Counter-Strike - contact@rockpapershotgun.com (Tom Bramwell)

Eurogamer’s grand high poobah Tom ‘Tom Bramwell’ Bramwell makes a welcome return to RPS to tell us all about the latest makeover of Valve’s undying multiplayer shooter Counter-Strike, which was was released to the world just yesterday. > (more…)

Counter-Strike

I promised you a video of the new Arms Race mode in Counter-Strike: Global Offensive, so here it is.


The objective pretty much mirrors the game's other modes: kill the enemy team. But navigating the much more open area maps quickly makes you lose sight of anything team-based.


As you secure kills, you'll move up in levels and the game will instantly trade your gun for another. The first player who kills their enemy with every gun including the final weapon—a knife granted to you when you reach the last of the 26 levels—wins the round. Our video editor, Chris Person, rampaged through the Baggage map as seen in the video above, slowly moving through each new level's weapon all the way down to the knife. Take a look at Arms Race from the Terrorist's perspective above.


Arms Race is incredibly fast-paced. The idea was born from Counter-Strike's original Gun Game mod, and you've probably seen similar modes since then in the likes of Call of Duty titles. Instant respawn adds to the fast nature of the game, but you'll have to be careful for spawn campers. Or enemies who have idly wandered into your spawn point.


It's damn good fun, and particularly fulfilling if you can manage to be the first to pull off that last knife kill to win the round.


Counter-Strike

I promised you a video of the new Arms Race mode in Counter-Strike: Global Offensive, so here it is.


The objective pretty much mirrors the game's other modes: kill the enemy team. But navigating the much more open area maps quickly makes you lose sight of anything team-based.


As you secure kills, you'll move up in levels and the game will instantly trade your gun for another. The first player who kills their enemy with every gun including the final weapon—a knife granted to you when you reach the last of the 26 levels—wins the round. Our video editor, Chris Person, rampaged through the Baggage map as seen in the video above, slowly moving through each new level's weapon all the way down to the knife. Take a look at Arms Race from the Terrorist's perspective above.


Arms Race is incredibly fast-paced. The idea was born from Counter-Strike's original Gun Game mod, and you've probably seen similar modes since then in the likes of Call of Duty titles. Instant respawn adds to the fast nature of the game, but you'll have to be careful for spawn campers. Or enemies who have idly wandered into your spawn point.


It's damn good fun, and particularly fulfilling if you can manage to be the first to pull off that last knife kill to win the round.


Counter-Strike

Let's all admit that Dust was a fantastic map in Counter-Strike: Source. It was small enough to where the pace was always active, with the proper amount of choke points and alternate routes for optimal strategizing. But part of the charm of Source was discovering the community maps and mods.


Valve understands that charm all too well. Which is why they've helped support Plague Fest modders to develop their Zombie Mod for Counter-Strike: Global Offensive. Valve has apparently even developed the zombie model themselves.


The Zombie Mod is kind of hit or miss currently. It's a little buggy, textures are wonky, and some of the maps are confusing. The one server dedicated to this particular mod is also currently capped at 25 players. Fortunately there are plans to extend that to 64 which, once you get into the server, you'll realize how much more appropriate that is for a mod that emphasizes a horde of zombie players as your enemy.


But this Mirror's Edge map in particular caught the eye of our video editor, Chris Person.


It's not the typical experience of playing rounds of Global Offensive. It's a not the quick rounds of small maps that you're used to. There's even less emphasis on shooting your guns. The Mirror's Edge map is more about parkouring through the large, spacious area. Occasionally you'll be forced into choke points to fend off a large group of zombies.


There's something weirdly peaceful about a round of Global Offensive in this mod/map combination, especially thanks to the Mirror's Edge music. It feels like an entirely different experience. Check it out in our video above, courtesy of Chris.


Counter-Strike

Counter-Strike: Global Offensive is officially available as of today. But if you haven't touched the beta or purchased the game retail, feel free to get familiar with some of the old school maps and new(ish) school modes right here.


This video gives you a glimpse at what the first-person shooting action in CS: GO is like, game skills courtesy of our own Chris Person. It's not unlike Valve's immensely popular Source, full of tightly wound maps and Counter-Terrorist versus Terrorist objectives (plant the bomb, defuse the bomb, save the hostages, kill your opponents as much as you can).


The video features a glance at the Bank and Dust maps. We'll have more on the new Arms Race mode, modeled after the Gun Game mod for Counter-Strike: Source that rewards kills with a new weapon later.


Oh, and, for Chris's sake: keep in mind this was his first time playing GO. And it's been years since either of us played Source.


Counter-Strike
Counter-Strike Global Offensive - confused soldier in suburbia


Counter-Strike: Global Offensive is out in just six hours, giving us the chance to jump into a buffed and polished rendition of a classic, which is nice. A beta patch arrived yesterday adding a zombie model that will be used in the Zombie mod, which will be playable with CS:GO later today. It also added a weapons course, which provides basic training in CS:GO's guns and gadgets.

The patch also cleans up the UI a bit and fixes a few bugs. Check out the patch notes and the cinematic trailer Valve released at Gamescom last week below.


Gameplay:

• Added the Weapons Course to the game.

UI:
• Voice notification can now show more players talking.
• Updated the freeze panel to no longer show the heath for your killer in competitive mode.
• Added an option in the menu to disable the game instructor messages.
• Update to the player info panel to no longer show achievement alerts.
• Update to the leaderboard screen to default to “Friends” filter.
• Added the “Total Games Played” leaderboard category.
• Updated the Play With Friends screen:
-- Made the chat window bigger so text is no longer cut off.
-- Adjusted the size of dimming when the focus changes between friends list and lobby list. It used to obscure the friends list and a little of the chat. Now it only obscures the friends list.

Bug Fixes:
• Updated the radio command panel so that the radio panel doesn't end up at the top of the screen during a mode that doesn't have a money panel.
• Set Classic Casual deadtalk to 0 to encourage fair play.
• Fixed the freeze panel dynamic positioning that would allow it to go too high.
• Fixed a missing text string displayed when player is not connected to Steam in leaderboards.
• Fixed a bug where the Mag7 could be bought by Ts via console commands.
• Fixed a bug where adding favorite server was not functional in the Community Server UI.
• Fixed a bug in the Play With Friends lobby where using left and right on keyboard or gamepad made the screen unresponsive.
• Fixed a bug in the Play With Friends lobby where typing in the Chat window would cause player names to flicker in the friends list.
• Fix for voice/chat/radio messages. Better unified the handling of voice and chat messages.
-- Chat messages now correctly use sv_allchat (instead of sv_alltalk), which should be more consistent with other source games.
-- Team-only communications now are not affected by sv_allchat/sv_alltalk, which means that private communications to one's team stay private, regardless of game mode.
-- Team-only communication is also not overridden by sv_full_alltalk, which allows teams to privately communicate strategy during warmup time and intermission.
-- Radio commands are considered team-only, so these should still be usable for tactics during games with sv_alltalk enabled (e.g. casual).
-- Spectators no longer hear team-only communications, except when sv_spec_hear is mode 2 (hear/see comms of the spectated teams).

Audio:
• Increased the audible range of the c4 plant and disarm sounds.
• Fixed audio randomly chirping/screeching on certain levels.

Matchmaking:
• Tuned lobby distance computations when performing matchmaking.
• Exposed a convar ("mm_csgo_community_search_players_min") for community quick match to look for community servers having at least specified number of human players already playing.

Community:
• Shipped zombie model to support the Zombie Mod
Counter-Strike
counter strike


On the eve of Valve hitting go on Counter-Strike: GO, I thought it'd be useful to revisit why the once-mod continues to have its hooks in so many of us. Just like true love or a really outstanding taco, explaining what makes Counter-Strike good can be inexplicably tough to put into words. Go on, try. "It's, uh...tense? The guns feel nice. ...Teamwork?" Told you.

Read on for some notes on why I think Counter-Strike continues to be a classic. We'll have a CS:GO review up later this week.
SHORT ROUNDS


Prompts the player to iterate on tactics; creates context for winning streaks, losing streaks, ties, coming from behind to win.
Death is a time-out to reflect on the next round, creates oscillation between tension (being judged/spectated by teammates) and relief (watching/judging your teammates).


WEAPONS THAT "HAVE A MIND OF THEIR OWN"


Takes skill, time to understand + control weapon behavior.
High-fidelity hitboxes—where you aim matters fundamentally.
But alternately, firing recklessly (spraying) can produce lucky kills.
Uncertainty is fun (“Who’s going to win this shootout?”).



EXCELLENT MAP DESIGN


Fixed spawns; easy to orient yourself (complexity rarely goes beyond two or three routes), nameable landmarks (“double doors,” “bridge,” “back office,” “near spawn,” “at B”).
Constructive asymmetry; when sides swap, they also typically swap tactics sets/roles (cs_assault: Ts are well-protected defenders, CTs are sieging).
Map design carefully tuned to account for player movement speed—equidistant chokepoints. CTs + Ts arrive at chokepoints if they both leave the spawn area with knives out. (e.g.: On cs_office as CT, if I’m going to snipe, I have to sprint to the outdoor hallway to get eyes on main hall in order to give myself an opportunity to catch Ts moving from their spawn to garage).
CS' levels generally have a totally pristine appearance: they generally don't bear any evidence of combat until the round actually begins. This "blank slate" not only creates opportunities for the environment to convey valuable tactical information about what's happened (bullet holes, cracked windows, opened doors, broken grates, turned-over filing cabinets), but damaging the world itself can be inherently fun.



PURCHASING SYSTEM


Players can buy weapons and equipment at the start of a round. This is a system that suits competitive play and builds a metagame throughout a match, and it makes the decision to not spend/be conservative a cost/benefit decision (typical second round choice: save up and hope to loot a rifle from a dead player, or spend now and be better-armed).


MEANINGFUL COUNTER-TACTICS


In most situations, snipers can be countered by smoke/flash grenade, flanking, synchronized teamwork, or planting the bomb.
In some situations, rushing can be countered with good positioning, waiting and listening, and/or long-range weapons.



CULTURE

Dead players form an instantaneous graveyard chat room/peanut gallery/sideline. This shared social space with opponents creates an opportunity for rivalries or other relationships to form between players (clan recruitment, heckling, complimenting).
Weapons have reputations or even stigmas; knifing or pistoling someone wielding an AWP might be seen as a David/Goliath scenario.
Zany maps (de_rats, Mario Kart), sprays, and server mods that offset the seriousness, create opportunities for pranking.
Counter-Strike
CSGOSoundF
Sound spatialization algorithms are not something the average gamer thinks about. It's a Carmackian phrase; I can already see your eyes beginning to gloss over from reading it. Counter-Strike: Global Offensive, however, is making a big deal about its intention to provide unparalleled control in sound by opening up more audio tweaking options than the standard, "How loud is the yelling compared to the shooting and the music?" They've even provided colorful charts and graphs to explain what this means.



You may be looking at that and still be asking, "But what does it mean?" The devs explain in their blog post that previous CS titles used a single surround sound preset, optimized for 5.1 speakers, and mixed it down to fit less snazzy audio set-ups. CS:GO, on the other hand, will have optimized presets for everything from stereo headphones all the way up to those big surround speaker rigs. Plus, you'll get settings to tweak things like virtual speaker placement (if you wanted to, say, have your "left" channel sound closer to true left instead of the default front-left.)



CS:GO is currently pre-purchasable on Steam for $13.49 on Steam. This post details the pre-order plans and the huge patch going live on the 14th.
Counter-Strike
Counter-Strike Global Offensive 1


The appearance of a little silver plaque on the front page of the Counter-Strike site indicates that we'll be able to pre-order CS:GO later today ahead of its release in a couple of weeks August 21. It'll cost just $15, too, which is a good price for a modernisation of the classic shooter, which will come with extra game modes, new weapons, more maps and shinier graphics. If you're looking to buy early, keep an eye on the Counter-Strike: Global Offensive Steam page.
Counter-Strike
steam hours played


A gentleman named Lambent Stew has put together a webpage that gathers some of your Steam data and arranges it like little quantitative ducks in a row. How nice.

There are a number of homemade utilities that reconstitute Steam information, like a Steam sales tracker, and a Steam account value calculator. What's unique to this one is it outputs some useful aggregate data, like total hours played, and what percentage of games you've bought you haven't opened, you jerk. Good lord, I haven't played 1,006 games. Tonight, Nancy Drew: Ransom of the Seven Ships, it's you and me.


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