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Show HN: Cs16.css – CSS library based on Counter Strike 1.6 UI

cs16.samke.me

111–120 of 148 posts

Re: Show HN: Cs16.css – CSS library based on Counter Strike 1.6 UI

#111

90s, early 2000s were peak times for UI.

It was a time when tech companies were trying to make computers a common household item, so they did tons of user testing and we made great strides in UX as discoverability became king. Then, starting about 10 years ago, they started throwing all that research out the window in favor of minimal, clean, flat, "sleek" UIs because the screenshots are easier to market. They started appealing to the lowest common denomina…

> I hate nearly every single thing about the MacOS UX. The dock is awful, and so many insane defaults all over the place. Hiding scrollbars is a bug, not a feature. Pointer acceleration is a bug, not a feature. The scroll wheel operating in reverse is a bug, not a feature.

I disagree with every single thing you've said here. And I'd be willing to bet most Apple users do too.

That being said, I do think there's some charm in simple, "outdated" UIs.

Re: Show HN: Cs16.css – CSS library based on Counter Strike 1.6 UI

#112

Earlier quoted context omitted.

CS has always been a great mind clearer. A ranked 5v5 game is high pressure and intense, lasts about 30-45 mins, and has enough human contact to satisfy me. I haven’t found anything to replace it since I quit a few years ago.

DotA is the same thing for me, though I assume you quit for a reason that would probably hold true for DotA as well. I hate how harshly CS punishes acting rashly, it really encourages you to hold angles and play methodically/strategically and I feel like in DotA I'm afforded more leeway to gamble with flashy plays. That all being said they are both brilliant games. There's something particularly appealing about the r…

> I hate how harshly CS punishes acting rashly, it really encourages you to hold angles and play methodically/strategically

It does, but at the same time it doesn’t. If you spend as much time practicing rushing/+w as you do playing methodically/intelligently/holding angles, it works really well. Especially considering most people don’t expect it and don’t have a good counter to it since most people don’t play like that. This is true at all levels of play (except maybe tier 1/2/3 professionals teams). Check out the streamer/youtuber renyan for an example (on de_vertigo in particular). His play style worked well enough to get him to 4400 elo on faceit in csgo, so it can’t be that bad.

Re: Show HN: Cs16.css – CSS library based on Counter Strike 1.6 UI

#113

Earlier quoted context omitted.

I can smell that windows 98 theme, the gray plastic and the rubber mouse ball that used to get schmootz in it.

For a better experience, please clean the rubber mouse ball and put it back and set your browser window to 1024x768 resolution for the ultimate experience.

Even more important to remove the dirt from the rollers that attached to the mouse ball

Re: Show HN: Cs16.css – CSS library based on Counter Strike 1.6 UI

#114

Earlier quoted context omitted.

I'm not sure that argument holds here, not every solution in programming is equally good just because. A element has the advantage of semantically actually representing a progress bar, which improves accessibility and who knows what other browser behavior and heuristics. In general you should try to use semantically correct HTML tags unless you have a really good reason not to. Maybe in this case he couldn't get the…

It's released with an MIT license so you're free to made any "improvements" you see fit to make. Fork away my friend. Then come back and do a Show HN with a full and complete write up for every little decision you've made. Not just you, but anyone else in this thread that needs to know.

I think it's fair to discuss design decisions of open source project, even if you never plan on actually implementing suggested changes.

Re: Show HN: Cs16.css – CSS library based on Counter Strike 1.6 UI

#116
post #51

Earlier quoted context omitted.

I also haven’t touched CS 1.6 for 15-16 years, it will be cool to try it. Is it possible to run it on Mac M1 or I need a VM? Also, can you recommend any resources where I can read how to setup and configure bots? TY!

Back in the days on lan parties there was what we called "the russian version" that only had question marks in the installation dialog (Because of unsupported fonts most likely) which had Z-Bot included. That's probably this one: https://archive.org/details/cs-1_6_z-bot

You had the fonts, but your system was configured for cp1250 or something like that, while the installer used cp1251. So it was a text encoding issue.

Re: Show HN: Cs16.css – CSS library based on Counter Strike 1.6 UI

#119
post #97

Earlier quoted context omitted.

Glad I’m not the only one. I could barely figure out how to start the campaign. Aside from the atrocious menu structure, they also throw all this lingo at you with zero explanation like you’re already supposed to know how everything works. Challenges? Plunder? DMZ? Season pass? I don’t even know what a “season” is! Let me play the damn game!

I gave up on the game when the person next to me exploded into confetti… Is it really too much to ask for an Unreal Tournament reboot?

My favorite multiplayer game was Golden Eye 007 on N64. There was a couple of maps (The garden and the village I think) that has an unbeatable position where you just sit there and receive ammunition while having perfect view of everything. But due to being it local, you could ban camping.

Re: Show HN: Cs16.css – CSS library based on Counter Strike 1.6 UI

#120
post #58
post #6

I was watching my son play Half Life 2 recently and it occurred to me how much more real or immersive it seemed when the menus and such had this style and they look like actual computer system UI. Dated maybe, but they feel industrial and real.... and easy to use all in one. Meanwhile many games have hyper stylized menus with flowery wingdings all over them and makes it unrealistic / a horrible experience / chore.

> many games have hyper stylized menus with flowery wingdings all over them It can work depending on the style/tone of the game. The real problem, in my opinion, is all the games nowadays with perfectly flat, generic, colorless UIs with absolutely no style or identity. Nintendo has been doing this a lot, for example.

I don't mind style or identity. But I want good UX with a good menu tree and clear active/inactive state and menu/background separation.
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