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Proto:Counter-Strike (Windows)/Beta 1.0

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Beta 1.0 of Counter-Strike was the result of Minh "Gooseman" Le shifting his Quake 2 mod into the Half-Life engine.

SOMETIMES I SEE A TEXT BOX AND I JUST CAN'T HELP MYSSDFGFFDHFGDJGGFSHGDFH
This page sucks.
If you could make it suck less, that would be awesome.
Specifically: Cleanup, most of what's here is copied from the Beta 1.1 page.

General

Weapon Boxes

When a player dies, he drops a weapon box containing the weapon he was using when he died and the ammo contained in it, like in Half-Life's deathmatch. This lets the player break the weapon system and hold multiple pistols, SMGs, or rifles. While the weapon box was removed in Beta 2.0, the behavior of having multiple weapons of a certain type was not removed until much later.

Hostages

Only hostage rescue is present in this prototype.

Hostages are not automatically rescued when they reach a hostage rescue zone. Instead, the player must hit a button bound with the "hostage" command when in a hostage rescue zone in order to save them. When hostages are rescued, the amount of hostages rescued with the "hostage" command are shown on the left side of the screen. If the player is in a hostage rescue zone and does not have any hostages, the message will show 0 hostages rescued. There are no markings to indicate a hostage rescue zone nor does an icon appear on the HUD, but there is an unused graphic of a Half-Life scientist in both this prototype and the final game that would fit a hostage or a hostage rescue zone.

If all hostages are saved, a round will not end.

All hostages use Half-Life's scientist models. They use the final's voices, however.

Weapon Prices

Almost all weapons have different prices in Beta 1.1. The only exception is the Glock 18.

Weapon Beta 1.1 price Final price
USP $400 $500
M3 pump shotgun $1250 $1750
MP5 $1250 $1500
TMP $1100 $1250
M4A1 $3000 $3100
AWP $5000 $4750
G3 SG/1 $7000 $5000
M249 $8000 $5750
Flashbang Grenade $150 $200

Kevlar Vest

The Kevlar Vest only covers the chest in this prototype.

The Kevlar Vest with Helmet is not in this prototype.

Ammo Purchasing

Ammo is purchased on a separate screen. In addition, the player must purchase the ammo based on the type of ammo (such as 9x19mm for the Glock 18 and MP5) instead of selecting an option like "Primary ammo" or "Secondary ammo" to easily fill up the weapons he is using.

Buying Grenades and Kevlar

Armor and grenades are purchased through a separate menu, which can be brought up with the command "buyitem".

5.56x45mm Ammo Reserves

The M4A1 and M249 draw from the same source of 5.56x45mm ammo, meaning the player can hold far more rounds with the M4A1 (up to a whopping 200 rounds) than he can in the final game. Later versions of the game fix this so that the M4A1 and M249's 5.56x45mm ammo pools are separate.

Network Code

This prototype is quite unstable online. The player will often disconnect while playing over the internet.

Default Player Name

The default player name in this prototype is "FRICKEN_MORON".

Round Time

In this prototype, a round lasts 8 minutes.

Weapon Replacement

When buying a new weapon that occupies the same slot a current weapon is in, the old weapon will be overwritten with the new weapon. Beta 2.0 to the final game makes the player drop the old weapon, then gives him the new weapon.

Weapons

Glock 18

The Glock 18's model is identical to the one used in the final version.

The alt-fire key makes the gun shoot a three-round burst instead of switching the fire mode, like in the final game.

USP

The USP has a completely different model in Beta 1.0. It is darker than the final model and lacks an attachable suppressor. However, it has a LAM module that disappears from the final's model. The CSweapons.txt file included with the prototype indicates that it would have a suppressor, which it would get in the next major beta.

The world model is also different. The model is larger than the one used in the final and the texture used is based off of an image of a real USP Tactical instead of being drawn.

Prototype Final
Csb11 usp.png Csfinal usp.png
Prototype Final
Csb11 uspw.png Csfinal uspw.png

MP5 Navy

The MP5 Navy has a different model and animations in this prototype.

In-game, it is very similar to its final incarnation.

Prototype Final
Csb11 mp5.png Csfinal mp5.png

TMP

The TMP's model is the same as it is in the final game, but has slightly larger textures in Beta 1.0 (not large enough to notice because of OpenGL resizing the textures).

The Beta 1.0 TMP is more accurate than it is in the final game.

Benelli M3 Shotgun

The M3 uses a different model in Beta 1.0. The textures are completely different and darker than the ones used in the final game. Its animations are different as well.

Prototype Final
Csb11 pumpshotgun.png Csfinal pumpshotgun.png

M4A1

The M4A1 is very different in this prototype.

Its model is completely different from the one in the final game. It has a scope mounted on it, a forward assist that looks like a bent piece of wire, and completely different textures. The animation used is different as well; the player simply pulls the magazine out with his thumb on the magazine release button and puts a new one in without the fancy forward assist tugging.

In-game, the M4A1 has a zoom function that can be activated with the alternate fire key. It behaves very similar to the SG552 and AUG's zoom functions, but does not reduce the firing rate, like it does with the final AUG and SG552.

Beta 1.0 uses an M4A1 world model that does not appear in any other version of Counter-Strike. It appears to be based on a plain M4A1 without any optics or other attachments on it.

Both the Counter-Terrorist and Terrorist teams can use this weapon in Beta 1.1.

The basis of this rifle would eventually be reused in the spinoff Counter-Strike Online as the M4A1 Scope, though with some more differences.

Prototype Final
Csb11 m4a1.png Csfinal m4a1.png
Prototype Final
Csb11 m4a1w.png Csfinal m4a1w.png

AWP

The AWP is almost identical to the one used in the final game. It has slightly different firing animation and legshots will kill an enemy, unlike in later versions of the game.

The crosshair is enabled when using the AWP without looking down the scope in Beta 1.1 and several other prototypes.

It has a different scope reticle in Beta 1.1.

Prototype Final
Csb11 awpscope.png Csfinal scope.png

G3 SG/1

The G3 SG/1 is almost the same as it is in the final game in both behavior and looks. The only difference is that it uses a unique scope reticle with a night vision effect.

The crosshair is enabled when using the G3 SG/1 without looking down the scope in Beta 1.1 and several other prototypes.

Unlike the final game, both teams can use this weapon.

Prototype Final
Csb11 g3scope.png Csfinal scope.png

M249

The M249 is the same as it is in the final game.

Flashbang Grenade

The Flashbang is the same as it is in the final game, but the player can hold three of them in Beta 1.1.

Unfinished Weapons

The prototype contains graphics for some weapons that did not make it into Beta 1.1.

SG552

The SG552 has HUD graphics and is mentioned in the "CSweapons.txt" file included with Beta 1.1, but does not appear in the game.

The HUD graphics show that it did not have a scope at the time Beta 1.1 was compiled. CSweapons.txt states that its secondary fire would be to fold and unfold the stock, but it has a question mark at the end of it, suggesting that the developers were not sure about this as a secondary firing mode when the document was written.

Knife

The Knife has HUD graphics and is mentioned in the "CSweapons.txt" file included with Beta 1.0, but does not appear in the game.

HK69

There is a graphic for an HK69 grenade launcher and it is mentioned as a future weapon in "CSweapons.txt". However, unlike the SG552 and Knife, it never appeared as a usable weapon in any version of Counter-Strike.

Graphics

HUD

The HUD has several differences compared to the final game's.

The health and armor icons are quite different. The health icon has a wave-like effect on the left side of the graphic. The armor graphic is completely different; it features a guy in a tough-looking pose with the same wave effect on his left side.

This prototype uses the Pistol crosshair from Half-Life, while the final game uses a unique and dynamic crosshair.

The HUD does not show the time remaining nor a radar.

Prototype Final
Csb11 hud.png Csfinal hud.png

showplayerinfo Command

Csb11 showplayerinfo.png

The HUD does not show how much money the player has. In order to do so, the command "showplayerinfo" must be typed into the console, or bound to a key and used.

Scoreboard

The scoreboard indicates what team you're on by the color of your name. Red names mean you are on the Terrorist team, while white names mean you are on the Counter-Terrorist team.

Console Background

In Beta 1.1, the console background is taken from a real photo of a counter-terrorist team, while the final version of the game using a unique graphic for the console, 1.5, uses the menu background texture.

Prototype Final
Csb11 consolebackground.png Csfinal conback.png

Ammo Icons

This prototype uses Half-Life's icon for Pistol and Submachine Gun ammo for every ammo type in the game. Later versions give each ammo type their own unique icons.

Weapon Icons

The HUD weapon icons are less detailed than they are in the final game. All of them were redrawn before the final game was released.

Prototype Final
Csb11 glock18icon.png Csfinal glock18icon.png
Prototype Final
Csb11 uspicon.png Csfinal uspicon.png
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Csb11 mp5icon.png Csfinal mp5icon.png
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Csb11 tmp.png Csfinal tmp.png
Prototype Final
Csb11 pumpshotgunicon.png Csfinal pumpshotgunicon.png
Prototype Final
Csb11 m4a1icon.png Csfinal m4a1icon.png
Prototype Final
Csb11 g3icon.png Csfinal g3icon.png
Prototype Final
Csb11 awpicon.png Csfinal awpicon.png
Prototype Final
Csb11 m249.png Csfinal m249.png
Prototype Final
Csb11 flashbang.png Csfinal flashbang.png

HUD Weapon Selector Indicator

The graphic used when an icon is selected in the HUD uses a slightly wavy and thick pattern with a gradient effect on the sides in beta 1.1, while the final game uses a simpler rectangle shape.

Prototype Final
Csb11 selectoricon.png Csfinal selectoricon.png

Weapon Kill Icons

The weapon kill icons use the same weapon designs that the weapon selection icons use, but smaller.

Prototype Final
Csb11 glock18killicon.png Csfinal glock18killicon.png

Player Models

Beta 1.1 contains only two player models.

These models use the default Half-Life player animations instead of the full set of custom animations the final player models use.

Irish Republican Army (Phoenix Connection)

The Irish Republican Army model is the only player model for the Terrorist team. It eventually became the Phoenix Connection model used in the final game.

Prototype Final
Csb11 pc1.png Csfinal pc1.png
Prototype Final
Csb11 pc2.png Csfinal pc2.png
Prototype Final
Csb11 pc3.png Csfinal pc3.png

SEAL Team 6

SEAL Team 6 is quite different from the one in the final game. He has a blue outfit and a balaclava instead of the green uniform with helmet the final one has.

Prototype Final
Csb11 seal1.png Csfinal seal1.png
Prototype Final
Csb11 seal2.png Csfinal seal2.png
Prototype Final
Csb11 seal3.png Csfinal seal3.png

Menu

The menu uses a different font, an old logo, the url for the first official Counter-Strike website, and the menu options are using Half-Life's default descriptions and names. The background shows a terrorist holding a G3 SG/1 (with transparency issues on the gun's magazine) on a metal background.

Prototype Final (1.5)
Csb11 menu.png Csfinal menuwon.png

Ejected Brass

In Beta 1.1, the brass ejected from pistols, rifles, submachine guns, and machine guns is the same as the one ejected by the Pistol and Submachine Gun in Half-Life. Later versions of the game use new spent brass models.

Prototype Final
Csb11 ejectedbrass.png Csfinal ejectedbrass.png

Sounds

Weapon Sounds

Nearly every weapon firing sound is different in Beta 1.1. The only ones that are the same are the G3/SG-1's and the M3 pump action shotgun's.

Prototype AWP Firing Sound Final AWP Firing Sound
Prototype Flashbang Grenade Explosion Sound 1 Final Flashbang Grenade Explosion Sound 1
Prototype Flashbang Grenade Explosion Sound 2 Final Flashbang Grenade Explosion Sound 2
Prototype Glock 18 Firing Sound 1 Final Glock 18 Firing Sound 1
Prototype Glock 18 Firing Sound 2 Final Glock 18 Firing Sound 2
Prototype M4A1 Firing Sound 1 Final M4A1 Firing Sound 1
Prototype M4A1 Firing Sound 2 Final M4A1 Firing Sound 2
Prototype M249 Firing Sound 1 Final M249 Firing Sound 1
Prototype M249 Firing Sound 2 Final M249 Firing Sound 2
Prototype MP5 Firing Sound 1 Final MP5 Firing Sound 1
Prototype MP5 Firing Sound 2 Final MP5 Firing Sound 2
Prototype TMP Firing Sound 1 Final TMP Firing Sound 1
Prototype TMP Firing Sound 2 Final TMP Firing Sound 2
Prototype USP Firing Sound 1 Final USP Firing Sound 1
Prototype USP Firing Sound 2 Final USP Firing Sound 2

MP5 Reloading Sounds

The MP5's "inserting magazine" and "slapping cocking handle" sounds are different in Beta 1.1.

Prototype MP5 Magazine Insert Sound Final MP5 Magazine Insert Sound
Prototype MP5 Cocking Handle Sound Final MP5 Cocking Handle Sound

Dying Sound

When the player dies, the game plays the flatline sound from Half-Life instead of a groan.

Levels

cs_mansion

"cs_mansion" is an earlier draft of the final's cs_estate. It keeps the basic idea and layout of cs_estate, but the rooms and overall shape of the map is completely different.

Cameras

The left side of the CT spawn point has two cameras the CT team can use to get a better view of the outside area.

Prototype Final
Cs11 cs mansion20.png Csfinal cs estate21.png

Sewer Entrance

The CT-side entrance to the sewer is a simple, manhole-shaped hole in cs_mansion.

Prototype Final
Cs11 cs mansion2.png Csfinal cs estate2.png

Front Yard

Prototype Final
Cs11 cs mansion3.png Csfinal cs estate3.png
Prototype Final
Cs11 cs mansion4.png Csfinal cs estate4.png
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Cs11 cs mansion5.png Csfinal cs estate5.png
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Cs11 cs mansion6.png Csfinal cs estate6.png
Prototype Final
Cs11 cs mansion16.png Csfinal cs estate18.png
Prototype Final
Cs11 cs mansion17.png Csfinal cs estate19.png

Front Room

cs_mansion's front room lets players fall from the second floor to the first floor and only has a wall on one side of the staircases, letting the player jump off of it.

Prototype Final
Cs11 cs mansion7.png Csfinal cs estate7.png
Prototype Final
Cs11 cs mansion11.png Csfinal cs estate11.png

Basement

"cs_mansion" does not have a basement.

Prototype Final
Cs11 cs mansion8.png Csfinal cs estate8.png

Back Room on the First Floor

The first floor's back room is much smaller than it is in the final game. The bathroom is also missing.

Prototype Final
Cs11 cs mansion9.png Csfinal cs estate9.png
Prototype Final
Cs11 cs mansion10.png Csfinal cs estate10.png

Bedroom

The bedroom is a generic office room in cs_mansion.

Prototype Final
Cs11 cs mansion13.png Csfinal cs estate14.png

Second Floor Back Room

The back room in cs_mansion is another office room, but with two hostages in it.

Prototype Final
Cs11 cs mansion12.png Csfinal cs estate12.png
Prototype Final
Cs11 cs mansion1.png Csfinal cs estate13.png

Second Floor Back Room Right

"cs_mansion" has another office room in the back of the right-hand part of the second floor. cs_estate completely removes it in favor of a hallway.

Prototype Final
Cs11 cs mansion19.png Csfinal cs estate15.png

Power Generator

The power generator at the back of the house is missing in cs_mansion.

Prototype Final
Cs11 cs mansion14.png Csfinal cs estate16.png

Back Ladder to the Second Floor

The ladder to the second floor in the back of the house is on the right side of the house and leads directly to a window in cs_mansion, while in cs_estate, the ladder is on the back of the house and leads to a platform that connects to a window the player must destroy.

Prototype Final
Cs11 cs mansion15.png Csfinal cs estate17.png

Sewer

The sewer is extremely simple in architecture, but slightly more complex in layout in cs_mansion.

Prototype Final
Cs11 cs mansion18.png Csfinal cs estate20.png

Sewer Exit

The sewer's exit is located on the right-most corner of the level, while cs_estate places it in the basement.

Prototype Final
Cs11 cs mansion22.png Csfinal cs estate22.png

Left-Most Room on the First Floor

The left-most room on the first floor does not connect back to the front room. A large shelf is blocking where the path would be in cs_estate.

cs_prison

"cs_prison" is a map that only appeared in Beta 1.0, 1.1, and 1.2, and for good reason: it's bad. The goal of the map is for the Counter-Terrorist team to infiltrate a prison (apparently in Russia, as the prop truck has a red star on it) and rescue the hostages from the Terrorists, who are hidden inside the cells. However, the map has many flaws: It is huge, the ladders the CT team must scale to begin infiltrating are extremely hard to go down, resulting in most of the team having their knees blown out before reaching the inner part of the prison, the cells the hostages are in are extremely easy for Terrorists to camp, and the CTs must slowly open a door with a wheel in order to escape with the hostages, making them easy prey for sudden ambushes from Terrorists. Oddly, the map uses one of the Xen skyboxes from Half-Life, which, combined with the grey rock texture the map uses a lot, makes it appear as if you're fighting on an alien planet instead of Earth.

cs_siege

"cs_siege" uses completely different textures in this prototype.

Texture Differences

Prototype Final
Csb11 cs siege1.png Csfinal cs siege1.png
Prototype Final
Csb11 cs siege3.png Csfinal cs siege3.png
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Csb11 cs siege4.png Csfinal cs siege4.png
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Csb11 cs siege5.png Csfinal cs siege5.png
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Csb11 cs siege7.png Csfinal cs siege7.png
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Csb11 cs siege9.png Csfinal cs siege9.png
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Csb11 cs siege14.png Csfinal cs siege14.png
Prototype Final
Csb11 cs siege15.png Csfinal cs siege15.png

Hostage Rescue Location

Beta 1.1's cs_siege has the hostage rescue site where the CT team spawns. Later versions of the level move it to the start of the path to the parking lot.

The Tower

The door to the tower is open in Beta 1.1, allowing the player to climb up it and shoot enemies from it.

The boxes to the left of the tower are missing in Beta 1.1's cs_siege as well.

Prototype Final
Csb11 cs siege2.png Csfinal cs siege2.png

Elevator Action

The elevator to the underground portion is much simpler in Beta 1.1.

Prototype Final
Csb11 cs siege16.png Csfinal cs siege16.png

Vents

The vent escape in each level are missing. Also, the door to that room has been switched from the left side of the room to the right side of the room in Beta 1.1.

Prototype Final
Csb11 cs siege8.png Csfinal cs siege8.png
Prototype Final
Csb11 cs siege12.png Csfinal cs siege12.png

The main room in the back of the level has monitors behind the desktop computer. Each of these can be used to look through cameras placed throughout various points, presumably so the Terrorist team can spy on the Counter-Terrorist team's movements. These cameras have been removed in later versions of the level.

Prototype Final
Csb11 cs siege10.png Csfinal cs siege10.png

The boxes near the entrance to the parking lot are arranged differently in Beta 1.1. The left wall lacks boxes, and the boxes on the right are in different positions.

Prototype Final
Csb11 cs siege6.png Csfinal cs siege6.png

Lights in the Sewer

The sewer access only has lights in corners in Beta 1.1. Later versions add more lights so it's easier to see while navigating through the sewers.

Prototype Final
Csb11 cs siege13.png Csfinal cs siege13.png

cs_wpndepot

"cs_wpndepot" is a level that was included with some early beta versions of Counter-Strike before being removed.

The level takes place in a large warehouse area, where the CTs have to rescue the hostages from the Terrorists. The CTs have several options to enter the warehouse, from a front assault to sneaking in via the rafters. They can also go in through the classic vent system. The hostage room is located near the back of the warehouse, but the CT team must take a very tight path to it, which is a prime location for Terrorist campers.