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1. Intro
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Yes, CSPromod is here... finally. No, this is not a hoax.
It's what the Counter-Strike community has needed for years
now: a fully customizable, tweakable version of CS 1.5/1.6
gameplay on the Source engine with additional features
implemented strictly for competition. While we've done a
reasonably good job of getting the gameplay fine-tuned
(specific details can be found in SECTION 5), this is a
project that will require your input at numerous junctures.
Please participate in the CSPromod community by frequently
visiting our website, suggesting changes, and reporting bugs.
....
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5. Features
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HUD: The familiar CS 1.6-style HUD is back, in both orientation and font. You'll notice that weapon information is still on the right, the clock is still in the middle, and health/armor information is still on the left. We've made a significant addition, though. On either side of the clock, there are silhouettes representing the number of players still alive (your team is to the left, while the other team is to the right). We've also added some grey background boxes around the HUD elements to make them more visible on bright textures; you can turn them on and off with the hud_drawbg command (restart CSP for the changes to take effect).
Warmup Mode: We've implemented an automatic pregame system, similar to that of many dueling promods. Warmup mode, which occurs automatically either at the start of a server, or via the changelevel command, has the following features:
-Players respawn instantly with $16,000 after being fragged
-Gun models disappear after being dropped
-Player models disappear when fragged
-Unlimited roundtime and buytime
-T's do not spawn with bomb
To indicate your status as ready to go live, simply type "ready" in your console. A message appears in the public chat stating your status change, and you are indicated as "READY" on the scoreboard. To change your status back to not ready, simply type "unready" in your console. When all players in the server have changed their status to "ready", the game will go live with whatever server config has been implemented.
Soundscape: We have not fixed this issue yet. Source soundscapes are still in effect, so footstep sounds will not be as evident as in 1.6; we plan to tweak this in the future. In the meantime, we've increased footstep sound volume by a factor of 2 in order to make up for the soundscape issues.
Ladders: Ladder behavior has returned to 1.6-style. Ladders are noisy by default, and as in 1.6, the only way to climb a ladder quietly is to crouch. Walking and running up ladders both have the same movement speed and sound effects.
Accelerating up ladders, via the combination of forward and strafe keys, is also possible. There is one ladder feature not yet implemented: ladders are currently not "sticky"; i.e., if you run towards a ladder from an elevated position, you'll simply fall off whatever object you're standing on. We plan on changing this.
Crosshair: The crosshair behaves very similarly to both 1.6 and CS:S. You'll
notice the familiar "expand/contract" effect when you fire, as well as the standard "four-line" configuration. We've also included the cl_dynamiccrosshair variable, with only one minor change: instead of expanding and contracting smoothly, all changes occur instantaneously. We believe this to be an improvement, as it's reflective of what's really happening with your weapon accuracy. You'll know the moment you're registered as crouch, and the moment you're registered as standing. The crosshair is also fully customizable in CSP; refer to Section 7 for a list of advanced console commands controlling the crosshair.
Radar: The CSP radar is more customizable than ever, and everything about it can be tweaked and changed. Whether you want 1.6 or Source-style radar, you'll be able to find something you like in CSP. For a list of advanced console commands controlling the radar, refer to Section 7.
Bomb Plant/Defuse: We've made 2 main changes to bomb behavior, both related to sound: We've gone back to 1.6-style plants, meaning that you're no longer able to hear when the bomb is being planted, and we've changed the bomb beep-frequency back to that of 1.6 for the sake of familiarity. We've also removed the Source engine bug which made the bomb impossible to defuse with an object on top of it.
Weapon Behavior: 1.6-style guns are back, and that's pretty much the long and the short of it. This version includes what we deemed the most competition-relevant weapons: the Glock, USP, Deagle, MP5, Famas, Galil, Colt, AK, and AWP. We plan to implement more weapons in the future. CSP gameplay encourages players to strafe and aim while stopping their movement, as opposed to running and spraying. The AWP quick-scope is back, the deagle is as finicky as ever, and 1.6 gun-movement speeds have been restored. We anticipate there will be plenty of feedback and tweaking in this area, but at the same time, we believe that we're not too far off for a first version.
Movement: CSP movement is fundamentally different from both CS:S and 1.6. Although we've kept the basic run/walk/crouch speeds identical to 1.6, in CSP, we've returned to a more 1.3-style of movement, with the jump penalty removed, and true bunny-hopping once again possible (we've capped the max airspeed at gun speed x 1.3 so things don't get too
ridiculous). The primary reason for this is that, at the moment, we're still using CS:S player models (which are much bigger than 1.6). We felt that it was necessary to compensate by increasing overall movement (not base movement) in order to maintain a highly competitive skill standard. We are very open to changing the current movement scheme, and we fully expect major tweaks to be made based on community feedback. If people want the jump-penalty re-added, or bunny-hopping limited, we'll be happy to do so. Additionally, you'll notice that the infamous "duckhop" has been re-added into the game, and works very well. However, you'll also notice that the "silent-run" exploit is no longer possible. There is currently one significant bug remaining in our movement scheme: the ability to "crouch-slide". This
is not an intended feature, and will be fixed in future versions.
Player Models & Weapon Models: We have kept CS:S models for players, weapons, and equipment. We understand the community's many concerns in these areas, and plan to address them in the near future. We do ask, however, that people keep the goal of the project in mind: 1.6-style
gameplay with Source graphics. So, please don't ask for us to port 1.6's EXACT models over into CSP. It's not only illegal, as the Valve TOS clearly states that decompiling models is expressly forbidden, but it's also counter-productive to the goal of CSPromod.
Grenades: Smoke Grenades and Flashbangs have returned to 1.6-style as well. Flashbangs no longer produce any auditory effects, and their visual effect has been re-simplified to a white flash (without any superimposition). Additionally, you'll still be able to keep track of death notifications while blind. Smoke grenades are fully instantaneous (in fact, too much so, as there's currently a bug in their behavior: throw a smoke high in the air,
and you'll see what we mean). HE grenades now do damage through walls, as they did in 1.6. While we believe we have the grenade behavior reasonably close to where it should be in terms of both features and physics, we also expect significant amounts of tweaking to occur in future versions.
Wallspamming: is back! CSP wallspamming uses the same basic formula as 1.6, so you should be able to do most of the 1.6 spams. As in 1.6, the Glock, USP, and MP5 cannot go through walls, boxes, or doors, while the rest of the weapons penetrate any spammable surface.
Maps: CSP Beta 1.0 comes with 4 packaged maps: dust2, inferno, nuke, and train. These are NOT our final versions. We plan to visually upgrade each of them in our next release.