Since I first released this mod 6 years ago with the purpose of testing modding on CS:GO, a lot has happened.
Shortly after release, the mod took off and we managed to grow a team of very talented people, got Steam Greenlit a few months later, then got the attention of Faceit, where they've hosted services for our mod, and reached second position on their platform.
Since then, we've decided to overhaul the mod entirely to bring it closer to CS:GO's standards and get rid of the placeholder assets. We've been hard working to remake classic weapons, animations, maps, sounds, and even bring back old gamemodes.
The project still needs a lot of content and mostly a lot of bug and security fixes related to CS:GO's monolithic nature, which prevents us from releasing the mod as intended.
We've restarted work on the mod near the end of 2018 with a better vision of what Classic Offensive should be. We've been doing monthly Devlogs on Twitter since then.
We believe that matchmaking, skins and gambling have alienated part of the community, so we're focusing on core gameplay and features that defined what CS originally meant to the community.
We're putting community servers as a priority within our mod, we even gave them a dedicated tab in the side menu, instead of hiding it like CS:GO.

We have yet to contact Faceit after all these years to see if they're still up to implement tournament services for our mod, if so, we'll welcome them with open arms.
For lore nerds, we've set the mod around 1999-2004 in terms of aesthetics, meaning weapons, maps and characters are supposed look like their older counterparts.
We try to avoid looking at CS:S and CZ for references as they felt really detached with the newer looks. We're however not opposed to take some of the upgrades they did, we in fact went through with some of their changes, like Kevlar, flashbang and headshot sounds, Inferno's design and more.
Features from CS:GO are kept when they fit our goals, can't be removed or offers quality of life improvements. However, pointless weapon and agent skins oriented features are removed entirely or adapted to fit our needs.

We plan to release the mod with Dust2, Inferno, Train, Nuke, Mirage, Poolday, Aimmap, Iceworld. And add more from the community post-release.
We've decided not to rework any hostage maps for now as old hostages were cut from the game and will be complicated to reliably patch them back or remake them with scripting... they're maybe even a step back from what CS:GO has done, they need careful considerations.
Our maps are made with simplicity in mind. Simplicity in their layout, visuals, and how movement flows. They retain their CS layout and aesthetics, except for when edits are really necessary (Nuke's secret for instance).



New weapons from Global Offensive have been removed or replaced for our mod. All the classics got re-balanced, re-animated, and re-modeled with our new standards.
It was important for us to retain their vibe, punch and uniqueness. With CS:GO, a lot has been lost with their designs and animations, guns feel generic and way too similar. We've decided to prioritize their identity, base their stats on their roles and the vibe they're supposed to give.
All gamemodes and features from CS:GO will be present in Classic Offensive, except for Danger Zone, Retakes and Co-op modes, which will need fixing if we ever plan to use them.
Assassination has been reimplemented through VScripts. The gamemode still features having one of the CTs chosen at random to be the VIP. This player is automatically equipped with a USP, Knife and Taser, Kevlar+Helmet, limited ammo and 150hp. Like the original, the VIP will need to reach an extraction zone, and Ts will win the round if killed.
Improvements have been made to Deathmatch and GunGame modes to simplify them, with health now being refilled on kill, and GunGame being available as a FFA on tweaked standard maps.
Casual and Competitive are now being given new optional weapons, with the M72 LAW and Ballistic Shield respectively reserved to Ts and CTs, but also the Molotov returning for both teams. Those weapons can be disabled by hosts through commands.


When we passed Steam Greenlight back in 2017, we had a few email conversations with Valve and CS:GO devs, where we've got to explain issues we had with modding CS:GO and how we could remedy them.
Sadly it never really got anywhere. 2 years later we asked about getting a licence to access their source code, which didn't result in a positive answer.
We never got access to that license, meaning the mod got stuck in a release limbo, with all our hard work sitting there.
it's not currently possible to play online with all the security and hardcoded behaviors they've added. The only solutions are to patch the game ourselves through plugins / binary patching, wait for them to fix it (it's been 6 years), or release on an unsafe version that didn't had those issues (way too old and risky).
You've guessed it, we got tired of sending them emails and went with the patching route to continue our work, which is extremely complicated and requires us to be careful about how we go about it.
For legal reasons, we cannot use the source code that got leaked, meaning we'll have to patch the existing binaries released with CS:GO's latest security fixes.
We believe in what Valve is doing with security, and we just can't put players to a risk either, despite the latest updates that damaged modding, we're planning to update our version on each security fix CS:GO receives.
The current fixes we did involves the ability to connect to dedicated servers and lobbies from our appid properly, but also fix crashes related to modding in general, which CS:GO is full of and have been for years.
Those patches will allow modding to be more permissive and have more features, and we believe CS:GO modders might move to our "patched branch" if things get worse. Modding is already bad as it is right now, that most modders have simply gave up with the game. Opening our doors to modding might be a good idea in the long run, so we'll have to play with this idea.

Since the mod is pretty much limited by CS:GO's code, I've got two options which will drastically change the mod.
Dust2 will gets its winter version for Christmas, and of course the classic fy_snow will be there!
Coming on December 25th. Get ready to drop that Tec-9 and grab the good ol' Deagle.
First install Beta 1.2.5c and then install this patch over it.
This version of the mod was developed separate from the official Steam release. None of the previewed features in our devlogs are present in this version...
This version of the mod is developed separate from the official Steam release. None of the previewed features in our devlogs are present in this version...
First install Beta 1.2.2 and then install this patch over it.
This version of the mod is developed separate from the official Steam release. None of the previewed features in our devlogs are present in this version...
This version of the mod is developed separate from the official Steam release. None of the previewed features in our devlogs are present in this version...
Zool,i have two things to tell you. The first thing is a bug, when you take over a bot after you died and they have the m4 in their hand, it looks like the silencer is on the gun, but when you shoot, it´s the sound of the unsilenced m4. Swapping away and reequipping the m4 (like you press 3 1, Just as an example)it shows correctly that the m4 has no silencer equipped, or when you rightclick it simply puts the silencer on the gun. Just a litte bug report. Second: a little opinion from me, the 1.1c updated model of the M4 just, doesn´t look that good in comparison to the 1.1b M4. It looked really good in 1.1b, I talked to a lot of people, most of them think of it like me, they already miss the model of the m4 from 1.1b. If you could swap the model back, i think you would make a lot of players happy.
- Replaced the M4A1 with the one from CS:GO (to avoid Copyright issues)
Steamcommunity.com
How does one go about making a server for this mod
New Server: 66.150.214.104:27015 HuntersArmy | CSGO #1 Casual [1.1B] hosted in Dalas, TX
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NOTES:
1. I am asking because, as well as satisfying my own curiosity, I could send chunks of your replies to people with similar questions.
2. I am still configuring the mod at the time of posting this, so all of these are purely based on impressions that I got from your videos on 'Zool'. If any of these are, in fact, in the game, I apologise.
When you say that you would like to keep much of 1.6, but also many of CS:GO's improvements, I was wondering if you could give an explanation as to why you decided to leave out the following from CS:GO:
Molotov - I am confused as to why you did not include these, as they have made drastic change to the competitive META that I am not aware players in the pro scene had issues with.
Gun Sounds - I can understand why you replaced many of the in-game models (Hiko reported an fps boost), but, seeing as many of the sounds from previous games were public domain, and sounds won't impact fps as much, many of CS:GO's sounds are objectively better, I still wonder why you left them out. I can only assume that they 'fit better' with the models, but the models you used for the CV-47 are not featured in any of the previous official Counter Strike games.
New Stats for MP5/7 SMG - I understand that many people in the community want the MP5 back, and I have no problems with you using the original model. However, a youtube video by 3kliksphillip (below) has brought to my attention that the MP7 in CS:GO has overall superior stats to the MP5 of previous games. Did you think that these improvements would compromise the game balance?
Video: Youtube.com
On Gamebanana, everyone's porting CSGO stuff to 1.6, while on ModDB, everyone's porting 1.6 stuff to CSGO.
I failed to see the logical here...
csgo has correct weapon models like the ejection port is on the correct side so that would be logical for cs 1.6 users. those who uses cs 1.6 skins to csgo are the craziest LOL!
hte people who port from csgo to cs1.6 are ********.