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Plugins

This plugin list was submitted by members of the community. If there is a plugin not listed here, or you would like your plugin added, please file a bug (select the 'Website' component). Please note the OSes, engines, and games your plugin supports. Include the plugin name, website URL, author, and a short description. Also note whether source code is available.

Unless otherwise noted, these plugins were developed by third-parties and are not supported by us.

SpecsNameAuthorDescription
ActionCSLDukeA CSS server plugin that modifies weapon damage (with a multiplier and an adder) and player run speed.
Anti-Griefer (Sourceforts)devicenullThis plugin allows you to see the last person to freeze or unfreeze a block.
Basic Admin ToolEKSThis is a admin tool intented for servers who want to administer public servers, with adult admins.
ChronLDukeChron is a mms plugin that allows you to schedule commands/configs to run at any time.
Counter Strike Bot ControlEKSThis plugin allows you to control the counter strike source bots more easily. You can control bots through an AMX style menu
Country FilterKnagg0This plugin allows you to reject players of certain countries to connect to your server.
CS:S DMAlliedModders LLCCounter-Strike Source: Deathmatch
CS:S Weapon Restrictions 2LDukeRestricted weapons can't be picked up (like a rifle/pistol can't be picked up if you already have one). Includes a CVAR to delete weapons which should be enabled for CSSM so massive piles of weapons don't cause server issues.
CSS: ZombieModc0ldfyr3ZombieMod is a server side modification for Counter-Strike Source. The aim of the game is to conquer the attacking zombies or kill all humans depending on what side of the field you currently are.
Damage Given Mod v1.0Storm™This will display the damage each user gives on there screen when they shoot, see screenshot on site for example .
Detox Anticheatsslice,opiDetox Anticheat for Source
DJGameStatpluginDavid K JohanssonPlayer statistics plugin for the games Kuma War 2 and Kill Point from Kuma Games.
DOD:S FlipShowdaxThis Metamod: Source plugin flips team spawns between rounds in Day of Defeat: Source. It also flips the newly added invisible spawn walls, as long as you set dod_flip_blockteam.
FakeclientsLDukeFakeClients is a small plugin which makes fake traffic on your server. It creates fakeclients in spectator mode (so they don't affect the gameplay) who join and leave server to keep always some number of players.
ForgiveTKEKSThis plugin adds a simple TK system to any source server, so players can forgive teamkills & teamattacks. TK/TA can be forgiven either via either menu
FPS BoostssliceFixes the 64 FPS limit on the Windows Source DS
Glittermod: SourceRoger DevilWeaponrestrictions, anti-camp, max count of weapons per team, give items, display player events and much more
Global banlist plugindevicenullGlobal banlist system for multiple Source based servers. Works with the AMXBans frontend.
GoreModc0ldfyr3GoreMod:Source (Extra Blood)
Headshot Only Mod v1.10Storm™Will only alow headshots, Knifing and He-nade will count, UPDATE: now works with linux
High Ping KickerEKSThis is a your standard High Ping Kicker, it kicks players that has a ping above X Amount. It will also obey the AdminInterFace immunity flag.
HLStatsX MM:SEKSThis plugin is made to interact with hlstatsx (www.hlstatsx.org) to give proper ingame stats, and provide the extra logging required for hit detection
HostiTron:Sourcec0ldfyr3Server side hostage model randomiser complete with sounds set and hostage score additions for rescueing and killing would-be rescuers.
IRC RelayssliceReports game events to an IRC channel and allows you to administrate your server from IRC
JetpackLDukeThis adds a jetpack which allows players to fly around the map by binding a key to '+jetpack'
Last ConnecteddevicenullShows steamids and names of the last people to disconnect from your server. Can also display a players aliases when they join
Mani Admin PluginManiA full featured plugin that is mod independent to handle all of your server needs
MapConf - Map specific configMistaGeeReads all config from a single file and is able to run a single config directive on a large set of maps, so you can for example write one config for a spefic map
ModelChangerLDukeA model changer for Counter Strike : Source
NewsstandssliceProvides the latest news for in-game players using RSS technology
PJPmodAlecAn SMS gateway for SRCDS. Receives sms messages sent to a premium number and makes some use of them.
PsychoViewerssliceLets you add your own web-based functionalities, such as searching google.
RateTweakssliceProvides rate optimization for a server and it's clients for optimal performance
ReadyUpssliceAfter 10 people type !ready, the server executes lo3.cfg
ServerBansJmgrA simple global banlist plugin
ServerPollsJmgrServerPolls allows you to create polls for your players.
ServerWiperJmgr Behaviour watcher plugin for Counter Strike:Source servers
Source Utilssn4k3Source Server Utils (MySQL, Time, Rand, Precache ....)
SourceModAlliedModders LLCComprehensive, optimized scripting and administration platform
Spectator ESPKnagg0This plugin allows admins/players who are spectating/dead and are in first person view of another player to see the enemies (and teammates) of that player through the walls. This may help to catch wallhackers
StatsmeMinimumRoger DevilRanking-System based on Skill
Steambans.com CVAR-XssliceLets you block CVARs and commands that permit unfair gameplay, kind of like zBlock and CSP, but gives the server owner full control over what is blocked through cvar settings
STEAMID_PENDING FixerdackzFixes the STEAMID_PENDING error/bug being abused by kicking people after a certain amount of time if they still have it as their ID
Stripper:SourceBAILOPANFilters/adds entities to maps before they load
VIP ModL. DukePlay VIP maps in Counter-Strike: Source
WarriorMod ClanWar managerMistaGeeDoes all ClanWar config for you, counts rounds and displays the winner
World decals (adverts)Knagg0This plugin allows you to place your decals to specific positions on a map. (like Mani's map adverts)
Zombie Horderobot, electronautThe premier zombie modification for Counter Strike Source.

Lighting and Shader Improvements

With the introduction of new maps, models, and assets come a number of visual upgrades and features that we think mapmakers and community content creators alike will find useful and exciting. The following is an overview of these features and how they can be enabled in your own maps and content.

  • Lighting Improvements
  • New Shader Features


One of the areas that we upgraded extensively during the development of Nuke was the in-game lighting. With Nuke’s new look, we strived for a clean, colorful aesthetic with bold, realistic lighting and global illumination.
We started by improving the quality of our static prop model lighting by increasing the amount of global illumination light rays that get fired by VRAD (our pre-computed lighting engine) in addition, we also improved the accumulation of the ray results which leads to a smoother, higher quality result; basically, the more rays fired when calculating lighting, the more accurate the results.
BEFORE: Note the splotchy, uneven lighting on the cube models.
AFTER: With more rays fired and better accumulation, the cube models look smoother and free of splotches.
To enable these improvements, open up the compile options in Hammer (F9) and click on the Advanced button.
Then in light_exe (VRAD) make sure you have the parameter
-StaticPropLighting

This improvement does increase compile time, but to help with iteration we also included the ability to tweak the quality of the new lighting by adding the –StaticPropSampleScale x parameter (16=slow, high quality, 4=default and 0.25=fast, low quality) which is useful if you want to speed up compile times. Note that adding
-final is the equivalent of having -StaticPropLightingScale 16. We recommend you try some different values and see which one works best for you.

We then improved the quality of lighting on displacement surfaces (e.g terrain surfaces) by enabling a feature called super sampling which allows for smooth, accurate shadows. We also transferred over our static prop model lighting enhancements to the displacements for much improved bounced light between surfaces.
BEFORE: The shadows from the fence on the displacement look pixelated and low quality in comparison to the brush surface.
AFTER: The shadow quality on the displacement is now identical to the brush.

Next we set about upgrading the lighting of our normal mapped static props by implementing full, per-vertex lighting that uses the same radiosity calculations as our lightmaps do. The result is that normal mapped static prop models now light much more accurately and with results very similar to our lightmapped geometry (brushes, displacements, etc.). This should make using normal maps on static props much simpler and more awesome in the future:
>BEFORE: Note that the model’s lighting looks darker than that of the brush and doesn’t pick up as much color.
AFTER: Now, both the model and the brush light identically.
As mentioned previously, to enable these features you will need to add –staticproplighting to the ($light_exe) advanced compile parameter, otherwise it will revert to the old lighting model.

One last thing we wanted to upgrade was how our cascade shadow maps interact with pre-computed lighting in our levels; Cascade shadow maps (CSMs) are our dynamic, high quality real-time shadows which can be seen in outdoor areas of Nuke and other maps.
To tackle this problem we separated all direct and indirect precomputed lighting data and use these two data sets to accurately blend our cascade shadow maps into the scene. This allows indirect and ambient lighting to alter the shadow color and strength in a much more natural way:

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BEFORE: Note the grey area between the CSM and the precomputed shadows. The CSMs don’t know what color the ambient indirect light is and cannot blend accurately.
AFTER: With indirect lighting data available, the grey is gone and the CSMs now blend perfectly with the blue ambient lighting.
As before, to enable this upgrade you will need to add –staticproplighting to ($light_exe) in the advanced compile parameters dialog when compiling your maps.


Along the way we also added some cool new shader features to help enhance the look of de_nuke, some of which you might find pretty useful.
A nice feature that has been added recently is the ability to have phong specular reflections on lightmapped materials (brushes and displacements etc.). This works in conjunction with direct lighting (from the light_environment entity) so it is best used on outdoor areas where it will have the maximum impact.

To enable this feature, add the following lines to your material (.vmt file):

'$phong' '1' //Enables phong highlights

'$phongexponent' '60.0' //how sharp the highlight is 1=soft 100=sharp

'$phongMaskContrastBrightness' '[2 .7]' //increases the contrast of the phong mask

'$phongAmount' '[10 10 10 1]' //RGBA values that can boost, tint or lower highlight strength


Note that this should be used with the LightmappedGeneric and WorldVertexBlend shaders.

One powerful feature we wanted for Nuke was the ability to have support for a second UV set on our models. This would allow us to have multiple layouts for textures on one prop which is super useful for adding decals and other effects to models. With the introduction of FBX support for our model compiler a few updates ago, we were finally able to fully implement this feature. This feature is pretty powerful for content authors and can be also used for ambient occlusion maps, dirt maps, details, etc.
Here, each label on the crates is laid out on a separate UV channel to that of the main texture – this allows us to easily and efficiently reuse the same labels/decals on many different props without losing texture resolution.
To enable this feature, firstly make sure your model is compiled from an fbx file and has a second UV set, then add the following to your model’s material (vmt):

'$decaltexture' 'yourdecaltexture' //path to you decal texture

'$decalblendmode' '0' // controls blending of decal: 0=alpha masked 1=multiplied


Note that this should be used with the VertexLitGeneric shader.

We now have the option to blend together multiple normal maps which is useful if you want to have a large macro normal map for surface variation mixed with a high frequency detail normal map. Additionally, we added the ability to tweak how strong each normal map is; this is useful when you only want very subtle surface variations or detail.
Here there is a small normal map for the fine details and a larger, subtle normal map for wider surface variation.
Here’s what it looks like when the bump strength parameter is turned up on the larger scale normal map.
To use this feature add the following lines in your material (vmt):

'$addbumpmaps' '1' //enables bumpmap blending

'$bumpmap' 'texture' //bumpmap texture 1

'$bumptransform' 'center 0 0 scale 1 1 rotate 0 translate 0 0' //scale & rotation of bumpmap 1

'$bumpdetailscale1' '1' //Controls how strong bumpmap 1 is (0-1, 0=off 1=full)

'$bumpmap2' 'texture' //bumpmap texture 2

'$bumptransform2' 'center 0 0 scale 1 1 rotate 0 translate 0 0' // scale & rotation of bumpmap 2

'$bumpdetailscale2' '.5' //Controls how strong bumpmap 2 is (0-1, 0=off 1=full)


Note that this works on the lightmappedgeneric shader. When a $detail texture is also used with $detailscale, it will override the '$bumptransform2' parameter.

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A cool feature that’s been added for our cubemaps is emulation of anisotropic reflections. Anisotropic reflections usually occur on wet or shiny surfaces that have a high roughness and appear long and stretched, like in this example.
This can be enabled by adding the following parameters to your material (vmt): Counter strike add bot

'$envmap' 'env_cubemap' // A cubemap is needed for this to work

Counter

'$envmapanisotropy' '1' // Enables cubemap anisotropic filtering

'$envmapanisotropyscale' '1' // Amount of ‘stretching’ that should be applied (0-1)


Note that this works with the LightmappedGeneric and WorldVertexTransition shaders


Cubemap Lighting Influence
Another useful feature we added to cubemap reflections is the ability to have their color and brightness influenced by the lighting in the environment. This works with auto-generated cubemaps but can also be useful if artists want to author a custom cubemap to simulate a certain look (faking chromatic reflections for example). Another benefit is that it diminishes the need for level designers to carefully tweak cube maps between light and dark areas.
Custom cubemap without lighting influence – notice how the reflections look overly bright and grey, not matching the lighting or environment.
Custom cubemap with lighting influence – reflection colors and brightness now adapt nicely to the lighting and environment
To enable this in your material, add the following parameters:

'$envmap' 'cubemaptex' // Name of cubemap texture (envcubemap for auto)

'$envmaplightscale' '1' // (0-1) How much lighting influences the cubemap

'$envmaplightscaleminmax' '[0.0 0.3]' // [min max] How strong the reflections should be

'$envmapsaturation' '0.2' // (0-1) How saturated the reflections should be


This works on a variety of shaders, including LightmappedGeneric, WorldVertexTransition and VertexLitGeneric.

Drop Shadows and Highlights on Displacement Blends
We added a feature to displacement blend materials (WorldVertexTransition shader) that lets you add simple drop shadows and highlights for blends based on the angle of the directional light (light_environment). This can really help bring depth to your blend transitions and is particularly useful for depicting surfaces like plaster peeling from brickwork.
Without drop shadows and highlights.
To enable this in your material, add the following lines to your vmt:

'$dropshadowopacity' '1' //How strong the highlights and shadows should be

'$dropshadowscale' '0.0125' //The size in UV coordinates of the drop shadow

'$dropshadowhighlightscale' '0.0125' //The size in UV coordinates of the drop highlight

'$dropshadowdepthexaggeration' '1' //Use the depth in the blend modulation texture to vary the size of the drop shadow. Creates a more organic look. May require increasing the drop shadow scale.


Note that this only works when your blend material has normal maps, a blend modulation texture and your shader settings on high. It is visible in direct lighting from the light_environment entity, so is best used on outdoor areas.

We added this material parameter for situations where you have a model made up of multiple materials, some which you might want tint-able and some not. Now, when applying tinting to a model in Hammer, it now ignores tinting on any material which has the $notint '1' parameter.
Here you can see a single forklift model with two materials and an orange tint - Material A has tinting and material B has the $notint parameter and tinting is ignored.

With the increasing complexity of our maps moving into the future, we upped the memory available to Hammer to allow for more stability.
When developing Nuke, we took a look at how our assets could be built to be more flexible, re-useable and efficient for level designers and artists, both internally and externally moving forward. We started by building a series of extensive modular systems for all of our most commonly used assets such as pipes, wires, HVACs, fences, I beams, joists, trims, etc. These systems are built to be as customizable as possible with options for tinting, multiple surface types (skins) and sizes that are also able to fully interconnect with each another. The idea being that we only need to build one prop set that can be re-used in an almost infinite number of scenarios.
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As an added bonus you can find a new map in the latest CS:GO SDK that contains all of the modular systems and assets created for Nuke so that you can easily see examples of how they can be combined and customized and get started using them in your own maps today. Simply navigate to Steam
You can get pretty creative with these modular pieces. Here are the examples of these assets as used in Nuke.
Thank you for reading. We hope that you find these updates useful, and we are really looking forward to seeing what you lot build in the future!