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The public beta began on June 19th, with Beta 1. Despite the fact that Valve has shut down all the WON servers as of July 31, , these betas are still accesible and some even have their own running servers. General Recent changes Pending changes Random page. Betting Preferences. What links here. Related changes. Upload file. Special pages. Printable version. Connectors Use spade connectors or solder direct for the best connection. Grills Yes. Hardware Included for tweeter: Several mounting options are included to maximize installation placement.

Coming Soon Product documentation and files are not yet available. Add to wishlist. Read more. Add to cart. View more. Shopping Cart 0 Wishlist 0. No products in the cart. Your wishlist is currently empty. When the Half-Life SDK was released on April 7, it finally became possible to create actual mods for the game and actual coding on the mod started later that month. By the time May came around, the most urgent problem the mod was facing was the lack of mappers. While the exact extent of this spree is not known, it has been suggested that Jess contacted pretty much everyone who had ever submitted a map to Radium an old website for releasing custom Half-Life maps.

The maps for the initial beta release of the game were to be chosen in a contest type of setting where the Counter-Strike Team picked the best maps out of all maps that had been submitted for the game. Before the first beta had even been released, a pre-beta was leaked and started circulating around the web. It has been suggested that the initial beta release was rushed as a result of this, [6] likely to prevent people from getting a negative impression of the mod by playing the early leaked build.

The first beta was eventually released on June 19, featuring the hostage rescue scenario, an arsenal of 9 weapons, 4 maps and one player model for each side. According to Jess Cliffe , the release was well received by the community.

The two next releases Beta 2 and Beta 3 would be released about a month apart. They mostly introduced new weapons, maps and factions. Beta 3 introduced a change which caused a lot of controversy, namely frags were removed from the scoreboard altogether. This was possibly done to strengthen the team play spirit, but the change was gradually reverted in future releases due to received negative feedback.

The bomb defusal scenario was the new big thing in Beta 4. Shortly before its release, Cliffe was encouraging designers that were working on maps to utilize the new scenario instead of hostage rescue. At the same time this meant the end for an infamous tactic called gun-running, where players would stack weapons on the ground around their spawn before the end of a round as they could be picked up at the start of the next round. In late , Minh Le started working at Barking Dog Studios while he was still finishing his studies.

They made many bug fixes and also generally cleaned up the code. The interface was also worked on by artist Cory Lake in an attempt to make it look more consistent. Two new scenarios, assassination and escape , would be introduced with Beta 6.

While the assassination scenario would enjoy moderate success, the escape scenario would eventually get phased out from the mod altogether. Later statements indicate that money was involved in a deal made it early , [23] supporting the theory that the rights were sold at this point. Following this statement, two major beta releases would still be issued. Beta 6. The last major beta release, Beta 7. On August 31, it was officially announced that Counter-Strike would be sold as a standalone retail product in addition to being available as a mod for Half-Life.

There were several gameplay elements that were trialed in the game during its beta stages. Some ideas would be iterated in future releases and improved while other ideas would end up getting scrapped. When the radio was originally introduced in Beta 3. This commander had access to additional radio commands which were to be used for coordinating team efforts.

When Beta 5. A substantial gameplay change introduced in Beta 3. This was perhaps introduced to make the game more centered around winning a round for the team instead of trying to bolster ones kill count.

Due to feedback received on this change, it was gradually reverted in future releases. Another less drastic game play feature introduced in Beta 5. These had to be enabled through a console command and when enabled, would allow players to see other spectating player ghosts in the map.

However, as these ghosts caused considerably amounts of lag, they were quickly removed from the game. Driving an APC in Siege. One of the last experiments in the Beta stages was the introduction of driveable vehicles in Beta 7. They were introduced into Jeepathon2k a test map and Siege. However due to the way the GoldSrc engine is designed, vehicles were very glitchy and they were thus removed from all official maps when Counter-Strike 1. There were a few gameplay elements which were considered but never implemented into the game.

One feature that Minh Le spent a considerable amount of time trying to implement was persistent dead player bodies, but he never finished the feature. This idea was scrapped as Le figured that "if you die, you shouldn't be able to have more fun than if you were alive". When the first beta was released only one scenario was featured in the game.

Further scenarios were gradually added in future releases. The hostage rescue scenario was the only scenario featured in the very first beta of the game.

Originally level designers were instructed only to make sure a map had no more than five hostages present, [28] thus the amount of hostages in early maps range between 3 and 5.

In the first few beta releases, there were no separately designated hostage rescue zones and the Counter-Terrorist spawn points would function as hostage rescue zones.



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