# Counter-Strike: Source

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***Counter-Strike: Source*** is a [tactical](/source/Tactical_shooter) [first-person shooter](/source/First-person_shooter) video game developed by [Valve](/source/Valve_Corporation) and [Turtle Rock Studios](/source/Turtle_Rock_Studios). Released in October 2004 for [Windows](/source/Microsoft_Windows),[1] it is a [remake](/source/Video_game_remake) of *[Counter-Strike](/source/Counter-Strike_(video_game))* (2000) using the [Source game engine](/source/Source_(game_engine)). As in the original, *Counter-Strike: Source* pits a team of [counter-terrorists](/source/Counter-terrorist) against a team of [terrorists](/source/Terrorists) in a series of rounds. Each round is won either by completing an objective (such as detonating a bomb or rescuing hostages) or by eliminating all members of the enemy team. The game was initially bundled with all retail and digital copies of *[Half-Life 2](/source/Half-Life_2)*,[2] before being released standalone.

## Gameplay

*Counter-Strike: Source* retains its team-based objective-oriented first-person shooter style gameplay. The aim of playing a map is to accomplish a map's objective: defusing the bomb, rescuing all hostages, or killing the entire opposing team. The ultimate goal of the game is to win more rounds than the opposing team. Once players are killed, they do not respawn until the next round, though this depends on which server people play on. This gameplay feature distinguishes Counter-Strike from other first-person shooter games, where players respawn instantly or after a short delay.

Shooting while moving dramatically decreases accuracy, and holding the trigger down to continuously shoot produces severe recoil. The severity of damage induced by weaponry is dependent upon the specific locations of hits, with hits to the head being most lethal and shots which make contact elsewhere causing lesser loss of health. Damage is also affected by the distance, and if the target wears protection.[citation needed]

## Development

### Initial release

*Counter-Strike: Source* is a remake of the original *[Counter-Strike](/source/Counter-Strike_(game))* built on Valve’s [Source engine](/source/Source_(game_engine)) and the third major entry in the [*Counter-Strike* series](/source/Counter-Strike). Announced on May 12, 2004 during [E3](/source/E3) presentation as the multiplayer counterpart to *[Half-Life 2](/source/Half-Life_2)*, it became the first Source engine game released by [Valve Software](/source/Valve_Software), arriving on [Steam](/source/Steam_(service)) for [Windows](/source/Microsoft_Windows) on October 7, 2004, a month before *Half-Life 2* itself.[1][3][4][5] The first public beta became available on August 11, 2004 through the Valve Cyber Café Program, followed by a wider beta release on August 18 for owners of *[Counter-Strike: Condition Zero](/source/Counter-Strike:_Condition_Zero)* and users who received *Half-Life 2* vouchers bundled with select [ATI](/source/ATI_Technologies) [Radeon](/source/Radeon) [video cards](/source/Video_card).[5][6][7] The game was later included in *Half-Life 2* retail bundles released on November 16, 2004.[8]

*Counter-Strike: Source* was developed primarily in-house at Valve, with contributions from the original *Counter-Strike* creators [Minh Le](/source/Minh_Le) and [Jess Cliffe](/source/Jess_Cliffe), as well as members of the *[Day of Defeat](/source/Day_of_Defeat)* team.[3] Following the game’s release, [Turtle Rock Studios](/source/Turtle_Rock_Studios) also became actively involved in supporting the game through post-release updates, having previously collaborated with Valve on *[Counter-Strike: Condition Zero](/source/Counter-Strike:_Condition_Zero)* and the [Xbox](/source/Xbox_(console)) port of the original *[Counter-Strike](/source/Counter-Strike_(game))*.[9]

The main goal of the developers was to transfer *Counter-Strike* to the Source engine without altering the core gameplay mechanics.[10] The engine’s new features allowed maps to become significantly more detailed, introducing physical objects such as barrels, bottles, and tires scattered across environments, all affected by the game’s physics system.[10][11] Grenade trajectories, explosions, and their impact effects were also made more realistic.[10][11] Player bodies after death were likewise redesigned — instead of using predefined death animations, the game introduced [ragdoll physics](/source/Ragdoll_physics).[3] Sound effects were also reworked to better match environmental acoustics, while support for [5.1](/source/5.1_surround_sound) and [7.1](/source/7.1_surround_sound) surround sound systems was added.[3] In addition, the maximum number of players supported on a server was doubled to 64.[3]

The texture detail on the maps was significantly increased, with the resolution of many textures increasing fourfold compared to the original game, alongside improved 3D models.[10][11] Source also made extensive use of advanced [DirectX 9](/source/DirectX#DirectX_9) rendering features such as [bump mapping](/source/Bump_mapping), [normal mapping](/source/Normal_mapping), and [specularity](/source/Specularity), giving surfaces greater depth, lighting detail, and reflectivity.[3][10] The engine’s reflective surface technology was used extensively through [cube mapping](/source/Cube_mapping#Dynamic_reflection) — for example, weapons equipped with optical scopes could display reflections of the surrounding environment on the lens when not zoomed in, although other player models were not rendered in those reflections. Source also introduced support for [3D skyboxes](/source/Skybox_(video_games)#Advanced_skyboxes), allowing environments to appear as though they stretched for miles beyond the playable area, making maps feel less like enclosed arenas and more like believable real-world locations.[10][11]

Unlike previous *Counter-Strike* titles, *Counter-Strike: Source* launched without the riot shield and without the Assassination game mode, featuring only Hostage Rescue and Bomb Defusal scenarios.[11] At release, the game also contained only one character model per team — Phoenix Connexion for the Terrorists and SEAL Team 6 for the Counter-Terrorists — while the selection of maps was relatively small, with nine included in total.[10][11] Many of the launch maps resemble direct ports of classic *Counter-Strike* maps with redesigned textures and relatively limited environmental detail. However, with the addition of new maps over the following months, the visual quality and level of detail improved significantly, eventually reaching a standard comparable to *Half-Life 2*.

### Post-release

From December 2004 to January 2006, through subsequent updates, Turtle Rock Studios remade six classic maps from previous *Counter-Strike* titles that were missing at launch, and introduced bot support, which later served as a precursor to the AI systems used in *[Left 4 Dead](/source/Left_4_Dead)*.[5][9][12] During the same period, Valve also expanded the game’s content and visual quality by releasing three maps, including one remake from the original *Counter-Strike* and two entirely new maps, while also upgrading the default player models.[5] Between December 2005 and April 2006, the remaining classic player models were restored, and in August 2006 the radar was redesigned into a mini-map-style display that introduced enemy detection as part of its updated functionality.[5][13]

The game’s technical aspects were also continuously updated during this period. In December 2005, Valve introduced [HDR Lighting](/source/High-dynamic-range_rendering) technology, which was gradually implemented across several maps throughout 2006.[5][14] Around the same time, *Counter-Strike: Source* transitioned to the [Source 2006 engine](/source/Source_(game_engine)#Source_2006) branch introduced with *[Half-Life 2: Episode One](/source/Half-Life_2:_Episode_One)*.[15]

One of the most controversial updates in the game’s history arrived on November 1, 2006 with the Dynamic Weapons Pricing system, which altered weapon prices weekly based on player demand statistics from the previous week.[16][17][18] The update also removed the ability to purchase ammunition separately, automatically providing ammo whenever a weapon was bought. Although the system was intended to diversify gameplay and weapon usage, it faced immediate criticism from the community and was eventually removed.

On June 23, 2010, Valve, in collaboration with [Hidden Path Entertainment](/source/Hidden_Path_Entertainment), released a major update that ported the game to [The Orange Box engine](/source/Source_(game_engine)#Source_2007), replacing the older Source 2006 version, commonly known as v34.[19][20] This update introduced numerous gameplay and technical improvements, including 144 new achievements, MVP Awards, a domination and revenge system inspired by *[Team Fortress 2](/source/Team_Fortress_2)*, player statistics, a redesigned scoreboard, and the [Mac OS X](/source/MacOS) version.[19][21] However, the update was also criticized for several drawbacks, including a noticeable decrease in average frame rates, the restriction of custom server tick rates by enforcing a default value of 66, and incorrect player interactions with physics objects.

On September 15, 2011, Valve released another significant gameplay update focused on weapon accuracy, spread patterns, and balancing changes.[22] Combined with the earlier Orange Box transition, these changes divided the *Counter-Strike: Source* community, leading many players and servers to remain on older versions such as v34/Source 2006, while others adopted the newer Orange Box and later Source Multiplayer branches.[23] This divide also contributed to the popularity of modified legacy clients such as ClientMod, which emulated older builds of the game.

The game continued receiving engine upgrades over the following years. On October 19, 2011, CS:S transitioned to the Source Multiplayer branch.[24] In February 2013, Valve released an official [Linux](/source/Linux) version of the game,[25][26][27] and on April 16, 2013, Counter-Strike: Source was upgraded again to the Source 2013 Multiplayer engine during Valve’s migration to the SteamPipe content delivery system.[28]

After years of minimal changes, Valve released the first major Counter-Strike: Source update in nearly 12 years on February 18, 2025.[29][30] This update upgraded the game from 32-bit to 64-bit binaries for modern x64 systems and migrated the game to the updated version of the Source 2013 Multiplayer branch derived from *Team Fortress 2*, incorporating features from the *Half-Life 2* 20th Anniversary Update, VScript support, technical improvements, quality-of-life changes, graphical enhancements, and numerous bug fixes.

## Modifications

### *Counter-Strike: Malvinas*

[undue weight? – discuss]

Main article: [Counter-Strike: Malvinas](/source/Counter-Strike:_Malvinas)

*Counter-Strike: Malvinas* is a custom *Counter-Strike: Source* map, developed and distributed by Argentine web hosting company Dattatec. The map was released worldwide on 4 March 2013. The game is set in [Stanley](/source/Stanley,_Falkland_Islands), the capital of the [Falkland Islands](/source/Falkland_Islands), and revolves around a group of Argentine special forces (portrayed as the counter-terrorist team) capturing the archipelago from British Royal Marines, who are portrayed as terrorists. The map is inspired by the 1982 [Falklands War](/source/Falklands_War), in which an estimated 650 Argentine and 255 British servicemen died.[31] The mod prompted strong controversy in the United Kingdom; Dattatec's website was targeted by British hackers on 27 March 2013.[31][relevance?]

## Reception

*Counter-Strike: Source* was met with positive reviews from professional critics.[32] [Metacritic](/source/Metacritic), a review aggregator website, awarded *Source* a rating of 88 out of a possible 100 based on 9 critic's reviews.[33] Jeff Haynes of *[IGN](/source/IGN)* said the game was "much more detailed, featuring many more polygons per model, bump mapping and other graphical enhancements" compared to the original.[34]

## Sequel

See also: [Counter-Strike: Global Offensive](/source/Counter-Strike:_Global_Offensive)

On August 12, 2011, Valve announced the production of a successor to *Counter-Strike: Source*, entitled *Counter-Strike: Global Offensive*.[35] *Global Offensive'*s development began in March 2010 when [Hidden Path Entertainment](/source/Hidden_Path_Entertainment) attempted to [port](/source/Porting) *Counter-Strike: Source* onto video game consoles prior to the end of its lifespan.[36][37] During its [development](/source/Video_game_development), Valve saw the opportunity to turn the port into a full game and expand on the predecessor's [gameplay](/source/Gameplay).[38] In 2023, *Global Offensive* was assimilated into [Counter-Strike 2](/source/Counter-Strike_2), which ported the game's content into the [Source 2](/source/Source_2) engine.[39]

## Competitive play

Main article: [Counter-Strike in esports](/source/Counter-Strike_in_esports)

*Counter-Strike: Source* has been played in tournaments since shortly after its release. The game received some criticism by the competitive community, who believed the game's skill ceiling was significantly lower than that of CS 1.6. This caused a divide in the competitive community as to which game to play competitively.[40]

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---
Adapted from the Wikipedia article [Counter-Strike: Source](https://en.wikipedia.org/wiki/Counter-Strike%3A_Source) by Wikipedia contributors ([contributor history](https://en.wikipedia.org/wiki/Counter-Strike%3A_Source?action=history)). Available under [Creative Commons Attribution-ShareAlike 4.0 International](https://creativecommons.org/licenses/by-sa/4.0/). Changes may have been made.
