Counter Strike Source

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51721 downloads

Uploaded:04-25-2007

CS: Source Zombie Horde Mod

zhplugin1.0.0.zip | 18.82 MB

classes available to play as, each with their own abilities and deficiencies, so choose wisely. Additionally there are several types of zombie, each using different powers to bring your team to it\'s knees. [*] Zombie Horde Features: - Windows support - Metamod:Source support (recommended) - Major code overhaul and restructure by our new lead programmer, electronaut - New \'Ghost\' character...ride the lightning! - Powerups - Team balancer (to prevent zombie stacking) - Player statistics - In-built weapon restrictions - Innumerable bug fixes - New maps: zh_dark_cbbl_48 and zh_laststand_final In the suggested configuration, the game is run as a 32 player server with 18 bots playing as zombies. Since most maps have 20 spawn points, this allows for two real players to join the zombie team and \'lead\' the horde, using radio commands. As they spawn, all of the zombie team members are given a generous health boost and self healing powers. The zombies may then only be hurt with direct headshots, in true zombie style. As a human team player, you will spend a lot of time panicking and running backwards. Your heart rate will double, and you will be trying to focus hard, trying to keep that m3 shotgun aimed squarely at the decaying head of the zombie in chase. You will grunt with satisfaction when your shot connects and POP! the head flies off the zombie, thereby putting it down for good. Zombie Horde is an extremely fun game to play, and we feel we have reached our objective of creating a mod that is a challenging and exciting co-op shooter. We have spent as much time tweaking the health and abilities of the character classes as we have coding the game, to ensure this is not just a \'hey look we hacked cs\' mod, but an actual playable game. The premise is so good in fact, that there is now a commercial game being made based on almost exactly the same gameplay!! As Zombie Horde is a server side modification for Counter-Strike Source, this means that once installed on a server, there is no need for players to manually install anything as it is all automated by the server. This means that the downloads provided here are for server operators rather than actual players. Zombie Horde can be played on a LAN as well.

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55695 downloads

Uploaded:02-20-2005

CS: Source Garry\'s Mod V7A

garrysmod_cs_v7a.exe | 3.55 MB

is that you won\'t be able to play Half-Life 2 single player maps in the CS:S version. But don\'t worry - both can co-exist on your system quite happily! So seriously - don\'t worry! :D

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22870 downloads

Uploaded:08-19-2008

CS: Source Ultimate Weapons Mod (v2.0)

uwmv2.zip | 199.83 MB

in to give a more cs 1.6 feel to the game. Nearly every weapon model has been replaced with something fresh and new. One example is the FAMAS, which is now a M16A4. If you loved the first mod, DL this mod. Take a look at the readme for individual changes.

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15514 downloads

Uploaded:01-10-2006

CS: Source 1337 Blood mod Final Ultra

1337_blood_v1.3_final_ultra.rar | 3.31 MB

that has been added when you shoot and or kill someone.

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3033 downloads

Uploaded:11-26-2005

CS: Source dD\'s Blood Decals Pack

blooddecalspack_dd.zip | 1.76 MB

excessive blood And each comes with a alternate lighter blood color.

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14888 downloads

Uploaded:04-13-2005

CS: Source Ultra Blood Mod

ultrablood.zip | 856.55 KB

says "Ultra Blood", you can expect allot more blood when shooting someone.. have fun!

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6512 downloads

Uploaded:04-13-2005

CS: Source Realistic Blood Mod

realisticblood.zip | 858.47 KB

realistic, not so much as blood where u cant even see the enemey..[/i] I guess that explains it what this file actually is and does... have fun!

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386 downloads

Uploaded:06-10-2010

CS: Source Balanced Weapons Mod

cssbalancedweapons104.zip | 30.75 KB

changes to gameplay. So unlike my first weapon balance mod (AD CS:S Weapon Balance Mod) this mod tries to keep the normal style gameplay.

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582 downloads

Uploaded:08-03-2008

AD CSS Weapon Balance Mod

adweaponbalance125.zip | 59.98 KB

weapons worth their cost, and to bring all weapons closer to each other in performance so they would remain useful. Also some realism is added like more realistic pistol max firing rates and movement speeds with weapons. Normal CSS weapon balance: A team that wins once very likely wins again because they can afford better weapons. A team equipped with assault rifles pretty much always wins a team equipped with SMGs or shotguns as the assault rifles are so much better. SMGs have much less firepower than all assault rifles even at close range. The only thing that tries to balance it is that with the cheapest assault rifles you move slower. The effectiveness of the assault rifles and sniper rifles leads to a vicious circle as you can't fight a better weapon if you can't afford it yourself - you've to die few rounds without buying anything to get a weapon with you're able to fight back. AD CSS weapon balance: SMGs and shotguns are almost as good as assault rifles at close range. If you get an assault rifle, you pretty much get it only to be able to fight longer ranged battles too. The sniper rifles' damage is reduced too so a better equipped team doesn't instantly win if they can afford them and the opposition can not. To make the sniper rifles still good at long range battles the accuracy of assault rifles has been reduced. All of this should lead to a more fair gameplay where your skill and the support of your team mates is more important than the weapon you have. Pistols -> Pretty much remain the same, except the Desert Eagle which is brought more in line with the other pistols. SMGs -> Buffed. Mac10 and UMP45 are cost effective now. Shotguns -> Buffed. More power at close range, but less than before at long range. Assault Rifles -> Nerfed. Accuracy has been reduced. The effectiveness of longe range AK headshotting is reduced. AUG and SG552 should also be worth their cost now as they're more accurate than the other assault rifles. Sniper Rifles -> Nerfed. No more should every member in a team be equipped with them as now the weapons need more skill to be used effectively. Machinegun -> Buffed, and should now be worth getting. The weapon has better control, and is also a decent long range fire support weapon.

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7026 downloads

Uploaded:01-07-2006

CS: Source 1337 Blood Mod

1337_blood_v1.0_final_ultra.zip | 3.35 MB

up almost 100% and makes them look almost life-like with splats covering almost every part of an object. This mod is perfect for all of you "Gore Freaks" out there. [quote]This is my new blood mod calles the GORY blood mod. It's... mmmh gory? ^^ Just put the materials folder in your cstrike folder and overwrite the files, if this is requested. [/quote]

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6378 downloads

Uploaded:07-07-2005

CS: Source Paintball Bullet Effects

paintball_effectsv3.zip | 1.23 MB

changes the muzzle flash from your guns to appear as it's its more smokish like it's coming from a CO2 canistor. Also, when a grenade goes up, it explodes with paint, it looks like a paint bomb or something.

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13943 downloads

Uploaded:02-20-2005

CS: Source Garry's Mod V7A Menu Extension

garrysmodextcs7a.zip | 73.61 KB

also activate Cheats and disable the AI. -fixed the Scoreboard a bit, so that it fits onto the Screen -also added a Cannon, which can be found under "usefull stuff". Its the Launchcrade and -tube, Thanks goes to Blackhawk for that! -added desktop icon for your desktop-pleasure ;) Installation: 1. Make a backup of "garry_props.txt" and of "resource -> ui -> spawnmenu.res" 2. Just extract the files into "garrysmod-cs" folder. WARNING! Do not extract those files to your HL2 "garrysmod" folder, or it will screw everything up!

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648 downloads

Uploaded:02-07-2010

CS:S AD Weapon Balance Mod

adcssweaponbalance147final.zip | 1.16 MB

cost, and to bring all weapons closer to each other in performance so they would remain useful. The changes are also meant to improve tactical teamplay - meaning that in tight places in close range maps guys with shotguns should advance first, followed by guys with assault rifles as support and so on. In long range maps snipers should be used at long range, not at point blank range. Different weapon choices should be made based on map as for example AUG > M4 at long range, but < at close to medium range. Change Log: Pistols -> Pretty much remain the same, except the Desert Eagle which is brought more in line with the other pistols. SMGs-> More firepower, less movement speed. MAC10 and UMP45 are cost effective now. Shotguns -> More firepower at close range, but less than before at long range. Assault Rifles -> Accuracy has been reduced. The effectiveness of long range AK headshotting is reduced. AUG and SG552 should also be worth their cost now as they're more accurate than the other assault rifles. Sniper Rifles -> -Firepower. No more should every member in a team be equipped with them as now the weapons need more skill to be used effectively. Machinegun -> More firepower and controllability with the cost of movement speed. The weapon can now be used as a fire support weapon.

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731 downloads

Uploaded:01-27-2010

Terminator Salvation V1.4

terminator_mod.rar | 4.98 MB

it. #Replace t_arctic skin with T_600 skin. #Replace all terror models with t_arctic model. *Follow the Description in TM Video. Codes:- bot_walk 1 mp_limitteams 9 ------------------------------------------------------------------

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467 downloads

Uploaded:11-21-2008

AD CSS Weapon Balance Mod

adweaponbalance128final.zip | 1.26 MB

weapons worth their cost, and to bring all weapons closer to each other in performance so they would remain useful. The changes are also meant to improve tactical teamplay - meaning that in close range maps shotguns should be used, and in long range maps snipers should be used at long range, not at point blank range. Different weapon choises should be made based on map as for example AUG > M4 at long range, but < at close to medium range. Also some realism is added like more realistic pistol firing rates, movement speeds with weapons, and weapons of same caliber doing almost the same damage. SMGs and shotguns are almost as good as assault rifles at close range. If you get an assault rifle, you pretty much get it only to be able to fight longer ranged battles too. The sniper rifles' damage is reduced too so a better equipped team doesn't instantly win if they can afford them and the opposition can not. To make the sniper rifles still good at long range battles the accuracy of assault rifles has been reduced. All of this should lead to a more fair gameplay where your skill and the support of your team mates is more important than the weapon you have. The weapon changes should also reduce the defending team's (camping) advantage. Pistols -> Pretty much remain the same, except the Desert Eagle which is brought more in line with the other pistols. SMGs-> More firepower, less movement speed. Mac10 and UMP45 are cost effective now. Shotguns -> More firepower at close range, but less than before at long range. Assault Rifles -> Accuracy has been reduced. The effectiveness of longe range AK headshotting is reduced. AUG and SG552 should also be worth their cost now as they're more accurate than the other assault rifles. Sniper Rifles -> -Firepower. No more should every member in a team be equipped with them as now the weapons need more skill to be used effectively. Machinegun -> More firepower and controllability with the cost of movement speed. The weapon can now be used as a fire support weapon.

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184 downloads

Uploaded:09-26-2008

AD CSS Weapon Balance Mod

adweaponbalance127final.zip | 1.2 MB

weapons worth their cost, and to bring all weapons closer to each other in performance so they would remain useful. Also some realism is added like more realistic pistol max firing rates and movement speeds with weapons. Normal CSS weapon balance: A team that wins once very likely wins again because they can afford better weapons. A team equipped with assault rifles pretty much always wins a team equipped with SMGs or shotguns as the assault rifles are so much better. SMGs have much less firepower than all assault rifles even at close range. The only thing that tries to balance it is that with the cheapest assault rifles you move slower. The effectiveness of the assault rifles and sniper rifles leads to a vicious circle as you can't fight a better weapon if you can't afford it yourself - you've to die few rounds without buying anything to get a weapon with you're able to fight back. AD CSS weapon balance: SMGs and shotguns are almost as good as assault rifles at close range. If you get an assault rifle, you pretty much get it only to be able to fight longer ranged battles too. The sniper rifles' damage is reduced too so a better equipped team doesn't instantly win if they can afford them and the opposition can not. To make the sniper rifles still good at long range battles the accuracy of assault rifles has been reduced. All of this should lead to a more fair gameplay where your skill and the support of your team mates is more important than the weapon you have. Pistols -> Pretty much remain the same, except the Desert Eagle which is brought more in line with the other pistols. SMGs -> Buffed. Mac10 and UMP45 are cost effective now. Shotguns -> Buffed. More power at close range, but less than before at long range. Assault Rifles -> Nerfed. Accuracy has been reduced. The effectiveness of longe range AK headshotting is reduced. AUG and SG552 should also be worth their cost now as they're more accurate than the other assault rifles. Sniper Rifles -> Nerfed. No more should every member in a team be equipped with them as now the weapons need more skill to be used effectively. Machinegun -> Buffed, and should now be worth getting. The weapon has better control, and is also a decent long range fire support weapon.

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653 downloads

Uploaded:09-19-2008

CS: Source Enemy Territory Mod 2008 (Beta 96)

etmod_2008_beta96.zip | 96.06 KB

money by doing some actions like planting / defusing bombs, healing teammates, supplying ammo. In addition to those actions (and the default hurting and killing) they can learn skills and buy some instances of them with their money to be able to do many different things. Those skills can also be upgrade such as for some of the classes properties like health, armor and speed points or primary and secondary ammo and a bonus weapon. Players stats and skills will be saved and reloaded each time they join the server such as for their preferences file which will let them specify a few useful things like what language to use to translate the menus and messages displayed. The whole mod configuration (classes, skills, languages, stats, variables, ...) can be easily altered by editing any of the files present in a 'configuration' named folder. EventScripts 2.0 + ES_Tools IS REQUIRED!

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98 downloads

Uploaded:09-02-2008

AD CSS Weapon Balance Mod

adweaponbalance126final.zip | 1.18 MB

weapons worth their cost, and to bring all weapons closer to each other in performance so they would remain useful. Also some realism is added like more realistic pistol max firing rates and movement speeds with weapons. Normal CSS weapon balance: A team that wins once very likely wins again because they can afford better weapons. A team equipped with assault rifles pretty much always wins a team equipped with SMGs or shotguns as the assault rifles are so much better. SMGs have much less firepower than all assault rifles even at close range. The only thing that tries to balance it is that with the cheapest assault rifles you move slower. The effectiveness of the assault rifles and sniper rifles leads to a vicious circle as you can't fight a better weapon if you can't afford it yourself - you've to die few rounds without buying anything to get a weapon with you're able to fight back. AD CSS weapon balance: SMGs and shotguns are almost as good as assault rifles at close range. If you get an assault rifle, you pretty much get it only to be able to fight longer ranged battles too. The sniper rifles' damage is reduced too so a better equipped team doesn't instantly win if they can afford them and the opposition can not. To make the sniper rifles still good at long range battles the accuracy of assault rifles has been reduced. All of this should lead to a more fair gameplay where your skill and the support of your team mates is more important than the weapon you have. Pistols -> Pretty much remain the same, except the Desert Eagle which is brought more in line with the other pistols. SMGs -> Buffed. Mac10 and UMP45 are cost effective now. Shotguns -> Buffed. More power at close range, but less than before at long range. Assault Rifles -> Nerfed. Accuracy has been reduced. The effectiveness of longe range AK headshotting is reduced. AUG and SG552 should also be worth their cost now as they're more accurate than the other assault rifles. Sniper Rifles -> Nerfed. No more should every member in a team be equipped with them as now the weapons need more skill to be used effectively. Machinegun -> Buffed, and should now be worth getting. The weapon has better control, and is also a decent long range fire support weapon.

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148 downloads

Uploaded:06-22-2008

AD CSS Weapon Balance Mod (v1.24)

adweaponbalance124.zip | 59.44 KB

each other in performance so SMGs and Shotguns don't suck so much compared to Assault Rifles and Sniper Rifles as before. Also the weapons are more balanced by how easy it is to get kills with them, rather than by looking at linear mathematical statistics. Normal CSS weapon balance: A team that wins once very likely wins again because they can afford better weapons. A team equipped with assault rifles pretty much always wins a team equipped with SMGs or shotguns as the assault rifles are so much better. SMGs have much less firepower than all assault rifles even at close range. The only thing that tries to balance it is that with the cheapest assault rifles you move slower. The effectiveness of the assault rifles and sniper rifles leads to a vicious circle as you can't fight a better weapon if you can't afford it yourself - you've to die few rounds without buying anything to get a weapon with you're able to fight back. AD CSS weapon balance: SMGs and shotguns are almost as good as assault rifles at close range. If you get an assault rifle, you pretty much get it only to be able to fight longer ranged battles too. The sniper rifles' damage is reduced too so a better equipped team doesn't instantly win if they can afford them and the opposition can not. To make the sniper rifles still good at long range battles the accuracy of assault rifles has been reduced. All of this should lead to a more fair gameplay where your skill and the support of your team mates is more important than the weapon you have. Pistols -> Pretty much remain the same, except the Desert Eagle which is brought more in line with the other pistols. SMGs -> Buffed. Mac10 and UMP45 are cost effective now. Shotguns -> Buffed. More power at close range, but less than before at long range. Assault Rifles -> Nerfed. Accuracy has been reduced. The effectiveness of longe range AK headshotting is reduced. AUG and SG552 should also be worth their cost now as they're more accurate than the other assault rifles. Sniper Rifles -> Nerfed. No more should every member in a team be equipped with them as now the weapons need more skill to be used effectively. Machinegun -> Buffed, and should now be worth getting. The weapon has better control, and is also a decent long range fire support weapon.

Download

89 downloads

Uploaded:05-30-2008

AD CSS Weapon Balance Mod V1.23

adweaponbalance123.zip | 59.39 KB

your improvement ideas through the comments. The mod basicly brings all weapons closer to each other in performance so SMGs and Shotguns don't suck so much compared to Assault Rifles and Sniper Rifles as before. Normal CSS weapon balance: A team that wins once very likely wins again because they can afford better weapons. A team equipped with assault rifles pretty much always wins a team equipped with SMGs or shotguns as the assault rifles are so much better. SMGs have much less firepower than all assault rifles even at close range. The only thing that tries to balance it is that with the cheapest assault rifles you move slower. The effectiveness of the assault rifles and sniper rifles leads to a vicious circle as you can't fight a better weapon if you can't afford it yourself - you've to die few rounds without buying anything to get a weapon with you're able to fight back. AD CSS weapon balance: SMGs and shotguns are almost as good as assault rifles at close range. If you get an assault rifle, you pretty much get it only to be able to fight longer ranged battles too. The sniper rifles' damage is reduced too so a better equipped team doesn't instantly win if they can afford them and the opposition can not. To make the sniper rifles still good at long range battles the accuracy of assault rifles has been reduced. All of this should lead to a more fair gameplay where your skill and the support of your team mates is more important than the weapon you have. Pistols -> Pretty much remain the same, except the Desert Eagle which is brought more in line with the other pistols. SMGs-> Buffed. Mac10 and UMP45 are cost effective now. Shotguns -> Buffed. More power at close range, but less than before at long range. Assault Rifles -> Nerfed. Accuracy has been reduced. The effectiveness of longe range AK headshotting is reduced. AUG and SG552 should also be worth their cost now as they're more accurate than the other assault rifles. Sniper Rifles -> Nerfed. No more should every member in a team be equipped with them. Machinegun -> Buffed, and should now be worth getting. The weapon has better control, and is also a decent long range fire support weapon.

Download

153 downloads

Uploaded:05-02-2008

AD CSS Weapon Balance Mod

adweaponbalance121.zip | 59.3 KB

your improvement ideas through the comments. The mod basicly brings all weapons closer to each other in performance so SMGs and Shotguns don\'t suck so much compared to Assault Rifles as before. Pistols -> Pretty much remain the same, except the Desert Eagle which is brought more in line with the other pistols. SMGs -> Buffed. All SMGs should be better than Pistols now. Shotguns -> Buffed. The XM1014 is really the best close range weapon now. Assault Rifles -> Nerfed. The effectiveness of longe range AK headshotting is reduced. AUG and SG552 should also be worth their cost now. Sniper Rifles -> Nerfed. No more should every member in a team be equipped with them. Machinegun -> Buffed, and should now be worth getting. The weapon is also a decent long range fire support weapon now.

Download

111 downloads

Uploaded:04-17-2008

CS: Source AD Weapon Balance Mod 1.2

adweaponbalance12.zip | 59.28 KB

your improvement ideas through the comments. The mod basicly brings all weapons closer to each other in performance so SMGs and Shotguns don\'t suck so much compared to Assault Rifles as before. Pistols -> Pretty much remain the same, except the Desert Eagle which is brought more in line with the other pistols. SMGs -> Buffed. All SMGs should be better than Pistols now. Shotguns -> Buffed. The XM1014 is really the best close range weapon now. Assault Rifles -> Nerfed. The effectiveness of longe range AK headshotting is reduced. AUG and SG552 should also be worth their cost now. Sniper Rifles -> Nerfed. No more should every member in a team be equipped with them. Machinegun -> Buffed, and should now be worth getting. The weapon is also a decent long range fire support weapon now.

Download

80 downloads

Uploaded:04-10-2008

CS: Source AD Weapon Balance Mod (v1.1b)

adweaponbalance11b.zip | 59.17 KB

your improvement ideas through the comments.

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102 downloads

Uploaded:04-04-2008

CS: Source AD Weapon Balance Mod 1.1a

adweaponbalance11a.zip | 59.11 KB

your improvement ideas through the comments.

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105 downloads

Uploaded:03-25-2008

CS: Source AD Weapon Balance Mod 1.1

adweaponbalance11.zip | 59.06 KB

your improvement ideas through the comments.

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4364 downloads

Uploaded:03-20-2008

CS:Source Ultimate Realism Mod

ultimatecs.srealismmod.zip | 20.76 MB

guy's body flew over my head after I put a 10 round burst in him. More individual changes in the readme below.

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115 downloads

Uploaded:03-15-2008

CS: Source AD's Weapons Balance Mod (v1.09c)

adweaponbalance109d.zip | 58.89 KB

your improvement ideas through the comments.

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201 downloads

Uploaded:02-25-2008

CS: Source AD\'s Weapons Balance Mod V1.09c

adweaponbalance109c.zip | 63.29 KB

your improvement ideas through the comments.

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105 downloads

Uploaded:02-15-2008

CS: Source AD's Weapons Balance Mod V1.09

adweaponbalance109.zip | 63 KB

your improvement ideas through the comments.

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1 downloads

Uploaded:01-29-2008

CS: Source AD's Weapons Balance Mod

adweaponbalance108.zip | 62.98 KB

your improvement ideas through the comments.

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85 downloads

Uploaded:01-14-2008

CS: Source AD's Weapons Balance Mod

adweaponbalance106.zip | 62.91 KB

your improvement ideas through the comments.

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207 downloads

Uploaded:01-05-2008

CS: Source AD's Weapons Balance Mod

adweaponbalance103.zip | 30.7 KB

your improvement ideas to the Steam thread.

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5761 downloads

Uploaded:08-24-2006

CS: Source RPG Modification

cssrpgv1.0.3_src.tar.gz | 12.22 MB

the source code via CVS or [url=\"http://cvs.sourceforge.net/viewcvs.py/cssrpg/plugin_cssrpg/\"]Click here[/url] to view the source files in your browser.

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3373 downloads

Uploaded:08-24-2006

CS: Source RPG Modification for Win32

cssrpg1.0.3_win32.zip | 433.33 KB

which can be used to buy Upgrades. When players buy Upgrades, they recieve new abilities which give them an advantage over their opponents. For example, a player who purchases the Regeneration Upgrade Level 1 will receive one health point for every second. Further Levels of the same Upgrade will increase that Upgrade’s benefits for the player. For example, Regeneration Level 2 will give a player two health points instead of one health point every second. Buying Upgrades subtracts the cost of that Upgrade from the player’s total Credits. A player can gain Credits in two ways: from gaining new Levels or from selling already purchased Upgrades. When a player sells an Upgrade, they only get 75% (more or less depending on the server’s settings) of the Credits they bought it for. With this in mind, it is best for a player to pick an Upgrade they will stick with. CSS:RPG uses a dynamic system that attempts to even out the game play for low level players and high level players. Although a higher level player may potentially have more of an advantage over a lower level player, the player’s skill still determines whether they will perform better than their opponents. Additionally, lower level players gain more Experience for killing higher level players. Experience (exp for short) is a statistics system that determines when a player reaches their next Level. When a player gains a new Level, they also have to achieve more Experience. For example, a player at Level 5 may need 250 Experience for their next Level; where as a player at Level 10 may need 500 Experience. Experience is gained from killing enemies or completing objectives. A player’s level determines how much they will be worth Experience-wise. Headshots give an additional amount of Experience (25 exp default). Damaging opponents also gives a player Experience. This helps to give lower level players more of an opportunity to “level-up” even if they don’t manage to actually kill their opponent. The amount of Experience a player currently has and the amount they still require can be viewed in the Stats menu. [*] Regeneration o Description: Gives a player health every second. o Level 1: 1hp per second o Level 2: 2hp per second o ... o Level 5: 5hp per second [*] Health+ (Health Bonus) o Description: Sets the maximum health a player has. o Level 1: 125 health max o Level 2: 150 health max o Level 3: 175 health max o Level 4: 200 health max o ... o Level 16: 500 health max [*] Resupply o Description: Gives a player ammo every 3 seconds. o Level 1: 1 ammo for every gun per 3 seconds o Level 2: 2 ammo for every gun per 3 seconds o ... o Level 5: 5 ammo for every gun per 3 seconds [*] Vampire o Description: The damage done to an enemy is the health rewarded to the player. o Level 1: 7.5% of the damage is rewarded o Level 2: 15% of the damage is rewarded o Level 3: 22.5% of the damage is rewarded o Level 4: 30% of the damage is rewarded o ... o Level 10: 75% of the damage is rewarded [*] Stealth o Description: Decreases the player's visibility. o Level 1: 84% Visibility (255 Alpha -40) o Level 2: 67% Visibility (255 Alpha -80) o ... o Level 5: 21% Visibility (255 Alpha -200) [*] LongJump o Description: Increases the player's jump distance (not height). o Level 1: Jump is increased 20% o Level 2: Jump is increased 40% o ... o Level 5: Jump is increased 100% (double) [*] FireGrenade o Description: Grenades set the player's enemies on fire (as well as do regular grenade damage). o Level 1: Fire lasts 2 seconds o Level 2: Fire lasts 4 seconds o ... o Level 5: Fire lasts 10 seconds [*] IceStab o Description: Secondary knife attack freezes a player in place (however, weapons besides the knife will do little damage to a frozen player). o Level 1: Freeze lasts 1 second o Level 2: Freeze lasts 2 seconds o Level 3: Freeze lasts 3 seconds [*] FrostPistol o Description: All pistols slow the player down, the lesser used pistols have more effect o Level 1: Slowness lasts 0.1 seconds o Level 2: Slowness lasts 0.2 seconds o Level 3: Slowness lasts 0.3 seconds o Level 4: Slowness lasts 0.4 seconds o ... o Level 10: Slowness lasts 1 second [*] Denial o Description: Gives items and weapons bought back if the player dies o Level 1: Items such as unthrown grenades, flashbangs, smokegrenades as well as the nightvision goggles and the defusing kit are given back o Level 2: All pistols and items are given back o Level 3: All weapons and items are given back

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748 downloads

Uploaded:08-24-2006

CS: Source RPG Modification for Linux

cssrpgv1.0.3_linux.tar.gz | 394.01 KB

which can be used to buy Upgrades. When players buy Upgrades, they recieve new abilities which give them an advantage over their opponents. For example, a player who purchases the Regeneration Upgrade Level 1 will receive one health point for every second. Further Levels of the same Upgrade will increase that Upgrade’s benefits for the player. For example, Regeneration Level 2 will give a player two health points instead of one health point every second. Buying Upgrades subtracts the cost of that Upgrade from the player’s total Credits. A player can gain Credits in two ways: from gaining new Levels or from selling already purchased Upgrades. When a player sells an Upgrade, they only get 75% (more or less depending on the server’s settings) of the Credits they bought it for. With this in mind, it is best for a player to pick an Upgrade they will stick with. CSS:RPG uses a dynamic system that attempts to even out the game play for low level players and high level players. Although a higher level player may potentially have more of an advantage over a lower level player, the player’s skill still determines whether they will perform better than their opponents. Additionally, lower level players gain more Experience for killing higher level players. Experience (exp for short) is a statistics system that determines when a player reaches their next Level. When a player gains a new Level, they also have to achieve more Experience. For example, a player at Level 5 may need 250 Experience for their next Level; where as a player at Level 10 may need 500 Experience. Experience is gained from killing enemies or completing objectives. A player’s level determines how much they will be worth Experience-wise. Headshots give an additional amount of Experience (25 exp default). Damaging opponents also gives a player Experience. This helps to give lower level players more of an opportunity to “level-up” even if they don’t manage to actually kill their opponent. The amount of Experience a player currently has and the amount they still require can be viewed in the Stats menu. [*] Regeneration o Description: Gives a player health every second. o Level 1: 1hp per second o Level 2: 2hp per second o ... o Level 5: 5hp per second [*] Health+ (Health Bonus) o Description: Sets the maximum health a player has. o Level 1: 125 health max o Level 2: 150 health max o Level 3: 175 health max o Level 4: 200 health max o ... o Level 16: 500 health max [*] Resupply o Description: Gives a player ammo every 3 seconds. o Level 1: 1 ammo for every gun per 3 seconds o Level 2: 2 ammo for every gun per 3 seconds o ... o Level 5: 5 ammo for every gun per 3 seconds [*] Vampire o Description: The damage done to an enemy is the health rewarded to the player. o Level 1: 7.5% of the damage is rewarded o Level 2: 15% of the damage is rewarded o Level 3: 22.5% of the damage is rewarded o Level 4: 30% of the damage is rewarded o ... o Level 10: 75% of the damage is rewarded [*] Stealth o Description: Decreases the player's visibility. o Level 1: 84% Visibility (255 Alpha -40) o Level 2: 67% Visibility (255 Alpha -80) o ... o Level 5: 21% Visibility (255 Alpha -200) [*] LongJump o Description: Increases the player's jump distance (not height). o Level 1: Jump is increased 20% o Level 2: Jump is increased 40% o ... o Level 5: Jump is increased 100% (double) [*] FireGrenade o Description: Grenades set the player's enemies on fire (as well as do regular grenade damage). o Level 1: Fire lasts 2 seconds o Level 2: Fire lasts 4 seconds o ... o Level 5: Fire lasts 10 seconds [*] IceStab o Description: Secondary knife attack freezes a player in place (however, weapons besides the knife will do little damage to a frozen player). o Level 1: Freeze lasts 1 second o Level 2: Freeze lasts 2 seconds o Level 3: Freeze lasts 3 seconds [*] FrostPistol o Description: All pistols slow the player down, the lesser used pistols have more effect o Level 1: Slowness lasts 0.1 seconds o Level 2: Slowness lasts 0.2 seconds o Level 3: Slowness lasts 0.3 seconds o Level 4: Slowness lasts 0.4 seconds o ... o Level 10: Slowness lasts 1 second [*] Denial o Description: Gives items and weapons bought back if the player dies o Level 1: Items such as unthrown grenades, flashbangs, smokegrenades as well as the nightvision goggles and the defusing kit are given back o Level 2: All pistols and items are given back o Level 3: All weapons and items are given back

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6440 downloads

Uploaded:06-28-2006

CS: Source RPG Source Code

cssrpgv1.0.3_src.tar.gz | 12.22 MB

Level brings new Credits which can be used to buy Upgrades. When players buy Upgrades, they recieve new abilities which give them an advantage over their opponents. For example, a player who purchases the Regeneration Upgrade Level 1 will receive one health point for every second. Further Levels of the same Upgrade will increase that Upgrade’s benefits for the player. For example, Regeneration Level 2 will give a player two health points instead of one health point every second. Buying Upgrades subtracts the cost of that Upgrade from the player’s total Credits. A player can gain Credits in two ways: from gaining new Levels or from selling already purchased Upgrades. When a player sells an Upgrade, they only get 75% (more or less depending on the server’s settings) of the Credits they bought it for. With this in mind, it is best for a player to pick an Upgrade they will stick with. CSS:RPG uses a dynamic system that attempts to even out the game play for low level players and high level players. Although a higher level player may potentially have more of an advantage over a lower level player, the player’s skill still determines whether they will perform better than their opponents. Additionally, lower level players gain more Experience for killing higher level players. Experience (exp for short) is a statistics system that determines when a player reaches their next Level. When a player gains a new Level, they also have to achieve more Experience. For example, a player at Level 5 may need 250 Experience for their next Level; where as a player at Level 10 may need 500 Experience. Experience is gained from killing enemies. A player’s level determines how much they will be worth Experience-wise. Headshots give an additional amount of Experience (25 exp default). Damaging opponents also gives a player Experience. This helps to give lower level players more of an opportunity to “level-up� even if they don’t manage to actually kill their opponent. The amount of Experience a player currently has and the amount they still require can be viewed in the Stats menu.

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3494 downloads

Uploaded:03-21-2006

CS: Source Realistic Blood Splatter Blood Mod

realistic_blood_splatter_.zip | 288.9 KB

2:[/b] -Same as 1 execpt more blood.

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6403 downloads

Uploaded:03-08-2006

CS: Source RPG v1.0.0 Windows

cssrpg1.0.0b_win32.zip | 233.81 KB

play. The objective is to gain as many new Levels as possible. Each Level brings new Credits which can be used to buy Upgrades. When players buy Upgrades, they recieve new abilities which give them an advantage over their opponents. For example, a player who purchases the Regeneration Upgrade Level 1 will receive one health point for every second. Further Levels of the same Upgrade will increase that Upgrade’s benefits for the player. For example, Regeneration Level 2 will give a player two health points instead of one health point every second. Buying Upgrades subtracts the cost of that Upgrade from the player’s total Credits. A player can gain Credits in two ways: from gaining new Levels or from selling already purchased Upgrades. When a player sells an Upgrade, they only get 75% (more or less depending on the server’s settings) of the Credits they bought it for. With this in mind, it is best for a player to pick an Upgrade they will stick with. CSS:RPG uses a dynamic system that attempts to even out the game play for low level players and high level players. Although a higher level player may potentially have more of an advantage over a lower level player, the player’s skill still determines whether they will perform better than their opponents. Additionally, lower level players gain more Experience for killing higher level players. Experience (exp for short) is a statistics system that determines when a player reaches their next Level. When a player gains a new Level, they also have to achieve more Experience. For example, a player at Level 5 may need 250 Experience for their next Level; where as a player at Level 10 may need 500 Experience. Experience is gained from killing enemies. A player’s level determines how much they will be worth Experience-wise. Headshots give an additional amount of Experience (25 exp default). Damaging opponents also gives a player Experience. This helps to give lower level players more of an opportunity to “level-up” even if they don’t manage to actually kill their opponent. The amount of Experience a player currently has and the amount they still require can be viewed in the Stats menu.

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2847 downloads

Uploaded:01-07-2006

CS: Source 1337 Blood Mod

1337_blood_v1.2_final.zip | 362.37 KB

areas. This mod is for the "Gore Freaks" and if you are one or if you just like the look of this mod. Download and play away. [quote]This is my new blood mod calles the GORY blood mod. It's... mmmh gory? ^^ Just put the materials folder in your cstrike folder and overwrite the files, if this is requested. [/quote]

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2479 downloads

Uploaded:01-06-2006

CS: Source Gory Blood Mod

gory_blood_mod_v1.0_beta.zip | 2.03 MB

is needed. Excellent work.

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3280 downloads

Uploaded:07-14-2005

CS: Source Fear Blood mod

fear_blood.zip | 968.97 KB

puff, body wounds! GORY AND BLOODY!

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4330 downloads

Uploaded:06-17-2005

CS: Source Craz\'D Blood Mod

crazd_blood1.zip | 1.66 MB

love the bloody, gory stuff.

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3188 downloads

Uploaded:02-19-2005

CS: Source Menu Background

csnice.zip | 364.52 KB

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9436 downloads

Uploaded:02-10-2005

CS: Source Music Player Mod

cs_source_musicplayer.zip | 50.95 KB

to: [b]Music1 Music2 Music3 Music4[/b] Now start Counter-Strike: Source and configure buttons you would like to use [b]Important:[/b] You need to turn music off before starting a new one!

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3593 downloads

Uploaded:02-01-2005

CS: Source SAS Background

sas_background01.zip | 730.85 KB

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3728 downloads

Uploaded:01-12-2005

Counter-Strike: Source Logo Remover Mod

css.logo.remover.zip | 1.14 KB

playing CSS? I\'m pretty sure that we know what game it is and if we\'re playing it...

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