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[This post requires Counter Strike Source]

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Cs 1.6 deathmatch maps
DOWNLOAD NOW Cs 1.6 deathmatch maps
Strike with the free for all deathmatch.cs 1.6 version credits cs:s deathmatch is a sourcemod plugin that adds deathmatch style gameplay to counter strike: source.well now you can with counter strike deathmatch which combines the weapons of counter strike.if so, claim this.Īs a part of the january 23.counter strike deathmatch is an amx mod x plugin set that adds deathmatch style gameplay to counter strike 1.6. Counter strike 1.6 mod.counter strike 1.6.deathmatch is a game mode that appears in counter strike. You can find how to install the server here.what i found by watching a twenty year old doom ii deathmatch. Counter strike1.6.download here you can download counter strike 1.6 updated version 2015 for free, including a wide range of servers for you to jump. Server to.cs 1.6 version credits requirements: unter strike 1.6 deathmatch albert gametv. Global ance counter strike 1.6 unter strike 1.6 deathmatch mod csdm this cs 1.6 mod allows player to respawn instantly after they are dead.to install csdm mod you have to install amx.it was implemented to the game. The.the maps.cs bg.info website is a property of the bulgarian counter strike unter strike deathmatch is an amx mod x plugin set that adds deathmatch style gameplay to counter strike 1.6 and condition is suggested that. minimum counter strike: version 1 orange box download cs:s dm other links: source unter strike deathmatch is an amx mod x plugin set that adds deathmatch. You use.free counter strike 1.6 deathmatch no steam download software at updatestar.
DOWNLOAD NOW Cs 1.6 deathmatch maps
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download aimbot for cs source new Y42&
💾 ►►► DOWNLOAD FILE 🔥🔥🔥🔥🔥 CS Source hacks - Download free VAC proof hacks & cheats for Counter-Strike Source and Beta - Download aimbot, wallhack, speedhack & lots of other hacks. Lock onto the head, the body, and kill instantly or look legit and play without the aimbot it's your call. The in-game menu allows you to turn. Start CS:S 2. Inject the hack in menu 3. You'll know it's injected by a message in the console and in-game it will have. 7 Aryan Radar 1. Hier jetzt mal ausnahmsweise ein Release von mir: Aryan Radar 1. CSShack 1. NET Framework 4. How to use: 1. Start CS:S 2. Inject the hack in menu 3. You'll know it's injected by a message in the console and in-game it will have a little watermark on the top left. Requirements: Counter-Strike: Source Game in windowed mode. If the hack doesn't start or work, you need to. CSSHack 1. Anitit MegaTool v1 1. Extract from downloaded file 2. Game crashing sometimes when opening a menu. If You found a bug, write me to pm please. File archiver and compressor utility such as WinRAR.
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uber strike aimbot download new 47MQ&
💾 ►►► DOWNLOAD FILE 🔥🔥🔥🔥🔥 Block Strike is a first-person multiplayer 3D shooter withblocky graphics and fun competitive gameplay. Play an addictive online first-person shooter action. A simple ESP hack with a team colored bounding box and a health bar. How to use: 1. Start CS:S 2. Inject the hack in menu 3. You'll know it's injected by. Installation Instructions: STEP 1: Download the .deb Cydia hack file from the link above. STEP 2: Copy the file over. 7 Contains ads In-app purchases. Standoff 2 is a dynamic first-person shooter that honors its prequel's legacy. Join million other players from across the world - grab your favorite gun and join the standoff! Intuitive and finely calibrated controls make it easy to play. Choose the model you like the best and get to fighting! To win, you'll need great teamwork and technical mastery. Get your first ranking after calibration and win battles to increase it. Don't miss out! Download Standoff 2 and join the community right away! Follow us on social media! Safety starts with understanding how developers collect and share your data. Data privacy and security practices may vary based on your use, region, and age. The developer provided this information and may update it over time. This app may share these data types with third parties App info and performance. This app may collect these data types Messages. Data is encrypted in transit. You can request that data be deleted. I first have the game a two star, but it has grown in me, its unique. Different than other shooters. If you play a lot of COD it will take allot to get used to. The place, mechanics, speed is different, and is taking me some time to get used to. This game required allot of skill. The graphics and guns are sweet! The sounds and audio is amazing. Just wish there was a running and sliding option. If you're wondering on downloading this game. I highly recommended you do. This is one of the best tactical fps mobile games I've ever seen. The graphics are decent and weapon choice is great. The game itself has no bugs except for one that I'm aware of which is falling through the map glitch. Its pretty rare so don't worry about it. There are also many modes to play in and makes the game fun. Another thing is that this game has no ads! The way you progress in this game is by skins and levels. Thank you for the high praise and for your support. We're very glad to hear you liked our game and we hope you will continue enjoying it : Have a good game, Axlebolt Team. This game is absolutely amazing!!! I have over hours and a variety of skins. I have no issues with the game and would recommend playing it. I'd give it ten stars If I could. One thing I'd ask is that I have a commando knife cold flame skin, when you inspect if sometimes yku flip it and spin it for a while. I'd ask that you make this happen more often when you Inspect it. Right now it only happens once every fifty times. Edit one issue I have is competetive mode not popping takes forever. Season 4 is here! New legend The S. Who will win and go down in history? New locations Explore a cozy coastal town and a yacht anchored nearby with new maps Breeze and Calypso. All aboard!
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uber strike aimbot download hack 17LF#
💾 ►►► DOWNLOAD FILE 🔥🔥🔥🔥🔥 Block Strike is a first-person multiplayer 3D shooter withblocky graphics and fun competitive gameplay. Play an addictive online first-person shooter action. A simple ESP hack with a team colored bounding box and a health bar. How to use: 1. Start CS:S 2. Inject the hack in menu 3. You'll know it's injected by. Installation Instructions: STEP 1: Download the .deb Cydia hack file from the link above. STEP 2: Copy the file over. 7 Aryan Radar 1. Hier jetzt mal ausnahmsweise ein Release von mir: Aryan Radar 1. CSShack 1. NET Framework 4. How to use: 1. Start CS:S 2. Inject the hack in menu 3. You'll know it's injected by a message in the console and in-game it will have a little watermark on the top left. Requirements: Counter-Strike: Source Game in windowed mode. If the hack doesn't start or work, you need to. CSSHack 1. Anitit MegaTool v1 1. Extract from downloaded file 2. Game crashing sometimes when opening a menu. If You found a bug, write me to pm please. File archiver and compressor utility such as WinRAR.
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so true. either way i am legally obligated to tell you my favourite maps because i gotta
kinda a huge list i just realized so uhhh heres a readmore so it doesnt explode your dash
gm_abstraction_extended - very chill and nice to be at. makes happy :)
gm_blackbrook_asylum - kinda chill? maybe? also apparently they put a ghost in it but i havent seen it
gm_boreas - literally my favourite map ever. also very huge. you also should listen to orbit5 by matthewsquibb (the whole album) while you play it because i did and it was great and yes im also going to recommend music to strangers even when they didnt ask because uahh. uhmmm. uhhhhh
gm_bricolage - very bright colours qnd weurd shapes and i filled it with robot bugs and it was pretty #cool
gm_crazyrooms - most normal house ever
gm_dirtysewers - slop & slime
gm_fork - another huge map though most of the buildings dont have insides but its still cool
gm_hhgregg - i like to go here and destroy all of the electronics and fill it with fish. needs cs:s though
gm_krot - scary bunker (no jumpscares) and has scary sounds at the bottom though it requires cs:s and also a resource mod that seems to have broken last time i checked
gm_sandpit_v2 - cool scifi desert "village" but with lots & lots of gunk. pretty #awesome
gm_school - literally the most normal school ever (also has a decent amount of gunk in some rooms) (i think it also needs hl2 eps 1&2 but i dont remember)
gm_unionchem_beta1 - you can live here and one time i put a button in my house that spawns a bomb outside my friends house it was pretty cool
gm_wall - very very very loud (its a dam) but also a fun time to pretend its your house
de_forest - requires cs:s but very pretty
mu_space_elevator - lots of boxes to break (i think also requires cs:s but i dont really remember)
ares_atrium - spooky facility with lots of walls and stuff. dont remember all that well but it was pretty cool & dark
rp_aneurism_v2 - full of liminal spaces and all that
rp_asheville - has train though its kinda difficult to get on and move it at the same time without. you know. getting hit by the train and dying
rp_generators - has a lot of spooky sounds and i get really scared when i play it and also theres a spot that just kills you if you go to it (youll know where it is though)
rp_geonosis - star's war
sb_gooniverse - for spacebuild and i think requires hl2 eps 1&2 but it was pretty cool it had. planets
ttt_airship_toppat - among us
ttt_auskeld_v1_1 - among us
ttt_mirahq - among us
ttt_polus_v2 - among us
ttt_waterworld - someone already said this in the replies but its very wet. and a wee bit soggy. you know
zs_erebus_am - requires cs:s but is cool and has the cold!
zs_seashore_a1 - also requires cs:s (i think) and has lots of, water, water, water, house
zs_sludge - sludge
and uhh yeah i think thats all of them as of now
hewwo everypony pls tell me ur fave gmod maps i need to do more exploring
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Momentum Mod - August 2017 development update & news
Hello objects with mass and velocity!
… *cough* ...
You're all long overdue for an update from the team, and I bet you all thought we were dead (again!) Rest assured, even though it's been 8 (EIGHT!) months since our last update, we are not dead!
We’ve made some large changes to the workflow for developing the mod. Thanks to Gocnak’s personal sacrifice of blood, sweat, tears, and $100, the mod is now officially on Steam Direct (but not released yet, read below)! There’s no voting process to get the game released on Steam, but it does bring an exciting turn for the game’s development.
What Steam Direct Means for Your Momentum Mod
“Am I gonna have to pay? So is it going to be Early Access? When does it come out? Will the game stay Open Source? How can people contribute? Am I real? How can mirrors be real if our eyes aren’t real?”
These are all very good questions.
Price
First and foremost: the game is going to be Free. Period. In fact, it HAS to be free. Valve requires developers that wish to sell Source Engine games to pay a hefty fine upfront for the premium 2004 Havok™ Physics Engine™™, which can be upwards of $35,000™. We don’t have that kind of money, nor do we even want to bother raising it, mostly because Valve hasn’t been very keen on licensing Source 1 out to developers, unless you possibly have a major publisher behind you (looking at you, Respawn). It makes sense, since they have been working on Source 2* anyways, which aims to be a competitor to the other engines available.
* If, and only if Source 2 comes out, we will look into porting Momentum to it. (Source 2 has been “coming soon” for the last 3 years. Sure, Dota 2 has it, but the engine itself isn’t released yet for developers. We’d actually be dead if we were holding our breath for it, so we’re just going full Steam ahead with Source 1, for now.)
Early Access/Release Date
On the subject of Early Access: the answer is Yes, it will be out on Steam on Early Access, but only when Alpha is ready. Early Access on Steam has left a bad taste in a lot of people’s mouths, and we don’t want to put Momentum out when it clearly isn’t ready yet for the public to consume. As of writing this, we still have the map selector and leaderboards to finish. And these things, they take time. Once we have a rough implementation for both, we’ll begin to push out the game through Steam. We want anybody, regardless of CS:S ownership or not, to be able to download the game, play maps, submit times, and see all the extra features we have. Once we get to that state, it’ll be ready for “release” through Early Access on Steam.
Open Source/Contributing
As it was from the beginning, we’re taking any and all help we can get on the game. However, this doesn’t mean we’ll allow anybody to just join and say they’re a part of the team, when they do very little work. We’re going to need a bit more of a vetting process, which is defined below:
Programming
We have plenty of programmers, but if you know C++ and want to help out, I would suggest forking the SDK 2013, getting a mod running, and make some modifications to show us. Getting used to the workflow is very key, since Momentum uses it. If you need pointers, follow the Valve Dev Wiki. Once that is figured out, and you have the hang of it, send us a link.
The main part of Steamworks means you need Momentum “redeemed” on your account, even to help test the development work you’ve done, since we’re no longer just a source mod. We can generate Steam keys for this purpose, but we need to make sure they’re for the right reason.
Keep in mind that this is just for joining and contributing to the team directly, in the sense of long-term coding investment. If you wish to add a simple feature, you can clone the repository, add your feature, and submit a pull request for us to review.
Art / Level Design
We’re in heavy need for artists! While we don’t have a general art direction for the game, the more people we can get suggesting an art direction for the player model, the weapons, the levels for the campaign, the better! If you want to contribute, just contact us with a link to your portfolio. Don’t worry about how high quality your work is, as long as you’ve done something, just show us! We’ll need 2D artists for logos/UI assets/concept art, and 3D artists for models/texturing/mapping. If any of this sounds exciting for you, don’t hesitate to reach out!
Playtesting
Playtesting is probably the most popular thing that people request. With the Steam workflow, we can now generate keys to give to testers, so that they may redeem the game on their Steam account, and receive updates from us directly. Though we want to clarify: Playtesting means actually testing and giving feedback. We aren’t giving out keys for people to play ~5 minutes of the game and never touching it again, until a new update. Thus, if you want to playtest, your best chance is to join the Momentum Mod Discord, and wait until more playtesters are needed.
What Steam Direct Means for Our Momentum Mod
As described earlier, the process of moving Momentum to Steam Direct has also helped our development as well.
Ease of Use
The main appeal of releasing on Steam is the ease of use for both ourselves and our players. When the game is finally public, playing the game becomes a simple click to install. How it works under the hood is pretty cool:
Depots
As with any game that goes through Steam Direct, Momentum now has its own dedicated AppID. With this AppID comes the ability to make up to 10 depots for the game, which is very, very convenient. A depot can be OS dependent, meaning certain OSes get certain files. An example would be Linux only getting the base game content, along with the engine to run it, while Windows users can get all of the above, plus the tools that were only compiled for Windows (Hammer, Faceposer, etc). This makes the Linux download smaller than the Windows one.
Updates
Updates are sent through changes in depots, meaning any update to the game is now sent automatically through Steam, meaning no more complete redownloads of the mod in order to update!
One Game to Worry About
You can also get rid of your SDK 2013 install (unless you need it for another project or something), since Momentum uses the binaries that we pack into the depots, meaning no reliance on that clunky 4GB install anymore!
Juicy APIs
Firstly, with the process of incorporating Steam into the workflow, we’ve seen the included Steamworks API, already in the Source Engine, be used to its fullest potential. A previous example was using the included Steamworks API to mount CS:S automatically. But with the partner Steamworks API, and our own AppID, there’s now a couple more endpoints we’re gleaming at the eyes about:
Steam’s Matchmaking and Networking API
One endpoint of the Steamworks API is their Matchmaking system, which introduces Lobbies. Lobbies have been very appealing to us, and were the main reason we wanted to be on Steam so badly.
While Momentum is primarily a single player mod, we wanted to support the ability to invite, talk to, spectate and race your friends, all without having to host a server. Steam’s Lobby and Peer-to-Peer networking system handles all of this for us. Currently, players can host lobbies at a whim, invite any friend they want, play on any map they want with (or without) their friends, be able to spectate them if they’re on the same map, and chat across different maps. And here’s a picture of it in action:
Steam’s Dedicated Servers
While Lobbies are nice, we haven’t forgotten about servers either! Lobbies will be more for “you and your friends and maybe theirs too,” while servers will aim to recreate the experiences found in CS:S currently, like map rotations, custom models, and chat spam for every WR. Steam allows us to create a dedicated server tool, and using the Steam API, writing a server browser becomes even easier. Servers are definitely slated for our To-Do list, but won’t fully be implemented until after Alpha launches.
Steam’s Authentication API
Another endpoint that was only available with a Steamworks Partner account was Authentication. Steam provides a myriad of Authentication API endpoints that will prove to be extremely helpful for when we need to prove who you are, when communicating with our servers. These will be used when submitting times, downloading maps, and so on, later down the road.
Store Page
As with any game on Steam, we’ll be getting a store page! We still need to design it, and get proper screenshots (and a trailer) before we can publish it, but it should be exciting to see Momentum’s official page when we’re ready to launch!
So, what now?
“This is cool and all, but what does it all mean?”
What this all boils down to is: Momentum will no longer receive any public releases that can be downloaded through GitHub. The next public release will be the public Alpha, released on Steam, when it’s ready.*
* Unless you playtest, in which case, you’ll be testing our features in between 0.6.2 and 1.0.0. But again, not everybody needs to playtest, and we would much rather have people playing a much more complete game than Momentum currently is.
While this jump from 0.6.2 to 1.0.0 would be jarring for most, this doesn’t imply the game isn’t being worked on. You can follow development progress through this blog (we promise no more 8 month breaks™), our twitter, and our Discord server. Gocnak sometimes streams development progress on his stream. We’ll continue to update this blog with major features as they’re hot off the press, to show our progress we’re making towards Alpha.
That’s all for now! So until next time,
Momentum Mod Team
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Constructing the Servers world
For 12 years, Servers’ world has been built up from a simplistic story about three people in a training camp, to a multi-virtual world of gamers.
That world is continuing to get a whole lot larger with Team Fortress 2 Originals and We ‘R’ Mercs joining the ranks in the upcoming part, “Of Monsters and Men.”


What helped perpetuate the Servers world was during mid-development of the old Season 1 that I needed to put the Bravos in more areas than just de_dust. Thus, from being inspired from Kingdom Hearts, I made the Game Helmet. A modern/future virtual reality device that allows players to explore different areas of a video game. This was years before virtual reality headsets became popularized from the Oculus Rift. I suppose some of the idea came from Nintendo’s Virtual Boy, but I always suspected virtual reality would make a comeback.
The original conceived idea was for Frank and Bravo 1/Katie to find Bravo 2 as he suddenly glitches into a different game.
They end up going to different games as the hunt continues while they are also pursued by the Hackers Elite Union, a group look for Frank, who in reality is the GH’s CEO. They want to interrogate him for information on the aptly titled, “Servers,” a code (or something) that tracks down players’ information and data.
This was an idea well before the infamous Sony hack by people who disliked the company filing a lawsuit against a PS3 hacker who looked to encode Linux onto the device.
After reading up on stories that convey similar events and explore its themes, I decide to further incorporate and establish the hackers’ motives. I don’t want to fully convey them as the bad guys because everyone has their reasons that make sense to some.
As the Bravos continue through the world, they encounter player factions and a lot of action. There hasn’t really been a good explanation as to why these things happen, but I continued with a core focus on the Bravos’ story rather than the world. The world was a small backdrop to the action the players are in.
Since I’ve been told that people had trouble keeping up with the convoluted story, I decided to go back with these ideas on where to take the world and instill it all in a semi-reboot.
Servers Redone was born.
I looked to various key aspects as to “why this thing happens,” and aim to explain it further in the semi-reboot.
These explanations include:
1) Why everyone has guns.
2) State of the world before and after the hacker attack.
3) Player vs Player and Player vs Environment
4) How players are moving through different locations and how it gets locked out in the Season 3 events.
5) Who is MushiMishi?
6) How the hackers managed to gain a massive following.
7) How NATO1337 (will change name) gain players.
8) Bravo team’s backstories and how it will related to their actions throughout the Game Helmet.
9) How the Game Helmet works.
But with the continuing story, I found myself in the same predicament that I ended up with since I first began the series: Adding more to the world.
I want to keep it simple and makes enough sense for an average gamer to understand. There are a lot of activities that the Bravos go through that are simple enough to be understood, such as:
which all don’t require any sort of expository dialogue. I took a lot of inspiration from a “show, don’t tell” rule. Sometimes there are areas which may not make a lot of sense, but the “it’s a video game” explanation typically comes into play.
The Game Helmet is a conglomeration of different video games. I haven’t really came up with a reason why the conglomeration came to be, but I think it’s better to not explain in the comic as the focus is on the Bravo team and their adventures against the hackers. I’m used to that idea why there are CS:S characters interacting alongside Nintendo mascots.
Servers has really become its own melting pot of gamers; people who have come to enjoy a pastime in an entertainment medium. There is a ton of diversity with the type of people who enjoys a particular genre and theme.
Servers brings that altogether while also having a enthralling narrative about friendship and moving on from the past to save your future.
Coming up next: Writing each Bravo member.
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