Q: How long did it took to make the mod?
A: About a year and a half, it started with a basic weapon replacement mod where I was bringing back all models from CS:S into CS:GO, ended up being CS:CO
Q: Do I need CS:GO to play this?
A: Yes, the mod is in fact running on CS:GO, it uses the same code and assets, so it is needed.
Q: Can I play CS:GO while having CS:CO installed?
A: Sure, Both will appear in your Steam Library as two different games.
Q: What's the size of the mod?
A: Around 500MB
Q: How to download the mod?
A: The mod will be availiable to download once released here on ModDB.com and will have a mirror on Mega.nz
Q: How to install the mod?
A: I've made a tutorial about how to install this kind of mods on youtube
Q: Graffiti, Skins... are those still there?
A: None of them, there's no skins, and if you have equiped any skin in CS:GO you'll technically have it in-game, though will not appear, but the StatTraks are still counted as well the renamed weapons. Graffities however aren't enabled... say thanks to Valve for making them limited in use!
Q: Now, for the real question... does it plays like 1.6?
A: Short anwser: no. In fact it is almost impossible to reproduce 1.6 in ALL aspects, the mod will be the perfect balance between 1.6 and CS:GO, keeping weapon stats but the recoil patterns and recoil velocity because those changed in CS:GO and aren't modifiable without hacks, the physic will be a mix between the two as well, in fact bunnyhop will be easier though sill inconsistant. In the end, it'll be a new experience but neither similar to CS:GO and 1.6 in some ways, only the nostalgia will be intact.
Q: Is wallbanging a thing?
A: Well, the algorythm used by CS:GO doesn't allow extreme wallbanging, it depends on the damage weapons deals, I've tried to test with a weapon capable of dealing 1000 of damage and it worked quite like in 1.6, thing is, a regular AK on the other hand, will not travel more than 48-64 units in any material. (all materials being the sames in CS:CO)
Q: Oooh booooi! I Saw that Deagle and MP5! Are those great as in the old times?
A: Like they used to be in 1.6 and Source, the Deagle is as awesome as you remember and the MP5 will bring you memories as well. In addition, the M249 now feels glorious compared to its CS:GO counterpart.
Q: Will we have the old 1.6 HUD?
A: Sadly Valve prevented us to modify any element of the HUD stored in a .SWF file. Those are checked at the launch of the game, and aren't loaded if the game finds them different to the originals.
Q: What about Ranked?
A: Ranked will be as it was in 1.6, since Matchmaking can't work for a mod, I'll need custom servers for that like Face It for instance does.
Q: So, what about normal servers?
A: That's the serious question... Dedicated Servers will work as for CS:GO but will require owners to put the mod at the root of their server folder, at the same area as the 'csgo' folder, then to host the mod they'll need to launch it using "-game csco" instead of "-game csgo" this will load all the CSCO files. Though here's the problem, for some reasons the server will say that the pak01_dir is different to the client, which is false since it'll load all the files inside it, this will require the server owner to disable sv_pure, and that's a big issue, because anyone with modding knowlege will be able to create hack textures to see through walls for instance. And since there's only VAC as an anti-cheat, it can't do crap about it, hope there's a kind of anti-cheat on Sourcemod to defend yourselves!
Q: Does lobbies still works?
A: YES they do! You'll be able to create lobbies with your friends or steam groups! And yes, most workshop maps will work!
Q: Will I be able to Stream the mod on Twitch or an other streaming service?
A: Sure, just like CS:GO you'll be able to stream it, I'm unsure if you should stream it under Global Offensive, but probably.
Q: Last question... is there chickens in your cs_italy?