This is a sub-page of Development:Counter-Strike: Source.
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'This page or section details content from theSource Developer Asset Repository leaks.''' |
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To do: |
materialsrc#
models\hostages\hostageA#
- hostageA.tga is a texture sheet for a variant of the hostages. This is presumably the texture for the VIP, as it has a more business-type outfit rather than the regular office outfit the regular hostages have.
console#



- background01_e3logo, e3_logotype, and e3_source are background textures used in the E3 presentation of Counter-Strike: Source.
models#
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This page or section needs more images. |
props\cs_site#
- sawhorse2 is a model meant to be used in the cut Hostage Rescue map, cs_site, and is the only model found in this folder. An identical model can be found in the retail version in "props/cs_militia" folder.
player#
At one point, every player model (except for the SAS) were supposed to have dynamic eyes and facial expressions.
cstrike-maps#
Summary#
File |
In-Game? |
NET Date |
Description |
|---|---|---|---|
cc_prototype |
✗ |
June 22, 2006 |
A prototype map for scrapped "Territory Control" mode, which revolves around capturing and defending designated areas known as "territories". |
cs_assault |
✓ |
June 23, 2005 |
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cs_compound |
✓ |
April 20, 2005 |
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cs_havana |
✓ |
September 13, 2004 |
There's an inaccessible room containing a brush-built truck and a map of the map, which isn't present in the release version of the map. |
cs_italy |
✓ |
September 13, 2004 |
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cs_militia |
✓ |
January 4, 2006 |
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cs_office |
✓ |
December 1, 2005 |
This version of the map differs from the retail in several ways, including the presence of the |
cs_site |
✗ |
March 8, 2005 |
A remake of cs_mansion/cs_estate from the original Counter-Strike. |
de_aztec |
✓ |
September 13, 2004 |
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de_cbble |
✓ |
November 3, 2004 |
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de_chateau |
✓ |
September 13, 2004 |
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de_dust |
✓ |
July 16, 2010 |
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de_dust2 |
✓ |
July 16, 2010 |
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de_dust3 |
✗ |
July 16, 2010 |
A map that is using de_dust textures, has primitive brushwork and only one bombsite, having a bunch of wrecked cars piled on top of each other. |
de_fastline |
✗ |
June 2, 2004 |
A port from Condition Zero, without all of it's textures. This can be fixed by importing the WAD files required into VTF. |
de_inferno |
✓ |
December 29, 2010 |
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de_nuke |
✓ |
July 16, 2010 |
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de_nuke_khanh |
✗ |
January 15, 2021 |
A very early version of de_nuke, set in a desert environment, simular to the original Counter-Strike version. |
de_oil |
✗ |
June 1, 2005 |
A bomb defusal map, set in an oil station on the banks of the river. |
de_piranesi |
✓ |
September 13, 2004 |
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de_port |
✓ |
May 6, 2005 |
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de_port_tr |
✗ |
January 17, 2005 |
A near-finalized version of de_port.
Another notable difference is that the storage tanks at Bombsite A use models instead of brushes and were intended to be destructible upon bomb detonation, similar to the ones on de_train. |
de_prodigy |
✓ |
November 16, 2004 |
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de_stadium |
✗ |
June 2, 2004 |
A port from Condition Zero, without all of its textures. This can be fixed by importing the WAD files required into VTF. |
de_tides |
✓ |
December 31, 2004 |
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de_train |
✓ |
January 13, 2006 |
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de_vegas |
✗ |
September 19, 2002 |
A port from Counter-Strike 1.5, without all of it's textures. This can be fixed by importing the WAD files required into VTF format. |
es_crash |
✗ |
August 28, 2006 |
A map for the scrapped "Heist" game mode, which revolves around escorting and destroying an APC. |
ht_cbble |
✗ |
June 29, 2006 |
A version of de_cbble for scrapped "Heist" gamemode. |
test_hardware |
✓ |
August 11, 2004 |
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test_speakers |
✓ |
January 4, 2006 |
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zombie_city |
✗ |
January 17, 2005 |
A very early prototype of what would become Left 4 Dead, set in a city during nighttime. |
Visgroups#
cs_compound#
This map has a visgroup for a 3D skybox, disabled for unknown reasons.
de_dust#
This map has a ton of hidden visgroups compared to other maps, all conveniently placed under "HIDDEN".









de_port and de_port_tr#
These maps both have a visgroup named "hide me", which consists of some details around both bombsites, those being: pipes on Bombsite A and
ht_cbble#
This map only has one visgroup, which places the de_piranesi APC model where the APC is.