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Counter-Strike: A billion-dollar game built in a dorm room

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441–450 of 478 posts

Re: Counter-Strike: A billion-dollar game built in a dorm room

#441

Beta 5.2 was when I had the best time with Counter-Strike. de_dust with a Colt was fun. Never forget the AWP snipers lurking near the big front door in cs_assault. There were some weird maps like cs_siege — I think it had some sort of a moving vehicle there somewhere in a tunnel.

i started beta 6 but i remember on siege i managed to get the APC stuck in the elevator located in the mining cave - i was a legend that day

Re: Counter-Strike: A billion-dollar game built in a dorm room

#442
post #231

Earlier quoted context omitted.

You can still play this way. I still mostly play WolfET because modern FPS games are too stressful and too much work.

I reinstalled it recently but I got baited so hard at all the servers filled with bots. For a second there I thought, "this game is totally NOT DEAD". Sadly, I couldnt find any non bot filled server with a decent ping.

The FA clan servers usually have 40-60 people online mid day during my TZ. I get around 70 ping but whatever.

Re: Counter-Strike: A billion-dollar game built in a dorm room

#443

I will forever mourn the general demise of server browsers. Too many games require you to use matchmaking systems, which means it's very hard to build up a small community in-game anymore. You either have to rely on forming small parties with people you've stumbled upon one by one, or you have to seek out people from some much larger area like Reddit or Discord. It takes a lot of the serendipity out of the experience…

OMG. I also just created an account on this site after being in read-only mode forever just to say 'Hi'.

We played together basically daily for quite some time in the early 2000s. I remember you and CamCam.

My handle here is the same as it was in CS. I spent countless hours in college in this server leveling up every class to the max and trying to break the game with the 'spider man rope'. Great times!

Re: Counter-Strike: A billion-dollar game built in a dorm room

#444

Earlier quoted context omitted.

Thanks for sharing this! Very interesting! I believe de_dust2 is likely still the most played FPS map. Not sure which other map could have dethroned it. It can’t be Fortnite since Fortnite changes the map every few months and nowadays makes a new one every year or so. I guess Blood Gulch from the time when Halo was super popular was a very popular map as well. Then you also have 2fort from the Team Fortress games. Bu…

I have fond memories of 2fort. Desperately wanting to play TF1 on a 14.4K modem from Germany - no European servers meant playing with 500ms ping, which made aiming completely impossible, so I took the pacifist route each time by picking the scout class and then trying to steal the flag unnoticed by coming in through the sewers. It worked sometimes when the server was only half full.

I would just play as medic and camp the enemy spawn room, infecting them as they spawned and watch as they passively infected their teammates. It was great fun (I have since grown as a person). It wasn't long before the enemy spawn rooms would instantly kill you if you entered.

Re: Counter-Strike: A billion-dollar game built in a dorm room

#445

I can somewhat relate as the creator of fy_iceworld (if you believe). The one who commented on the Rock Paper Shotgun article. The quote from the NY Times article, "it allows amateurs to add imagination with limited resources." is exactly what I was feeling at that time. I knew nothing about programming, had minimal art skills, but was able to create CS maps. It makes me nostalgic and wonder, "What if I started makin…

Nice to see someone similar. I was into the Weapons Factory mod, first for Quake 2 and then Quake 3. I made a map for the Quake 3 version that it still played this day by a small group of die-hards. I think it took me three days to make that map. Draw a brush, slap a texture on it, keep things neat. All there was too it. It wasn't long before modding just became too hard. I remember reading about static meshes being introduced in the Unreal Engine and I knew I was done.

Re: Counter-Strike: A billion-dollar game built in a dorm room

#446
post #257
post #231

Earlier quoted context omitted.

You can still play this way. I still mostly play WolfET because modern FPS games are too stressful and too much work.

Haha I remember almost crying when I was 12 because I couldn’t get a single kill in ET. Crazy that no one makes a modern ET clone, such a unique gameplay, it would be an instant hit, just add some buzzwords „mission based tactical shooter with classes and progression“

Nobody that plays it wants a modern clone. You can just play ETLegacy.

Re: Counter-Strike: A billion-dollar game built in a dorm room

#447

I was very into the HL mod scene back in the day (as a player) and chatted extensively on IRC with makers. I was focused on single player mods and Neil Manke was my fav HL1 modder. Unfortunately his HL2 mod never got released.

I loved the mods for the holy trifecta: Quake 3, Unreal Tournament, and Half Life. I consider it the golden age of online gaming. I also spent a lot of time on IRC servers chatting with developers (eventually joining a team myself which lead me to my current career as a developer). My favorite was for Weapons Factory, which was a popular Quake 2 mod at the time. The old dev team moved on with their lives so the community took over...and it was actually released and was even better than the first. High quality, with tons of cool maps, and for an active community of maybe 1000 people? Insane.

Re: Counter-Strike: A billion-dollar game built in a dorm room

#448

I have fond memories of CS, but I have more memories of the cheats making it miserable to play. Perhaps it was a good thing, as it drove me to find more mods and alternative games. Q3:RA and Q3:UT became my happy place, as well as DoD and others. I played newer games but they never felt as fun.

I loved Urban Terror and Rocket Arena! Rocket Arena was definitely old school, I think I started playing that in '96 or '97 (the Quake 2 version).

Re: Counter-Strike: A billion-dollar game built in a dorm room

#449

Timely, I was just wondering yesterday (as I was launching the BF6 beta) if there was a current FPS with a mod scene like we had for Half Life and BF 1942. I can't seem to find anything.

The conclusion I came to is that this is due to the availability of game engines and game distribution, which have made modding pointless. Why expend countless hours building a game mode for someone else's game, in a world where that has copyright implications, when you can just build your own game? The indie scene blew up, modding is less popular.

In the FPS space, there used to be only three games worth modding for: Quake, Unreal Tournament, Half Life. You could make a mod back then and get tons of press and players if you could follow through. I was interviewed in popular gaming websites! The games themselves were quite simple graphically so anyone with a drip of talent, time, and motivation could contribute. That specific environment doesn't exist anymore. There are so many games now, it's an ocean, developers have exerted more control over their games, and the talent required to create content for FPS games is too high a bar now.

Re: Counter-Strike: A billion-dollar game built in a dorm room

#450

Ahh, I started playing CS back in 2004. I go back to it every year for a few weeks / months, but the latest iteration (CS2) leaves some things to be desired from the 'community server' perspective. No good surf ("TDM") style games anymore, seems like that game mode has mainly died in favour of the timed surf game-mode. So now I stick to the 'vanilla' game much more, but without a group of friends that plays regularly…

There are still some communities active on CS:Source around the place, I play Gun Game on those every now and then.
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