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14 years ago
, last updated
4 years ago
The [url="http://cssrpg.sourceforge.net/files.php"]CSS: RPG[/url] mod dev team have released version 1.0.5 of their CS:S role-playing game modification. Head on over to their [url="http://cssrpg.sourceforge.net/files.php"]downloads section[/url] to get your copy.
- Compatibility with the last update
- Metamod: Source conversion
- File Variable Manager
- Added CVAR: cssrpg_denial_restrict to restrict certain weapons
- Added Upgrade: Impulse - increases speed when under fire
- Added Upgrade: Medic - automatically heals teammates near you or repairs their armor
- Removed lowered sensitivity feature from IceStab
- Fixed Bug 1: Upgrade Level 1 Exploit
- Fixed Bug 2: Negative Credits Exploit Fixed
- Overall major code improvements and optimizations[/quote]
For those not familar with this mod, here's a bit more info.:
CSS:RPG is a server-side plugin for Counter-Strike: Source that emulates the RPG (role-playing game or "level system") style game 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 Upgradeâ€™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 playerâ€™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 serverâ€™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 playerâ€™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 playerâ€™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 â€œlevel-upâ€ even if they donâ€™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.[/quote]
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