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    DForman's Counter Strike: Source (PC)

    [January 12, 2008 08:09:34 PM]
    Gameplay

    I've been sticking with the map I played on my previous entry, and it's really becoming clear how tactics can evolve. When you play one map enough, you get a feel for the intricacies; I've found places to shoot enemies that I would have never thought of before, along with new tactics that (I think) are really clever. For instance, throwing smoke and flash grenades at the front door to make the terrorists think a rush is coming, while the rest of the team rushes in the back instead. The game is really easy to play for long periods of time because there are so many possibilities.

    I've also come to be able to predict events like rushes, people hiding in corners, etc. For instance, if I open a door and get greeted with bullets, I know to close the door before a grenade comes sailing my way.

    Design

    I'm really starting to respect the designers when it comes to level design. They predicted events that would probably cheapen the experience, and took measures to keep it from happening. For example, since players can shoot through walls, it would be easy to figure out where enemies commonly hide and shoot through the wall to kill them, but the designers put in pillars and props to shield them.

    It should also be noted the detail they put into each level. The warehouse level has a story that its a washing-machine warehouse (but it's really for money laundering), and the boxes have the company logo, name, etc. There are even stacks of money that, when you look at them, you can see the individual dollars' features.

    There are, however, some glitches that players can exploit with the help of other players. If one player crouches under the main office and another player jumps on top, and both players jump simultaneously, the top player will get wedged between the floor, and can shoot their enemies up above (but not be seen). Using these glitches in most servers results in a ban from that server.

    Also, since the game is internet-based, there are discrepancies in bullet timing. One player could swear he made it behind the wall but the server shows him dead a few feet from it. This is because of each player's ping, which measures how long it takes for information to go to and from the server to each computer.
    read comments (1) read comments - add a comment Add comment
    [January 12, 2008 03:51:02 PM]
    Summary

    Counter Strike: Source is an online first-person shooter with a team death match style of play. You assume the role of either a terrorist or a counter-terrorist, and (depending on the current map) must either plant a bomb (or prevent it from going off if a counter-terrorist) or rescue hostages (or prevent them from being rescued if terrorist). A team can also win a round by eliminating all of the opposing team.

    Gameplay

    At the beginning of each round, the teams are given time to buy weapons, armor, grenades, night vision goggles, etc. Players only have so much money, but can accumulate more by killing an enemy or being on the winning team. There is a variety of guns to choose from: shotguns, pistols, rifles, sniper rifles and even a rambo style machine gun, and every player has their own favorite gun.

    The graphics and physics of Counter Strike: Source are far superior to those of its predecessor, Counter Strike. Each bullet a player fires is very precise as to where it strikes. For instance, shooting the foot does less damage than shooting the chest; head shots are nearly always instant kills, etc. Also, grenades are utilized and cause more damage the closer a player is to the explosion. Counter Strike: Source also utilizes "ragdoll physics." This means that, for instance, if a player is killed by a grenade, his body will fly into the air accordingly.

    Teamwork can be very essential in this game; the current map I am playing on is a hostage-rescue map, where counter-terrorists must infiltrate a warehouse building where four hostages and the terrorist team are inside. There are multiple entrances, and all must be watched by the terrorists accordingly. Radio chat is enabled for players with microphones, making team coordination easier.

    It can be very intense, especially when you start running low on health, or when you secretly infiltrate the warehouse without any enemies knowing. There is an immense feeling of satisfaction when your efforts directly effect the outcome of the round, the reward being money to buy guns and equipment, as well as congratulations from your teammates. These emotions, however, can lead to players bickering, fighting, name-calling, etc.

    The social aspect of the game is huge; players talk, socialize, tell jokes, and swear occasionally. In fact, people will often find themselves students at the same school (my roommate and myself found three other players that attend UCSC, and partied accordingly). Players create "clans" with their friends and compete against other clans in private servers.

    The multiplayer nature of the game adds a flavor that can't be copied by AI bots; tactics used in one round will likely fail in the next, because your opponents have learned what to do differently, and will be watching for it. Players can also organize rushes, where they concentrate all efforts on a single entrance, which can take the opposing team by surprise.

    This entry has been edited 2 times. It was last edited on Jan 12th, 2008 at 19:47:32.


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    Status

    DForman's Counter Strike: Source (PC)

    Current Status: Playing

    GameLog started on: Saturday 12 January, 2008

    Opinion
    DForman's opinion and rating for this game

    No comment, yet.

    Rating (out of 5):starstarstarstarstar

    Related Links

    See DForman's page

    See info on Counter Strike: Source

    More GameLogs
    other GameLogs for this Game
    1 : Counter Strike: Source (PC) by Eve (rating: 5)
    2 : Counter Strike: Source (PC) by Eve (rating: 5)
    3 : Counter Strike: Source (PC) by jaen501 (rating: 5)
    4 : Counter Strike: Source (PC) by SSJiffy (rating: 5)

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