Counter-Strike: Source Update Tomorrow (DE_TRAIN!!!)...

I just started my steam right now and this is what popped up:

Steam - Update News said:
Wednesday, February 23 2005

We're still on track for releasing an update to Counter-Strike: Source tomorrow.

While we've been talking for a number of weeks about the new hostage rescue map we've been working on (cs_compound), Turtle Rock Studios has also been working on getting de_train converted over to Counter-Strike: Source. Along with cs_compound, we'll be including the new version of de_train in tomorrow's release.

Along with the two new maps, there are a number of fixes to the bots in Counter-Strike, an enhancement to the radar to display your current location in the map, and a fix for Half-Life 2: Deathmatch where players are disguising themselves as headcrabs, filing cabinets, and other invalid models.

de_train1.jpg
 
Whoa, wait a minute. I don't have HL2 yet, but they didn't convert over all the official maps yet? Damn. de_train was indeed awesome, as was cs_backalley, both from Barking Dog Studios, circa Beta 5, I believe. Such incredible atmosphere on Backalley. It was my favorite CS map. Well, my absolute most favorite map was the beta version of es_trinity; the one that got released in Beta 6 was severely changed, and sucked ass. The first version of that map had the most awesome graphics in a CS map, ever.

So anyway, what maps do they have in CS:Source right now?
 
Error Macro said:
Whoa, wait a minute. I don't have HL2 yet, but they didn't convert over all the official maps yet? Damn. de_train was indeed awesome, as was cs_backalley, both from Barking Dog Studios, circa Beta 5, I believe. Such incredible atmosphere on Backalley. It was my favorite CS map. Well, my absolute most favorite map was the beta version of es_trinity; the one that got released in Beta 6 was severely changed, and sucked ass. The first version of that map had the most awesome graphics in a CS map, ever.

So anyway, what maps do they have in CS:Source right now?

you know they removed the escape mode right?
 
DopeyFish said:
you know they removed the escape mode right?

Yeah, that's been gone since 1.3 or something, hasn't it? Escape mode was broken when Gooseman made some absolutely stupid changes to it. And then he didn't even let the mapmakers update the maps properly before Beta 6 released, so of course the maps were fucked up. Nobody liked them, because they were totally broken, so they were removed in time for 6.5.
 
Error Macro said:
Whoa, wait a minute. I don't have HL2 yet, but they didn't convert over all the official maps yet? Damn. de_train was indeed awesome, as was cs_backalley, both from Barking Dog Studios, circa Beta 5, I believe. Such incredible atmosphere on Backalley. It was my favorite CS map. Well, my absolute most favorite map was the beta version of es_trinity; the one that got released in Beta 6 was severely changed, and sucked ass. The first version of that map had the most awesome graphics in a CS map, ever.

So anyway, what maps do they have in CS:Source right now?

All in CSS:

cs_italy
cs_office
de_prodigy
de_tides (Condition Zero remake)
de_piransi (SP?)
de_dust
de_dust2
de_aztec
de_chateu (SP?)
de_cbble

I think I'm missing some.
 
crimsonheadGCN said:
All in CSS:

cs_italy
cs_office
de_prodigy
de_tides (Condition Zero remake)
de_piransi (SP?)
de_dust
de_dust2
de_aztec
de_chateu (SP?)
de_cbble

I think I'm missing some.

Cool. I will buy HL2 soon, then. It's been quite a while since I've enjoyed me some CS (at least 2 years.)

Also, I think Oilrig would look quite beautiful remade with even just the stock HL2 texture set. It would fit it perfectly.
 
Damn, I'm fucking pumped because I barely played CS before Source came out. I think I played 1.3, hated it (because I sucked), and started playing DOD when it was beta 1.3 instead. I bought the silver package really just for DOD:S, hoping CS:S would hold me over, but I'm addicted.
 
Inferno and Militia are my biggest "most-wanted". I don't really understand as these were quite popular maps, although I'm very glad they ported prodigy, my guilty pleasure map :D
 
I'm actually surprised they re-did Prodigy. It didn't seem like it was too popular, but I always loved it. It was very nice on the tactical strategy.
 
Hooker said:
Inferno and Militia are my biggest "most-wanted". I don't really understand as these were quite popular maps, although I'm very glad they ported prodigy, my guilty pleasure map :D
Kseutron said:
pretty cool, but i want Assault, Siege, Inferno and Milicia now :o
crimsonheadGCN said:
I like oilrig and all, but Inferno should be the next remake.
Inferno is in there already.
 
Some of the community mappers have already remade cs_assualt but it's not particularly good. Most of the fan-made CS maps in general are garbage compared to what people are making for HL2DM.
 
I started making a CS map before Christmas but have not done any work on it for ages. Think I will start it up again next week. It should be awesome, its based on an area that I used to live at.

Tomorrow should be good, I havent played CS for a while and train is a great map. But Inferno is my most wanted.
 
Update Released, so everyone restart your program:

Counter-Strike: Source, Source Engine, and Half-Life 2: Deathmatch Update Available
February 24, 2005, 5:21 pm · cliffe

Counter-Strike: Source, Source Engine, and Half-Life 2: Deathmatch updates are available and will be applied automatically when Steam is restarted. The changes include:

Counter-Strike: Source

New hostage resuce map cs_compound

Added Source version of de_train

Upgraded version of the CT player model

Location names are shown in radio/team chat, and under the radar

Server tickrate can be specified with -tickrate

Added radio command aliases

Added mp_humanteam cvar [any | ct | t] (forces human players onto specified team – useful for humans vs bots)

Added new “match” mode for bot_quota -- If bot_quota_mode = “match”, bot count = (human count) * bot_quota

Bots no longer automatically follow humans (bot_auto_follow now defaults to 0)

Bots are balanced before humans with mp_autoteambalance

Bots can open simple +use doors

Bots change their names to match the prefix when bot_prefix changes

Several improvements to bot behavior when paths become blocked -- solves problems specific to cs_havana

Bots won’t throw grenades if something is blocking their throw

Bots are better at only breaking objects that are in their way

Fixed bug where a bot occasionally “dithered” rapidly between two or more targets without firing
bot_kick and bot_kill console commands use the bot's base name without the bot_prefix
de_piranesi - bots avoid the breakable crates better.

A bomb exploding just as the round restarts no longer kills players at the start of the next round

Grenades being thrown when the player dies no longer disappear

Increased mp_limitteams bounds to 0-30, where 0 will disable this functionality

Players’ arms and hands can be hit by bullets now

Target ID font is proportional, and it doesn't become resize incorrectly after a resolution change

Overviews don't show player locations when mp_fadetoblack is on

Players with spaces in their names can be selected in the spectator GUI

Observers can change their name at round restart

Throwing a grenade right at round restart no longer results in holding a “ghost” grenade viewmodel at respawn



Source Engine

Fixed a bug where snd_mixahead was not working properly. Should fix some sound popping problems for certain sound hardware when running at a low framerate

Added support for a new surround sound buffering technique that streams six discrete channels instead of using DirectSound3D. Use snd_digital_surround in the console to enable this. This allows for support of Dolby Digital 5.1 on nForce2 hardware

Allow mp3 playback at rates other than 44100Hz. This was requested by the MOD community



Master Server Query Protocol

Added a challenge number to A2S_PLAYER and A2S_RULES server queries
* setting "sv_enableoldqueries" to 1 (default) allows old style (no challenge/response) queries to work. By default queries don't require a challenge number for clients on the same B class network, change "sv_allowlocalquery" to 0 to disable this functionality

Changed A2S_INFO server query to require the string "Source Engine Query" appended to the end of the query packet.



Half_life 2: Deathmatch

Fixed model exploit that would allow players to select an invalid player model

Added weapon type to server log

http://www.steampowered.com/?area=news
 
crimsonheadGCN said:
I just started my steam right now and this is what popped up:



de_train1.jpg


Who cares! Fix the stutter bug! :-P

Source looks so HL in geometry. Why?

Now I have to check again if they fixed this f'ing game.
 
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