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As luck would have it at that point, Gearbox was finally wrapping up the PS2 version of Half-Life and were able to talk with Valve again about doing the CZ project. Very quickly, it became clear that the best path for this title to succeed would be for Gearbox and Valve to collaborate, as we have in the past, with primary development being located at our offices in Texas. Gearbox was in a unique position to enlist many of the original CS developers to work with our veteran talent to create the new single-player content and game modes.

At the same time, we're all working with the CPL to make the new multiplayer features shine. An important goal hr Condition Zero is for the game to be completely compatible with Counter-Strike online. This means we couldn't change engines. What we have been able to do, however, is enhance the engine with a variety of features that very specifically benefit a game like Condition Zero.

This new technology includes added features to the model-rendering engine including alpha blending, which allows us to add a lot more detail to the environment, added special effects functionality including weather effects and a materials-based feedback system, and a bunch of other cool things that you'll see in the game.

Other than thick snow reducing visibility, no. However, the weather effects do bring a new sense of believability to the game. There'll be a whole set of scenarios which take place in an Arctic setting, so this will come into play quite a lot. Character classes aren't defined rigidly, but are more about which people the player recruits, what skills they have and what areas the player wants to improve them in.

Some squad recruits may have some inherent talent as a sniper or runner, but other guys may require lots of training to build up their skills. The more highly skilled recruits will cost more to hire, but will require less investment in training to build up specialised skills.

You can train recruits by spending money to improve their skills. Each of the recruits have their own names, personalities and voices. Condition Zero adds a new unit type to each team - a Russian Spetznaz on one side and a militia extremist to the other. Also, with all new units, custom uniforms are available for every environment type. When the squad has to go on a mission in snowy conditions, theyil have Arctic gear.

In the jungle or in the desen there is appropriate camouflage available. There's also a classic urban uniform that's based on the real-world designs for each unit. Each unit type also offers unique characterisations so that when you add up all of the combinations, there are more than varieties of guys in Condition Zero.

In the singleplayer game, the uniforms will be selected automatically based on the environment of the mission selected. In multiplayer, you'll be able to use the variety to make your player model unique and distinguishable front others in the game. How will the computer AI reflect this? Since he's been involved with Condition Zero, the AI has improved significantly. Now, the bots will be fully integrated into the game and have been adapted for single-player mode as well.

In blind tests with experienced CS players including some members of the press , people were fooled into diinking that the bots in the game were actually human players.

Will there be any safeguards to stop people using bots online and pretending it's a them playing? In multiplayer mode, bots are identified on the scoreboard.

You won't be able to put your superbot in there, pretend it's human and get it to kill everyone so it looks like you've managed to get a higher score. Server operators will have a lot of control in deciding whether or not they let bots onto their servers.

If the server operator doesn't want bots in the game, then they won't ever be able to be added. The standard radio commands are there and are understood by the Al.

In addition, we plan to give some attention to the radio command system to make it more approachable and probably extend it to offer more appropriate commands for the single-player game as well as include a few new radio comments that would be useful in multiplayer games but don't currently exist.

Will CZ incorporate classic online Counter-Strike action? Will you be able to play online with both bots and humans on one team? Not only will you be able to add bots to any multiplayer game, you'll be able to play any of the single-player missions co-operatively.

How many players will be able to play on each side, both in the single- and multiplayer games? Condition Zero supports person multiplayer games. Memory requirements are greater than the minimum specification for large servers, though.

Will the free version of Counter-Strike continue to be updated after Condition Zero is released? In fact, initially there will be a patch that makes Counter-Strike totally compatible with Condition Zero. As a single-player game, how will you implement a coherent sense of continuity, and will there be any consequences from succeeding at a previous mission, but not executing it perfectly?

The single-player game is driven by a narrative that makes the player understand why it's so important to succeed in each mission. Each scenario requires a number of objectives to be completed, nine out of ten of which are new.

As objectives are completed, additional funding is earned for the squad that enables the player as the squad leader to invest in an improved arsenal, squad training or recruitment of new members.

There are some other surprises that money can be spent on as well. Completing all of the objectives of one scenario will yield more funding for the squad, which will give that squad the resources to be better equipped to deal with the next scenario. In some cases, however, it will be necessary to move ahead and acquire things from later missions before the player can go back and complete every objective in an earlier scenario. The single-player game is very well layered and there are tons of incentives to just keep going.

I'm very proud of the design for this one as it's clearly the most innovative thing Gearbox has ever done. Will there be any kind of storyline? If so what will it be and how will it be developed eg in-game-cut scenes, FMV etc? Each mission will have a narrative that includes a sense of place and purpose and a compelling incentive for the player to succeed.

Beyond that, we'd like to leave the specifics for fans to discover as they play the game. Right now we have about 21 scenarios planned, but that number is likely to change before the game is complete. Each scenario has at least ten mission objectives offering more total play time than all of the games we've released thus far added together. Will there be any other mission goals apart from the classic ones such as hostage rescue and bomb defusal? Nine out of ten mission objectives in each scenario are new.

In every scenario there will be key missions such as rescuing hostages and defusing bombs. However, there's also going to be a couple of others too, but we haven't named them yet. We've created a new mode where any member of the team has to get to a specific location and perform an action, like demolish a computer or something.

Which means that any member of the team could act as that key player. Another mode is where your team has to escape from somewhere. You start with no weapons, and have to work together as a team to get yourselves out. Whatever happens, there will be at least two completely new game modes, maybe more. In each scenario there are also a load of other objectives you can go for. You can gain further income by earning certain rewards.

For example you could earn a reward for doing nothing but headshots. If you kill every single enemy with a headshot then you gel a reward. If all of your team survive, or you're the only person scoring kills, then again, you can get a reward.

There'll be other modes of play too. In one of them we'll be putting specific challenges into the objectives for each map. So we can limit the way you can approach a map. So for one map, you may just be allowed to use an MP5. In another map, you may not be able to use guns at all, meaning you have to sneak round using just flash bangs and grenades to complete your objectives. This way we can use the skills that are needed in Counter-Strike to challenge players in different ways. Most people just use the same few weapons every time they play.

Our goal is to get people to experience the whole game and challenge all of their skills in various ways. You don't have to complete every single objective throughout the game, but if you do you'll earn more money, which will make it easier to complete later missions.

How does it work with buying equipment when playing in single-player? Do you choose what your hot team-mates buy, or do they get to pick their own equipment at the start of each game? As squad leader, you can purchase equipment for your team and load them out as you wish depending on the mission parameters. Or you can simply select a default load-out and head straight into battle. Once the team is in combat, however, the A1 will sometimes make their own decisions about whether or not to pick up an enemy rifle and use that instead of what you've chosen for them.

The missions are varied and extreme. One mission takes place in the locker rooms and concession areas of a soccer stadium in London. Another mission takes place along a massive oil pipeline in the cold Siberian tundra. Yet another scenario takes place in a Middle Eastern city that has been nearly reduced to rubble. One of my favourite missions is an assault on a militia extremist base camp that is assembled from mobile homes - great stuff. We haven't locked down a target system specification yet, but if you're running Counter-Strike well, you'll probably be just fine with Condition Zero.

We are increasing the polygonal detail of characters by about 75 per cent with the new High Definition models and most of the other content in the game is being improved, so there are some performance considerations there. Is this game relevant to you? Sign In or Open in Steam. Languages :. English and 7 more. Publisher: Valve.

Share Embed. Read Critic Reviews. Packages that include this game. Package info. Add to Cart. Bundle info. Add to Account. View Community Hub. About This Game With its extensive Tour of Duty campaign, a near-limitless number of skirmish modes, updates and new content for Counter-Strike's award-winning multiplayer game play, plus over 12 bonus single player missions, Counter-Strike: Condition Zero is a tremendous offering of single and multiplayer content.

See all. Trivia On the level "Downed Pilot" in the deleted scenes campaign if you look on the computers they are playing this game. Connections Featured in Troldspejlet: Episode User reviews 4 Review.

Top review. Great improvement over CS. While Condition Zero may not be as widely played as CS 1. Essentially a high resolution variant of Counter Strike, graphically, the improvement is vast and the level design is excellent.

The textures are in deeper color and the models have much more detail. Bots also fully support this scenario with Counter-Terrorists properly trying to rescue the hostages and Terrorists attempting to defend them. The Tour of Duty game mode also has several scenario specific tasks available for hostage rescue. Bomb defusal functions exactly like it does in the original Counter-Strike. One player on the Terrorist team starts off with a bomb which has to be planted at one of two bombsites.

Once planted the bomb will detonate after a specific amount of time and successful detonation will lead to victory for the Terrorist team. Counter-Terrorists may attempt to defuse the bomb and successful defusal yields victory to the Counter-Terrorists. Complete bot support for the scenario is available and the Tour of Duty game mode also offers tasks specific to bomb defusal scenarios. While no new assassination maps were introduced with Condition Zero , the fact that all maps from the original Counter-Strike are included means that the lone assassination map Oilrig is part of the game.

Gameplay remains identical to the original game, but other updates were made to support the scenario. To complement the new player models, an upgraded player model is introduced for the VIP. The official bots also support playing this scenario, but it can be argued that this support was mostly an afterthought.

Bots that take the role of the VIP will properly strive to reach escape zones in maps. However, they play like any regular bot making no additional efforts at keeping oneself alive. This is especially apparent when a bot VIP runs out of the limited pistol ammunition, as it will attempt to charge at any encountered enemies armed only with a knife. With the introduction of custom campaign support for the Tour of Duty mode, a scenario specific task for the assassination mode, which entailed killing the VIP, was also introduced.

A total of four maps were added to the game post-release via game patches. In addition to the new maps included with Condition Zero , all maps from the original Counter-Strike are also playable via Condition Zero.

There is out-of-the-box bot support included for all the new and original maps. The listing below only includes the maps or versions of them that are part of Condition Zero. This lists the original author of the map only; the person mainly responsible for the general geometry of the map. Counter-Strike: Condition Zero features exactly the same arsenal of weapons and equipment as the original Counter-Strike. The possibility of weapons exclusive to Deleted Scenes being introduced was mentioned, [7] but this never happened.

Back when Ritual Entertainment was working on Counter-Strike: Condition Zero , they had remade all of the weapon models in the game. However, some people felt that some of these models looked too different from the original Counter-Strike weapon models.

Therefore the models originally created by Ritual were slightly modified and then introduced into Condition Zero starting with version 1. In version 1. Condition Zero was supposed to use the player models that Ritual Entertainment had created, but due to technical difficulties with these models the game was initially launched using the original Counter-Strike models.

Owners of Condition Zero can also choose to use these enhanced models in the original Counter-Strike. The development of Counter-Strike: Condition Zero originally started in with Rogue Entertainment working on the game, but development was overtaken by Gearbox Software relatively quickly due to concerns with the financial stability of Rogue Entertainment.

After about a year of development, Gearbox Software decided to withdraw from the project and in mid Ritual Entertainment took over development before the game finally landed in the hands of the relatively young Turtle Rock Studios in mid Turtle Rock Studios had already been involved with development of the game when Ritual Entertainment was in charge of its development in the form of the official bots.

The design by Turtle Rock Studios drew some inspiration from sports games, [7] and due to the success of the bots it became possible to build very flexible arcade-like missions for the game. Instead of completely scrapping the work done by Ritual Entertainment, the decision was made to package it up as a bonus game of sorts with the title Counter-Strike: Condition Zero Deleted Scenes.

On October 8, the version of the game designed by Turtle Rock Studios was unveiled to the public and it was to go gold by October 10, and be available at retail and via Steam on November 18, By the time November 18, came around the game was nowhere to be seen. According to Jess Cliffe , the game had been delayed due to work needed to be done by the publisher in finalizing international versions of the game. Despite the lack of a release date for the title, Valve Software decided to organize a launch party for the game on December 16, The event was announced to be open to anyone over 21 of age and was held at the House of Shields in San Francisco.

Attendees were supposed to be able to play the final version of the game at the event. In a further move of bad luck, Condition Zero was leaked for the second time in early January On February 21, a beta of the game was made available for Linux and Mac OS X and on March 7, support for these platforms was officially released.

Counter-Strike: Condition Zero utilizes some of the music originally composed by Zak Belica when Ritual Entertainment was working on the game. In addition to music featured in the main menu, several pieces are used within the Tour of Duty game mode.



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