Counter-Strike
PCG-cheating


Zero is a customer service representative for one of the biggest video game cheat providers in the world. To him, at first, I was just another customer. He told me that the site earns approximately $1.25 million a year, which is how it can afford customer service representatives like him to answer questions over TeamSpeak. His estimate is based on the number of paying users online at any given time, the majority of whom, like me, paid for cheats for one game at $10.95 a month. Some pay more for a premium package with cheats for multiple games.

As long as there have been video games, there have been cheaters. For competitive games like Counter-Strike, battling cheaters is an eternal, Sisyphean task. In February, Reddit raised concerns about lines of code in Valve-Anti Cheat (VAC), used for Counter-Strike and dozens of other games on Steam, that looked into users DNS cache. In a statement, Gabe Newell admitted that Valve doesn't like talking about VAC because it creates more opportunities for cheaters to attack the system." But since online surveillance has been a damning issue lately, he made an exception.

Newell explained that there are paid cheat providers that confirm players paid for their product by requiring them to check in with a digital rights management (DRM) server, similar to the way Steam itself has to check in with a server at least once every two weeks. For a limited time, VAC was looking for a partial match to those (non-web) cheat DRM servers in users DNS cache.

I knew that cheats existed, but I was shocked that enough people paid for them to warrant DRM. I wanted to find out how the cheating business worked, so I became a cheater myself.

That s how I found Zero. After we finished talking, he reminded me to send him the $25 I promised him. I did not at any point say anything that could possibly even suggest that I would pay him for any reason. I asked him if he meant that was something I promised him or something that I should just do. Both, he said. I also advise you not to use this information against me. That wouldn't be wise.
How I became a cheating scumbag
Bohemia Interactive (Arma, DayZ) believes that only 1 percent of online players are willing to spend money to cheat on top of an already expensive hobby. Even by that estimate, Counter-Strike: Global Offensive alone had a potential 25,000 cheaters out of a total of 2.5 million unique players last month. Put on your green accountant visor, add up the player-bases of all the other popular multiplayer games cheat providers are servicing (Call of Duty, Battlefield, Rising Storm), and you ll see a massively profitable market.

I wanted to cheat in CS:GO. I was good, once, when I had a high school student's endless free time to pour into Counter-Strike 1.3. These days, if I can play with friends, it s fun. If I jump onto a random server I m cannon fodder.

I Googled Counter-Strike: Global Offensive cheats, and quickly ended up at a user-friendly cheat provider. Based on the size of its community and traffic, it s one of the biggest. I'm going to call it Ultra Cheats, a fake name, to protect the anonymity of the sources I talked to. Those sources, like Zero, have also had their online handles altered.



Ultra Cheats didn't accept credit (other sites did), so I used PayPal to buy a one-month subscription for CS:GO cheats for $10.95. This gave me access to the site s VIP forums where I could talk to other members, administrators, cheat coders, and download Ultra Cheats cheat loader, which checks in with its DRM server. It also gave me access to around-the-clock technical and customer support via TeamSpeak.

I followed a simple list of steps, including disabling Windows default anti-virus protection. I launched a new copy of CS:GO on a fresh Steam account belonging to Perry C. Gamble, loaded the cheat using the cheat loader, and entered a match. For the first time, I wasn't just another player, but a kind of god.

The most obvious of my new superhuman abilities was spying on other players through walls. In CS:GO, wallhacking is incredibly useful. Faceoffs around corners come down to millisecond reactions. My ability to see exactly when the enemy was coming, or to know exactly where he was hiding when I was coming, was unfair to say the least.

It was also super fun. Maybe the most fun I've had with Counter-Strike in years. I was finally getting kills, more than one in a round, but I wasn't crushing everyone else. It was like a little boost that got me back into my high school fighting shape.

I wanted to see how far I could push it. I was paying for this. I wanted to feel powerful and get my money s worth. I turned on auto-aim, and auto-trigger, which fires your weapon automatically when you point your cursor at an enemy.

I played with these options and others for a handful of matches. They didn't seem as useful as wallhacking, or they simply didn't work as well, but I was vote-kicked out of a match before I could make an educated decision. Halfway into my next match, two hours total since I started cheating, I was VAC-banned from CS:GO.




Counter-terrorists win?
VAC bans are usually irreversible. Perry C. Gamble would never play another match of CS:GO unless he opened another Steam account and bought another copy of the game. That s where the charm of cheating wore off for me. It was fun while it lasted, but I couldn t imagine paying another $15 for a new copy of CS:GO plus the ongoing $10.95 a month Ultra Cheats membership just to get easy kills.

John Gibson, president of Tripwire Interactive (Rising Storm, Killing Floor) told me plenty of cheaters feel differently. We see a spike in hackers after we have a sale on one of our games, he said. Their last 10 Steam accounts have been banned, and the game is on sale for $3, so they ll buy 10 copies for $30 on 10 different accounts and they ll keep cheating.

I told Gibson that I found that behavior mind-boggling. He isn t confused by it. He s just angry. Give me five minutes alone with a hacker or a hack writer, he laughed. That s what I think about that mindset.

Newell called cheating a negative-sum game, where a minority benefits less than the majority is harmed. It s obvious Valve and other developers take the issue seriously, but talking to Gibson made me realize it s also personal. Before he would even talk to me, I had to prove that I wrote for PC Gamer. He s been burned before. One of his first experiences with a hacker was someone who pretended to be a journalist with a fake, up-to-date gaming blog. He leveraged his early access to Tripwire and other developers games to provide hacks and pirate games.

He s in jail now for stealing credit card data, not cheating.



 

Gibson told me that, legally, it s not worth going after sites like Ultra Cheats. Most of them are based out of Russia, China (Ultra Cheats is registered in Beijing), or other places where extradition is, in Gibson's words, questionable. At the very least, Tripwire would have to pay another lawyer in that country, making it prohibitively expensive and complicated.

Criminal justice systems, perhaps understandably, aren't preoccupied with people cheating in online games. Especially when it s international, Gibson said. Then you re talking about the FBI and Interpol. If someone stole $10 million in diamonds, call them. If someone is hacking your game, they don t care.

If Tripwire, Valve, or other developers want to reduce the number of cheaters, they have to do it themselves. Note that it s reduce and not eliminate. Like Newell, Gibson knows that this isn't a battle he can finish. It s like the Wild West, he said. It s more about managing the risk and hacks without inconveniencing your legitimate players too much.

Tripwire s anti-cheat strategy is three-pronged. The first is technical, using both VAC and Punkbuster. This is one topic Gibson was secretive about, but he said Tripwire uses both because they handle things in different ways.
"If Tripwire, Valve, or other developers want to reduce the number of cheaters, they have to do it themselves."
The second is being a proactive developer. When Tripwire notices a loophole, it closes it as fast as possible. When Red Orchestra 2 first launched, it didn't do a whole lot of server-side validation on hit detection. The game was plagued by hacks that allowed your machine to tell the server you shot someone in the head even when you were clear across the map. Very quickly we put up an update that basically verified, within a reasonable margin of error, that they kind of have to be where you say you shoot them at, Gibson said. If they re not, then we know that it s a hack and we ignore that shot.

The third is having an engaged server admin community and giving them the tools to be the third line of defense. That s a huge thing for us, Gibson said. Hackers come in, it s obvious fairly quickly that they re hacking, the server admin bans them from the server and problem solved.

Punkbuster also allows server admins to take screenshots of what players see. If the server admin captures evidence of cheating, he or she can submit the proof to PBBans, a global database of hackers, making it very difficult for that hacker to join any Punkbuster servers.

This also allows server admins to pass along evidence of cheating to Tripwire, which can use the information to close more loopholes.

Overall, Gibson thinks this strategy works very well. I have over 1,275 hours in Red Orchestra 2 and Rising Storm, he said. I ve been on a server with about two hackers in all that time. I asked him if Tripwire downloads paid cheats as part of its efforts to prevent them. We re a proactive dev, he chuckled. Infer from that what you will.


Gross Income
After being banned from Counter-Strike, I spent several weeks poking around the Ultra Cheats forums hoping that someone would talk to me about how the site was managed. I only got real attention once I admitted that I was writing a piece for PC Gamer. I bounced from admin to admin until I got to Slayer, Ultra Cheats manager and lead coder.

Slayer didn't want to talk at first. I don t think any good for Ultra Cheats would come from this, he said. I promised him I wouldn t use any real handles or even the site s real name, and that I wanted him to respond to quotes from developers like Gibson. I suspect the notion that he d get a reaction from a game developer is what got him on board.

Like Gibson, he needed confirmation that I was really writing for PC Gamer, and he was more thorough about it. I gave him my real email address and name (not Perry C. Gamble s), Twitter, and an email confirmation from an editor.

Gibson was worried about hackers posing as journalists. Slayer was worried about giving legal ammunition to parties that want Ultra Cheats gone, and competing cheat providers.

We set a date to talk over Skype, but when the time came Slayer wouldn t agree to a voice call, just text, because he was worried about me recording him as well as other reasons. To my surprise, he brought along another Ultra Cheats administrator, Prophet, and they d only talk to me together. I guessed that this was to keep one another from saying anything they might regret.



They said part of Ultra Cheats money comes from a different site that it operates in Brazil (a huge gaming market) and reseller sites, which sell Ultra Cheats product under a different brand in exchange for a cut of sales.

Slayer said that Zero s $1.25 million a year was a little inflated, but that I could come up with a rough estimate of Ultra Cheats annual revenue by gauging the size of the community.

On March 20, over 2,500 members logged into the Ultra Cheats forums, almost all of whom are plainly listed as paying for standard or more expensive cheat packages. At an average of $10 per user a month, Ultra Cheats makes $300,000 a year. Add to this the fact that the forum has almost 150,000 members overall (though we don t know how many are active, paying users), the Brazil site, and resellers, and it s not hard to imagine Ultra Cheats breaking a million dollars a year. Slayer declined to share the exact number of their active users.

He said coders supply cheats on the site in exchange for a cut of the sale. These vendors, as Slayer calls them, take in about half the profits of the whole operation. Both Prophet and Slayer said that they get paid enough, but not enough to quit their day jobs. More than minimum wage, they said. Customer support, technical support, and other people like Zero who help run the site get paid as well, but less. Zero didn t want to say how much he makes, but admitted that he has a day job and that free cheats attracted him to the position.

I do this because I really think of the community and staff as a big family, Prophet said.

The rest of the money goes to the ownership entity, which Slayer and Prophet refused to talk about in any way. All they would say is that the entity controls the PayPal account I paid (and hence all Ultra Cheats' money) and that only Slayer knows anything about it. Anything between this ownership entity and the rest of Ultra Cheats goes through him. For all I know, this ownership entity doesn t even exist and Slayer and Prophet were the actual owners.


Rage cheaters and closet cheaters
Gibson said that if you cheat, you always get detected eventually. After talking to cheaters, I m not sure that developers are as effective at preventing cheats as they think. According to Slayer, there are two kinds of cheaters: rage hackers and closet hackers. A rage hacker is someone who uses cheats to their fullest potential, even employing features that kill everyone on the server instantly. They're the ones you notice and hate.

Zero said that if it wasn't for hacking, games wouldn't be fun. He said cheating is a rush, similar to the one he got when he used to deface websites. In life, you re always going to have rebels, he said. It s like coming up to someone and asking, 'Why do you rape or kill?' But in this case it s cheating.

Since he compared cheating to the worst crimes a human can inflict on another human, I asked him if that means he thinks it s a bad thing. He didn't answer. I asked him how he would feel if he was in a game with another player who was using cheats against him. Doesn't matter to me because he s probably one of our customers, he said.

Slayer agrees with Gibson that anti-cheats like VAC and Punkbuster, which work similarly to anti-virus software, are effective at catching ragers and detecting public cheats quickly. But their methods are so reverse-engineered it s not even funny, he said. Punkbuster's signature scans are easily dumped using public knowledge available on public forums. If you re smart enough and you know the methods they employ, you can get around it easily.
"In life, you re always going to have rebels. It s like coming up to someone and asking, 'Why do you rape or kill?' But in this case it s cheating.' "
Punkbuster is basically defeated, Slayer said. If I write cheats and give them away on a public forum I can have my cheat up and running in 20 seconds because I found out exactly what they detected. If I was smart I would build that into my cheat and have my cheat fix itself on the fly, which isn t a stretch. Call of Duty dropped Punkbuster for a reason.

I asked Slayer why Valve, for example, doesn't download his cheats, track the server, block it, and come after him. If it wasn't obvious already, I wasn't a Computer Science major. Slayer is, and my questions amused him. You could do that, but what if I cycle my server IP every day, or every hour? Or I could reasonably and securely move DRM to the client with check on a less regular basis, or I could just spoof what VAC sees :). To be honest Emanuel, I can rent a server using a prepaid credit card via a VPN in another country and you will NEVER find who rented it.

Closet hackers hide the fact that they cheat. I'm proof that cheaters do get caught Steam banned me after a little more than two hours of aggressive, blatant cheating but members of the Ultra Cheats community told me that I was simply doing it wrong. In one of the most friendly, polite exchanges I ve ever had with online strangers, especially in the gaming sphere, they gave me tips on how to cheat without being detected.



Play like you re not hacking, one user who s been cheating in CS:GO with the same Steam account for over 250 hours told me. Play as you would normally, only you re able to see through walls. Act.

That means don t stare at walls, don t use an aimbot (since it moves the camera erratically and results in unreasonable kills), and make sure someone kills you in every match. He also believed you re less likely to get banned if you buy in-game items and get some hours in before you start cheating. He suggested that next time, I should launch the game and let it idle for a few hours before I do anything.

Another cheater suggested I practice cheating in free-to-play games. That s what I love about free games, he said. You can just keep coming back and there s nothing they can do about it.

If you re a good closet hacker you also won t get caught by statistical anti-cheats like FairFight, used in Titanfall and other Electronic Arts games, or Overwatch, another, peer-review layer of CS:GO s anti-cheat strategy, where approved players view flagged replay footage and vote on whether another player was cheating.

Image via free-hacks.com

Tripwire closes loopholes as fast as possible, but Ultra Cheats is fast too. If a vendor s cheat stops working, Ultra Cheats stops selling it and the money stops flowing. Detected cheats come back online within hours, days at the most.

And these are only the cheats that we know about. Anti-cheat can t detect what it can t get its hands on, as Slayer said. Between that and the proficient closet cheaters, I can guarantee that you ve played with way more cheaters than you think.
Supply and demand
If closet cheaters aren't trying to crush other players, why do they turn to cheats in the first place? Prophet started cheating so he could play with his kids. He s over 50, and suffers from a serious visual impairment. He says that without ESP (extrasensory perception), part of the wallhacking cheat that highlights enemy players with bright red boxes, he wouldn't be able to keep up. If I did not use cheats I would not be playing at all, he said.

Slayer said that they've heard from a few other people with disabilities who use cheats this way. It enables them to enjoy a game like you or I would normally, without cheats, he said. But even if there weren't players with disabilities cheating to rise to a normal level of play, as Prophet calls it, the reality is some players will always feel that they want special assistance.

If matchmaking worked perfectly and everyone always felt like a capable player up against equally skilled opponents, maybe there would be fewer of the closet cheaters that make Ultra Cheats a profitable business. When matchmaking works, you won't win every game, but you'll never feel dominated. It s like a friendly neighborhood basketball game. When it doesn't work, it feels like being mercilessly dunked on by LeBron James. That's not fun.

Image via 47r-squad.com

At that point some players dedicate a significant amount of time to get better. Others quit. A small minority turns to cheats. Even Slayer admits that what he does isn t good for games, but as long as there are enough of the latter he ll provide supply where there s demand.

Ultimately, the most effective anti-cheat strategy is to make cheating feel unnecessary. That means either more sophisticated, accurate matchmaking or some kind of handicap system, which some fighting games (Street Fighter IV, Smash Bros.) already implement.

Similar solutions in other games won t stop ragers. Nothing will. But they'll get caught, eventually. For closet cheaters, it might offer a legitimate way to play with others and undercut the paid cheats business.

Until then, this cycle is unstoppable, as Slayer said. If we didn't do it, someone else would.
Half-Life 2
Left 4 Dead


In the UK, most arcade machines are gaudy, flashing money-sinks, designed to trap the arms of extra-strength-beer-swilling drunks as they attempt to pry loose change from the coin return slot. They are places of hellish despair, rich with unique smells and suspicious stains. In other countries, they also contain the promise of fun, friendship, and not stepping in a puddle of sick. Nowhere is this more the case than in Japan, where an array of popular arcades can still attract the interest of developers. Valve, for instance, are now collaborating with arcade specialists Taito on an arcade port of Left 4 Dead.

An informative trailer has surfaced on the port's official site:



Titled Left 4 Dead: Survivors, the concept will likely be similar in scope to Valve/Taito's previous collaboration, Half-Life 2: Survivor.

That's right, there was a Half-Life 2 arcade game, and it looks amazing. Terrible, sure, but also amazing.





In fairness, those are modes designed for arcade. The game's story mode is... sort of Half-Life 2. If you squint a bit.



If we're all very lucky, Left 4 Dead: Survivors will be similarly terribrilliant.
Portal 2
portaltag

Aperture Tag is a Portal 2 mod inspired by Tag: The Power of Paint, the 2009 DigiPen student project which influenced Portal 2's gel mechanics and puzzles. Instead of shooting portals, you shoot the game s orange and blue liquids, which make you run faster and jump higher, respectively. And now you'll be able to add your own mods to the mix.
Taking the portals out of Portal admittedly doesn t sound like the best pitch, but if you ve been keeping up with Mod of the Week, you know that it looks really fun. With the announcement that it s going to include a level editor and Steam Workshop integration, you ll also be able to make your own fun.
Currently, the level editor and it's parts are very rough and mostly a proof of concept, the mod s creator Motanum said. However, this does show that it's a feasible thing to do. Where the goods greatly displace the flaws, so even if it is not as simple to use as Portal 2's editor, it still would bring a lot of value to the game.
Aperture Tag was approved by Steam Greenlight in February, and Motanum hopes to release it later this summer. You can keep up with its development on its Steam page.
Portal 2
Thinking With Time Machine


I've never really gotten into playing custom levels for Portal 2 I just don't find the game that much fun without the inclusion of Wheatley, Cave Johnson, and GLaDOS. That's why it's great when Portal 2 mods add something new to make up for what's missing. In this case, the added element is a hand-held time device that lets Chell make a time-shifted duplicate of herself, and team up with it to solve puzzles. Thinking with portals is no longer enough, now you're Thinking With Time Machine.

In Thinking With Time Machine, the time machine is a tablet you hold in your left hand and can view by looking down at it. Pressing R starts a recording: a recording of all your actions. Walking, jumping, crouching, standing still, even picking up or dropping objects or activating switches, the time machine will record it all. Pressing Q stops the recording. Pressing F starts a replay, wherein a duplicate of Chell the Chell from the past materializes and repeats the actions you she just recorded. It's a bit reminiscent of a game like P.B. Winterbottom, only you only get one clone at a time, and it takes place in Aperture Science.

Soon to be distributed as "The Day Marty McFly came to the future!" on Facebook.

It's very cool watching the past version of Chell appear and run through her recording. It's not like seeing yourself is particularly weird in Portal, what with all the portals giving you glimpses of yourself, but there's something neat about just standing there and watching your past-self go to work and then dematerialize when she's done. You can play the recording as many times as you want (or need), and each time you record something new, the previous recording is erased.

Well, I'm stumped. How about you, me?

The time pad is wonderfully realized as well. At a glance, you can tell if you're recording or not (its indicator glows orange when you are), and during playback, not only does it count down how much time your recording has left, but you can actually see what past-Chell is seeing on your screen, which is helpful later when you need to play your recording while you're in a different room from your clone. (My only question is, why isn't past-Chell holding the time pad? I'm sure someone smart could come up an actual sci-fi answer.)

No offense, past-me, but I'm gonna have to use you as a stepladder.

While you're enjoying the sight of your past self running around, and checking out the sleek beauty of your new time device, you'll probably notice something else new: you can look down and see your legs. I've always felt Valve has been behind the curve on moving past the "floating gun" protagonist, but this mod's added legs aren't just for show. It actually helps to see your legs, since you will, from time to time, be standing on your own shoulders.

Am I looking at current-me through a portal or old-me through a portal or oh god my brain

Once you've gotten the hang of pushing a few extra buttons, the earliest puzzles aren't tough to figure out. If standing on a button opens a door, you record yourself standing on the button, then run to the door, and replay your past self standing on the button, allowing you to escape. If you need a cube placed on a switch while you're somewhere you can't do it yourself, like on the other side of a laser field, just record yourself doing it, and replay it when you're in position. Eventually, working with your past self will seem almost as natural as working with a co-op partner, including, oddly, the occasional feeling of impatience with your partner.

Come on, COME ON. Man, I was so lame 36 seconds ago.

Things quickly get complicated. In Portal, solving a chamber usually involves a few steps: figure out what conditions need to be met to escape the chamber, come up with a plan to meet those conditions, and then perform the actual tasks. This mod adds another layer: performing the steps that will allow you to perform the steps, recording them, then playing them back while performing another set of steps. Some of these chambers are dastardly, but the novelty of summoning a past version of yourself helps to keep the frustration level tolerable, mostly.

Broadcasting live from the past, it's the Chell show!

This mod isn't just a collection of levels with a clever new gimmick, either. Right from the start, it makes an effort to tie itself into the existing Portal 2 story rather than just fading in on you holding the time-pad. The tutorials are handled nicely as well: in the first handful of levels you'll learn the ins-and-outs of time machine puzzles on video screens, which demonstrate how the whole thing works in wonderfully done animations. There's some on-screen help as well, as icons will appear giving you countdowns, showing you where you need to place a block so your recording can pick it up, and so on.

Okay, that makes sense! Wait. What?

While it's fun watching your past self run through the motions you just ran through, it can get a little weird, too, like in one level where you leave your past self to perform some tasks while you wait in the chamber below. You can't see your doppleganger, but you can tell she's doing her job, and it's sort of eerie to think about her, you, running around up there unattended. You'll also spend some time passing objects between former you and current you, which is a bit trippy, especially since the first time you passed the object to yourself, you weren't yet there to receive it.

Another challenge, in one chamber, is performing a tricky, time-dependent task perfectly, not just once, but twice: once for your past-self to repeat, and once for your current self to complete while your past-self is replaying it. Usually, you only need to do a perfect run once in Portal 2, but this makes it twice as challenging.

At least I know she won't screw this up. Me, I still might.

If I have one complaint, it's that this Portal 2 mod features very little in the way of, y'know, portals. As it stands, I think there's only a couple puzzles that really involve the portal gun, and I would have loved to see more of them. Still, this is a wonderfully creative and well-executed mod. It's free if you own Portal 2, and you should absolutely try it.

Installation: If you own Portal 2, you just need to download Thinking With Time Machine for free from the Steam store. If you don't own Portal 2, you should own Portal 2.
Portal 2
Thinking With Time Machine


Steam's Portal 2 Workshop is filled with unique twists on the space-bending puzzler's central mechanic. With such creativity lurking in the primordial soup of the Workshop, it would take something special to crawl out and into the main Steam storefront.

That something is Thinking With Time Machine, and it fits the bill for two reasons. Firstly, it introduces a new time recording mechanic, in which you can replay your actions to create a temporary clone in-level. Secondly, it lets you look at your legs.

I've only made it through the first tutorial section so far, but already it looks to dramatically expand the complexity of the original game. Despite some wonky sections, the time machine device is an excellent creation giving a full picture-in-picture replay of the actions that you've recorded.

Over the weekend, plenty of bugs were reported, but it seems that today's patch has fixed many of them. If not, you can find workarounds to the most common issues with this forum thread.

You can grab Thinking With Time Machine from Steam. While the mod is free, you'll still need Portal 2 to play it.
Half-Life 2
Steam graphs


Have you played every single game in your Steam library? No? Neither have I and that accomplishment is apparently just a small sand grain in the over 288 million games in Steam collections that have never felt a press of the Play button. That's a surprising figure from a new report by Ars Technica researching the most active and popular games on Steam straight from the recorded statistics of some of the platform's 75-million-strong community.

Ars' method for its number flood involves sampling registered games and their played hours via profiles and their unique Steam IDs. With the help of a server for computational muscle, Ars randomly polled more than 100,000 profiles daily for two months to pull together an idea of which games see the most time on everyone's monitors. In other words, your Backlog of Shame (don't deny it, everyone has one) probably took part in some SCIENCE at some point. Exciting.

Some caveats exist, though. The data Ars looked at for its research only extends back to 2009, when Steam brought in its "hours played" tracking system. Owned and played/unplayed games are thus slightly skewed to not account for older releases from the early noughties, and any length of time spent in offline mode wouldn't get picked up by Steam either. Still, Ars claims its results deliver a good picture of Steam gaming trends for the past five years albeit with some imperfections.

Predictably, Valve's personal products stack high on the list in terms of ownership and most played hours. Dota 2 takes the crown with an estimated 26 million players who ganked faces at some point in the MOBA, but free-to-play FPS Team Fortress 2 follows closely behind with a little over 20 million users. Counter-Strike: Source rounds out the top three with nearly 9 million players, but it's also collecting dust in over 3 million libraries.

As for non-Valve games, Skyrim wins in activity, barely edging out Counter-Strike: Global Offensive with 5.7 million estimated active owners. Civilization V kept 5.4 million players hooked for Just One More Turn, and Garry's Mod boasts 4.6 million budding physics artists.

Want to know what the most unplayed Steam game is? It's Half-Life 2: Lost Coast, the Source tech demo given free to pretty much everyone on Steam who bought or fired up Half-Life 2. It hasn't been touched by an approximate 10.7 million players. I guess that old fisherman is feeling pretty lonely right now.

My favorite stat is the total of played hours divided by game mode, more specifically the separate multiplayer clients of the Steam versions of Call of Duty: Modern Warfare 2 and Black Ops. The single-player campaigns for each respective title sits modestly within the mid-20-hour range, but the multiplayer side balloons well into the hundreds of hours. It's a pretty obvious indicator of where the biggest chunk of popularity resides in FPS gaming, but it's not like you wouldn't get weird looks for claiming you play Call of Duty for the story anyway.

See more of Ars' results in both number and pretty orange graph form in its report.
Half-Life
Half-Life screen


You know that first level of Mirror's Edge? I'm quite good at that. Pretty quick. Adequate. Such limited achievement at being fast in games is a small comfort when faced with this: a new world-record segmented speedrun of Half-Life. The speedrunning team of quadrazid, CRASH FORT, coolkid, pineapple, YaLTeR, Spider-Waffle and FELip have completely demolished Valve's 1998 FPS, beating the previous record by nine minutes. If you've got a spare 20 minutes (and 41 seconds), it's well worth a watch. Gordon's balletic flight through the halls of Black Mesa is almost mesmerising in its fluidity.



According to the team, the run took "almost four years of painstaking planning, theorycrafting and execution". It's a segmented run, which means the game's been divided into repeatable (and perfectible) chunks. In fact, the video's description reveals that over 317 segments were used, over 200 of which were under five seconds in length.

Additionally, the run makes heavy use of custom scripts. As the runner explain, "the most widely used scripts are jump spam, duck spam, 180 turn for gauss boost and precise use-key actions."

For comparison, the best single-segment run is 36:58, by Max 'coolkid' Lundberg, who was also part of the segmented team. You can see that slightly less acrobatic achievement over at Speed Demos Archive.
Counter-Strike
overpass


The average player might not even notice the changes, but if you ve put a couple hundred hours into Counter-Strike: Global Offensive the evolution of the Overpass map makes a world of difference. As Valve explains, it is the first completely new defuse map designed with competitive play in mind, and since its release in December 2013, it has been updated seven times based on feedback and data.

Take for example the changes made to Bombsite A, which unlike most diffuse maps, is easier to defend from a distance. Retaking the site from the A tunnels was originally very difficult, because defenders could keep tabs on the area from many angles, Valve said in a post on the Counter Strike blog. Move the Terrorist s Target a bit so it s easier to reach from the tunnels, remove a car that was giving Counter Terrorists too much cover, and the area is completely rebalanced.

The post details a few of these small but fascinating changes that went into Overpass, and highlights them with fancy, interactive before and after screenshots. It s a good read if you re into Counter-Strike or map design in general. Even better is our three part series from mapmaker Shawn "FMPONE Snelling and pro Counter-Strike player/mapmaker Sal "VOLCANO" Garozzo, which reveals the inspiration and building process for their CS:GO map Crown.
Counter-Strike
buildingcrown3-teaser


Building Crown is a three part series from mapmaker Shawn "FMPONE Snelling and pro Counter-Strike player/mapmaker Sal "VOLCANO" Garozzo, revealing the inspiration and building process for their map Crown. Their goal with Crown is simple: build the best competitive Counter-Strike map ever. In part three, Snelling talks about iteration in map design and listening to community feedback to improve Crown.

Releasing de_crown has been a fascinating experience for Volcano and I. When we decided Crown was ready for broader community testing, we released the first public build with the same mixture of anxiety and excitement that always accompanies a new map release. Thankfully, the launch went smoothly! Crown received over 1000 favorites in its first week on the map workshop (the highest rated map on the workshop is over a year old, and has about 1500). Crown ranked within the top five maps of all time virtually overnight. Crown was also the most played map on AltPug s community Matchmaking service during that time period, and the feedback we received there was generally positive.

The community was engaged, but Counter-Strike fans are used to playing high quality, nuanced maps with years of competitive polish. This is a high standard for any brand new map to compete with. Not all the news was positive. In public beta testing, several issues were identified which needed fixing, some of which such as the addition of a new path would require major surgery.




Generally speaking, I find that that the most effective feedback happens during a dialogue. I like to turn players into problem solvers, since many folks already have brilliant, innovative solutions in mind which I might never have considered.

As a result of one such discussion, we added a trick jump to Crown, which you can see below. This trick jump, though easy enough to implement, added a nice layer of richness to the B-Bombsite it s challenging to make the jump successfully, but will allow skilled players to go from lower B to upper B in seconds flat.


What are people REALLY saying?
Volcano and I participated in playtests and spectated matches anonymously in order to understand how players really felt about Crown, because people typically temper their criticism somewhat when they know they re in the same server as a map creator. We heard lots of people saying Crown felt big and too open, so we added more horizontal details at eye-level and new architectural features designed to bring the map down to scale, in addition to reducing or closing several sightlines. A lot of times, making these gameplay adjustments is positive aesthetically, too: the map feels a lot more natural now.

An archway Volcano suggested

We also got tons of great feedback about Crown on Reddit. A few common themes about Crown which popped up on r/globaloffensive were that the map s rotation times were too long, the lack of a middle-connector was creating static gameplay, and the map s balance seemed T-sided. It was important for us to immediately make changes to fix these issues.

In many instances people took to Photoshop to actually illustrate how they wanted to see us implement the new changes (another example of how the community already has solutions in mind), and these illustrations were frequently very similar to one another, indicating that a consensus had formed.
Already Pro
Because Volcano is a professional Counter-Strike player in addition to being a level designer, pro feedback is cooked into Crown very deeply. I believe that Volcano and I make a great team because we know that if the other person raises an issue, that he speaks on behalf of a large segment of the community. I consider priority one of my job asking Volcano about the competitive repercussions of every design decision we initiate: leaving this window open vs. closed, the readability of this area, whether this area needs more cover, and so on.
The community was widely requesting a new path cutting from middle to CT courtyard due to lengthy rotation times and Volcano also felt that this was a necessary change to make. My stance was that I was satisfied with how Crown was playing, and that proper team coordination would give CT s enough time to rotate, especially once people were more familiar with the map. Volcano didn t necessarily disagree, but he was pretty certain that the community would be happier if we implemented the change, and that not implementing the change could ultimately limit Crown s variety in competitive play.
We had considered such a path early on in Crown s gray-box stage, but decided not to implement the path back then because we wanted to emphasize identifying fakes and making timely call-outs about what the Terrorists were doing. As it happened, the community didn t love the lengthened rotation times, perhaps because rotating places huge emphasis on the teamplay aspect of Counter-Strike, but truly relying on your teammates can be frustrating outside of a tournament-style setting.

I personally enjoyed the way Crown was playing, but sometimes as a mapper you have to accept that your personal preference might be in the minority. Sometimes you have to give the people what they want. Because Volcano was adamant that this was the right thing to do, because shortening rotation times was going to make the community happy, and because it would positively impact gameplay for players at all skill levels (especially in less formal settings like matchmaking), we implemented the new path.

View of the new path from Middle

View of the new path from CT Spawn

Another view of the new path from CT Spawn
The Ripple Effect
When major changes are made, other areas typically have to be adjusted to accommodate them. Here you can see the ripple effect the new path has already had.



We received some feedback that this sniper s nest felt overly large, out of place, and sort of pointless. Adding our new path mitigated those concerns.



We also needed to adjust the Armory area. We were told by Valve that Crown could benefit from some more lighting variety, and layout considerations required closing one of the walls in this area. Details like candles added some visual interest and narrative to the map while helping to sell the new changes.



Removing all vents was a top priority for us, because they hindered free and easy movement along Crown s various paths:





Here, much like on de_cache, players only need to jump one time in order to swiftly reach higher elevation at Middle.

We also added a well to CT Courtyard, giving players some minimal cover, helping the map s scale, and livening up the area.


Crown Continues
All in all, major surgery on Crown is now complete, but your feedback is still invaluable. If it weren t for the community, Crown might not have matured so much post-release. You made your voices heard, and Volcano and I were listening.

Check out the next page for a photographic tour of Crown's full evolution, from the blocky gray-box it once was, to the shippable, polished map it is now. We hope you continue to let us know how we re doing. Most importantly, we hope you enjoy the newly updated Crown when its big update goes live on the workshop very soon!

























Half-Life 2
HL2 Intro


For some reason, the Source engine is lodged in my mind as the default baseline for what a game looks like. It's almost ten years old now, but because its characters aren't the angular blockmen of older engines everything since feels like an improvement on that default unit of Graphics. Until, that is, somebody decides to post screenshots of their Unreal Engine recreation of the opening map from Half-Life 2, at which point I'm reminded that we live in 2014 and have access to exponentially more Graphics.

That somebody is environment artist Jeannot "Logithx" van Berlo, whose UDK remake of City 17's train station is a beautiful thing. And as good as these shots look, van Berlo is now considering converting his recreation to the newer, sexier Unreal Engine 4. Ultro-Graphics!

"Still tons of stuff to do like creating all the exterior stuff, train interiors and some smaller models (monitors and props) but then Epic released UE4 in all its glory," van Berlo posted to the Polycount community's "What Are You Working On?" thread. "Please note that there's lots of placeholder models/textures/lighting and general derpyness in these pics," he writes. "Can't wait to get going with UE4."

See all three shots below.







Thanks, Dan Marshall.
...

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