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Counter-Strike: Source
Counter-Strike: Source is a tactical first-person shooter video game developed by Valve and Turtle Rock Studios. Released in October 2004 for Windows, it is a remake of Counter-Strike (2000) using the Source game engine. As in the original, Counter-Strike: Source pits a team of counter-terrorists against a team of terrorists in a series of rounds. Each round is won either by completing an objective (such as detonating a bomb or rescuing hostages) or by eliminating all members of the enemy team. The game was initially bundled with all retail and digital copies of Half-Life 2, before being released standalone.
Counter-Strike: Source retains its team-based objective-oriented first-person shooter style gameplay. The aim of playing a map is to accomplish a map's objective: defusing the bomb, rescuing all hostages, or killing the entire opposing team. The ultimate goal of the game is to win more rounds than the opposing team. Once players are killed, they do not respawn until the next round, though this depends on which server people play on. This gameplay feature distinguishes Counter-Strike from other first-person shooter games, where players respawn instantly or after a short delay.
Shooting while moving dramatically decreases accuracy, and holding the trigger down to continuously shoot produces severe recoil. The severity of damage induced by weaponry is dependent upon the specific locations of hits, with hits to the head being most lethal and shots which make contact elsewhere causing lesser loss of health. Damage is also affected by the distance, and if the target wears protection.[citation needed]
Counter-Strike: Source is a remake of the original Counter-Strike built on Valve’s Source engine and the third major installment in the Counter-Strike series. Announced on May 12, 2004 during E3 presentation as the multiplayer component of Half-Life 2, it became the first Source engine game released by Valve Software, arriving on Steam for Windows on October 7, 2004, more than a month before Half-Life 2 itself. The first public beta became available on August 11, 2004 through the Valve Cyber Café Program, followed by a wider beta release on August 18 for owners of Counter-Strike: Condition Zero and users who received Half-Life 2 vouchers bundled with select ATI Radeon video cards. The game was later included in Half-Life 2 retail bundles released on November 16, 2004.
Development of Counter-Strike: Source began at Valve in January 2004, with contributions from the original Counter-Strike creators Minh Le and Jess Cliffe, as well as members of the Day of Defeat team. The main goal of the developers was to transfer Counter-Strike to the Source engine without altering the core gameplay mechanics. To achieve this, the designers took the Counter-Strike 1.1 build, stripped it down to its bare essentials, and rebuilt it piece by piece in the Source engine. They later incorporated features introduced in subsequent Counter-Strike releases, including version 1.6 and Condition Zero.
The Source engine's new capabilities made the game world more interactive, introducing physical objects such as barrels, tires, bottles, and other objects scattered throughout environments that could interact with the surrounding world. The new physics system also affected gameplay, making grenade trajectories, explosions, and their effects more realistic, while allowing them to affect physics-enabled objects. Player bodies after death were likewise redesigned — instead of using predefined death animations, the game introduced ragdoll physics.
The level of texture detail on maps, player models, and weapons was significantly increased, with the resolution of many textures increasing fourfold compared to the original game. 3D models were also improved, featuring substantially higher polygon counts and the ability to cast dynamic shadows. Source made extensive use of advanced DirectX 9 rendering features such as bump mapping, normal mapping, and specularity, giving surfaces greater depth, lighting detail, and reflectivity. The engine’s reflective surface technology was used extensively through cube mapping, for example, weapons equipped with optical scopes could display reflections of the surrounding environment on the lens when not zoomed in, although physics models were not rendered in those reflections. Source also introduced support for 3D skyboxes, allowing environments to appear as though they stretched for miles beyond the playable area. The sun could now be visibly rendered on the sky texture, further enhancing the game’s visual realism.
Other changes included redesigned sound effects that took advantage of a dynamic audio system to more accurately reproduce environmental acoustics, as well as added support for 5.1 and 7.1 surround sound configurations. In addition, the maximum number of players supported on a server was doubled to 64.
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Counter-Strike: Source AI simulator
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Counter-Strike: Source
Counter-Strike: Source is a tactical first-person shooter video game developed by Valve and Turtle Rock Studios. Released in October 2004 for Windows, it is a remake of Counter-Strike (2000) using the Source game engine. As in the original, Counter-Strike: Source pits a team of counter-terrorists against a team of terrorists in a series of rounds. Each round is won either by completing an objective (such as detonating a bomb or rescuing hostages) or by eliminating all members of the enemy team. The game was initially bundled with all retail and digital copies of Half-Life 2, before being released standalone.
Counter-Strike: Source retains its team-based objective-oriented first-person shooter style gameplay. The aim of playing a map is to accomplish a map's objective: defusing the bomb, rescuing all hostages, or killing the entire opposing team. The ultimate goal of the game is to win more rounds than the opposing team. Once players are killed, they do not respawn until the next round, though this depends on which server people play on. This gameplay feature distinguishes Counter-Strike from other first-person shooter games, where players respawn instantly or after a short delay.
Shooting while moving dramatically decreases accuracy, and holding the trigger down to continuously shoot produces severe recoil. The severity of damage induced by weaponry is dependent upon the specific locations of hits, with hits to the head being most lethal and shots which make contact elsewhere causing lesser loss of health. Damage is also affected by the distance, and if the target wears protection.[citation needed]
Counter-Strike: Source is a remake of the original Counter-Strike built on Valve’s Source engine and the third major installment in the Counter-Strike series. Announced on May 12, 2004 during E3 presentation as the multiplayer component of Half-Life 2, it became the first Source engine game released by Valve Software, arriving on Steam for Windows on October 7, 2004, more than a month before Half-Life 2 itself. The first public beta became available on August 11, 2004 through the Valve Cyber Café Program, followed by a wider beta release on August 18 for owners of Counter-Strike: Condition Zero and users who received Half-Life 2 vouchers bundled with select ATI Radeon video cards. The game was later included in Half-Life 2 retail bundles released on November 16, 2004.
Development of Counter-Strike: Source began at Valve in January 2004, with contributions from the original Counter-Strike creators Minh Le and Jess Cliffe, as well as members of the Day of Defeat team. The main goal of the developers was to transfer Counter-Strike to the Source engine without altering the core gameplay mechanics. To achieve this, the designers took the Counter-Strike 1.1 build, stripped it down to its bare essentials, and rebuilt it piece by piece in the Source engine. They later incorporated features introduced in subsequent Counter-Strike releases, including version 1.6 and Condition Zero.
The Source engine's new capabilities made the game world more interactive, introducing physical objects such as barrels, tires, bottles, and other objects scattered throughout environments that could interact with the surrounding world. The new physics system also affected gameplay, making grenade trajectories, explosions, and their effects more realistic, while allowing them to affect physics-enabled objects. Player bodies after death were likewise redesigned — instead of using predefined death animations, the game introduced ragdoll physics.
The level of texture detail on maps, player models, and weapons was significantly increased, with the resolution of many textures increasing fourfold compared to the original game. 3D models were also improved, featuring substantially higher polygon counts and the ability to cast dynamic shadows. Source made extensive use of advanced DirectX 9 rendering features such as bump mapping, normal mapping, and specularity, giving surfaces greater depth, lighting detail, and reflectivity. The engine’s reflective surface technology was used extensively through cube mapping, for example, weapons equipped with optical scopes could display reflections of the surrounding environment on the lens when not zoomed in, although physics models were not rendered in those reflections. Source also introduced support for 3D skyboxes, allowing environments to appear as though they stretched for miles beyond the playable area. The sun could now be visibly rendered on the sky texture, further enhancing the game’s visual realism.
Other changes included redesigned sound effects that took advantage of a dynamic audio system to more accurately reproduce environmental acoustics, as well as added support for 5.1 and 7.1 surround sound configurations. In addition, the maximum number of players supported on a server was doubled to 64.