Retro Gamer

DEVELOPER Q A

THE HISTORY OF COUNTER-STRIKE IN MINH LE’S OWN WORDS…

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What was the starting point for Counter-strike?

I had previously worked on a mod called Action Quake2 that had a lot of elements that I borrowed from. Notably, it had realistic weaponry, and it was a Round-based game that didn’t have player respawning. Shortly after finishing Half-life, Valve announced they would be releasing an SDK that would allow modders to create mods for the game engine. I immediatel­y began creating art assets such as weapons and characters. It took me several months to create an initial prototype. After a few weeks, I was contacted by Jess Cliffe who was a huge fan of Action Quake2 and had previously hosted a community website that showcased the best user-created levels for AQ2. He was quickly able to convince a few mappers to create the initial maps for our very first beta.

What were the inspiratio­ns for the game, specifical­ly the unique combat mechanics?

The combat style of CS was a mixture of two games that I had enjoyed prior to making CS. Those games were Quake II and Rainbow Six.i loved the high adrenaline fast-paced nature of Quake II but I wanted to incorporat­e that into something that encouraged the tactical movement of Rainbow Six, so I settled on a movement speed that was right between those two games. One thing I really wanted to emphasise was a concept called controlled fire, which is where real special force units would usually fire in short bursts and rarely fire their weapons in full auto. I made it so the guns in Counter-strike were fairly accurate for those first few shots and then became a random mess afterwards.

Did the core design of the game and its Round-based multiplaye­r change during developmen­t?

I think the biggest change the game went through over the course of the betas was the introducti­on of the monetary system, which was introduced quite early thankfully. Also, we introduced many game modes that never really stuck with the players, such as VIP Escort or Prison Breakout. I do remember trying to implement vehicles into the game and I spent a great deal of time trying to get it right but never could properly implement it due to my poor understand­ing of the Half-life engine. Vehicles would have required an entirely new game mode as most of the maps in Counter-strike were far too small for vehicles to make an impact on gameplay.

Was there ever a point where you felt like you might have something special on your hands?

Not really. Everyone on the team had really mild expectatio­ns of what the general playerbase would feel towards our game. I think part of it was because we were playtestin­g it with a small group of friends (four or five people) and we couldn’t really see the full potential of the game until we first played on a public server with 32 players. It was incredible how much more fun it was with more players and that was the point at which we realised that Counter-strike had a lot of potential. In fact, many people these days prefer the small 5v5 nature of competitiv­e CS, but I’m not a fan of it. I much prefer the chaotic action of 10v10 Counter-strike.

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 ?? ?? » [PC] There have been many imitators over the years, but Counter-strike has remained the leader in multiplaye­r tactical FPS.
» [PC] There have been many imitators over the years, but Counter-strike has remained the leader in multiplaye­r tactical FPS.

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