatively simple to capture due to the easy terrain, while the last German point, which is on high ground, can prove to be exceedingly complex.
Operation Avalanche - dod_avalanche
Date: 18 August, 1943
Location: Salerno, Italy
Map Type: Territorial Control
A couple of days after establishing a beachhead at Salerno, the American and British advance towards the hills was stopped by a vicious German counterattack on September 13. Intense street fighting ensued, with some towns changing hands several times a day.
This map is based on Operation Avalanche. The map is often referred to as the "Dust of Day of Defeat" in reference to the popularity of the map de_dust in Counter-Strike. Also know as "Ava" for short, this map is played 24/7 on many servers. The Americans start at the bottom of a hill in an Italian town, with the Germans at the top. Although this map seems to have several good spots for snipers, as well as offering a lot of close combat for Assault and Support classes, sniping is difficult bceause of the reltively short ranges and any enemy sniper can be "gotten to" eventually, because the map has many alternative routes for both sides. Unlike many other official maps, this map could be called a 3-D map because fighting takes place not only on street level or elevated opon building floors, but allows players to engage each other "diagonally" across the centre of the map, from rooftops to street level and vica versa. This happens much more often on this map than any other official map, and has (depending on player`s skill) no defenitive advantages or disadvantages for any side.
Colmar - dod_colmar
Date: 28 February, 1945
Location: Colmar, Alsace, France
Map Type: Detonation
American and German forces are deadlocked in combat over the northern French town of Colmar. Each force is attempting to push across the river and destroy key enemy equipment to assist their position.
Released on June 28, 2006. Colmar is, along with Jagd, the first of Day of Defeat: Source maps which introduce "detonation" gameplay. Both teams must secure the centrally located explosives and plant them on the opposing teams' bomb sites, whilst simultaneously defending their own bomb sites. Colmar uses the same snow and ice effects that are present in Kalt, with the notable addition of falling snow.
Donner - dod_donner
Date: 3 September, 1944
Location: Donner, Northern France
Map Type: Territorial Control
The Allied forces are advancing north towards the Belgian border. The town of Donner lies ahead, a key intersection for the roads leading north. American forces have launched an assault on the town to secure the area for advancing Allied armour.
Donner is an urban encounter, with five objectives positioned through a wrecked town, with wide streets and narrow alleys. In this map, it's lethal to the overconfident, as a wrong move can leave a player alone, face to face with numerous enemies and certain death. With at least two ways to each objective, the streets of Donner are very dangerous. It is easy to become outflanked by the enemy, and the central objective is often plagued by sniper fire. This map can also last for hours on end without a victor, as it takes a massive team effort and a lot of casualties to capture the final objectives.
Flashville - dod_flash
Date: 10 September, 1944
Location: Flashville, France
Map Type: Territorial Control
U.S. troops have advanced into what appears to be a small rural French village. A few platoons are ordered forward to check out the situation and end up engaging a large German force in the village in vicious street fighting.
Another conversion of an original map, Flash is relatively straight forward. Under a fictional setting, it has five strategic capture points running through a countryside village. It is linear in nature, and makes use of choke points and close quarters combat, allowing automatic weapons and machine guns to dominate. The map is simple, but extremely effective. A well played match can last for hours without a victor.
Jagd - dod_jagd
Date: 5 September, 1944
Location: Jagd, Italy
Map type: Detonation (time limit)
German forces are attempting a counter-attack on the Allied controlled town of Jagd. To facilitate this assault they must find and disable Allied armour on the ground, including an anti-aircraft emplacement, a Sherman tank and an Allied truck.
Jagd shares a similar layout to Day of Defeat's original Jagd, however the gameplay is significantly different from the original. Along with Colmar, Jagd is the first of the Day of Defeat: Source maps which introduce the Detonation gameplay style. Unlike Colmar, the map is an Attack/Defend style map, with the Axis on the attack and the Allies on defence. The Axis forces must destroy three Allied targets, the Anti-air gun, Half-track and M4 Sherman tank. Each target requires 2 bomb detonations in order to be destroyed. The map is timed, if the Axis fail to destroy the targets within a set time limit, then they lose the map. With the destruction of each objective, the time limit is increased, thereby motivating the Allies to try and dominate early as well as motivate the Axis to hurry and get on the board. Also, "jagd" is the German word for "hunt". It is quite a suitable name for an Axis attack map.
Kalt - dod_kalt
Date: 13 December, 1944
Location: Kalt, Northern France
Map Type: Territorial Control
The half-frozen town of Kalt became the setting for some of the most brutal fighting of the Battle of the Bulge with firefights raging in the streets, houses, and sewers as both factions attempt to consolidate their positions.
Kalt is built around control of a bridge roughly in the center. It also has a number of new models, including an M4 Sherman and an Allied AA half-track, it also brings new textures and effects for the snow theme. It should also be noted that "kalt" is German for "cold".
New features and changes from Day of Defeat v1.3
Day of Defeat: Source makes minor detail changes to the gameplay dynamics of Day of Defeat. The majority of the changes are said to be aimed towards promoting teamplay.
[edit] Class specialisation
The M1 Garand's iron sights on dod_anzio.
The M1 Garand's iron sights on dod_anzio.
While Day of Defeat's classes were relatively flexible, Day of Defeat: Source limits them to ensure that each has a clear set of advantages and disadvantages. This is achieved through modifications to weapons, a class' weapon loadout, and varying degrees of 'cone fire' for different classes.
The clearest example of class specialisation is the rifle class. In the original Day of Defeat, riflemen were equipped with a pistol and could attack players with the butt of their weapon. This gave them several fallbacks should they find themselves in close range combat or other dangerous situations. In Day of Defeat: Source, riflemen do not have sidearms, and instead of a melee attack, they can now bring up the rifle's iron sights. In addition, in place of standard fragmentation grenades, rifle players are equipped with two rifle grenades. These grenades are capable of being fired over a much larger distance than standard fragmentation grenades and are able to strike at enemy sniper and MG positions with relative ease. Their disadvantage is that they are not easily primed or especially useful in close combat situations where a fragmentation grenade would be. This in turn specialises the class solely to medium to long range situations and players learn to avoid close quarters combat.
Similar changes have been made to other classes, and the result is that a player will usually have to consider carefully where he or she moves, in order that they are not countered by a more suitably-equipped player. Class specialisation also reduces the potential for one player to dominate in the game, and encourages teamwork amongst players.
Real-time physics
Real-time physics are a by-product of Day of Defeat moving to Valve's Source engine. Like all other Source engine games, these are powered by a heavily modified version of the Havok Physics engine.
In the game, the engine gives the player the ability to modify the environment for a more favorable position, as they might in a real firefight. The movement of furniture indoors to block off a door, or pushing a table into a position and using it as makeshift prop for a machine gun are examples of players utilizing the physics to their advantage. Notably, players' helmets provide realistic protection against enemy fire, and a correctly placed shot is even capable of removing a player's helmet without killing him.
More cosmetic changes include fully simulated debris and ragdoll animations for dead players.
Dynamic audio simulation
Day of Defeat: Source introduces a dynamic audio system that was limited to NPCs in Half-Life 2. Day of Defeat: Source is the first Source game to fully utilize the dynamic audio system in online multiplayer games.
In Day of Defeat: Source, each sound is attributed with distance and occlusion variables, which are processed and then fed back to the player. Sounds far from the player lack higher frequencies and thus sound more like they naturally would, for example, abrupt pops for gunshots. Doppler effects, occlusions, and directional sound are also present features.
Trajectory randomization
In addition to recoil, which modifies the perceived projection of the bullet trajectory, a system for randomizing the bullet trajectory outside of a physically controllable system is present. This system relies on calculating a random angle within 2 discrete values creating an angled trajectory from the physically perceived angle.[citation needed] The maximum values that can be calculated, if graphically represented, create a cone, dubbed the "Cone of Fire".
It was initially believed that Day of Defeat: Source featured larger maximum angles than its predecessor. Following experiments by ex-Valve employee Tim 'Waldo' Holt, where weapons were fired in controlled in-game environments, it was found that this was only true of submachine gun and pistol weapons. The results of the experiments were posted on the official forums.
Online Play
Day of Defeat: Source is an online multiplayer game, so server content often varies, including custom maps or administration modifications, the Mani admin plugin being one of the most popular. As with most online games, Day of Defeat: Source has a large clan interest. Expert clans compete in leagues with other clans, and often own one or more servers. Many other servers are public, therefore accessible by all and normally run by the company that provides the server.
Leagues
In Day of Defeat: Source, there are special leagues for matches. The most well known is CAL, or Cyberathlete Amateur League. CAL is the amateur division of CPL, or Cyberathlete Professional League. Currently for Day of Defeat: Source there is an Open, Main, and Invite division. Other leagues include OGL (Online Gaming League), TWL (TeamWarfare League), ClanBase, ESL, Source League(Brazilian) and Victory in Europe. Enemy Down is also a ladder combined with leagues which are seen as a good starting place for new and well established clans alike although is based in Europe.
Day of Defeat: Source in league play is young, especially compared to its predecessor Day of Defeat and other games such as Counter-Strike and Quake III. This is due to the fact that Day of Defeat: Source was released in September of 2005, even though the game from which Day of Defeat: Source's engine derives from (Half-Life 2) was released in 2004. Successful game sales, plus the addition of competitive players from the original Day of Defeat are quickly improving and helping the Day of Defeat: Source community grow.
www.dayofdefeat.com
History Of Day of Defeat
"Gameplay
Day of Defeat is a 3D multiplayer shooter that simulates infantry battle between the adversaries of World War II's European Theatre: The Allies or The Axis Powers. The goal is to complete various mission objectives.
Players choose which side they will fight on and what character class their soldier will be. There are unique soldier classes for the Allies (United States and United Kingdom) and the Axis (Nazi Germany). Class determines which weapons the player will carry, and their appearance.
A round begins with two opposing teams starting simultaneously in their respective spawn area of a map. A round ends when one team accomplishes all of its objectives.
Player casualties become reinforcements which are supplied according to a timer. The reinforcements originate at spawn and can be composed of anywhere from 1 soldier to the entire team. The reinforcement timer is usually between 10-20 seconds, but this time may vary from server to server.
Like other Half-Life mods, Day of Defeat tracks each player's accomplishment of team objectives, how many enemies each player has killed and how many times each player has died. The game also tallies these statistics for the entire team, this reflects the team's score which is primarily based on objectives.
Maps Objectives
Day of defeat maps do not always require that both teams have the same objectives. Some of the more popular maps have different objectives for both teams.
* Conquest Mode (Or "Capture the Flag")
Players can capture a flag by standing near the flag for a certain amount of time. Certain flags require more than 1 player for capture. Flags are presented as either uncaptured (Grey), Axis (Red) or Allies (Green or the Union Flag if the Allied team is British). Certain maps (dod_charlie) do not allow a captured flag to be recaptured by the defending team.
* Destroy target
Players destroy a target by first planting a bomb at the target. The bomb is obtained from the spawn area. This bomb can also be picked up from the body of dead comrades. To plant the bomb, the player has to just stand within the designated bomb area. Bombs once planted cannot be defused and will detonate in a sizeable explosion. In certain maps, players may destroy targets (tanks) using rocket launchers.
* Capture target
This is a variation of the capture the flag. Instead of a flag, a target (truck, airplane, or building) can be captured.
* Capture item
Players attempt to capture an item (secret documents) and return it to a designated location.
After many rounds, the game ends when a set time limit expires, and the team with the most objectives achieved is the winning team regardless of kills or casualties, except in the case where both teams have not achieved any objectives or are tied in the objective score. The scoreboard is displayed and the game is restarted, usually with another map. There really is no "The End" to Day of Defeat.
History
DoD began as a Half-Life 3rd party mod in 2001. Later, the DoD team joined Valve Software and produced a standalone version published through Activision. DoD (ver.1.0) was officially released in May 2003. It was converted over to the Steam delivery system in version 1.1. Steam is now required to play DoD, because Valve was having problems with piracy. Day of Defeat: Source was released on September 26, 2005.
With the initial release of the game (when classes included only Support Infantry, Sergeant, Rifleman or Sniper), choosing a class determined your speed. Rifleman moved the fastest and Support Infantry moved the slowest. Sergeants moved at a medium pace.
With the release of Beta 2.0 in October 2001, players witnessed the expansion of character classes and the speed differential was eliminated. This version added the Allied Staff Sergeant who carried an M1 Carbine. The Axis Sniper Rifle from the Beta 1.x releases, (the Gewehr 43), was replaced with a scoped model of the Karabiner 98k, in order to more effectively balance the Axis and Allied sniper classes. Furthermore, both sides now received machineguns (.30 Caliber for the Allies, and the MG34 and MG42 models for the Axis), which added a new tactical element to the game. Also, so called head-bobbing or gun-sway was introduced, so players could no longer simply point and shoot while moving, but now had to stand still for improved accuracy. Gun kick was also introduced, and kneeling and lying down alleviated this and made a player's shot more accurate.
Beta 3.0 was released in July 2002 and added the Allied Sergeant, who carried a M3 Grease Gun, as well as the para gameplay mode which was similar to Counter-Strike in that players did not respawn until the end of the round. The Germans could now also choose between two models of the powerful and deafeningly loud FG 42 Fallschirmjäger (bipod/scope) and the Gewehr could now be selected as a class, in order to compete with the semi-automatic Garand rifle the Allies used. Valve then made Day of Defeat an official valve mod and released 1.0v in May 2003 which featured a lot of changes. Activision distributed a retail version of the game though it could still be downloaded for free if you had Half-Life. Later version 1.1 became the first Steam release. 1.0 included quite a few new features - the pace of the game was increased, which helped to attract new players. Friendly-fire was made non-default, an on-screen map where one's allies and thrown grenades were displayed was added, as was a Battlefield-style flag hanging over the head of friends and foes for indentification. Pop-up help messages, spoken by a dog wearing a helmet (in the same vein as Microsoft's Office Assistant), also appeared in v1.0. Bleeding - a key feature of the betas - was removed, as testing found that new players had difficulty understanding the concept of pressing the bandage key when health could not be recovered. Night time battlefields were removed as they tended to be the least-played of the beta maps. Version 1.0 also included auto-reload (which defaulted to "always on"), some new maps and major modifications to some old maps (eg. Anzio). At first old players felt that the Garand had been made weaker, adding an Axis bias to the game. It was later learned that there were issues with hitboxes, which caused a lot of shots to register as hitting different body parts and doing less damage. British Troops were also issued in 1.0, but were only featured in 3 maps and had only 5 weapon classes. The American Bazooka, German Panzershreck and British PIAT became independent classes in 1.2v and Mortar-classes were proposed, but never got released. Para-maps were kept, but the special gameplay was removed and replaced by the traditional Flag-capture or objective gameplay. Version 1.0 also introduced the bipod for the BAR, allowing for it to be deployed in the same locations as the machine guns and FG42s. In September 2005 Day of Defeat: Source was released.
Control
Along with the standard movement controls of any first-person shooter game, Day of Defeat has several other controls.
* Sprint
Holding the sprint button is used to make a quick dash. The player will lose stamina during the sprint. If there is no more stamina, the player stops sprinting and moves slowly. The player can regain stamina by crouching or going prone. The player can stop sprinting at anytime by releasing the sprint button. (Default Shift)
* Prone
A player can go prone by pressing the prone button. A proned player will have increased accuracy and lower recoil while firing his weapon. Certain weapons can also be deployed by right-clicking. Players can stand up by pressing the prone button while proned. However, if a weapon has been deployed, it will have to be undeployed by right-clicking again before the player can get back up. It takes a second or two until the weapon can be used. (Default Z)
* Drop Weapon
You may drop your tertiary (third) weapon by pressing the "drop weapon" key. This allows you to swap to a weapon left on the ground by someone else that your class would not normally have, including the weapons of enemies. This only works with your main weapon, and not with melee (knives/shovels) or handguns. (Default G)
* Drop Grenade
You can drop a grenade that has been primed (by pressing the mouse button) by pressing the "Pick Up Grenade/Use Item" button (default E). This allows you to throw a grenade that will detonate more quickly, as part of its detonation sequence is used up by dropping it. You can also pick up the thrown grenades of friends and foes and throw them if you have enough time. If you prime a grenade and drop it, you'll have the typical five seconds that a grenade takes being thrown regularly to throw the grenade. Should you fail, the grenade will detonate in your hand and you will immediately die. This could be used to protect your teammates though, if you're in a large group and a enemy grenade falls in with a short time left, you could grab it and save your other teammates' lives at the price of your own.
Suicide grenade You can carry a primed grenade into a group of enemies and kill or injure all those around you that are within range.
* Drop Ammo
There are 2 drop ammo buttons. 1 button drops ammo for the same class as the player. The other drops a box of ammunition's for the mg34 or mg42 class. The other player can pick up the ammo by walking over it. In the latest version this has been changed to one button and the ammunition dropped is usable by any class on your team.
* Bandage
If bleeding, the player must bandage himself to prevent death. Bleeding normally occurs if the player survives an attack which causes near fatal damage. This feature was removed after Day of Defeat left the betas, although a medic class was proposed.
Maps
Day of Defeat maps muster scenarios of historical World War II battles requiring teams to control territory and complete objectives. Territorial control scenarios require the players to capture flags at important choke points throughout the map. Objective-based maps take players into battle for mission targets, such as a bridge or German Nebelwerfer(artillery) or any other various tactical targets. To achieve most tasks requires the players to use TNT charges at the objective. The many different possible objectives types include "clandistine missions", such as obtaining secret documents and returning them to headquarters.
Map overview of dod_heutau_b1
Map overview of dod_heutau_b1
Official DoD maps included with the game encompass scenes such as the infamous battle at Omaha Beach (dod charlie), streetfighting in the Italian city of Salerno during Operation Avalanche (dod avalanche), and a Glider mission where the American 101st Airborne lands in a WACO Glider and has to destroy such objectives as a radio antenna and Flak 88 mm gun anti-aircraft gun (dod glider).
Custom DoD maps available for download are also frequently constructed and remodeled by independent designers thus creating battles with unlimited missions for players to experience. Several servers specialize in Counter-Strike maps.
Day of Defeat maps offer the player the ability to blast through certain parts of the map to gain entry into new sections. This offers a twist to normal map strategies. The sections are normally marked with a crack in the wall, which can be opened by either planting a bomb or by shooting a RPG at it."
http://www.sk-gaming.com/blog/4141/
Skilled-radio
Skilled.radio it is a webradio for gamers!
The Staff
By 'Tchupa' Seb
Feb 17, 2007 09:52
History
SK Gaming was formed in 1997 as a German Quake clan named Schroet Kommando by seven young people who all lived in the town of Oberhausen, among them three brothers, whose parents' house became the SK headquarters. Their major international successes came when they took the players of the successful Swedish Counter-Strike clan Ninjas in Pyjamas (NiP for short) into their organization. The SK Counter-Strike team have won most of the major international tournaments at least once, and have been a dominant team in the Cyberathlete Professional League. Other SK Gaming teams are also notably successful in their respective games.
History Of Counter Strike Source
By 'Tchupa' Seb
Feb 14, 2007 18:32
Counter-Strike:Source (CS:S) is a team based first-person shooter, which is an upgraded version of the original Counter-Strike mod for Half-Life using the Source engine that was used in Half-Life 2. The game was originally a total conversion mod made in the GoldSrc engine. All the Counter-Strike games pit a team of counter-terrorists against a team of terrorists in rounds of competition won by completing an objective or eliminating the opposing team. A more in-depth explanation on the rules and gameplay of CS:S can be found on the Counter-Strike
History
In 2004, original Counter-Strike developers Minh Le and Jess Cliffe, along with members of Valve and the Day of Defeat team, brought Counter-Strike into the Source engine as an obvious choice for the multiplayer component of Half-Life 2. Following a period when the game was available to select "beta" testers, the game went gold on October 7, 2004.
Counter-Strike: Source(CS:S) was released to ATI Radeon Voucher holders, in Half-Life 2 bundles available on Steam, and with the boxed retail version of the game. Changes include the improvements inherent to the Source engine (such as better graphics and physics) as well as updated models, animations, maps, sounds, and some small gameplay changes.
Changes and additional features
The updated Counter-Strike came with a few changes. Some welcomed these changes, while others questioned them. 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, de aztec and cs office, 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 and cs assault are noticeably different in layout and size.
As of this writing, Valve hasn't given the ability to make assassination maps (prefix "as_"), however, a group of fans have created a server plugin, allowing players to play the VIP maps on Counter-Strike: Source.
Counter Strike: Source includes the "Official Counter-Strike Bot" for both online and offline gameplay. The bot offers 4 difficulty levels, from "Easy", through "Normal", "Hard", and "Expert". Keyboard commands enable the user to fine-tune the level of difficulty by adjusting reaction times, accuracy and tactical play, but for most casual players the "Normal" setting will offer an adequately challenging game. Offline maps can be played with up to 32 bots.
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, or vice versa; to see what kind of weapons the opposing team is carrying. This new feature enables players to consider strategies and plan accordingly.
Dynamic weapon pricing was introduced to the game in early November 2006, where weapon prices vary on a weekly basis, according to the popularity of a particular weapon. For example, if the Desert Eagle is very popular one week, the price of that weapon will increase the next, and vice versa. This is an attempt to discourage players buying the same weapons repeatedly, also allowing them to expand their skills to different areas of weaponry. Another point of the system was to give weaker players a boost but ended up having the opposite effect (as you get money from kills the better players gain more cash to buy better weapons increasing the skill gap). Still, many people rejected the system, and it was turned off in a large number of servers in order to play with traditional prices, putting the phrase "No DWP" (No Dynamic Weapon Pricing) in their server name. Many players felt this system robbed them of the best weapons (some took it as an attempt by Valve to lower the skill of some players) and forced to use the less accurate and weaker weapons thus slowing the game down. Another major complaint was that armor was included in the DWP market; and since almost every player buys it at the beginning of a round the price instantly went up. The system also became ineffective when people got fed up with guns that just couldn't accomplish their goals they reverted to using the better guns forcing prices up and creating extremely high price that stayed constant.
In early December 2006, the prices for the Desert Eagle with the game's dynamic pricing had soared past the $12,000 mark (three-quarters of the maximum amount of money a player can hold at one time). This prompted Valve to increase the damage done by the ES57, Compact 226, and Dual Elite pistols on December 11, 2006[1] in order to increase the popularity of those pistols. All pistol prices were reset to default values at this time as well.
Havok physics
The implementation of the Source engine and the promise of Havok physics in CS:S led to much speculation about the increased tactical opportunities that would be opened up by the use of moveable objects. For instance, in the map cs_office, the Terrorist players could "camp" in a room and barricade the doors with cabinets or chairs. However, 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, that is throw them around by running into them, rather than pick them up. Objects that can be manipulated in this way include barrels, boxes, and bottles and so on, some of which can be destroyed entirely or thrown very far with explosives. Object manipulation is not fully implemented because of the need to reduce network traffic between server and clients. This limits how much information can be sent about the current state of a map's objects. Also, the complex computations required when several people interact simultaneously with the same object place a heavy load on the server.
Despite this, some hardcore fans have managed to create some novel 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. Such maps may have objects such as walls that can be tipped over, causing all the glass layers underneath to break under their weight (and causing players unlucky enough to be standing on that glass to fall to their deaths).
Some critics have noted that the muted physics in the standard configuration of CS:S was causing player death animations to be limited and predictable, affecting the immersion of the player in the game. The March 1 update to CS:S's ragdoll physics resulted in more random death postures.
Criticism
There are a number of CS 1.6 fans that feel that the new incarnation is too different, buggy, and/or incomplete. One common argument leveled against the game is that its gameplay lacks the challenge of the original. For instance, the hitboxes in the head region are considerably bigger than those used in previous games of the series, allowing for easier "headshots". This favors players who 'spray' instead of aiming for the head, thus increasing the element of chance in the game and making it easier for new players. This is significant because a "headshot" deals considerably more damage than shots to other parts of an enemy's body and is often an instant kill.
The Magnum Sniper Rifle, or commonly referred to as AWP, is widely criticised because of its one-hit kill ability anywhere above the waist area, making it an effective weapon even for inexperienced players. Some servers ban this weapon for this reason. Note that this is also true of the original Counter-Strike and is not specific to Source. The Desert Eagle, AK-47, and sniper rifles will still kill with one hit to the head, except from extremely long (50m+) distances, not found in the official maps, or if being shot through a wall. Calibers such as the .50AE from the game's now iconic representation of the Desert Eagle pistol will be effectively stopped by a helmet from mid to long ranges, although the player would be left with little health. The helmet is usually bought to avoid being killed by an enemy in an "eco round" (in competitive play where funds are limited at the start of a round), where they will most likely face weapons loaded with 9mm ammunition (Glock, MP5) or the .45ACP of the USP pistol, the latter being lethal against an unprotected target close-up.
The demanding hardware requirements of the Source engine have kept many players of the original Counter-Strike from upgrading to Counter-Strike: Source. The original CS remains popular, as the GoldSrc engine runs very well on older hardware.
Customization
Because of the large fanbase that Counter-Strike:Source has accumulated, there are a wide variety of different customizations and addons that can be used with the game. Two well-known websites which hold addons for the customization of CS:S are AddonDB and FPSBanana.
There is a large fanbase for the game that creates customised sounds, textures, weapon skins and player skins. However, under the rules of Valve Anti-Cheat, models for objects within maps and player models cannot be edited, so that a player using a different model other than the standard does not have an advantage over another person.
Player-Created Maps
Maps are frequently made by players for the game, and the easy-to-access Valve Hammer Editor allows virtually anybody to create their own. The number and types of custom maps for the game is constantly rising, which means that most people can find something to their taste.
Popular Gameplay Modifications
Like many other modern first-person shooter games, Counter-Strike: Source has been heavily modded by its developer community.
Zombie Mod
The Zombie Mod is a popular complete modification for Counter Strike: Source. In every zombie game one player is infected with the undead virus and becomes a zombie. Zombies are given increased speed and night vision, as well as a very large amount of health. Any player stabbed by a zombie becomes one himself/herself. The remaining humans must avoid the zombies; this is often accomplished by creating chokepoints through which to repel attacks or finding easily-defensible positions in which to camp for the round. Game physics are modified so that weapons have enormous stopping power; often the humans' best defense is the sheer force of their bullets.
The fast-paced action and uniqueness of zombie games has led to its sudden rise in popularity, with many dedicated servers supporting the mod.
Gungame Mod
The Gungame Mod is another popular modification for Counter Strike: Source. The objective of the game is to upgrade one's weapon by killing the opposing team members with the current weapon. Killing with the knife not only automatically progresses the killer to the next weapon, but downgrades the victim's weapon. Progression for a player to the next weapon can either happen instantaneously after that player makes a kill (known as "Turbo") or at the end of each round where a kill was made, depending on server settings. There is also a deathmatch mode in which players will automatically respawn after death. Players traditionally get progressively more valuable weapons as they get more kills; they start with pistols and progress through shotguns, submachine guns, rifles, the HE grenade, and then the knife, though the reverse order is also popular and keeps games more competitive. After a player gets a knife kill when on the knife level, that player is declared the winner and play starts on a new map.
Deathmatch
Counter-Strike Source Deathmatch (commonly CSSDM) is a gameplay modification that changes the gameplay from round-based objective play to typical deathmatch gameplay, with near-instant respawn and no objectives besides killing. Instead of purchasing weapons, players can choose any weapon they wish (providing the server hasn't restricted it) from a menu. Both team deathmatch and free-for-all are supported, but most servers hosting the mod use team deathmatch.
Counter-Strike culture
By 'Tchupa' Seb
Feb 14, 2007 18:27
The popularity of the first-person tactical shooter computer game Counter-Strike has resulted in a large community of players dedicated to the game.
Professional gaming
Since early in the development of Counter-Strike, players have competed fiercely amongst themselves, many forming clans with one another. When the mod was acquired by Valve and changed development status from beta to public release, this opened up the game to a much wider audience, and since the retail sales gave the game a very large player base (in addition to the experienced players of the beta versions), this permitted external organisations the ability to confidently hold Counter-Strike events with monetary prizes. The already running Cyberathlete Professional League, among other pro-gaming organisations, saw Counter-Strike as a game that had the potential for professional play, and held their first professional Counter-Strike tournament at CPL Copenhagen from October 26 to October 29, 2000.
The game was already popular throughout Europe, and the growing availability of broadband internet access combined with the close proximity of players to one another within Europe created an environment in which professional-level Counter-Strike could thrive. Low pings between players and servers allowed the formation of serious online leagues for Counter-Strike such as the Clanbase NationsCup. Many notable European clans dominated the early era of professional Counter-Strike, including Ninjas in Pyjamas (NiP), Team-9, SK, mTw, SoA, and DkH. European players, especially those from Scandinavian countries, were largely more skilled than anyone else during the early days of professional Counter-Strike. In the United States, the players were more spread out, so the formation of online leagues was difficult, although Texas was a Counter-Strike hotspot.
With the introduction of the Cyberathlete Amateur League in the United States in March 2001, American clans were given the ability to compete against clans of a similar skill level every week. The system of multiple divisions, with the top division featuring prominent CPL teams, and the bottom division open to anyone, was and still is successful overall. Many American teams that have won CPLs were previous CAL veterans. Past CAL teams that have seen CPL success, and consequently worldwide respect, include Check-Six, Domain Of Pain, Team EG, CyberGlobe, GB, x3, Team 3D, and most recently, compLexity. CAL, which is officially affiliated with the CPL, is accredited with being a major part of the rise of professional Counter-Strike gaming in the United States.
Despite CAL's harsh punishments to those found cheating within their league, claims of players and clans cheating have been around as long as CAL itself, especially in reference to lower divisions. The events that create the most drama are those in which particular players are found or suspected of cheating outside CAL sanctioned events, then those players go on to play in CAL. Many people hold the attitude that those who cheat, regardless of how much they may disregard or deny the seriousness or even existence of their own actions, will always have an affinity for cheating and will do it whenever they are given the opportunity.
2001 also saw what is still named by many the greatest Counter-Strike match of all time, X3 vs. NiP at the Dallas CPL World Championship. At the time, X3 was widely regarded as the greatest American team, and NiP as the greatest European team. NiP managed to win, but only by a very small margin, and the game was an excellent exhibition of the skill of both sides. Soon after, X3 disbanded, but three of their core players joined Team 3D. Likewise, NiP disbanded, and their core players joined Schroet Kommando. These two new teams saw out the maturation of professional Counter-Strike through version changes, and attitude changes from the game's fans.
The release of Counter-Strike version 1.4 shortly followed by 1.5 caused a major disruption in the Counter-Strike community at large. Primarily, many fans were dismayed at the complete removal of the infamous and popular bug which allowed players to "bunnyhop". Movement speed was also reduced. These changes contributed to a slowing of the game, with the apparent intention of the game's designers of putting more emphasis on player positions and general strategy rather than super-fast action à la Quake or Unreal Tournament. However, there have been huge outcries by the community at every major version change since 1.3, especially at Valve's wishes to move their games to Steam with the release of Counter-Strike 1.6. In every instance, the version change has never managed to significantly decrease Counter-Strike's popularity.
After version 1.5 went public, the SK team began to dominate tournaments. Their squad included, at various times, Swedish players Michael "ahl" Korduner, Emil "HeatoN" Christensen, Tommy "Potti" Ingemarsson, Christer "fisker" Eriksson, Abdisamad "SpawN" Mohamed, Daniel "Hyper" Kuuisto, and Norwegian Ola "elemeNt" Moum. In terms of individual skill, this could be a shortlist of the best players in Europe, so when they were to combine forces under the SK tag, it was virtually undoubtable that they would see great success. Starting with CPL Summer 2002, SK won or got a top 3 position in virtually every event they attended. This lasted all the way until CPL Summer 2004, in which they were defeated in the finals by clan EYEballers, of whom Hyper was a member at the time. This defeat marked the turning point of SK, as they became less consistent and lost their status as an invincible juggernaut. The play style of SK favoured precise, low-risk strategies, especially when compared with the more flamboyant and dynamic play of American teams.
Counter-Strike has been linked tightly to its status as a professionally played game. Perhaps the most notable example of this was when former NoA player Griffin "shaGuar" Benger published an article on pro-gaming website GotFrag regarding his opinion that the money system in Counter-Strike was flawed and was leading to the stagnation of the game at a professional level. This article received hundreds of comments of vehement feedback from Counter-Strike players throughout the world, mostly in support of shaGuar's thoughts on the system. Valve listened to the community, roused by a pro-gaming icon, and implemented global changes in the money system not long after they were suggested.
Infamously, Schroet Kommando (SK) were one of the teams to exploit the specifics of the money system to their greatest extents and frequently used the occasionally odd rules of the system to their advantage. Unfortunately for spectators and the opposition, this sometimes eventuated in them taking a "cheap" ultra-defensive strategy ("spawn camping") as the offensive side (terrorists on bomb defusal maps), with clearly no intention of completing the actual objective within that round; instead the intention being to time out the round. Although this would register as a loss for SK (as they were the offensive side), it monetarily punished the defensive side (counter-terrorists) who were not given a chance to even defuse the bomb and thus had no chance of getting the large payoff. There were calls for rule changes to bomb defusal after SK's infamous tactics but none were successful.
Player controversy
Counter-Strike is considered infamous for the variety of players it attracts. Cases have been reported of players taking the in-game conflict too far and taking their anger out on their computers. These incidents have helped to stereotype Counter-Strike players as being young teen males that seek to vent their aggression through the game. Many players are considered crude and immature, often prone to name calling, arguing, and excessively using Internet slang - known as 1337 (leet) speak. Such childish behaviour has caused some players to abandon Counter-Strike completely.
Concerned, a popular webcomic based on Half-Life 2 and the culture surrounding it commented on the stereotypes that surround the behaviour of the "typical" Counter-Strike player, including unfair gameplay, immature, homophobic insults, and constant complaining as part of its ongoing satirical story.
Cheating
Cheating in Counter-Strike has a colorful history almost as long as the game itself, and it usually involves the downloading of a third party program that hacks into Half-Life's graphics engine. The most common cheats often fall into two major categories: wallhacks and aimbots.
Wallhacks allow for the cheater to see other players through solid objects (i.e walls,boxes). This grants the cheater the advantage of knowing where other players are located and allowing him or her to shoot or pre-aim at the other player through the wall. Generally wallhacks work by hacking into Half-Life's graphical engine and rendering solid objects semi-transparent.
Aimbots allow for the cheater to instantaneously aim at other players, usually at their heads. Modern aimbots work by reading the temporary data stored in RAM, which stores the location of other players. If the aimbot detects a player to be on the cheater's screen or within a certain range, the aimbot then aligns the cheater's crosshair with the coordinates of the player's head. Some aimbots will even automatically shoot. Since the computer can react much faster than people, aimbotters are nearly invincible. Aimbots are instantly recognizable by players without the need of any detection software since aimbotters will always score headshots, even when they do not wish to. However, skilled aimbotters are far more difficult to detect since they can simply run from a confrontation where he is outnumbered or toggle the aimbot on and off with a hotkey.
Many other hacks exist, such as autofire (also known as trigger bots) hacks which automatically fire the gun when the enemy walks over the crosshair (these are much more difficult to detect). Speedhacks allow cheaters to move and even shoot at a much faster rate than normally possible.
Valve's response to the cheating epidemic was the creation of the Valve Security Module (VSM) or Valve Anti-Cheat (VAC). VSM worked by detecting any programs that hooked into Half-Life's engine. If a person is caught by VAC, he or she cannot play on Secure servers. VAC bans are effective throughout the account, meaning that if a person is VAC banned for using cheats in Counter-Strike, they are also banned from playing on secure servers in any other Valve games, such as Day of Defeat. VAC bans were originally five years long, however after September 2003, they were shortened to one year. Despite Valve's attempts, cheating still remains rampant as cheaters find ways to circumvent VSM. Recently "VAC 2" was introduced. This change is reflected across the entire range of Steam games (the original Half-Life engine, and Source) although it is reported that VAC 2 is not as effective in the original Half-Life engine than the Source engine at banning cheaters. People caught cheating by VAC 2 will receive a permanent ban across all games using the engine the cheater was caught on.
VAC 2 (as well as the original VAC) uses a delayed banning system, which effectively means the user can still play on secure servers, even after they are detected. When detected, they are 'flagged' and banned at a later time. This can be days, weeks or months. It is thought that this method is used so that cheat authors are not immediately alerted to the fact that their cheats are detected by VAC. The database of people banned by VAC has never been released by Valve.
Accusations of cheating are common, and when accused of cheating, one is often said to be using "hax", or a similar leet-speak variation. This is often considered an insult used by players of lesser skill against players of greater skill—a tendency parodied in the Macromedia Flash movie I hate yuo myg0t 2—and is not often viewed as a legitimate complaint. Often experienced players will use it as a compliment for an excellent shot, or in jest ("lol you sure your hax are off?", or "lol at j00r haxz0rs, turn dat off").
Sprays
Sprays are digital images which players can "spray paint" onto walls, floors, and low ceilings. There are several sprays included with Counter-Strike, but they are very simple images and leave much to be desired. However, players can import sprays from their hard drive to get a custom spray. In Source, Players can have any image as their spray. In 1.6 there is no officially supported way to import sprays. A program called Wally is often used to convert regular .jpg or .bmp files into the format required by the game (.wad). The default file in the cstrike directory (tempdecal.wad) is then replaced with the newly created .wad file. This will replace the in game spray logo with the chosen picture, as long as the multiplayer options window is not opened, else tempdecal.wad will be reset to one of the default sprays (this can be countered by setting tempdecal.wad to be read only after it has been replaced). Sprays have become a part of Counter-Strike culture, with many websites that offer stock spray images.
Sprays are often sprayed after a round when enemies are most likely to be spectating players on the other team who killed them. Sprays are also often sprayed in the beginning of the round. Another popular spot is to spray onto the dead body of an enemy player you just killed. Sprays in the likeness of terrorists or counterterrorists are available and are sometimes used as an attempt at distracting the enemy. Pornographic sprays or animated sprays of player models can also be used as a diversion tactic to catch opposing players looking or firing at the images for easy kills. In Source, very large files were sometimes used as sprays so that the first time they are seen by the enemy team they are forced to wait while the image is downloaded, but this has been largely disabled. It's not uncommon for players to post disgusting sprays, such as shock site images, to see the reaction of the players on the chat box or on the mic.
History Of Counter Strike 1.6
By 'Tchupa' Seb
Feb 14, 2007 17:49
Counter Strike
Counter-Strike, commonly abbreviated to CS, or CS:S for Counter-Strike: Source, is a team-based, tactical first-person shooter game which originated with a total conversion mod created by Minh "gooseman" Le and Jess Cliffe, of Valve Software's first-person shooter, Half-Life. The game has been expanded into a series since its original release, which currently includes Counter-Strike: Condition Zero and Counter-Strike: Source.
Counter-Strike puts 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. 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, Americas Army, Call of Duty and many more.
As of May 2006, Counter-Strike is still the most widely played online first-person shooter in the world. In 2002 there were over 30,000 populated Counter-Strike servers on the Internet (second place was Unreal Tournament with about 9,800). In 2004, GameSpy 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[1] (this includes Counter-Strike: Source, Counter-Strike: Condition Zero and Counter-Strike). According to statistics gathered by Valve's content-delivery platform, Steam, these players collectively contribute to over 6.177 billion minutes of playing time each month, as in February 5, 2007 [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,[2] forcing players to switch to Steam (to which a section of players responded by creating their own WON network, dubbed WON2).
Gameplay
Counter-Strike is a team-based, first-person shooter in which players join either the terrorist or counter-terrorist team, and combat the opposing team while fulfilling predetermined objectives. Server settings may automatically balance teams when one team has more players than the other. Each round starts with the two teams spawning simultaneously, as one of eight different default character models (four to choose from for each the counter-terrorist and terrorist teams. Counter-Strike: Condition Zero added two extra models, bringing the total to ten). Each player generally starts with $800, two magazines of ammunition, a knife, and a pistol: a Heckler & Koch USP .45 Tactical for counter-terrorists, and a GLOCK 18c for terrorists. Players are generally given a few seconds before the round begins (known as "freeze time") to buy equipment, during which they cannot attack or move in any direction. Players may buy equipment whenever they are in a "buy zone" for their team (some zones can be for both teams, depending on the map) provided the round has not been in session for longer than a specified time (90 seconds is default). Once the round has ended, surviving players retain their equipment for use in the next round; those who have died begin the next round with the default pistol and knife.
Picture of a Terrorist using a Desert Eagle on the map de_dust in the original Counter-Strike (left) and Counter-Strike: Source (right).
Picture of a Terrorist using a Desert Eagle on the map de_dust in the original Counter-Strike (left) and Counter-Strike: Source (right).
Standard monetary bonuses in the game are:
* Win a round: $3250 (awarded at the beginning of the following round)
* Lose a round: $1400 + $500 per round lost over 1 (to maximum $3400) (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, does not matter if the Terrorist team win or loses the previous round.)
The scoreboard shows team scores in addition to 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 to obtain this information about players on the opposing team a player must be dead during the round. Killed players 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 (with the exception of a situation in which cvar sv_alltalk is set to 1, in which case voice chat can be freely exchanged between all players on the server at any time). Ghosts 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 the case of Internet cafes and Voice over IP programs such as TeamSpeak. 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.
Maps
Hostage Rescue
Hostage Rescue (cs_) maps are the original map-type, based on a hostage rescue situation. Four or more computer-controlled hostages are strategically located at or nearby the Terrorist spawn. The Counter-Terrorists must lead them from their location to a rescue zone, typically located around the Counter-Terrorists' spawn. If the Counter-Terrorists rescue all of the hostages within the time-limit, they win the round. If a player on either team kills a hostage, accidentally or intentionally, they lose money and may also be kicked off the server (depending on the server's configuration). Killing the entire enemy team also ends the round, but results in less money gained for the next round. Also, in Counter-Strike: Condition Zero, hostages could eventually attempt escape if the terrorists did not continuously point their weapons at them. They would also tip off a Counter-Terrorist if there was a Terrorist nearby.
cs_office - 1.6 versus Source
cs_office - 1.6 versus Source
The most popular hostage maps are:
* cs_assault (Chicago based map, including Blue line)
* cs_compound (Counter-Strike: Source only)
* cs_italy
* cs_militia
* cs_office
* cs_siege
* cs_estate
* cs_mansion
* cs_747
Bomb Defuse
Bomb defuse (de_) maps are the most common map type, based on a bomb-planting/defusing scenario. One of the terrorists starts out with a C4 bomb that can only be planted at bomb sites; usually there are two bomb sites on the map, defined by A and B, one of which is sometimes near the counter-terrorist spawn. If the terrorist carrying the bomb is killed, his team members will have to locate it using their radar and can pick it up like a dropped weapon.
Once the bomb has been planted, the counter-terrorists must locate and defuse it in 45 seconds (this is a variable; it can be changed; commonly also set to 35 seconds depending on the server admin(s)) before it explodes. On bomb defuse maps, counter-terrorists can buy a special defuse kit that decreases the time needed to defuse a bomb by 5 seconds. Killing the enemy team ends the round if the bomb has not been planted; if the bomb has been planted, the terrorists will win if they kill the counter-terrorists, but the counter-terrorists must defuse the bomb even if they kill the terrorists. Previously, the round could end with the bomb planted but not yet exploded, resulting in a victory for the counter-terrorists. However, the round timer now becomes void when the bomb is planted, meaning the bomb can be planted even with 1 second left in the round and the round will continue until the bomb is defused, it explodes, or the counter-terrorist team is eliminated. Bomb defuse maps are by far the most commonly seen maps in tournament play.
de_dust2 - CS 1.6
de_dust2 - CS 1.6
The most popular bomb defuse maps are:
* de_dust
* de_dust2
* de_aztec
* de_inferno
* de_nuke
* de_port (Counter-Strike: Source only)
* de_piranesi
* de_prodigy
* de_cbble
* de_train
* de_contra
* de_cpl_mill
* de_cpl_fire
* de_cpl_strike
* de_cpl_overrun (Released by The CPL the 3rd of February(Counter-Strike: 1.6 only))
* de_vegas
* de_vertigo
Assassination
Assassination (as_) maps are based on an assassination scenario. A member of the Counter-Terrorist team spawns as the VIP. While this player is unable to buy weapons or equipment in the entirety of the map, they are given a fully-loaded USP pistol, and an additional 100 armour points (totaling 200). The VIP must survive the journey from a spawn-point to a rescue point (typically a helicopter or APC.
* The Counter-Terrorists win if and when the VIP makes it to the rescue point, or all the Terrorists are killed (while the VIP is still alive).
* The Terrorists win if the VIP is ever killed or the time-limit is reached before the VIP has made it to the rescue point.
Assassination maps are far less popular than hostage rescue and bomb defuse maps. Currently, this gametype is not supported in Counter-Strike: Source. However, there is an unofficial modification in development that will allow assassination maps to be played.
The most popular assassination maps are:
* as_oilrig
* as_tundra
* as_crazytank
Escape
The now defunct escape (es_) map scenario required the terrorist team to reach a map-specific exit point within the round time allowed, while the counter-terrorist team would do their best to stop them. Escape maps usually started the terrorist team without a buy zone, and weapons would have to be either found, or scavenged from the dead bodies of other players. Due to a rather obvious bias towards the counter-terrorist team, escape maps were removed from Counter-Strike in August 2000, in the Beta 7.0 update. However, it is still possible to play escape maps on 1.6 if you download the old ones or make your own new ones. There are no escape maps in Counter-Strike: Source.
The most popular escape maps were:
* es_frantic
* es_jail
* es_riverside
* es_trinity
Custom map types
In addition to the maps included with Counter-Strike, there are many custom maps available created by map-making programs. Typically, these maps are named using an unofficial scheme, consisting of the prefixes following:
* zm_, zh_ For Zombie Mod-maps.
o Zombie Mod involves a single "dead" player only given a knife, and has to successfully kill each player with a knife. While the Zombie respawns, any opponents killed by the Zombie also become Zombie. This concept is similar to the "Last Man Standing" style of gameplay.
* '"cs_'" for hostage maps, but because of the unpopularity of those maps cs_ can also mean a map larger than an fy_ map, also with no objectives.
* gg_ for the GunGame Mod.
o GunGame involves each player starting at a specific weapon, then stronger weapons are procured by killing opponents with their current weapon, thus "leveling up."
* ka_ for Knife Arena
o Fairly self-explanatory; In Knife Area, players are only availed of a single knife to use to defeat the opposing teams.
* fy_, commonly referred to as "Fun Yard" or "Fight Yard."
o These maps are deathmatch-style levels where players are able to pick up weapons placed on the map. Occasionally, some fy_ maps (such as _iceworld and _pool_day) have bomb zones placed for the Terrorist team.
* awp_ for AWP Arena maps.
o Also self-explanatory, the AWP Arena maps only give players the AWP sniper rifle and a knife.
* surf_ maps.
o These maps are derived from the modern surfing sport, involving players "surfing" down "waves" made in the map. These waves are created through ingenious angle of walls which, through the game engine's physics, negate friction.
* aim_ maps.
o These maps are most commonly used for teaching and maintaining proficiency in specific weapons. A particular aim_ map will only consist of one or two varieties of weapons, commonly displayed in the map's name; For example, aim_ak_colt is a popular map featuring both the AK-47 and M4.
* he_ maps.
o Named for the initialism of High Explosives, these maps only give players fragmentation grenades and a knife.
* "Glass Maps" are very uncommon in CS 1.6 but popular in CS:S. The levels are constructed of solely glass, allowing players to shoot enemies off of their platforms.
o These maps are named as such because of the use of a large amount of glass paneling in the map, typically the floor. In these maps, you are able to shoot (or use any weapon on) the glass panels on the floor, and make your opponents or yourself fall to the level below, or to the normal ground at the bottom (and usually die from the height), and adds an extra level of challenge from other types of map environments. It is also common for glass_ maps to be incorporated into maps of other variations, such as surf_, he_, and aim_ , so that you have a special set of weapons (or whatever else the other type of map incorporated into it has to offer), with the environment being glass floors instead of the standard map usually used with the various types of maps.
Official Map List
The following are official Counter-Strike maps, from Counter-Strike Beta 1 to current Counter-Strike: Source, past and present. Most of these maps are no longer packaged with the mod, and may not work anymore.
* cs_mansion
* cs_assault
* cs_siege
* cs_estate
* cs_militia
* cs_office
* cs_backalley
* cs_docks
* cs_compound
* cs_facility
* cs_italy
* cs_dam
* cs_tire
* cs_wpndepot
* cs_prison
* cs_desert
* cs_alley
* cs_ship
* cs_station
* cs_arabstreets
* cs_havana
* cs_747
* de_foption
* de_jeepathon2000
* de_rotterdam
* de_dust
* de_dust2
* de_iraq
* de_fang
* de_nuke
* de_aztec
* de_port
* de_prodigy
* de_cbble
* de_train
* de_contra
* de_vegas
* de_piranesi
* de_inferno
* de_vertigo
* de_tides
* de_railroad
* de_chateau
* as_oilrig
* as_arctic
* as_forest
* as_highrise
* as_tundra
* as_riverside
* es_jail
* es_frantic
* es_trinity
Weapons
One of the unique features of the original incarnations of Counter-Strike was that it did not feature fictional weapons like most games, instead using only existing firearms used the world over by real terrorist groups, counter-terrorist squads, armed forces, and law enforcement officials. The weapons are, however, only semi-realistic: many of them are incorrect in small details such as the caliber of ammunition or in their naming. Others do not fire quite as their real-life counterparts do, and many of them are inaccurately 'mirrored', wherein the spent cases are ejected from the wrong side of the weapon.
When retail versions of the game were first released, most of the weapons were given fictional names, often with fictional manufacturers.
[edit] Counter-Strike: Weapons Market
On September 22, 2006, Valve announced what they are calling the Counter-Strike: Weapons Market.[3] Each week, prices for weapons will be set based on the percentage of weapons sales, much like how the demand curve in economics affects prices. This system was put into place on October 11, 2006 and only affects Counter-Strike: Source, not Counter-Strike 1.6 or Counter-Strike: Condition Zero.[4] There is a cvar (mp_dynamicpricing) for servers that do not wish to use the new Dynamic Market.
Culture
is famous for the culture surrounding it, which includes everything from professional gamers and leagues, to excessive cheating and disruptive behavior. Certain professional teams (such as SK Gaming, Team 3D, and Team NoA) and players (Kyle Ksharp Miller, Emil HeatoN Christensen) have achieved a measure of fame, and have come to earn a living out of it.
Legacy
Counter-Strike remains extremely popular to this day. There are currently professional online leagues supporting Counter-Strike, such as the Cyberathlete Amateur League (CAL), and CyberEvolution, a pay-to-play league. Various LAN tournaments are held throughout the United States and Europe, with the largest being the Cyberathlete Professional League (CPL), the Electronic Sports World Cup (ESWC), the World e-Sports Games (WEG) and the World Cyber Games (WCG). Championship matches in these events are televised with commentary and analysis.
Half-Life and other contemporary games took full advantage of the advent of hardware graphics 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 favor of games utilizing the hardware T&L capabilities of DirectX 7.0 graphics 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.
However, 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.[citation needed] Even Counter-Strike: Source has been criticized for not progressing the gameplay enough and failing to take full advantage of the Source engine.[citation needed]
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 statistics 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.
Mods and scripts
Though Counter-Strike is itself a mod, it has developed its own community of script writers and modders. Some mods add bots, while others remove features of the games which some players found annoying, while yet others create different modes of play. Some of the most popular mods give server administrators more flexible and efficient control over his or her server. "Admin plugins", as they are mostly referred as, have become very popular. See Metamod, AMX Mod and AMX Mod X for more information.
Another type of mod is the "Zombie" mod. There are 2 teams, the Humans and the Zombies. Terrorists and Counter-Terrorists work together against the Zombies. In this mod, one player is randomly "infected" and turned into a Zombie at the start of the match. The first Zombie has anywhere from 500-2000 health, while all other Zombies that the first Zombie and any subsequent Zombies infect have anywhere from 250-1000 health, increased speed, and they can only use the knife, which turns living Humans into other Zombies. In addition, they also come equipped with night vision, a great blessing in dark Zombie maps. Humans cannot run as fast as Zombies (presumably weighed down by their equipment), but are able to purchase firearms and grenades. If at least one Human is still alive when the match time runs out, the Humans win. If all the Humans are either killed or zombified, the Zombies win.
Hacking
The game Counter-Strike has been a prime target since it came out. Hacking in the game has been widely criticized by many people. To keep people safe, Valve issued anti-cheat software called VAC, or Valve Anti-Cheat. Since then it has come to version 2.0 and most servers have it enabled. When players cheat on a VAC enabled server, they risk getting their account permanently banned from all VAC secured servers. A few common options included in hacks are wallhacks, which allow the player to see through walls; speedhacks, which give the player increased speed; and aimbots, which can target a desired location on a player's body each time a shot is fired. However, VAC will not ban a player for wall hacking. It will only ban players if they modify the main source files (which wall hacking does not do).
History Of Day of Defeat Source
By 'Tchupa' Seb
Feb 11, 2007 13:02
Release
Day of Defeat: Source was released over developer Valve Corporation's Steam service at 22:00 GMT on September 26 2005, and was subsequently released in stores on September 28 as a part of the Counter-Strike: Source package. Day of Defeat: Source was released in retail as a Stand-Alone Product for $19.99 USD.
Unlike Half-Life 2, the game's release on Steam went smoothly, with large IRC parties and live radio shows organised by fans adding to the sense of anticipation. Indeed, the release went so well that players soon found every server full, and only poorly-configured and laggy listen servers with free slots.
content
When the game was released there were only four maps available, dod_anzio, dod_flash, dod_avalanche and dod_donner, all of which had been recreated based on maps in the previous iteration of Day of Defeat. An entirely new map, dod_argentan, was added on 30 November 2005 [1], and quickly proved popular amongst players. On January 26, 2006, a remake of dod_kalt was released [2], garnering praise from many players and bringing the total number of official maps to six.
Valve's PR Manager Doug Lombardi stated in Computer Gaming World: "Day of Defeat: Source is an ongoing project that will receive constant updates through steam depending on community feedback. We're bringing players into the process: this way they feel a tighter affinity for the product". Day of Defeat's development team is indeed more active in the community than Valve's other teams (although members do tend to move between products), mostly on the official Day of Defeat forums and outside forums.[citation needed]
Future Devellopement
With the Source engine's modularity and the Steam platform's distribution technology, Day of Defeat offers many technologies that had not yet been seen in games upon its release. Day of Defeat: Source was the first game implemented with their new High Dynamic Range lighting (Counter-Strike: Source, Half-Life 2: Lost Coast, and Half-Life 2: Episode One have since implemented it). Other technologies added post-release include effects Valve are to add to the game to make it look closer to a World War II era film. The effects include motion blur, depth of field, film grain and color correction. Some of this technology is meant to convey period cinema, while others were meant to simulate how the human eye works (High Dynamic Range is an example of this).
Go to the bit-tech website for more information.
Gameplay
Upon entering a server, the player chooses a team to play for - either the Allies of World War II or the Wehrmacht (German Armed Forces). After this, they choose a class; available classes being: Rifleman, Assault, Support, Sniper, Machine Gunner or Rocket. Some servers will limit the available number of player slots for each class, usually to prevent overuse of sniper rifles or machine guns. The player may choose to select "random" and let the computer choose a class from the remaining classes with open spots. Once a class is chosen the player spawns at a predesignated point on the map, and must battle for control of the objectives. If the player dies, in order to respawn they must wait for "reinforcements" to arrive, which usually takes up to fifteen seconds. Any friendly players who are killed during this time join the original player and respawn together as the next wave of troops. Players are also allowed to switch sides or classes before they respawn. Players may change sides when they are alive as well, but doing so increments a player's "deaths" counter.
Compared to many first person shooters, Day of Defeat: Source allows players only a small amount of health; meaning that being hit by even one bullet can be fatal. Being shot in the head with any gun is an instant death. As such, players must utilize cover and teamwork to win.
All weapons in the game have realistic limits to their use. Machine guns must be deployed to maintain accurate fire or to be reloaded, rockets launchers must be shouldered to be fired (the player will move slower and be more vulnerable during this time), sniper rifles must be "scoped" to retain accuracy, and grenades must be primed before release. "Cooking" a grenade for longer than 5 seconds will cause it to explode in a player's hand, killing the player and anyone else near them, including their allies if the server has enabled the friendly fire setting.
Game modes
There are currently two gameplay modes in Day of Defeat: Source. These are "territorial control" and "detonation".
Territorial control
The objective in a territorial control Day of Defeat: Source match is to hold every strategic point on the map, denoted by flags at each location. Strategic points are captured by having a certain number of teammates (usually one or two) surround them for a certain amount of time without enemy players entering the area or killing the players. If an enemy enters the area, the capture process stops and resets. Once the capture is complete, the flag will change to display the colours of the capturing team. The location is then held, but the enemy team may take it back through the same process. As a flag is held, over time, the team holding that flag has points added to their overall score.
Capturing all of the points, or capturing other designated objectives which may not specifically be flags, constitutes a capture of the map, or "full capture", which consequently restarts the round and gives a substantially large amount of points to the winning team
Denotation
The objective in a detonation Day of Defeat: Source match is to detonate two explosive devices at every opposing checkpoint. In some maps, you must do this whilst defending your own points, while in others you must either attack or defend, but not both. The latter form has a round timer which adds time for each objective destroyed.
Official Map
There are currently eight official maps available with Day of Defeat: Source. In addition many custom maps are being created by the Day of Defeat community and are being released at the official forums. Any official new maps will be distributed via Valve's Steam online distribution system.
When the game was released there were only four maps available, Anzio, Flashville, Operation Avalanche and Donner, all of which had been recreated based on maps in the previous iteration of Day of Defeat. An entirely new map, Argentan, was added on 30 November 2005 [3], followed by a remake of Kalt on January 26, 2006. Colmar and Jagd, both examples of the new 'Detonation' gameplay mode, were released on June 28, 2006.
Anzio - dod_anzio
Date: 7 August, 1944
Location: Anzio, Italy.
Map Type: Territorial Control
The Americans have prepared a simple, fast beach assault to capture the city of Anzio, with plans to outflank the enemy at Rome. Little did they know the Germans were already there, waiting.
A conversion of an original Day of Defeat map, Anzio is based on Operation Shingle and the Battle of Anzio. The map runs through the bombed out city of Anzio, with brutal close quarters combat and ranged skirmishes. The U.S. forces start on the beach, where they must advance into the city to attempt to capture all five strategic locations. The German forces must also capture the same five points, and push the Americans out of the city. With multiple ways to each objective, including the sewers, Anzio is a map in which the tactically minded will dominate and strategy is essential.
Argentan - dod_argentan
Date: 18 August, 1944
Location: Argentan, Normandy, France
Map Type: Territorial Control
Allied soldiers under General Patton are attempting to capture the town of Argentan and close the Falaise pocket to cut off the remainder of the German forces trying to escape the Cotentin Peninsula after the failure of the Wehrmacht counterattack. German infantry have been sent to the rear to hold off the Allies so the remainder of the Wehrmacht can escape to the east.
A whole new map designed specifically for Day of Defeat: Source, Argentan attempts to simulate an American assault on the town of Argentan. The map has two main routes, with smaller paths through buildings. One route is more suited to close quarters combat while the other is perfect for ranged combat and snipers. This map can become a brutal battlefield, taking heavy losses on both sides. However, the five points differ in difficulty. For instance, The last American point can prove relatively simple to capture due to the easy terrain, while the last German point, which is on high ground, can prove to be exceedingly complex.
Operation Avalanche - dod_avalanche
Date: 18 August, 1943
Location: Salerno, Italy
Map Type: Territorial Control
A couple of days after establishing a beachhead at Salerno, the American and British advance towards the hills was stopped by a vicious German counterattack on September 13. Intense street fighting ensued, with some towns changing hands several times a day.
This map is based on Operation Avalanche. The map is often referred to as the "Dust of Day of Defeat" in reference to the popularity of the map de_dust in Counter-Strike. Also know as "Ava" for short, this map is played 24/7 on many servers. The Americans start at the bottom of a hill in an Italian town, with the Germans at the top. Although this map seems to have several good spots for snipers, as well as offering a lot of close combat for Assault and Support classes, sniping is difficult bceause of the reltively short ranges and any enemy sniper can be "gotten to" eventually, because the map has many alternative routes for both sides. Unlike many other official maps, this map could be called a 3-D map because fighting takes place not only on street level or elevated opon building floors, but allows players to engage each other "diagonally" across the centre of the map, from rooftops to street level and vica versa. This happens much more often on this map than any other official map, and has (depending on player`s skill) no defenitive advantages or disadvantages for any side.
Colmar - dod_colmar
Date: 28 February, 1945
Location: Colmar, Alsace, France
Map Type: Detonation
American and German forces are deadlocked in combat over the northern French town of Colmar. Each force is attempting to push across the river and destroy key enemy equipment to assist their position.
Released on June 28, 2006. Colmar is, along with Jagd, the first of Day of Defeat: Source maps which introduce "detonation" gameplay. Both teams must secure the centrally located explosives and plant them on the opposing teams' bomb sites, whilst simultaneously defending their own bomb sites. Colmar uses the same snow and ice effects that are present in Kalt, with the notable addition of falling snow.
Donner - dod_donner
Date: 3 September, 1944
Location: Donner, Northern France
Map Type: Territorial Control
The Allied forces are advancing north towards the Belgian border. The town of Donner lies ahead, a key intersection for the roads leading north. American forces have launched an assault on the town to secure the area for advancing Allied armour.
Donner is an urban encounter, with five objectives positioned through a wrecked town, with wide streets and narrow alleys. In this map, it's lethal to the overconfident, as a wrong move can leave a player alone, face to face with numerous enemies and certain death. With at least two ways to each objective, the streets of Donner are very dangerous. It is easy to become outflanked by the enemy, and the central objective is often plagued by sniper fire. This map can also last for hours on end without a victor, as it takes a massive team effort and a lot of casualties to capture the final objectives.
Flashville - dod_flash
Date: 10 September, 1944
Location: Flashville, France
Map Type: Territorial Control
U.S. troops have advanced into what appears to be a small rural French village. A few platoons are ordered forward to check out the situation and end up engaging a large German force in the village in vicious street fighting.
Another conversion of an original map, Flash is relatively straight forward. Under a fictional setting, it has five strategic capture points running through a countryside village. It is linear in nature, and makes use of choke points and close quarters combat, allowing automatic weapons and machine guns to dominate. The map is simple, but extremely effective. A well played match can last for hours without a victor.
Jagd - dod_jagd
Date: 5 September, 1944
Location: Jagd, Italy
Map type: Detonation (time limit)
German forces are attempting a counter-attack on the Allied controlled town of Jagd. To facilitate this assault they must find and disable Allied armour on the ground, including an anti-aircraft emplacement, a Sherman tank and an Allied truck.
Jagd shares a similar layout to Day of Defeat's original Jagd, however the gameplay is significantly different from the original. Along with Colmar, Jagd is the first of the Day of Defeat: Source maps which introduce the Detonation gameplay style. Unlike Colmar, the map is an Attack/Defend style map, with the Axis on the attack and the Allies on defence. The Axis forces must destroy three Allied targets, the Anti-air gun, Half-track and M4 Sherman tank. Each target requires 2 bomb detonations in order to be destroyed. The map is timed, if the Axis fail to destroy the targets within a set time limit, then they lose the map. With the destruction of each objective, the time limit is increased, thereby motivating the Allies to try and dominate early as well as motivate the Axis to hurry and get on the board. Also, "jagd" is the German word for "hunt". It is quite a suitable name for an Axis attack map.
Kalt - dod_kalt
Date: 13 December, 1944
Location: Kalt, Northern France
Map Type: Territorial Control
The half-frozen town of Kalt became the setting for some of the most brutal fighting of the Battle of the Bulge with firefights raging in the streets, houses, and sewers as both factions attempt to consolidate their positions.
Kalt is built around control of a bridge roughly in the center. It also has a number of new models, including an M4 Sherman and an Allied AA half-track, it also brings new textures and effects for the snow theme. It should also be noted that "kalt" is German for "cold".
New features and changes from Day of Defeat v1.3
Day of Defeat: Source makes minor detail changes to the gameplay dynamics of Day of Defeat. The majority of the changes are said to be aimed towards promoting teamplay.
[edit] Class specialisation
The M1 Garand's iron sights on dod_anzio.
The M1 Garand's iron sights on dod_anzio.
While Day of Defeat's classes were relatively flexible, Day of Defeat: Source limits them to ensure that each has a clear set of advantages and disadvantages. This is achieved through modifications to weapons, a class' weapon loadout, and varying degrees of 'cone fire' for different classes.
The clearest example of class specialisation is the rifle class. In the original Day of Defeat, riflemen were equipped with a pistol and could attack players with the butt of their weapon. This gave them several fallbacks should they find themselves in close range combat or other dangerous situations. In Day of Defeat: Source, riflemen do not have sidearms, and instead of a melee attack, they can now bring up the rifle's iron sights. In addition, in place of standard fragmentation grenades, rifle players are equipped with two rifle grenades. These grenades are capable of being fired over a much larger distance than standard fragmentation grenades and are able to strike at enemy sniper and MG positions with relative ease. Their disadvantage is that they are not easily primed or especially useful in close combat situations where a fragmentation grenade would be. This in turn specialises the class solely to medium to long range situations and players learn to avoid close quarters combat.
Similar changes have been made to other classes, and the result is that a player will usually have to consider carefully where he or she moves, in order that they are not countered by a more suitably-equipped player. Class specialisation also reduces the potential for one player to dominate in the game, and encourages teamwork amongst players.
Real-time physics
Real-time physics are a by-product of Day of Defeat moving to Valve's Source engine. Like all other Source engine games, these are powered by a heavily modified version of the Havok Physics engine.
In the game, the engine gives the player the ability to modify the environment for a more favorable position, as they might in a real firefight. The movement of furniture indoors to block off a door, or pushing a table into a position and using it as makeshift prop for a machine gun are examples of players utilizing the physics to their advantage. Notably, players' helmets provide realistic protection against enemy fire, and a correctly placed shot is even capable of removing a player's helmet without killing him.
More cosmetic changes include fully simulated debris and ragdoll animations for dead players.
Dynamic audio simulation
Day of Defeat: Source introduces a dynamic audio system that was limited to NPCs in Half-Life 2. Day of Defeat: Source is the first Source game to fully utilize the dynamic audio system in online multiplayer games.
In Day of Defeat: Source, each sound is attributed with distance and occlusion variables, which are processed and then fed back to the player. Sounds far from the player lack higher frequencies and thus sound more like they naturally would, for example, abrupt pops for gunshots. Doppler effects, occlusions, and directional sound are also present features.
Trajectory randomization
In addition to recoil, which modifies the perceived projection of the bullet trajectory, a system for randomizing the bullet trajectory outside of a physically controllable system is present. This system relies on calculating a random angle within 2 discrete values creating an angled trajectory from the physically perceived angle.[citation needed] The maximum values that can be calculated, if graphically represented, create a cone, dubbed the "Cone of Fire".
It was initially believed that Day of Defeat: Source featured larger maximum angles than its predecessor. Following experiments by ex-Valve employee Tim 'Waldo' Holt, where weapons were fired in controlled in-game environments, it was found that this was only true of submachine gun and pistol weapons. The results of the experiments were posted on the official forums.
Online Play
Day of Defeat: Source is an online multiplayer game, so server content often varies, including custom maps or administration modifications, the Mani admin plugin being one of the most popular. As with most online games, Day of Defeat: Source has a large clan interest. Expert clans compete in leagues with other clans, and often own one or more servers. Many other servers are public, therefore accessible by all and normally run by the company that provides the server.
Leagues
In Day of Defeat: Source, there are special leagues for matches. The most well known is CAL, or Cyberathlete Amateur League. CAL is the amateur division of CPL, or Cyberathlete Professional League. Currently for Day of Defeat: Source there is an Open, Main, and Invite division. Other leagues include OGL (Online Gaming League), TWL (TeamWarfare League), ClanBase, ESL, Source League(Brazilian) and Victory in Europe. Enemy Down is also a ladder combined with leagues which are seen as a good starting place for new and well established clans alike although is based in Europe.
Day of Defeat: Source in league play is young, especially compared to its predecessor Day of Defeat and other games such as Counter-Strike and Quake III. This is due to the fact that Day of Defeat: Source was released in September of 2005, even though the game from which Day of Defeat: Source's engine derives from (Half-Life 2) was released in 2004. Successful game sales, plus the addition of competitive players from the original Day of Defeat are quickly improving and helping the Day of Defeat: Source community grow.
www.dayofdefeat.com
History Of Day of Defeat
By 'Tchupa' Seb
Feb 7, 2007 14:01
"Gameplay
Day of Defeat is a 3D multiplayer shooter that simulates infantry battle between the adversaries of World War II's European Theatre: The Allies or The Axis Powers. The goal is to complete various mission objectives.
Players choose which side they will fight on and what character class their soldier will be. There are unique soldier classes for the Allies (United States and United Kingdom) and the Axis (Nazi Germany). Class determines which weapons the player will carry, and their appearance.
A round begins with two opposing teams starting simultaneously in their respective spawn area of a map. A round ends when one team accomplishes all of its objectives.
Player casualties become reinforcements which are supplied according to a timer. The reinforcements originate at spawn and can be composed of anywhere from 1 soldier to the entire team. The reinforcement timer is usually between 10-20 seconds, but this time may vary from server to server.
Like other Half-Life mods, Day of Defeat tracks each player's accomplishment of team objectives, how many enemies each player has killed and how many times each player has died. The game also tallies these statistics for the entire team, this reflects the team's score which is primarily based on objectives.
Maps Objectives
Day of defeat maps do not always require that both teams have the same objectives. Some of the more popular maps have different objectives for both teams.
* Conquest Mode (Or "Capture the Flag")
Players can capture a flag by standing near the flag for a certain amount of time. Certain flags require more than 1 player for capture. Flags are presented as either uncaptured (Grey), Axis (Red) or Allies (Green or the Union Flag if the Allied team is British). Certain maps (dod_charlie) do not allow a captured flag to be recaptured by the defending team.
* Destroy target
Players destroy a target by first planting a bomb at the target. The bomb is obtained from the spawn area. This bomb can also be picked up from the body of dead comrades. To plant the bomb, the player has to just stand within the designated bomb area. Bombs once planted cannot be defused and will detonate in a sizeable explosion. In certain maps, players may destroy targets (tanks) using rocket launchers.
* Capture target
This is a variation of the capture the flag. Instead of a flag, a target (truck, airplane, or building) can be captured.
* Capture item
Players attempt to capture an item (secret documents) and return it to a designated location.
After many rounds, the game ends when a set time limit expires, and the team with the most objectives achieved is the winning team regardless of kills or casualties, except in the case where both teams have not achieved any objectives or are tied in the objective score. The scoreboard is displayed and the game is restarted, usually with another map. There really is no "The End" to Day of Defeat.
History
DoD began as a Half-Life 3rd party mod in 2001. Later, the DoD team joined Valve Software and produced a standalone version published through Activision. DoD (ver.1.0) was officially released in May 2003. It was converted over to the Steam delivery system in version 1.1. Steam is now required to play DoD, because Valve was having problems with piracy. Day of Defeat: Source was released on September 26, 2005.
With the initial release of the game (when classes included only Support Infantry, Sergeant, Rifleman or Sniper), choosing a class determined your speed. Rifleman moved the fastest and Support Infantry moved the slowest. Sergeants moved at a medium pace.
With the release of Beta 2.0 in October 2001, players witnessed the expansion of character classes and the speed differential was eliminated. This version added the Allied Staff Sergeant who carried an M1 Carbine. The Axis Sniper Rifle from the Beta 1.x releases, (the Gewehr 43), was replaced with a scoped model of the Karabiner 98k, in order to more effectively balance the Axis and Allied sniper classes. Furthermore, both sides now received machineguns (.30 Caliber for the Allies, and the MG34 and MG42 models for the Axis), which added a new tactical element to the game. Also, so called head-bobbing or gun-sway was introduced, so players could no longer simply point and shoot while moving, but now had to stand still for improved accuracy. Gun kick was also introduced, and kneeling and lying down alleviated this and made a player's shot more accurate.
Beta 3.0 was released in July 2002 and added the Allied Sergeant, who carried a M3 Grease Gun, as well as the para gameplay mode which was similar to Counter-Strike in that players did not respawn until the end of the round. The Germans could now also choose between two models of the powerful and deafeningly loud FG 42 Fallschirmjäger (bipod/scope) and the Gewehr could now be selected as a class, in order to compete with the semi-automatic Garand rifle the Allies used. Valve then made Day of Defeat an official valve mod and released 1.0v in May 2003 which featured a lot of changes. Activision distributed a retail version of the game though it could still be downloaded for free if you had Half-Life. Later version 1.1 became the first Steam release. 1.0 included quite a few new features - the pace of the game was increased, which helped to attract new players. Friendly-fire was made non-default, an on-screen map where one's allies and thrown grenades were displayed was added, as was a Battlefield-style flag hanging over the head of friends and foes for indentification. Pop-up help messages, spoken by a dog wearing a helmet (in the same vein as Microsoft's Office Assistant), also appeared in v1.0. Bleeding - a key feature of the betas - was removed, as testing found that new players had difficulty understanding the concept of pressing the bandage key when health could not be recovered. Night time battlefields were removed as they tended to be the least-played of the beta maps. Version 1.0 also included auto-reload (which defaulted to "always on"), some new maps and major modifications to some old maps (eg. Anzio). At first old players felt that the Garand had been made weaker, adding an Axis bias to the game. It was later learned that there were issues with hitboxes, which caused a lot of shots to register as hitting different body parts and doing less damage. British Troops were also issued in 1.0, but were only featured in 3 maps and had only 5 weapon classes. The American Bazooka, German Panzershreck and British PIAT became independent classes in 1.2v and Mortar-classes were proposed, but never got released. Para-maps were kept, but the special gameplay was removed and replaced by the traditional Flag-capture or objective gameplay. Version 1.0 also introduced the bipod for the BAR, allowing for it to be deployed in the same locations as the machine guns and FG42s. In September 2005 Day of Defeat: Source was released.
Control
Along with the standard movement controls of any first-person shooter game, Day of Defeat has several other controls.
* Sprint
Holding the sprint button is used to make a quick dash. The player will lose stamina during the sprint. If there is no more stamina, the player stops sprinting and moves slowly. The player can regain stamina by crouching or going prone. The player can stop sprinting at anytime by releasing the sprint button. (Default Shift)
* Prone
A player can go prone by pressing the prone button. A proned player will have increased accuracy and lower recoil while firing his weapon. Certain weapons can also be deployed by right-clicking. Players can stand up by pressing the prone button while proned. However, if a weapon has been deployed, it will have to be undeployed by right-clicking again before the player can get back up. It takes a second or two until the weapon can be used. (Default Z)
* Drop Weapon
You may drop your tertiary (third) weapon by pressing the "drop weapon" key. This allows you to swap to a weapon left on the ground by someone else that your class would not normally have, including the weapons of enemies. This only works with your main weapon, and not with melee (knives/shovels) or handguns. (Default G)
* Drop Grenade
You can drop a grenade that has been primed (by pressing the mouse button) by pressing the "Pick Up Grenade/Use Item" button (default E). This allows you to throw a grenade that will detonate more quickly, as part of its detonation sequence is used up by dropping it. You can also pick up the thrown grenades of friends and foes and throw them if you have enough time. If you prime a grenade and drop it, you'll have the typical five seconds that a grenade takes being thrown regularly to throw the grenade. Should you fail, the grenade will detonate in your hand and you will immediately die. This could be used to protect your teammates though, if you're in a large group and a enemy grenade falls in with a short time left, you could grab it and save your other teammates' lives at the price of your own.
Suicide grenade You can carry a primed grenade into a group of enemies and kill or injure all those around you that are within range.
* Drop Ammo
There are 2 drop ammo buttons. 1 button drops ammo for the same class as the player. The other drops a box of ammunition's for the mg34 or mg42 class. The other player can pick up the ammo by walking over it. In the latest version this has been changed to one button and the ammunition dropped is usable by any class on your team.
* Bandage
If bleeding, the player must bandage himself to prevent death. Bleeding normally occurs if the player survives an attack which causes near fatal damage. This feature was removed after Day of Defeat left the betas, although a medic class was proposed.
Maps
Day of Defeat maps muster scenarios of historical World War II battles requiring teams to control territory and complete objectives. Territorial control scenarios require the players to capture flags at important choke points throughout the map. Objective-based maps take players into battle for mission targets, such as a bridge or German Nebelwerfer(artillery) or any other various tactical targets. To achieve most tasks requires the players to use TNT charges at the objective. The many different possible objectives types include "clandistine missions", such as obtaining secret documents and returning them to headquarters.
Map overview of dod_heutau_b1
Map overview of dod_heutau_b1
Official DoD maps included with the game encompass scenes such as the infamous battle at Omaha Beach (dod charlie), streetfighting in the Italian city of Salerno during Operation Avalanche (dod avalanche), and a Glider mission where the American 101st Airborne lands in a WACO Glider and has to destroy such objectives as a radio antenna and Flak 88 mm gun anti-aircraft gun (dod glider).
Custom DoD maps available for download are also frequently constructed and remodeled by independent designers thus creating battles with unlimited missions for players to experience. Several servers specialize in Counter-Strike maps.
Day of Defeat maps offer the player the ability to blast through certain parts of the map to gain entry into new sections. This offers a twist to normal map strategies. The sections are normally marked with a crack in the wall, which can be opened by either planting a bomb or by shooting a RPG at it."
http://www.sk-gaming.com/blog/4141/
Skilled-radio
By 'Tchupa' Seb
Feb 7, 2007 10:24
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