Brian Damage
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- Sep 27, 2003
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Got the most recent PC Powerplay, here's the gist:
The cover calls CS: S "Half-Life 2 Multiplayer", though this is said nowhere in the article inside, and indeed, the entire context of the discussion of CS: S is it being a way of testing Source's multiplayer capabilities that grew into something they'd actually consider releasing.
I think the guy who actually wrote the article believes it's NOT HL2's multiplayer, as he thinks it'll be a free download over Steam for those who have HL2.
Doug Lombardi says that porting HL to Source was actually less painful than they thought it would be, though they found a few ways to make it easier for mod authors wanting to port their games...
He also says that they decided that HL: S would be worth releasing (it was just an experiment to begin with) when people at the office started playing it. Then they decided to test Source with a multiplayer port, and Counter-Strike was the obvious choice.
HL: S makes use of Source's shaders, enhanced lighting, shadows, etc...
More work (in terms of texture and model stuff) has been done on CS: S than HL: S.
Both HL: S and CS: S will be made available on the same day as HL2 (PC Powerplay guesses sometime in late August...).
CS: S textures are roughly twice the resolution of CS textures.
"A single room in de_aztec now has more polygons than all of aztec as played under the old engine" - Jess Cliffe
Physics definately adds to the gameplay of CS: S. Cover can be blown away or constructed from nearby objects.
Vehicle-based gameplay and larger scale battles with higher player counts are two things being experimented with by the Counterstrike designers...
There are several pics, bu the most interesting ones are:
A. A pair of pics comparing an area in CS to CS: S... they're obviously the same area, but the detail (both polygonal and texture-wise) in CS: S is much higher...
B. A pair of pictures doing the same... but for HL: S. It shows the difference between the Icthyosaur/cage area in HL and HL: S... Colours in HL: S are better, shadows are more realistic, the Icthyosaur seems to have some specularity on it (I can't be sure, though), and the water is reflective, just like HL2's...
The next page has a little box about Codename: Gordon. Apparently, 600,000 people had downloaded it within three weeks...
Mods, if this contravenes the rules in any way, feel free to do whatever you have to, though you didn't seem to mind when I posted a magazine article summary before...
Any questions?
The cover calls CS: S "Half-Life 2 Multiplayer", though this is said nowhere in the article inside, and indeed, the entire context of the discussion of CS: S is it being a way of testing Source's multiplayer capabilities that grew into something they'd actually consider releasing.
I think the guy who actually wrote the article believes it's NOT HL2's multiplayer, as he thinks it'll be a free download over Steam for those who have HL2.
Doug Lombardi says that porting HL to Source was actually less painful than they thought it would be, though they found a few ways to make it easier for mod authors wanting to port their games...
He also says that they decided that HL: S would be worth releasing (it was just an experiment to begin with) when people at the office started playing it. Then they decided to test Source with a multiplayer port, and Counter-Strike was the obvious choice.
HL: S makes use of Source's shaders, enhanced lighting, shadows, etc...
More work (in terms of texture and model stuff) has been done on CS: S than HL: S.
Both HL: S and CS: S will be made available on the same day as HL2 (PC Powerplay guesses sometime in late August...).
CS: S textures are roughly twice the resolution of CS textures.
"A single room in de_aztec now has more polygons than all of aztec as played under the old engine" - Jess Cliffe
Physics definately adds to the gameplay of CS: S. Cover can be blown away or constructed from nearby objects.
Vehicle-based gameplay and larger scale battles with higher player counts are two things being experimented with by the Counterstrike designers...
There are several pics, bu the most interesting ones are:
A. A pair of pics comparing an area in CS to CS: S... they're obviously the same area, but the detail (both polygonal and texture-wise) in CS: S is much higher...
B. A pair of pictures doing the same... but for HL: S. It shows the difference between the Icthyosaur/cage area in HL and HL: S... Colours in HL: S are better, shadows are more realistic, the Icthyosaur seems to have some specularity on it (I can't be sure, though), and the water is reflective, just like HL2's...
The next page has a little box about Codename: Gordon. Apparently, 600,000 people had downloaded it within three weeks...
Mods, if this contravenes the rules in any way, feel free to do whatever you have to, though you didn't seem to mind when I posted a magazine article summary before...
Any questions?