As a follow-up to Half-Life: Counter-Strike, one of the most successful PC titles of 2000, Counter-Strike: Condition Zero takes the game to a new level. Both a single and multiplayer game, Counter-Strike: Condition Zero puts a special counter-terrorist operative under your command and you must neutralize any threat that comes along. Rescue hostages, escort VIPs to safety, disarm bombs, travel through hostile environments, and more.
Still tied to its Half-Life parent, Counter-Strike: Condition Zero is the most modified and enhanced version of the game engine yet, featuring more detailed player models, new skin and customization options, and atmospheric effects. Each map is available to many different play modes: players can complete missions with a friend in co-op mode, play on the Internet in multiplayer mode, or practice in skirmish mode.
~ Jeremy Lee, All Game Guide
Production Credits
Company 1: Ritual Entertianment; Art Director: Robert Atkins; Art Lead: Steve Maines; Technical Art: Rungy Singhal; Art Staff: Dave Demaret, Rich Fleider, Steve Hornback, Jay Hosfelt, Wyeth Johnson, Nick Pappas, Jason Sallenbach, Eric Smith, Michael Tarwater, Charles Tinney; Biz: Steve Nix; Game Design: Tom Mustaine; Lead Level Designer: Levelord; Level Design Staff: Reid Kimball, Thearrel McKinney, Russell Meakim, Michael Porter, Todd Rose, Chris Voss, Luke Whiteside; Lead Programmer: Ken Harward; Project Management: Jay Halderman; Programming Staff: Squirrel Eiserloh, Eric Fowler, Bill Schofield, Joe Waters; Sound and Music: Zak Belica; Support: Lisa Loewecke, Mason Lucas; Testing: Frank Nuccio, Trigg Clark, Gibbs Clark, Sean Redwood, Martin Zane, Paul, Ray, Don Eubanks, Brian Burleson, Kyle Naizer, Jason Bolla, Chris Stark, Andrew Russell, Campo Caceras, Chris Wahlen, Jarod Roland, Jay Carter, Steve Cary Gibson; Additional Art: James Hawkins, Pat Jones, Travell McEnTyre, Paul Richards, Kevin Steele, Kevin Wright; Lead Programmer, Modeller, Animator and Skinner: Minh Le; Webmaster, Public Relations and Business: Jess Cliffe; Texture Artist: Chris Ashton; Linux Engineer: Leon Hartwig; Texture Artist: Do Magal; Mapper: Andrew Aumann, Justin DeJong, Alex Malinov, Stephen Superville, Chris Auty, Glen Cooper, Chris Ashton, David Johnston, Jo Bieg, Mike Rosser, Jaison Green; Company 2: Valve; Managing Director: Gabe Newell; COO: Scott Lynch; Production: Doug Lombardi, Erik Johnson; Programming: Yahn Bernier, Robin Walker, Eric Smith; Modeling: Chuck Jones, Steve Theodore; Company 3: Gearbox Software; Executive Producer: Randy Pitchford; Project Manager: Stephen Palmer; Administration: Stephen Bahl, Landon Mongomery; Art Czar: Brian Martel; Lead Art, Models and Animation: Matthew VanDolen; Models and Animation: Jake Hernandez; Models: Eli Luna, Stephen Bahl, Jennifer Wildes; Texture Art: Ted Anderson, Chris Greenhaw, Mike Neuman, Nick Coombe, Matt Coombe, Marc Schroeder; Game, Shell and Engine Programming: Christopher McArthur, Scott Velasque; AI Programming: Markus Klinge; Game Programming: Patrick Deupree, Stephen Jones, Sean Reardon; Tools and Engine Programming: Sean Cavanaugh; Lead Game Design: Mike Wardwell; Lead Level Designer: Mike Wardwell; Level Design: Erik Doescher, Chip Sbrogna, Chris Auty, Marc Schroeder, Alex Gingell, Josh Jeffcoat, Pat Hook, Nick Coombe, Dave Johnson, Rob Selitto, Dan Haigh, Matt Coombe, Alex Manilov; Company 4: Sierra Entertainment; Executive Producer: Rich Robinson; Marketing Director: Lee Rossini; Brand Manager: Adam Fossa; Director of Public Relations: Sarita Churchill; Public Relations Manager: Amy Farris; Creative Group Account Supervisor: Egil Gloersen; Vice President Development: Kelly Zmak; Operations and Production Manager: Julie Pitt; Sr. Production Admin: Shari Lindholm; Vice President Finance: Peter Della Penne; Vice President and Assistant Counsel, VUG Legal: Eric Roeder; Corporate Counsel, VUG Legal: Tracy Gibbs
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Counter-Strike: Condition Zero (CS:CZ or CZ) is a multiplayervideo game and the follow-up to Counter-Strike. The game was released in 2004 using the GoldSrcHalf-Life engine. CS:CZ features a multiplayer mode, which features updated character models, textures, maps and other graphical tweaks. Unlike other Counter-Strike games, Condition Zero also contains a single-player mission pack with the player unlocking maps and more efficient bots as they pass certain requirements for each map while playing as a counter terrorist. These requirements include targets such as "kill 3 enemies with a glock" or "win a round in 45 seconds". Condition Zero also introduces the Counter-Strike bot.
As of 2008, the game is one of the ten most played Half-Life modifications in terms of players, according to GameSpy.[1]
Condition Zero started development in 2000 by Rogue Entertainment, initially announced in May 2001 at E3 of that year. Rogue's producer for the game, Jim Molinet, later that year moved to Sony and the development company went defunct, leaving Valve with the development. Later, they gave it to Gearbox Software, the developers of the Half-Life expansion packs, so that Valve could focus on the development rival Team Fortress 2 and its new engine. Many fans were less expected for a sequel or expansion of Counter-Strike than of Team Fortress 2 or Half-Life 2, both of which had long Valve-only developmental delays.
Gearbox created an overhaul of Counter-Strike with high quality models and better graphics, similar to Blue Shift compared to Half-Life. They also added alpha blending, allowing for realistic foliage and weather effects. They added a single-player mode to the game, similar to the final game, based on inspiration of Randy Pitchford from console games such as Tony Hawk's Pro Skater and Gran Turismo 3: A-spec. They also placed explosive weapons such as a Molotov cocktail, tear gas bomb, and M72 LAW rocket. They also used the release of Steam to their advantage to help prevent cheating by ensuring constant code updates.
After a few developmental delays, it missed its late 2002 deadline and was given over to Ritual Entertainment, who completely remade the game into a single-player one with 20 unconnected missions. They uplifted the AI of the original Half-Life to create the initial bot AI. It was expected to have a release in early 2003 with a secondary multiplayer mode, and developed alongside the Xbox version of Counter-Strike.
However, after declaring the game gold and handing out review copies of Ritual's work, Valve saw an average review score of around 60%. The companies retracted the gold status and work on Condition Zero was essentially begun again. Ritual's share of development was dropped, and development was given over to the relatively young Turtle Rock Studios, who easily restarted where Gearbox left off. They developed an updated bot AI that was beta tested in Counter-Strike 1.6 before release. The final game contained a version mirroring Gearbox's version, along with 12 missions recovered from Ritual's single-player portion, called Deleted Scenes.[2][3][4][5][6][7][8][9][10]
Counter-Strike: Condition Zero maps
A large portion of Condition Zero maps are re-made Counter-Strike maps featuring newer textures and effects.[citation needed] As of 2008, some Condition Zero maps now contain advertising to expand it from Counter-Strike.
Condition Zero: Deleted Scenes
Condition Zero: Deleted Scenes is what is left over from Ritual Entertainment's dropped share of development, a series of eighteen unconnected single-player missions.
Deleted Scenes was originally the focus on the game with standard multiplayer included. However, after declaring the game gold and handing out review copies of Ritual's work, Valve saw an average review score of around 60%. The companies retracted the gold status and work on Condition Zero was essentially begun again. Ritual's share of development was dropped, and Turtle Rock Studios eventually made its own version. The final game contained Ritual's single-player portion, called Deleted Scenes, along with Turtle Rock's version.
Several weapons from the "lost contents" have made an appearance in Deleted Scenes, including the M72 Light Anti-Armor Weapon, and the M60 machine gun. Some are limited to the AI terrorists, such as the machete and Rogue Entertainment's controversial suicide belt. Some reconnaissance weapons including the blowtorch, radio, fiber-opticcamera and remote controlbombs. Players can also carry up to three grenades instead of the usual one. Moreover, the power of players' Kevlar Armor is boosted, better protecting players from many projectiles and bullets.
Some weapons were completely reanimated. This includes the Colt M4A1, FAMAS and Galil with the exception of the SIG SG 552 which uses its "beta animations". Weapon textures are also slightly modified. The weapons are colored a bit differently from their Counter-Strike counterparts, such as the Arctic Warfare Magnum which is now brown instead of green, the Steyr AUG and the Colt M4 Carbine are now two-tone police black instead of the usual colors. It initially came with twelve missions, but later Steam updates added six additional missions that were cut from the initial release. There is a small community for Deleted Scenes, and a few custom maps have been released.