The History of Counter-Strike: An Epic Journey Through Gaming and Esports
Timeline
Counter-Strike is more than just a game – it’s a phenomenon that has revolutionized the gaming world. What began in 1999 as a modest mod for Half-Life grew over decades into a global esports titan. This journey through time takes you through chaotic beginnings, technical milestones, passionate community projects, and occasional controversies. Whether you’re a CS veteran, a curious newcomer, or simply a tech enthusiast – here you’ll discover how a tactical shooter concept conquered the world and continues to captivate to this day.
Counter-Strike BETA
1999–2000: The Beta Versions – Where It All Began
What Were the Beta Versions?
The beta versions of Counter-Strike launched on June 19, 1999, when Minh “Gooseman” Le and Jess “Cliffe”
Cliffe released their vision of a Half-Life mod. The concept was simple yet groundbreaking:
two teams – Terrorists and Counter-Terrorists – battle with clear objectives like bomb defusal or
hostage rescue. Between Beta 1.0 and Beta 7.1 (September 2000), initial maps like cs_siege,
cs_assault, and later de_dust were introduced, along with iconic weapons such as the
AWP, AK-47, and M4A1. Mechanics like the buy time were tested. The mod was free,
raw, and full of bugs—like invisible players or unbalanced weapons—but that’s exactly what gave it its charm.
What Were They Meant to Become?
Le and Cliffe aimed to create a tactical shooter experience that stood out from the fast-paced, chaotic
first-person shooters of the time. Teamwork and strategy were the focus, inspired by real-world
counter-terrorism operations. The betas were a testing ground: each version brought new features, maps, and
fixes, driven by the passionate feedback of the growing
community. Starting with Beta 5.0 (March 2000), Valve jumped on board, providing support and signaling
that the mod could become something bigger—perhaps even a standalone game. The goal was to lay the foundation
for a genre-defining experience that would captivate players worldwide.
What Became of It?
The beta phase was a resounding success. Despite technical flaws—like players shooting through walls or
half-finished maps—its popularity exploded. The community became the driving force: forums filled with suggestions, bug
reports, and praise. By Beta 7.1, Counter-Strike was more stable, with new maps like
cs_militia and addictive gameplay. Valve
recognized the potential and acquired the rights, elevating CS from the mod scene to the commercial league.
The betas became the foundation of a
legend—proving that a good idea and an engaged community can achieve greatness. Today,
they’re considered cult classics, a nostalgic starting point for millions of fans.
Counter-Strike RETAIL
2000–2002: Counter-Strike 1.0–1.5 – The Cult Emerges
What Was Counter-Strike 1.0–1.5?
On November 8, 2000, Valve ushered in a
new era with the release of Counter-Strike 1.0—the mod became standalone. After the betas’ success,
Valve took the reins and built a game on the GoldSrc Engine, turning the community vision of Minh “Gooseman” Le and Jess “Cliffe”
Cliffe into an official product. Version 1.0 introduced new maps like de_dust2 and
de_inferno, which quickly became classics. Updates through Version 1.5 (June 2002) added features
like the spectator mode (1.1), voice chat (1.3),
and initial anti-cheat measures (1.4). Gameplay was refined, such as tweaks to
jump-shooting to promote precision and fairness. It was no longer a free download but a paid
game—a bold move that shook up the scene.
What Was It Meant to Become?
Valve aimed to transform Counter-Strike from
its chaotic mod status into a polished, professional title appealing to both casual and hardcore gamers. The
idea was to preserve the tactical core gameplay—teamwork, strategy, precise shooting—while ironing out the
betas’ technical weaknesses. New maps were meant to add variety, voice chat to enhance communication at
LAN parties and online matches, and anti-cheat systems to curb the growing hacker problem. The goal was
to establish CS as a leading competitive game, played not just in living rooms but on servers worldwide. Valve’s
takeover was also meant to demonstrate that community projects backed by corporate support could achieve
greatness.
What Became of It?
Counter-Strike 1.0–1.5 became a cult classic—and that’s an understatement. It took LAN parties by
storm, with players battling for hours over the best headshots. Maps like de_dust2
became part of the game’s DNA, their layouts etched into the minds of millions to this day. Voice chat
brought team coordination to life, though it was often dominated by trash talk. But there were hurdles: server issues—like lag
or crashes—frustrated the community, and the “killer
game” debate, especially in Germany, brought negative headlines. Still, the player base grew rapidly,
and CS shaped competitive online gaming for good. By 1.5, it was a global phenomenon, showing how teamwork and
skill could make a game immortal.
Valve had struck
gold—the cult was born.
Counter-Strike UNOFFICIAL BOTS
2000–2002: Unofficial Bots – The Community Takes the Lead
What Were the Unofficial Bots?
Following the release of Counter-Strike 1.0 in November 2000, the community started crafting bots to
enable offline play and practice. Between 2000 and 2002, projects like PODbot (Markus "Count Floyd" Klinge), Joebot (Johannes Lampel), and Realbot (Stefan Hendricks) emerged. Using waypoint navigation or
even neural networks, they created AI opponents for CS 1.x (up to 1.5). They were ideal for players
without internet or for LAN parties, stepping in for missing teammates.
What Were They Meant to Be?
The aim was to keep CS alive without an online connection. Developers sought to build realistic foes that
complemented the tactical gameplay – perfect for practicing headshots or strategies. These bots
were meant to push the GoldSrc engine to its limits, refined through community feedback with better
movement or difficulty levels. It was an effort to make CS more versatile and accessible, long before Valve
introduced its own bots.
What Became of Them?
The unofficial bots were a smash: PODbot set the standard for offline matches, Joebot impressed with AI
experiments, and Realbot was hailed as the "best bot" in 2002. They had flaws – like clunky navigation – but
their impact was huge. They shaped the early CS scene and paved the way for Valve’s later bot developments.
The community showed it didn’t just play CS – it
expanded it, laying the groundwork for the bot era.
Counter-Strike 1.6
2003: Counter-Strike 1.6 – Steam and Esports Take Over
What Was Counter-Strike 1.6?
On September 15, 2003, Valve released
Counter-Strike 1.6, a version that marked a turning point. The biggest bombshell: integration into
Steam, Valve’s then-fledgling digital platform. Built on the GoldSrc Engine, 1.6 introduced
new weapons like the tactical shield for
Counter-Terrorists—a controversial gadget that offered protection but altered the pace. New maps like
de_airstrip expanded the roster, and improved anti-cheat systems aimed to ensure fairness.
After the successes of 1.0–1.5, 1.6 was no longer an experiment but an evolution meant to solidify CS as a
serious game. It was the first version to mandatorily require Steam—a move that tested the community.
What Was It Meant to Become?
Valve had big plans for 1.6: it was intended to be the
definitive version of Counter-Strike—stable, secure, and future-ready. The Steam integration
aimed to simplify distribution, centralize updates, and combat piracy. The tactical shield was an attempt to inject fresh
gameplay, while anti-cheat measures (e.g., VAC – Valve Anti-Cheat) sought to tackle the
growing hacker issue plaguing online matches. Valve wanted to transition CS from a LAN party phenomenon to an
esports standard, shining at tournaments like the Cyberathlete
Professional League (CPL). It was a balancing act: satisfying the loyal community while attracting
new players brought in by Steam.
What Became of It?
Counter-Strike 1.6 became an icon—period. The Steam mandate initially sparked uproar: many
players, used to standalone installs, felt restricted, and the platform was clunky in 2003. But the
benefits—automatic updates, better server stability—won out in the long run. The tactical shield divided opinions: some loved the new
depth, others found it superfluous and ignored it. The anti-cheat systems were a step forward, though
cheaters never fully disappeared. 1.6 exploded in esports: tournaments like the CPL made it the standard, and pros perfected strategies on
maps like de_dust2. It remains a classic to this day, beloved for its precision and simplicity.
Valve didn’t just stabilize CS—it catapulted it into
the pro league, setting the tone for the future.
Counter-Strike CONDITION ZERO & ZBOTS
2004: Condition Zero & zBots – Official Bots Arrive
What Was Condition Zero with zBots?
On March 23, 2004, Valve released
Counter-Strike: Condition Zero, the first in the series with official bots, dubbed zBots. Developed by Gearbox Software and Turtle Rock Studios, it introduced a single-player
campaign (“Tour of Duty”) and AI foes on the GoldSrc
engine. New maps like cs_office debuted. Later, the community adapted zBots for CS
1.6, expanding their use.
What Was It Meant to Be?
Valve aimed to broaden CS beyond multiplayer. The zBots were meant to offer solo players a tactical
experience and serve as a training tool, while the campaign targeted newcomers. The AI was designed to be
variable, simulating realistic opponents – building on unofficial bots. The CS 1.6 mod wasn’t planned but
showcased their flexibility. The goal was to make CS more versatile and set an AI standard for the series.
What Became of It?
Condition Zero was a partial success: The campaign was decent, but zBots were criticized as
predictable. Multiplayer fans largely ignored it. The real twist came from the community: Modding brought zBots
to CS 1.6, enabling offline play in the popular version.
Condition Zero introduced official bots, but the community made
them shine – proof of fan power.
Counter-Strike SOURCE
2004: Counter-Strike: Source – The Leap to Modernity
What Was Counter-Strike: Source?
On October 7, 2004—just months after Condition Zero—Valve released Counter-Strike: Source, a
technical quantum leap for the series. It was the first CS to run on the new Source Engine, developed
by Valve for Half-Life 2. This engine brought better graphics, realistic physics (e.g., exploding barrels
and destructible objects), and enhanced sound. Classic maps like de_dust2, cs_assault, and
cs_office were revamped with detailed textures and dynamic effects. It was distributed as part of the
Half-Life 2 bundle via Steam, making it the first Steam contact for many. Source wasn’t a side
project but an attempt to catapult CS into the next decade.
What Was It Meant to Become?
Valve aimed to modernize the series with
Counter-Strike: Source and attract new players without alienating the loyal community. The Source
Engine was meant to visually and technically upgrade CS: sharper graphics for a new generation,
physics for more immersive battles, and a foundation for easier future updates. The goal was to preserve
the tactical core—teamwork, precise shooting—but in a
fresh package. It was meant to bridge the gap: 1.6 fans could enjoy the improved visuals, while newcomers got a
contemporary shooter experience. Valve bet that Source could coexist with 1.6—a modern CS that could compete
with titles like Call of Duty.
What Became of It?
Counter-Strike: Source divided the community like few CS titles before. Newcomers loved it: the shiny
graphics, physics (who didn’t mess around with barrels?), and fresh maps were a treat for the eyes. But
1.6 purists were skeptical—some downright annoyed. The gameplay felt different: physics altered movement, the
weapon handling wasn’t as crisp as in 1.6, and many
found it “too soft.” It didn’t become an esports star like its predecessor; 1.6 remained the competitive king.
Still, Source found its niche: casual players and modders made it a hit, and maps like cs_office
became cult classics.
It was a technical success that
modernized CS, but hardcore fans taught Valve that visuals aren’t everything—the heart of CS beats in
precision, not polish.
CS: MASAN
2007: Counter-Strike: Masan – A Dream Without a Finish Line
What Was Counter-Strike: Masan?
Counter-Strike: Masan was an ambitious community project launched in January 2007 by
Kevin “mori” Konrad, a 17-year-old German. Based on the Half-Life: CS
v1.3 Engine—an older version of the GoldSrc Engine—it aimed to offer an alternative for
players with weak PCs unable to run Counter-Strike: Source. It promised new maps like
de_rust (a de_dust2 remake) and de_nuke_masan, improved graphics, sounds, and balance
tweaks—e.g., reducing the AWP to five shots and removing the FAMAS and GALIL to
boost the MP5. Backed by top CS players and a small crew, including manager Mervin McCraight, it was an attempt to keep CS fresh for a niche audience.
What Was It Meant to Become?
CS: Masan aimed to create a low-end-friendly version of Counter-Strike that preserved the
classic 1.3 style while enhancing it with improved graphics and sounds. Konrad, who found CS
“boring” after four years, wanted to craft an “unofficial 1.7”—a game that took community wishes seriously. New
maps and resources like sprites,
models, and textures were meant to add variety, while balance tweaks refined gameplay. Collaboration with pro
players promised authenticity, with completion slated for October/November 2007. It was intended as a
counterpoint to Source: not a graphical spectacle, but a CS for anyone gaming on older hardware—a labor
of love with a big heart.
What Became of It?
Sadly, CS: Masan remained a dream without a happy ending. There’s no evidence of a release—the official
website showed no updates and is now only accessible as an archive. Beta progress like the completed
de_nuke_masan map or the testing phase of de_rust was mentioned, but the project vanished
without a trace. It likely failed due to resource
shortages: a small team without major funding couldn’t keep up with Valve’s releases. Competition from Source and
later CS:GO likely upped the pressure.
For the
community, CS: Masan remained a footnote—a testament to fan passion but also the hurdles that keep such
projects in the giants’ shadows. A “what if?” that enriches CS history without altering it.
CS Promod BETA
2006–2012: CS Pro Mod – A Dream Without a Finish Line
What Was CS Pro Mod?
CS Pro Mod (short for Counter-Strike Professional Modification) began in 2006 as an ambitious
community project aiming to merge the worlds of Counter-Strike 1.6 and Counter-Strike: Source.
It ran on the Source Engine but offered 1.6’s precise, no-frills gameplay—a response to the community
split after Source. Over the years, several betas emerged, with the last notable version, 1.09,
in 2012. The team of modders and fans sought to combine 1.6’s beloved mechanics (e.g., movement,
weapon feel) with Source’s modern graphics and physics. It was a love letter to CS’s esports roots,
fueled by nostalgia and a desire to make the series competitive again.
What Was It Meant to Become?
The vision was clear: CS Pro Mod was to be the perfect synthesis—a game that brought back 1.6 purists
and carried Source fans along. It aimed to offer the best of both worlds: 1.6’s crisp controls and balance
paired with the Source Engine’s visual freshness. The developers dreamed of a title that could gain
traction in competitive gaming—a CS that could shine at tournaments where 1.6 dominated and Source was
sidelined. The betas were meant to gather feedback, squash bugs, and involve the community to create a
product that could rival Valve itself. It was an attempt
to heal the fractured CS world and set a new standard.
What Became of It?
CS Pro Mod remained a bittersweet dream. The betas—especially 1.09—showed promise:
gameplay came close to 1.6, graphics were appealing, and some fans were thrilled. But the project hit major
roadblocks. Resource shortages were a killer: without
Valve’s support, money, time, and manpower were lacking to finish it. The community was divided—many 1.6 players
saw no reason to switch, while Source fans wouldn’t abandon their game. The death blow came in 2012 with the
announcement of Counter-Strike: Global Offensive (CS:GO): why work on a mod when Valve was launching a
new CS title?
CS Pro Mod was discontinued, but left its
mark—a testament to fan passion and a “what if?” in CS history.
Counter-Strike: GLOBAL OFFENSIVE
2012: Counter-Strike: Global Offensive – The Modern Triumph
What Was Counter-Strike: Global Offensive?
On August 21, 2012, Valve released
Counter-Strike: Global Offensive (CS:GO), developed in collaboration with Hidden Path Entertainment. It ran on an updated Source
Engine and introduced new weapons like Molotov cocktails and the Zeus taser, alongside fresh mechanics like matchmaking for
online play. CS:GO launched with revamped classics like de_dust2 and new maps like
de_cache. The game also introduced a skin
system—cosmetic weapon customizations that later spawned their own economy. In 2018, it went
free-to-play, including a Battle Royale mode (“Danger Zone”). CS:GO was Valve’s big push to bring CS
into the modern age and reunite the community.
What Was It Meant to Become?
Valve aimed to revitalize the series with CS:GO
and make it the undisputed king of esports. It was meant to bridge the divide between 1.6 and Source fans by
blending the precise gameplay of the past with modern tech and accessibility. Matchmaking was intended to
make online play simpler and fairer, while new weapons and maps brought fresh air. Skins were a
bonus—meant to be a fun factor to retain players and generate revenue. Valve planned CS:GO as a future-proof
platform: regular updates, Major tournaments, and a growing community were to make it a perennial hit. The goal
was a CS that thrilled both casuals and pros—a global giant in competitive gaming.
What Became of It?
CS:GO became a triumph—with minor hiccups. It started strong but not overwhelmingly; many 1.6 fans took
time to warm up. But with updates—like improved matchmaking and balance tweaks—its popularity soared. The
skin economy grew into a million-dollar market, though
it sparked controversies: gambling sites exploited skins for betting, forcing Valve to crack down in 2016. Major
tournaments like ESL One and DreamHack turned CS:GO into an esports juggernaut, with
millions of viewers and prize pools. The free-to-play shift in 2018 opened the floodgates to more players,
though cheater issues grated.
CS:GO became the new CS
icon: it refreshed the series, dominated esports, and remains a benchmark—proof Valve perfected the
formula, despite some shadows.
Counter-Strike BOTS IN SOURCE & CS:GO
2004–2012: Bots Become Standard – From Source to CS:GO
What Were the Bots in Source and CS:GO?
With Counter-Strike: Source (October 2004) and later Counter-Strike: Global Offensive (August
2012), Valve made bots a core feature. In
Source, built on the new Source engine, bots were integrated for offline play, with improved
navigation and physics use. CS:GO brought advanced AI that filled in for missing players in
matchmaking and offered adjustable difficulty via commands like “bot_difficulty.”
What Were They Meant to Be?
Valve aimed to make bots more than a practice tool – a seamless part of the game. In Source, they were
to leverage the modern engine for realistic movement and reactions. In CS:GO, the goal was flexibility
– bots for offline training and online matches, replacing disconnected players. The AI was meant to get smarter,
drawing from community bots and zBots, to support both casual and pro players.
What Became of Them?
Bots in Source were a step forward but often felt stiff and predictable. In CS:GO, they
improved significantly: They adapted to maps, used grenades, and became integral to matchmaking. Still,
criticism lingered – like dumb decisions such as pointless camping. They made CS more accessible but couldn’t
match human dynamism.
From Source to CS:GO, bots became
standard – a sign that AI is here to stay in CS, though humanity remains unmatched.
Counter-Strike: CLASSIC OFFENSIVE
2016: Counter-Strike: Classic Offensive – Nostalgia Meets Modernity
What Was Counter-Strike: Classic Offensive?
Counter-Strike: Classic Offensive began in 2016 as a community project to fuse Counter-Strike:
Global Offensive (CS:GO) with the spirit of Counter-Strike 1.6. It was a mod for CS:GO,
crafted by fans who missed 1.6’s precise, no-nonsense gameplay. The mod restored classic mechanics—like Valve.
What Was It Meant to Become?
The creators of Classic Offensive had a clear goal: to bring 1.6’s soul into the modern CS:GO world.
They wanted to give hardcore fans—who found CS:GO “too different”—a home, a game that recaptured 1.6’s crisp
controls, balance, and feel, but with CS:GO’s accessibility and visuals. It wasn’t meant to compete but to
complement: a mod appealing to nostalgics and newcomers alike by blending the best of two eras. The vision was
to build a loyal community and perhaps even show Valve
that the 1.6 style still lived—a love letter to the past that enriched CS:GO.
What Became of It?
Classic Offensive found a niche but remained a fringe phenomenon. Released in 2016, it won praise from
1.6 veterans who celebrated the old feel—the movement was precise, the weapons familiar, the nostalgia
real. But legal hurdles hampered success: Valve blocked an official Steam release, limiting
its reach. Installation was cumbersome, and without broad support, the player base stayed small. Still, the
community keeps it alive: updates come sporadically, and fan passion endures.
It didn’t become mainstream but a cult mod for purists—proof
nostalgia persists in CS, even battling Valve’s giants.
BIND GENERATOR TOOL
Counter-Strike 2 Binds Generator – Your Game, Your Rules
Ready to take your Counter-Strike 2 experience to the next level? Our Key Binds Generator Tool has your back: Customize your key bindings exactly how you want them for maximum precision and control. Whether you’re just starting out or a seasoned CS veteran, this intuitive tool lets you tweak your setup in minutes, giving you the edge that makes all the difference. On top of that, you get toggle scripts you can easily assign, letting you switch between setups with a single keypress – all tailored to your style. Own the game and show what you’ve got!
Counter-Strike 2
2023: Counter-Strike 2 – The Next Step
What Was Counter-Strike 2?
On September 27, 2023, Valve released
Counter-Strike 2 (CS2), fully replacing Counter-Strike: Global Offensive (CS:GO). CS2 ran on
the new Source 2 Engine, previously showcased in Half-Life: Alyx, and introduced dynamic smoke, sub-tick servers for precise
calculations, and enhanced graphics. Classic maps like de_dust2 were overhauled with detailed
textures and lighting effects. It wasn’t an add-on but a complete reboot: CS:GO vanished from Steam, and
all players were transitioned to CS2—skins and progress included. It was Valve’s biggest move since CS:GO, a
sign that CS should evolve with the times.
What Was It Meant to Become?
Valve aimed to future-proof the series with
CS2—a technical masterpiece to succeed CS:GO and raise the esports bar. The Source 2 Engine
was meant to enable more realistic battles: dynamic smoke that shifts with grenades and sub-tick
servers to minimize lag and inaccuracies were built for pros. The goal was to modernize the community
without sacrificing the tactical core—teamwork,
precision, strategy were to stay. Valve banked on continuity: skins and matchmaking carried over for a smooth
transition. CS2 was to open a new chapter, thrilling old-timers and newbies alike while cementing CS as the
esports king—a big leap with a familiar feel.
What Became of It?
Counter-Strike 2 arrived—but not without drama. The tech impressed: dynamic smoke was a
game-changer, sub-tick servers felt smoother, and the graphics were a feast for the eyes. But the forced
switch from CS:GO split the community: many mourned their beloved game, and performance issues—like stutters on older PCs—caused
frustration. Some 1.6 and CS:GO purists criticized gameplay changes, like movement feel or weapon balance.
Still, CS2 held the esports crown: Majors continued, and the skin economy boomed.
It was a flawed success—a technical leap that modernized CS, but
taught fans that innovations don’t always please everyone. Valve persists, but the launch
proved: the future calls, yet the past lingers.
CS: LEGACY
2025: CS: Legacy Remake – A Glimpse into the Future
What Is CS: Legacy Remake?
CS: Legacy Remake is a community project slated for 2025, aiming to bring
Counter-Strike 1.6 to the Source Engine as a standalone game. It’s not a mod but a full title,
reimagining the 2003 classic with modern tech. Born from fan nostalgia, it seeks to revive 1.6’s precise
gameplay, iconic maps like de_dust2, and unadulterated feel. Current plans hint at a Early Access launch in 2025, with revamped graphics,
improved sound, and possibly new features—all led by enthusiasts hoping for Valve’s blessing. It’s a passion project to unite CS
history with the future.
What Is It Meant to Become?
The makers of CS: Legacy dream big: it’s to be the definitive 1.6 throwback—a game that preserves the
esports classic’s essence while shining with contemporary visuals and tech. The aim is to lure back veterans
unimpressed by CS:GO or CS2, and captivate new players with a polished 1.6 experience. The
Source Engine strikes a balance: enough modernity (better graphics, smooth performance) without
losing 1.6’s raw charm—no dynamic smoke or sub-tick, just pure tactical focus. It’s a statement: the 1.6 style
lives, and the community can carry it independently—perhaps as an alternative to Valve’s official titles.
What Will Become of It?
Since CS: Legacy Remake hasn’t launched yet (as of April 2025), its fate remains thrillingly uncertain.
Announcements—like those on Insider Gaming—have sparked
hype: fans expect a nostalgia explosion, and Early Access plans fuel hopes of a timely release. But challenges
loom: legal hurdles from Valve could stall it, as with
Classic Offensive. Technically, the team must deliver—the Source Engine is old, and
performance on modern systems could be tricky.
If it succeeds, CS: Legacy could be a cult hit: a 1.6 for the
2020s, uniting old and new players. If it fails, it’s another fan dream. The tension
mounts—2025 will reveal if the classic truly returns.
A Legacy in Motion CONCLUSION
Counter-Strike is a success story of chaos, innovation, and community powerValve drove technical leaps, while fans with projects like CS: Masan, CS Pro Mod, or CS: Legacy kept the flame of nostalgia alive. From buggy betas to LAN parties to million-dollar tournaments—CS remains a symbol of developer vision and player passion.
Looking to 2025, the series shows: The past lives, the future rocks.
CS unites chaos, innovation, and community into a timeless classic.
Conclusion SOURCES
Counter-Strike – Wikipedia
Link: https://en.wikipedia.org/wiki/Counter-Strike
Counter-Strike Beta – Counter-Strike Wiki
Link: https://counterstrike.fandom.com/wiki/Counter-Strike_Beta
CS Pro Mod – ModDB
Link: https://www.moddb.com/mods/cspromod
Classic Offensive – ModDB
Link: https://www.moddb.com/mods/counter-strike-classic-offensive
CS: Masan Interview – ProPlay.ru
Author: Interview with Kevin “mori” Konrad
Link: http://proplay.ru/news/4030/
Access date: April 06, 2025
CS: Masan – Official Website (Archive)
Link: https://web.archive.org/web/*/cs-masan.de
(Snapshot e.g., October 2007, if available)
Access
CS: Legacy – The Classic Returns and Awakens Nostalgia
Link: CS:
Legacy – The Classic Returns and Awakens Nostalgia
These sources offer insights into the history and development of Counter-Strike.
Resources and Downloads ADDITIONAL
Downloads and Sources for Counter-Strike Versions and BotsHere you can find links to downloads and sources useful for exploring and playing various Counter-Strike versions and bots. Please note that older versions may pose security risks.
Sources
- Counter-Strike Wiki on Bots
- GitHub Repository for PODbot
- GitHub Repository for Joebot
- GitHub Repository for Realbot
- Wikipedia on Condition Zero
- Arqade on zBots in CS 1.6
Downloads
Beta Versions and CS 1.0 to 1.5
Notably, the GitHub repository by Ch0wW provides most known versions of Counter-Strike pre-1.6, extracted and ready for use on Windows and Linux. This makes it easy to install and play the beta versions and early releases, which is invaluable for historians and enthusiasts.
- Counter-Strike Betas on GitHub
- Counter-Strike Beta 1.0 on ModDB
- BetaStrike.net for CS Betas
- Note: Older versions are unofficial and should be downloaded with caution.
CS 1.6 and Newer Versions
- Counter-Strike on Steam (CS 1.6 and Condition Zero)
- Counter-Strike: Source on Steam
- Counter-Strike 2 on Steam
CSPromod
- CSPromod Downloads on ModDB
- Requires Counter-Strike: Source, preferably via Steam.
Bots
- PODbot on GitHub or GameBanana
- Joebot on GitHub
- Realbot on GitHub
- zBots: See tutorials like Arqade for modding in CS 1.6.