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Play Counter Strike 1.6, with full multiplayer, in the browser

play-cs.com

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Re: Play Counter Strike 1.6, with full multiplayer, in the browser

#301
post #194

Earlier quoted context omitted.

I recently started playing Urban Terror after seeing it posted here. The gunplay, weapon design, and map design all remind me a lot of CS as well (I never played Quake 3 so I have no reference point there).

Urban Terror it's like CS mixed with Hollywood action movies from Bruce Willis and such.

That’s exactly where CS actually came from. The Q2 mod, Action Quake2, where every round starts with “Lights, Camera, Action”.

The developer of action quake 2, Gooseman, went on to create CS as a mod for half-life.

Urban terror is the Q3 port of action quake 2.

AQ2 still has a small community of players. I get on occasionally for the nostalgia hit. I’ve never found an FPS that’s as fast paced and difficult to master (movement primarily).

Re: Play Counter Strike 1.6, with full multiplayer, in the browser

#302

One of the only times I got detention in high school was when playing CS 1.6. It wasn't for playing the game, though - our class had done something good and as a reward we were allowed to goof off and play games that period. But, a classmate had killed me several times in a row and was having a good laugh about it. I gave him a middle finger and then got back into the game. At the end of the class, the teacher handed…

That's a pretty harsh punishment! People would've been permanently in DT at my school..

Re: Play Counter Strike 1.6, with full multiplayer, in the browser

#303
post #156

Earlier quoted context omitted.

Oh man you gotta turn off scroll switch and have specific key binds for every weapon

What was wrong with 1/2/3/4 for key binds? I played CS 1.3 -> 1.6 professionally in 2000s, never really saw folks do this.

Cycling through grenades using 4 is inefficient compared to dedicated flash, HE, etc. keys

Re: Play Counter Strike 1.6, with full multiplayer, in the browser

#304
post #87

Earlier quoted context omitted.

You already get 99% of that "wallhack" by having stereo headphones. The game is mostly flat.

For casual level play it’s indeed fine. But the “flatness” of a level doesn’t really mean much. You want to know which specific part of a nearby room someone is in. To the left… in front? Behind? Are they going through the hallway or cellar in cs_italy? Like any game, you get huge value out of slight advantages when you get to the more high level skill.

I was around CAL-M level in 1.6 and I never had a surround sound setup, but I'm unconvinced that it has any meaningful benefit over headphones, which worked perfectly fine for intuiting where someone was. That's hardly a real benefit in higher level play, anyway because you know where everyone could be, anyway, and your movement is dictated by that knowledge as well.

Re: Play Counter Strike 1.6, with full multiplayer, in the browser

#306
post #161

Earlier quoted context omitted.

Source was a complete mess. It took years of updates before that game was playable competitively -- it never truly was. The half-life 2 engine was a disaster, and most players didn't have the hardware to run those games well at the time. That's what made 1.6 so wonderful - you could run it on single core Pentium 4 processor and literally anything better. For 10 years, it had the best gameplay and a huge playerbase, w…

I don't think the Source engine is a mess, personally. Even if CS:Source isn't as good as CS1.6, Half Life 2, Team Fortress 2, Day of Defeat, etc. are all solid games that feel good to play. I personally like CS:Source because thats the one I grew up with, it being packaged with G-Mod and all.

CSS got better as it got older, but I heard about grumblings from the 2010 update after I had already quit playing it. I probably played until 2008/2009, and then started CSGO again in 2012 or something.

Some of my CSS memories - We used to shoot barrels on top of the bomb that would prevent defuses until you shot them off. If you didn't have a grenade or extra ammo (pistol rounds?) this was hilariously difficult. Leagues had to ban this tactic, but there was no setting to just get rid of the movable barrels so it still happened occasionally.

- There was a bug where a players view would sit above their player model - so they could duck behind a box and see over it without being seen. I never learned how to abuse it, but it was obviously very effective.

- Head hitboxes were bigger in CSS than 1.6. The game was just easy.

- The deagle was way too good in CSS.

- Hacking in CSS was really bad. It took a while for 3rd party anti-cheat clients to catch up. League play was plagued by hackers.

- CSS had ragdoll physics instead of death animations. Occasionally players would die while sitting or leaning up against a wall. If you took a quick peek this might make you think it's a player crouching and still alive. The ragdoll deaths made it harder to detect if a player was dead or not

- if they were running at you and died they might still be falling forward in what looks like a running/ducking animation for 100ms or so.

- The maps were needlessly complex. The addition of flower pots, cans, trash, arches, window sills, steps etc etc made grenade physics less predictable. There were times where trash would block a doorway and make entry into a site impossible without sounds from it as you walk over. CSGO has this same problem, even with the chickens. (https://www.reddit.com/r/GlobalOffensive/comments/7ygcve/chi...)

- I remember play shadows being something that was a huge competitive advantage for players with a better PC. If you set your shadow quality too low, you wouldn't see them - and there were certain areas where you could see a players shadow if you had the setting on high.

- Bullet impacts into walls were harder to see because of how "dusty" CSS was. When you sprayed into a wall, the clouds of dust that would come off made it hard to see where the shots were landing. CSGO greatly improved this. (https://youtu.be/Y4TVegjgvXc?t=180)

I could go on - obviously I kinda hated the game, but I also had a trash PC at the time and was fraggin out with 45fps-110fps and a single core processor for a while.

Re: Play Counter Strike 1.6, with full multiplayer, in the browser

#307
post #251
post #241

Earlier quoted context omitted.

I wonder if that's legal, given that mapmaking is protected expression, and a recent ruling saying that (public) schools can't police protected expression off of school grounds. Without a clear expression of threat, I don't think simple mapmaking is sufficient grounds for a terror threat charge.

> simple mapmaking It's not simple mapmaking though is it? It's creating a map inside a video game to simulate school grounds. Drawing a map of the school and putting it in a frame on your wall? Fine. Drawing a map, recreating it inside a first person shooter, then spending hours playing (training) memorizing the map? I believe anyone could see that as a terroristic threat. Edit: Example Legos. Having a Lego model of…

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Re: Play Counter Strike 1.6, with full multiplayer, in the browser

#308
post #85

Man, what a trip down memory lane. Learned to fear that AWP sound again immediately. Counter to others I'm actually surprised by how little I enjoyed it. I used to play a ton of FPSes back in the day (CS betas to 1.6 heyday) then stopped for well over a decade. Picked up Call of Duty during the pandemic as a means to stay social with friends and told myself barely anything had changed. Boy was this a great lesson tha…

I enjoyed it enough to download Day of Defeat 1.3 again :D

I really enjoyed playing Day of Defeat back in the day, but now days there is a great WW2 hardcore FPS out there called "Hell Let Loose" that is very immersive both extremely frustrating and rewarding at the same time. RTS like meta game, with FPS infantry squad mechanics, huge emphasis on communication and team play, decent graphics, lots of attention to little details.

It's not without its warts and faults, but after not having played any serious WW2 shooters since Day of Defeat, I now have around 400 hours into this game, and am still having a ton of fun.

Re: Play Counter Strike 1.6, with full multiplayer, in the browser

#309

Earlier quoted context omitted.

Say what you like about Apple, but having all these functions on the Cmd key instead is not just more logical, it's actually sane (doubly so for the terminal). I think MS has missed an enormous opportunity when they introduced the Win key; and X11 desktops, toolkits, and apps imitated the more familiar (rather than the better) solutions.

I will concede that for once, Apple's insane keyboard mappings actually work in their favor. But I still won't get them any credit, since it is purely a coincidence that their mappings happened not to mess with this one browser game.

The control key was designed with the intent of subtracting 0x60 (or 0x40 if you assume the base state is caps) from a character code to send a control code. It's not some coincidence that "ctrl-c" sends an interrupt on the console, if you take a look at any ascii table[1] you can see it was designed that way.

Repurposing that key to instead perform unrelated arbitrary commands is the insane move, and it only seems normal because you grew up using Windows and never thought to question it.

Apple's mappings make much more sense, especially with both OSs having a Meta key.

[1] https://www.asciitable.com/

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