Games Source Counter-Strike Source

Counter-Strike Source





Counter-Strike Source is a remake of Counter-Strike, and consequently retains its team-based objective-oriented first-person shooter style gameplay. The aim of playing a map is to accomplish a map's objective. There are many types of objectives that a map can have, but the ultimate goal of the game is to win more rounds than the opposing team, which is accomplished by fulfilling the map's winning conditions. Some winning conditions include defusing a bomb, planting a bomb and preventing it from being defused by the other team, rescuing all the hostages on a map, preventing the hostages from being rescued, and defeat all the members of the opposing team. When playing on a server without modifications, if players are defeated during a round, they do not respawn until the next round, unlike in many other first-person shooter games, where players respawn on a set timer.

Moving and shooting also differs noticeably from many other first-person shooters. Shooting while moving dramatically decreases accuracy, and holding the mouse button down to continuously shoot will generally produce severe recoil. Recoil can be difficult for beginning players to compensate for because the player's reticle does not correspond with where the bullets actually hit during continuous fire, so beginning players may aim too high during automatic fire. The amount of damage done by a bullet varies dramatically depending upon the body part the bullet hits, with great emphasis on shooting the enemy in the head, which is almost invariably lethal.

Aspects of the game that have changed from Counter-Strike include the behavior of the grenades, the physics engine, and the weapons' recoil. The smoke grenades in Counter-Strike: Source spread much more slowly than the ones in Counter-Strike,(however, a recent major update made the smoke similar to that in Counter-Strike), and the flashbangs, which now utilize DirectX 9 effects, have a much more pronounced effect, and bounce very differently from the ones in Counter-Strike. Counter-Strike: Source also implements physics objects, such as filing cabinets, which the user can interact with while playing. The recoil in Counter-Strike Source differs from the recoil in Counter-Strike in that while Counter-Strike had perfectly consistent recoil, the recoil in Counter-Strike: Source is much less precise. Furthermore, the addition of ragdoll physics marks another difference between Counter-Strike and Counter-Strike Source.


Because of the large fan-base that Counter-Strike: Source has accumulated, there are a wide variety of different customizations and add-ons that can be used with the game. There is a large fanbase for the game that creates customized sounds, textures, weapon skins, and player skins, though many servers disable the use of custom textures/skins because of cheating concerns.


Like many other modern games, Counter-Strike: Source has been heavily modded by its community. Server-side gameplay customizations are typically implemented using Valve's Source SDK. Server-side mods like SourceMod, and EventScripts build on the basic RCON commands as well as gameplay customizations.


The ability to add new models and skins using the Source SDK to Counter-Strike: Source allows for a large amount of customization. Skins refers to the actual images applied to parts of the game. The player models, weapon models, and maps themselves can be "reskinned" (or "retextured") by anybody. Models refers to the actual 3D-elements displayed on screen. Available is a server side variable to ensure only certain models and materials are used, intending to stop material-based wallhacks. Not all servers use this limitation as it is optional.

Models can be changed either by the player adding files to their cstrike folder, or by the server they are playing on using a server-side plugin. The difference is that if a player changes a model on his or her own machine, only that player will see the changes, but if the model is altered by a server-side plugin or tool, then the model that the player is wearing is seen by everyone on that server at that time. Also, the server can choose to force a "skin-consistency", meaning that any custom skins that any players may have will appear as the default model.

Some examples of model and texture modification can be to make a weapon look like another (M4A1 to SCAR-L, Benelli M4 to SPAS-12, and among others), changing playermodel textures, among others.

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