After brief review on the hottest first-person-shooting game of 2008, Call of Duty 4, I looked back to those olden days when the world cried out in one voice the most popular FPS multi-player game on the planet was no one else but Counter-Strike. If you have not heard about it, how was your cave drawing?
Apparently, the world thinks carrying knife while running gives faster sprint.
Going back in time, Counter-Strike was just a modification expansion to the core game, Half-Life. Its user-friendly and effective game interface offered players from different ages all over the world the coolest and easiest FPS game there was in the entire world. With open-code programing of the core game, CS players can adjust their own game, maps, settings, gravity, etc etc in anyway they want. Sweet, huh?
Once the game hit international top multi-playing game on the planet. World Cyber Game (the largest international PC game competition, almost like the Olympic of games) leaped into a big talk-of-the-town. Thailand started qualifying for Thailand championship which will be Thailand representative for WCG. I was in one of the local qualifying team but failed to attend the national qualifying because I was stuck with my studies in high school. Most of my teammates were university students or either working back then. Although we didn't get very far, it was a life experience when you are in a tournament that involved hundreds of teams which had already qualified from thousands of teams/clans. Nevertheless, my other group of friends won CS Thailand championship, so we still get to celebrated.
Improved game graphic
From then, Counter-Strike was developed further. Counter-Strike: Condition Zero was released with better graphics and many modification done to balance out the game-play and gravity. It was not very successful leap as players prefer the old classic CS. Few years later, Counter-strike: Source was released with a huge leap in development, game engine, game graphics and game-play. The engine features modern gravity-environment calculation which gives every objects (including humans) the correct gravity correspondence with the game environment correctly. Round objects would roll down slope, bodies lay accordingly to the floor, etc. It was renown a software innovation, the US Army bought the engine for their own military use.
Apparently, we will be revisiting the good old days again next week as the Design Interface class will embark on a mission to find out how Terrorist will prevail...oops, I mean how good game interface is designed. Hopefully, I will be able to save screenshot of the "case study". 'Nuff said. Peace out.
Missed those good old days, "Set"