Counter-Strike: Source - contact@rockpapershotgun.com (Alec Meer)

that's a very small backpack. How can he fit a Thermos in that?

Lamentation at the ongoing lack of a new Half-Life there might well be, but Valve sure are launching a lot of games round about now. Dota 2 is quietly infecting the brains of a small army of people with a new type of language, Team Fortress 2 has just turned into a strange, voucher-based co-op game, and Fart Cops of course continues its unassailable dominance of the game charts in China. Then there’s Counter-Strike: Global Offensive, which moves from long-running beta to A Thing That You Can Pay For And Play today, specifically in about five hours from now. It’s pretty cheap, too – £10.79/$13.50 at the moment. Who’s playing/will be playing? I admit, I’m tempted. It’s been long years since I used to ineptly stagger around CS 1.6′s Dust in the PC Format office, but I have a certain affection for the game’s quiet viciousness. The time very much seems right for its latest rebirth. (more…)

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: Source - Valve
Save 66% on the *Counter-Strike franchise and Counter-Strike: Complete Pack during this week's Midweek Madness!
*Counter-Strike: Complete Pack contains Counter-Strike: Global Offensive Pre-Purchase!

Play the world's number 1 online action game. Engage in an incredibly realistic brand of terrorist warfare in this wildly popular team-based game. Ally with teammates to complete strategic missions. Take out enemy sites. Rescue hostages. Your role affects your team's success. Your team's success affects your role.

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: Source - Valve
Updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:


Source Engine Changes (TF2, DoD:S, HL2:DM, CS:S)
  • Fixed a problem that allowed spoofed IP addresses to make connections to the game server

Team Fortress 2
  • Teddy Roosebelt can now get assists in Pyrovision
  • Fixed Pyrovision sometimes activating in killcams for more than just weapons and cosmetics
  • Fixed exploit where the Scorch Shot could fire its short range kill pellet at the very beginning of the taunt
  • Fixed blood getting sprayed on the world in some cases in Low Violence and Pyrovision
  • Fixed decapitations creating head gibs in Low Violence and Pyrovision
  • Fixed Hitman’s Heatmaker headshot not properly getting counted on the scoreboard
  • Fixed tracers being fired for other weapons (SMGs) while in focus
  • Fixed Sydney Sleeper’s bonus not properly protecting against Decapitating Headshots
  • Added team color to rainbow-showered players in Pyrovision
  • Updated localization files

Counter-Strike: Source
  • Added ConVars sv_rcon_maxpacketsize and sv_rcon_maxpacketbans to allow server admins to control the maximum RCON packet size and whether or not users get banned for exceeding that limit. The defaults reflect the existing behavior.
  • Fixed not being able to import custom spray images on Macs
  • Fixed Macs cancelling http map downloads that take longer than 30 seconds
  • Updated the HTML renderer for displaying server MOTD
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.


Counter-Strike
Counter-Strike Global Offensive 3


Counter-Strike: Global Offensive has received a plump post-E3 patch today. The unerringly accurate bots have been stupidified a little to make things a little easier, the UI has been reshuffled to make things clearer, disappearing props have been bolted down, holes in reality plastered over, grenade arcs tuned and "hostage pain reaction voice overs" adjusted. This patch is laying the groundwork for some bigger patches further down the line, according to the latest post on the Counter-Strike blog. "Over the next few weeks we will be releasing a major audio update, play with friends, new characters, and of course more beta keys."

The devs also say pre-order customers will be able to get into CS:GO "about a month before release" and confirm that there will be an open beta period for everyone to try "sometime between the pre-orders and release." At E3 Valve announced that CS:GO will be coming out on August 21 at the budget price of $15, which is nice. Here are the patch notes in full from Steam.

Gameplay

 
Bot difficulty has been adjusted. They should be a bit easier now.

 
Dedicated Servers:

 
Added support for overriding values in gamemodes.txt via gamemodes_server.txt - See csgo/gamemodes_server.txt.example for instructions on how to modify it and define your own map groups.
Added support for map sidecar files, which allow mappers to distribute map-specific gamemodes.txt variables in a separate file - See csgo/maps/de_dust_se.kv as an example.
Fixed mp_timelimit not working properly when mp_maxrounds was set to 0.

 
UI

 
net_graph has several changes that will allow players to better see values they (or the server operator) have configured incorrectly.

 
The most important difference is that the game tick rate is now shown in the bottom left, which is where “sv:” (server fps) used to be. Server fps is not really a useful metric for players except when it is below the tick rate (indicating the server is overloaded). Server FPS above the tick rate is meaningless.
The cl_updaterate and cl_cmdrate rate are now labeled as “up:” and “cmd:”, respectively. There is now color coding added to some of the values to indicate out of band values. If cmdrate or updaterate are set above the tick rate (requires a server operator to override the sv_maxcmdrate and sv_maxupdaterate), these values are shown in red. For optimal play experience, these values should match the server tick rate, which is the default behavior unless a server operator has overridden convars.
Fixed formatting so that the right aligned values are correctly aligned and text doesn’t shift and jump as displayed values change.

 
A banner element has been added to the Match Scoreboard to better convey Win, Lose, and Draw match results.
Hint text has been added to the bottom of the Loading screen.
Updated the Armor icon next to the Armor meter to include the Helmet when purchased.
Updated the dominated/dominating/revenge icons for freeze panel, mini-scoreboard, and death notices.
Updates to the Arms Race UI:

 
Now when someone reaches the Gold Knife level, the HUD shows a message in the chat text, displays an alert, and plays a sound effect.
The scoreboard now displays the winner of the Arms Race match.
The Arms Race weapon progression HUD element in the lower right now properly displays the data for the person you are spectating.

 
In Casual and Competitive modes, the weapon inventory in the lower right of the HUD displays the spectated player’s information now.
Voting UI updates:

 
Fixed the panel going away right after you cast a vote or saw a vote be cast as a client.
The vote panel has been made smaller and positioned so it doesn't cover other UI elements.
After you cast a vote, the game no longer shows the text instructing you to press F1/F2 to vote.
The Vote to Surrender option has been removed. Voting to Restart serves the same purpose.
When an attempt to vote fails because it had already failed recently, the error message is now more descriptive about what's going on.
If a player casts a vote when another vote is already in progress, they get a message letting them know.
If there are no players or maps that can be voted on when you try to cast a vote, those categories are disabled in the UI.
The vote panel now animates.
Added the proper sounds to the voting events.
A fix was made to a vote you cast in a single player game automatically failing.
Fixed the map you are currently playing displaying in the vote UI as "undefined".
Updated the size, look and translucency of the vote panel.
Added the ability to change the next map in the map list which overrides the next map in the mapgroup.
Changed the text, "Restart the map?" to "Restart the match?"
Voting for the same map you are playing as the next map will extend it and just restart the map instead of loading.
Fixed voting panel displaying during the freeze cam screenshot.
Fixed votes for a certain category failing if they had failed previously but had a different subcategory (for example, a vote failed for kicking player A wouldn't let anyone vote to kick player B)

 
Added a slider to the options menus that allow user to see and edit the numeric value directly.
Removed the Random mapgroup choice from multiplayer Find a Game screen.
Various improvements have been made to the loading screen to improve the layout.
Changed the default bot difficulty option in the Offline with Bots screen to be "Easy" instead of "No Bots".

 
Maps

 
Shoots

 
Fixed some vphysics console error spew by turning off collision on static props that don't have or don't need collision.

 
Baggage

 
Moved some fill lights out a bit from the wall to reduce highlight intensity.
Fixed some prop fading glitches.

 
Dust

 
Adjusted the Buy Zone edges to make sure all of the spawn points are completely inside the zones now.
Set static props with no physics hull to non-solid.

 
Dust 2

 
Added clip brush to a crate at B that fixes an issue with the player getting stuck and dying.
Fixed the misaligned Humvee windows near CT spawn.

 
Inferno

 
Adjusted the Buy Zone edges to make sure all of the spawn points are completely inside the zones now.
Fixed some red console spew with static props without physics.

 
Train

 
Fixed a spawn point at T spawn that was intersecting a pillar.

 
Lake

 
Fixed a number of lighting issues.

 
Office

 
Fixed an error message regarding the slide show projection.

 
Safehouse

 
Fixed hard to see into entry way from back porch on the T side.
The bush prop is now placed against the wall on the T side of the house.
Fixed a hole that went through to the skybox creating a bright blue spot under the CT side porch next to the stairs.

 
St Marc

 
Removed certain phys props.
Fixed a number of bad fade distances for cover props.
Turned some phys props to static props.
Fixed some bad fades on overlays.
Fixed z-fighting in fence.

 
Nuke

 
Moved the forklift and added clip brushes to prevent collision issues.
Added clips to the blue beams in lobby room.

 
Sugarcane

 
Turned a number of phys props to static.
Deleted certain phys props.
Fixed a few bad fade distances.


 
Audio

 
Fix for the ding sound not playing consistently when a new weapon is earned in Arms Race.
Updated the bomb planting sounds.
Updated the helmet hit sounds.
Adjusted hostage pain reaction voice overs.

 
Effects

 
Some minor optimizations to the explosion effects that may help sorting a little bit.
A few more minor optimizations for the explosions.

 
Bug Fixes

 
Fixed a bug in initializing a dedicated server.
Fixed a bug with the ‘Expert Marksman’ achievement.
Fixed the ‘Primer’ achievement not awarding properly.
Adjusted the weapon achievements award criteria to more suitable kill counts.
Changed Game Mode based achievement restrictions. All achievements can now be earned in Arms Race game mode and Arms Race-specific achievements are restricted in other game modes.
Fixed ‘Cold War’ achievement only being awarded to the Terrorist team.
Fixed ‘Wild Gooseman’ Chase achievement.
Fixed incorrect description for ‘Street Fighter’ achievement.
Fixed ‘Dead Shepherd’ achievement not getting awarded.
Fix for spectating your killer by default after freezecam/deathcam – camera will now follow a controllable bot first if applicable.
Fixed 'Magic Bullet' achievement.
Felicitous Fun Fact Fixes

 
Fixed "A former player" shown occasionally.
Adjusted requirements for many fun facts so they no longer show when inappropriate (e.g. "most kills with 1 kills")
Tweaked parameters in order to provide more interesting funfacts.
Require team elimination for fun facts mentioning eliminating the enemy team.

 
Fixed a case where a bot damages a victim and then a player takes over that bot and kills the victim and the death message shows the bot controlling player as the assister and the killer.
Fix for the hitch just before the Gold Knife kill in Arms Race matches.
Removed the display of the crosshair when the C4 is equipped.
Fixed error in grenade throw angle calculation.
Fixed main menu medals disappearing after returning to menu from a game.
Fix for losing mouse cursor after joining a game with Community server browser.
Fixed crashes/errors related to more than 10 players.
Fixed a bug where the taser had no reticule.
Fixed a rare crash in the weapon selection UI.
Fixed some weapons in the UI not showing properly when you were the first player to join a server and it immediately restarted.
Fixed not being able to pick up the C4 if you have a grenade in your inventory.
Fix for the defuse kit icon displaying on the HUD of a T.
Fixed the Warmup panel showing ‘%s1’ at the start of a match.
Fixed medal ranks on the scoreboard not going away in a player slot when that bot or player has left the game.
Fixed the "next weapon" element showing if you were spectating at the end of a round in a non-Arms Race match.

 
Counter-Strike
Counter-Strike Global Offensive 4
Valve has just announced the launch date of Counter-Strike: Global Offensive: August 21. A collaboration with Defense Grid developers Hidden Path, Valve also mentioned that CS:GO will cost $15 "on all platforms."

The beta for the game continues to expand. A May 22 CS:GO update increased player capacity from 5 vs 5 to 15 vs 15 and added all-important chickens to de_inferno.
Counter-Strike: Source - Valve
An update to Counter-Strike: Source has been released. The update will be applied automatically when you restart Counter-Strike: Source. The major changes include:

  • Fixed a client crash related to dynamic model loading
  • Fixed dedicated server not receiving restart requests when updates are released
  • Fixed IP bans not applying to RCON access
  • Fixed server crash exploit related to audio buffer overruns
  • Fixed server crash caused by using changelevel2
  • Updated console logging system to minimize opening and closing of files, greatly improving performance under certain conditions
  • Additional improvements for client/server stability
  • Fixed a problem that allowed malicious clients to disable the "ping" and "status" commands for other connected clients
  • Fatal engine errors are now written to the server log file
  • Added sv_lowedict_threshold and sv_lowedict_action which allow the engine to take action before running out of free edicts
    • Possible values for sv_lowedict_action are: 0 - no action, 1 - warn to log file, 2 - attempt to restart the game, if applicable, 3 - restart the map, 4 - go to the next map in the map cycle
  • Added changelevel_next server command which changes to the next map in the map cycle
  • Added mp_restartgame_immediate ConVar which has the same effect as mp_restartgame without a delay
...