Further development of original Counter-Strike, but in the direction of higher realism and immersiveness. Reducing the arcade part of the game. Real shotgun spread, real fire rate, view punch on hit, etc. "Iron sights" too :-))) This includes only manual reloading, bleeding, but excludes putting bandages and so ;) This mod makes all the weapons useful, so no more deagle/ak/m4/awp only matches.

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Feature queue list so you can have a basic idea of where the mod is going or what you can contribute.

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Planned to add

You are welcome to contribute, also with ideas. If you have no dev skills, then you might also donate so I can hire someone to do stuff I can't :-). Link: Boosty.to


Gameplay mechanics:

1. Entity-based bullets, so no more trace/hitscan attacks. Additionally no more shooting through 1-2 meter concrete walls etc. Damage calculation based on kinetic energy, so current bullet velocity and it's weight is involved.

2. Accurate Iron Sights (not the one done only server side with dynamic - accidental and not - v_model angle/movement like in the original Half-Life, which broke accuracy).

3. Going prone.

4. Higher max player limit than 32.

5. Shield nerf, that will not stop higher power bullets, with the possibility to shoot through the visor.

6. Sound delay based on distance and map theme (sound speed vs temperature).

7. Dynamic eq based on sound distance.

8. General fatigue system. This will control player speed, weapon animation, view movement, and accuracy.

9. Proper concussion effect. Lowered sounds volume, general input, view and audio disorientation/distoriton etc.

10. Every other or every 3rd round, CT's & T's spawns switch, but the roundtime increases (probably twice the mp_roundtime). Or maybe they switch by chance, not sure yet. Maybe a chance if defending team wins, and stacks up with win streak. A random chance. Obviously doesn't include as_ maps haha!

11. On as_maps there is a chance that the VIP will spawn at T spawn point, however the spawn point must be as far as x units horizontally, so no T will spawn very near. Basically this means CT's must find the VIP, and VIP must hide among T's. After this round CT's get a special bonus, or twice the special bonus if they win. The VIP will get a message at spawn that CT's must find you, avoid terrorists.

12. Players spawn with a knife only. But acquire more cash at spawn. That means they must buy their own sidearm, but gain the money for it. So they can either buy a more expensive gun, or buy a sidearm of their choice. And as cs 1.6 client have an option cvar to drop everything on death, which will be switched on by default, you can easily pick up a sidearm from a either dead enemy or a dead friend. In the end, this is an individualistic approach that will promote the usage of other pistols than usp/glock/deagle.

13. AS_ (Assassination) mode revival. This includes officially supporting specific as_ maps, promoting this mode, and developing it more.

14. Proper "round in a chamber" mechanic. This includes animation of weapon draw and reload mid mag or with empty mag.

15. If CT win, reduce their salary by the number of "dead" officers (as_ maps excluded). Use this calculation: -(25% of new round money / number of players) * number of dead CT's. This is to encourage CT teamplay and encourage them of not dying or taking unnecessary risks, because this is expected of them.

16. For planting a bomb T's get a bonus based on time, this includes killing VIP (early) on as_ maps. Calculation: + (bomb bonus * 0.5) * ( 1 - (bomb planted round time / mp_roundtime)). So if the T's plant the bomb at 30 second after start of the round, and assuming mp_roundtime is 120, then they'll get extra + 0.375 of bomb bonus. The T that plants the bomb get extra + 0.1 of total bomb bonus per player. If it blows get he gets extra 0.25. This is to give T's pressure and make them less careful.

17. Bleeding. When player receives damage he bleeds. Not sure how much that would reduce health and performance, but it will cause severe dizziness and hp drop. I might try to add additional hitbox for heart, but lets say a glock to the heart area and it's 1 minute till someone is dead. Including damage by the bullet. So if a glock shot is ~25dmg give heart (area) hitbox 2x dmg multiplier. So that gives around 1 hp per second when hit in the heart (area. It will be way less when hit elsewhere. Let's say 4 times less?

20. There are no death messages, so optionally mention every player killed on round end.

21. etc.


Game modes planned to add:

1. House break or House Break Civilians. hb_ hbc_ map prefix. Normal CT models vs CT's with hostages models (civilians defending their home or so).
Rules:

  • T's get randomly a weapon. Maybe 1 higher-tier weapon (than a simple pistol) or kevlar per 3 terrorists. The more points/higher rank, the more chance to get a higher tier weapon for T's. So there is an actual reward for stealing loot cases instead of only adding to the players score :-).
  • There is a join limit ratio of 2:1 T's vs CT's.
  • The main map is cs_estate, which will be prefixed by the mode prefix, so hbc_estate. Other candidates are as_oilrig adaptation etc.
  • T's start outside of the house (old CT spawn) and must either eliminate all CT's (actually civilians) or collect all loot cases and bring them to T spawn. CT's get more money at respawn and twice the normal money amount for killing a T.
  • Every second (or nth round) the rules switch to kill the VIP, which will have a special "hostage" skin). VIP's only goal is to survive the round length.

Additional weapons:

1. H&K G11 - awaits better animations.

2. Sawed-off double barrel shotgun.

3. Long double-barrel shotgun.

4. Pineapple-type frag grenade for T's. For CTs only on de_ maps.

5. Molotov Cocktail (?)

6. RPK for T's, M249 for CT's only.

...and more!

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