csnation.totalgamingnetwork.com

cs: source impressions
full article (polls, links, images, and text) @ http://csnation.totalgamingnetwork.com/articles.php/article_192/

by rizzuh
friday july 16th, 2004

image: http://csnation.totalgamingnetwork.com/images/content/image_29906.png

    (http://csnation.totalgamingnetwork.com/articles.php/192/3/)

image: http://csnation.totalgamingnetwork.com/images/content/image_29905.png


Let's face it, Counter-Strike 1.6 is a pretty ugly game. I love the gameplay and thrill of CS, but the game is unattractive. If CS were up for an Academy Award, Joan Rivers would kill herself once the game started walking on the red carpet. All of that's going to change with the release of Counter-Strike: Source. CS: Source isn't a "Counter-Strike 2," but it is a 21st century upgrade to the most popular online action game out there. CS: Source is, basically, a full port of Counter-Strike to the Half-Life 2 engine.

And it's coming out pretty soon. A BETA version will be released to Counter-Strike: Condition Zero owners and LAN centers within the next few weeks; the final version of CS: Source will be included with Half-Life 2 when, according to Valve, it ships this Fall. Don't worry, though, because you don't have to wait a second to hear about CS: Source! Just read on for my full impressions of the game based on a Valve playtest session earlier this week.

Valve started the playtest by loading up a revamped Dust II. DaveJ would be proud. While the map maintains the core architecture and gameplay structure of its CS 1.6 counter-part, the Counter-Strike: Source version of Dust II is something to behold.

Ambience has never been a strong suit in Counter-Strike's various maps. All of that has changed with CS: Source. Helicopters can be heard flying overhead. Birds chirp. CS maps are no longer a series of ghost towns. Insects, represented by tiny particles, can be seen flying about. Smoke and mist float around the map, giving the wind some character. The skyboxes make the world seem endless. The maps seem much more alive. The maps feel as though they're part of a world, instead of some isolated cut-out made for a computer game.

image: http://csnation.totalgamingnetwork.com/image.php?id=29902
caption: The environment isn't nearly as barren in the new Dust.

Abandoned and rusted cars serve not only to make the environment pretty, but also to provide cover in the updated Dust II. Rain falls from the heavens and dew glistens off the floor in the updated Aztec, the next map in the playtest. The visuals are simply amazing, Counter-Strike or not.

What makes it more astounding, though, is that this is basically the game we've been playing since its release in 1999. A graphical update can do a lot for a game; CS: Source proves as much. The power of the Source engine has been harnessed remarkably well in CS: Source.

Players running into physics objects kick them around. Shooting barrels naturally causes them to sway or fall over. Many objects in the world are no longer static due to the new physics engine. This feature — straight from the Source engine — will certainly not completely change how CS is played, but I must admit that making barrels roll down the ramp near bombsite A on Aztec is amusing. The physics objects that I saw during my playtest session were all there to give the world more character to, rather than to change gameplay.

Materials bring a whole new slew of effects to your typical combat scenario. From sparks flying off of an abandoned car chassis, to water splashing up as bullets penetrate the prestine surface, environmental interactions feel significantly more dynamic than with Counter-Strike. Get used to seeing debris fly from walls in the heat of combat, boys!

Dust II and Aztec were both very familiar for me and largely unchanged in terms of gameplay when compared to their normal CS counter-parts. In fact, this could be said about all of Counter-Strike: Source. All of what I played was true to Counter-Strike. Same gameplay, but with plenty of updated content. When you get down to it, it's basically playing Counter-Strike on a revved-up game engine.

All weapons and items have been upgraded with new models, of course. The new weapon models are obviously improvements over Counter-Strike 1.6's set of weapons. Apparently, only the USP and Glock were nearly finalized at the time of my playtest. As for the rest of the models, Valve says they are currently in the process of doing a series of improvements on all the weapon models in an effort make them look as perfect as possible. The USP and Glock models looked damn sexy. If Valve plans on bringing every weapon model up to the standard that these two set, then we will see some excellent weaponry.

The Desert Eagle and M4A1 are among the weapon models that may be tweaked significantly before the BETA release of CS: Source. However, even in their current stage, the majority of the models are very attractive and detailed. Details range from a very nice looking aiming reticule on the AK-47 to an un-zoomed sniper scope that actually shows the world on the AWM.

Most weapon sounds are familiar enough to be recognizable, but are certainly much better quality. Some gun sounds, like the M4A1's, could benefit from a re-hash, but for the most part it's certainly hard to complain about the visual and acoustical properties of CS: Source's weaponry. The guns are just damned impressive, especially when compared to our current batch of aging models.

(http://csnation.totalgamingnetwork.com/articles.php/192/)

image: http://csnation.totalgamingnetwork.com/images/content/image_29906.png

    (http://csnation.totalgamingnetwork.com/articles.php/192/3/)

image: http://csnation.totalgamingnetwork.com/images/content/image_29905.png


The equipment models have been updated along with the weapon models. Some items, like the Flashbang and HE Grenade have received more significant updates. The Flashbang effect is much more powerful now. Not only are players "blinded by the white," as it were, they are deafened with a high-pitched squeal and their vision is further limited by a retina burn-in effect. I spoke to Jess Cliffe and he agreed that the new Flashbang is very powerful, so the effects will be tweaked to match the duration of the CS 1.6 Flashbang. The HE Grenade's model is radically different, as it looks more like a frag grenade than what we're all used to. The explosion of the HE Frenade comes with a strident and violent pop and the updated grenade effectively performs the same function of, uh, exploding.

Speaking of grenades, CS: Source will now show all of one's accessories on his or her player model. Buy an HE Grenade? Your friends and foes will see it on you, right next to that defuser kit you also purchased. It's a nice little touch.

Finally, an item is missing. The infamous shield has been removed from Counter-Strike's port to the Source engine, and Valve gave no indication that it would return. I personally applaud this move since I feel that the shield's only major effect was to unfortunately add more exploits to the game. Similarly, seeing as how much of the community actively bans the shield, I don't see it as being a major loss. I understand that many in the community won't be so happy about something being removed, rather than added or updated, but come on! This is the shield we're talking about! The shield!

Player models have received just as many upgrades as their weapon counter-parts. Although the version I played only had a single player model per side, the models naturally have a much higher poly-count than the ones in CS 1.6. Valve plans on extending the models' arms after the BETA release to possibly give the player models more accurate proporations. Some in the community have bashed the models' posture based on screenshots, as the CTs and Ts are seemingly hunched over. I think the models look great in-game, and the hunch certainly reminds me of the golden BETA days of CS (June 1999 to November 2000), where the character posture was certainly questionable.

Perhaps the hunch is a bit too dramatic and the world weapon models may seem a bit too small, but to fully make that judgment I'd have to sit in front of the game for a lot longer than an hour and a half. I honestly don't recall if the player models looked unnatural or poorly-animated. I wasn't being my silly, pseudo-journalistic self, I was being a CS player, trying to knife PainTrain's ass. However, even screenshots will tell you that these models are a lot better looking than our current set of friends and foes that run around in CS 1.6.

image: http://csnation.totalgamingnetwork.com/image.php?id=29901
caption: Three SEALS posing for their new album cover with Dust as the backdrop.

True to the Source engine, death "animations" are played out using ragdoll effects. Ragdoll in CS: Source isn't like Unreal Tournament. The ragdoll effect is very subtle, and I personally didn't see any bodies bouncing left and right off of a series of spikes. But when you do notice the ragdoll, it certainly looks much more impressive than having a SEAL lay down on his side as if he were taking a nap after getting shot in the head from an AWP right in front of him. The HE Grenade will no doubt be renamed to the Southwest Airlines Grenade.

And you'll notice that I haven't said much about gameplay. Well, there's no reason to. Thankfully, Counter-Strike: Source is incredibly faithful to the well-known Counter-Strike gameplay mechanics.

CS: Source—in BETA form—will be available to Valve Cybercafe partners and Counter-Strike: Condition Zero owners within a few weeks, says Valve. The final version of Counter-Strike: Source will ship alongside Half-Life 2, which is slated to be released this Fall.

Read on for CS-Nation's interview with Jess Cliffe!

(http://csnation.totalgamingnetwork.com/articles.php/192/)

image: http://csnation.totalgamingnetwork.com/images/content/image_29906.png

   

image: http://csnation.totalgamingnetwork.com/images/content/image_29905.png


Our impressions were hearty enough, but don't think that you're going to escape without plenty of new info! Jess Cliffe of Valve Software has been making the media rounds recently, and CSN is his latest stop!

CS-Nation: What changes have been made to the maps ported to CS: Source?
Jess Cliffe of Valve Software: The texture resolution for maps has quadrupled. We can now also add a 3D skybox so maps can look as though they span miles. This serves to make levels less like an arena and more like a realistic location. In addition, designers have the flexibility to specify whether a prop is static, physics, or client side debris. We can also take advantage of features such as normal mapping and specularity in order to give textures extra depth and reflectivity.
CS-Nation: We know that most of our favorite maps will be coming back in CS: Source, but what about any new maps?
cliffe: Thus far we've upgraded Dust, Dust II, Italy, Havana, Aztec, Piranesi, Cbble, Chateau, and Office. More classic maps will be added to this list over time. One of our mappers, Ido Magal, has even made an in-house test map called Rockworld—based on everyone's favorite fragfest Iceworld.

Sticking with the CS tradition of ongoing development, new maps will come later on.
CS-Nation: What does DaveJ think of Source'ed versions of Dust and Dust II?
cliffe: I showed Dust to Dave a month or so ago and he was really excited. He mentioned that it was very close to how he'd originally envisioned Dust. So if it gets an enthusiastic DaveJ stamp of approval, we're happy. In fact, he'd be working with us on this if he weren't finishing school. Damn you Johnston!
CS-Nation: Counter-Strike's models have been un-touched for years now. How is Valve ensuring that new weapon models will look great while still being identifiable to long-time CS fans?
cliffe: Longtime CS players will feel right at home with the upgraded weapons. We've directly ported the great majority of the weapon animations so it will feel quite familiar. The upgraded models are all faithful to their HL1 engine counterparts, while still raising the art quality considerably. In addition, the weapon models are now higher-poly and use specularity and/or normal mapping.
CS-Nation: Tell us about the new flashbang effect. Have any of the other grenade behaviors been modified?
cliffe: As you might have seen from footage of the Korea CS: Source event, the flashbang will now "burn your retina," leaving an image of what you had last seen before 'banged. Also, as you're probably all aware, the HE has morphed into a frag grenade. We're also experimenting with deafening from direct frag grenade hits and ear ringing from close flashbangs.
CS-Nation: How have you responded to community feedback on the Riot Shield? Will it be removed from CS: Source?
cliffe: The riot shield has been removed. It remains to be seen if we will experiment with alternative shield behavior in the future.
CS-Nation: Does CS: Source support custom weapon/player models?
cliffe: Yes, you can customize weapon and player models just like you did in Counter-Strike. We teamed up with Softimage and released the HL2 XSI EXP a few months ago and now we can't wait to see what kind of custom content the community comes up with. This is another great side effect of the beta—modelers will get an early jump on creating new weapons and players. So Rizzuh and Nighthawk, prepare the CS: Source section of CSN Skins. Things are getting interesting.
CS-Nation: Why did Valve opt for a closed BETA for CS: Source rather than an open, public BETA?
cliffe: Members of the Valve Cybercaf� Program plus owners of Counter-Strike: Condition Zero add up to a lot of users so we're going to get a wide coverage on our test with this group.
CS-Nation: When will the BETA be released to CS:CZ owners? How long does Valve anticipate the BETA period lasting?
cliffe: The CS: Source beta will be released in the next few weeks. We haven't finalized the length of the beta just yet. As for the beta map, we'll most likely use Dust.
CS-Nation: Moving to the final release, how will CS: Source be distributed? Will it be available exclusively to Half-Life 2 owners?
cliffe: Counter-Strike: Source will be included with all versions of Half-Life 2. However, we will also make it available as a stand alone purchase for those who'd prefer to purchase CS:S a la carte.
CS-Nation: Is CS: Source the only multiplayer game shipping with Half-Life 2?
cliffe: Half-Life 2 will come with CS: Source. Right now, we do not plan to include any other multiplayer games with Half-Life 2.
Thanks to Jess Cliffe and Valve Software for their extraordinary cooperation!

related links

post comments @ http://csnation.totalgamingnetwork.com/comments.php?id=7332

—rizzuh, send feedback to rizzuh@csnation.net

Written for CS-Nation - http://csnation.totalgamingnetwork.com
all content ©1999-2004 by John 'rizzuh' Jensen, unless otherwise noted. all rights reserved.