the cutting room mirror

Beta 1.0

Beta 1.0 of Counter-Strike was the result of Minh "Gooseman" Le shifting his Quake 2 mod into the Half-Life engine.

It is the first Counter-Strike public beta released by the developers that can still be found. This beta is an early prototype of the game that features only a little bit of what would eventually become Counter-Strike's large arsenal, a WIP version of the hostage rescue game mode, and four maps removed long before the final version of the game was released. It provides an interesting look into the genesis of what became one of the most popular games of all time.

Note: This prototype can only be run in early versions of Half-Life, before HL's net code was changed by Valve. If ran in a later version of HL or the Steam version of HL, it will crash. The maps can still be run in the final version of the game, however.

SOMETIMES I SEE A TEXT BOX AND I JUST CAN'T HELP MYSSDFGFFDHFGDJGGFSHGDFH

This page sucks.
If you could make it suck less, that would be awesome.
Specifically: Cleanup, most of what's here is copied from the Beta 1.1 page.

General#

Weapon Boxes#

Like in Half-Life's deathmatch, a killed player drops a weapon box containing their last-used weapon and its remaining ammo. This lets the player break the weapon system and hold multiple pistols, SMGs, or rifles. While the weapon box was removed in Beta 2.0, the behavior of having multiple weapons of a certain type was not removed until much later.

Hostages#

Only hostage rescue is present in this prototype.

Hostages are not automatically rescued when they reach a hostage rescue zone. Instead, the player must hit a button bound with the "hostage" command when in a hostage rescue zone in order to save them. When hostages are rescued, the amount of hostages rescued with the "hostage" command are shown on the left side of the screen. If the player is in a hostage rescue zone and does not have any hostages, the message will show 0 hostages rescued. There are no markings to indicate a hostage rescue zone nor does an icon appear on the HUD, but there is an unused graphic of a Half-Life scientist in both this prototype and the final game that would fit a hostage or a hostage rescue zone.

If all hostages are saved, a round will not end.

All hostages use Half-Life's scientist models. They use the final's voices, however.

Weapon Prices#

Almost all weapons have different prices in Beta 1.0. The only exception is the Glock 18.

Weapon

Beta 1.0 price

Final price

USP

$400

$500

M3 pump shotgun

$1250

$1750

MP5

$1250

$1500

TMP

$1100

$1250

M4A1

$3000

$3100

AWP

$5000

$4750

G3 SG/1

$7500

$5000

M249

$8000

$5750

Flashbang Grenade

$150

$200

Kevlar Vest#

The Kevlar Vest only covers the chest in this prototype.

The Kevlar Vest with Helmet is not in this prototype.

Ammo Purchasing#

Ammo is purchased on a separate screen. In addition, the player must purchase the ammo based on the type of ammo (such as 9x19mm for the Glock 18 and MP5) instead of selecting an option like "Primary ammo" or "Secondary ammo" to easily fill up the weapons he is using.

Buying Grenades and Kevlar#

Armor and grenades are purchased through a separate menu, which can be brought up with the command "buyitem".

5.56x45mm Ammo Reserves#

The M4A1 and M249 draw from the same source of 5.56x45mm ammo, meaning the player can hold far more rounds with the M4A1 (up to a whopping 200 rounds) than he can in the final game. Later versions of the game fix this so that the M4A1 and M249's 5.56x45mm ammo pools are separate.

Network Code#

This prototype is quite unstable online. The player will often disconnect while playing over the internet.

Default Player Name#

The default player name in this prototype is "FRICKEN_MORON".

Round Time#

In this prototype, a round lasts 8 minutes.

Weapon Replacement#

When buying a new weapon that occupies the same slot a current weapon is in, the old weapon will be overwritten with the new weapon. Beta 2.0 to the final game makes the player drop the old weapon, then gives him the new weapon.

Weapons#

Glock 18#

The Glock 18's model is identical to the one used in the final version, but can only fire in three-round bursts.

USP#

The USP has a completely different model in Beta 1.0. It is darker than the final model, lacks an attachable suppressor and has night rear sights. The CSweapons.txt file included with the prototype indicates that it would have a suppressor, which it would get in the next major beta. Its HUD icon shows the gun having an underbarrel laser aiming module attached but absent from the viewmodel, and only present in Beta 4.0.

The world model is also different, as it is larger than the one used in the final and the texture used is based off of an image of a real USP Tactical instead of being drawn.

Prototype

Final

Prototype

Final

MP5 Navy#

The MP5 Navy has a different model and animations in this prototype.

In-game, it is very similar to its final incarnation.

Prototype

Final

TMP#

The TMP's model is the same as it is in the final game, but has slightly larger textures in Beta 1.0 (not large enough to notice because of OpenGL resizing the textures).

The Beta 1.0 TMP is more accurate than it is in the final game.

Benelli M3 Shotgun#

The M3 uses a different model in Beta 1.0. The textures are completely different and darker than the ones used in the final game. Its animations are different as well.

Prototype

Final

M4A1#

The M4A1 is very different in this prototype. For starters, its model has a 2x scope mounted on top it and the scope can be used by pressing the alternate fire key. It behaves very similar to the SG552 and AUG's zoom functions introduced in later versions of the beta, but it does not reduce the firing rate, unlike the final's AUG and SG552. Aside from the different textures, the animation used is different as well; the player simply pulls the magazine out with his thumb on the magazine release button and puts a new one in without the fancy forward assist tugging.

Beta 1.0 uses an M4A1 world model that does not appear in any other version of Counter-Strike. It appears to be based on a plain M4A1 without any optics or other attachments on it. Both the Counter-Terrorist and Terrorist teams can buy this weapon in Beta 1.0.

The basis of this rifle would eventually be revisited in the spinoff Counter-Strike Online as the M4A1 Scope.

Prototype

Final

Prototype

Final

AWP#

The AWP is almost identical to the one used in the final game. It has slightly different firing animation and legshots will kill an enemy, unlike in later versions of the game.

The crosshair is enabled when using the AWP without looking down the scope in Beta 1.0 and several other prototypes.

It has a different scope reticle in Beta 1.0.

Prototype

Final

G3 SG/1#

The G3 SG/1 is almost the same as it is in the final game in both behavior and looks. The only difference is that it uses the same scope reticle with the AWP with the addition of night vision effect.

The crosshair is enabled when using the G3 SG/1 without looking down the scope in Beta 1.0 and several other prototypes. Unlike the final game, both teams can use this weapon.

Prototype

Final

M249#

The M249 is the same as it is in the final game.

Flashbang Grenade#

The Flashbang is the same as it is in the final game, but the player can hold three of them in Beta 1.0.

Unfinished Weapons#

The prototype contains graphics for some weapons that did not make it into Beta 1.0.

SG552#

The SG552 has HUD graphics and is mentioned in the "CSweapons.txt" file included with Beta 1.0, but does not appear in the game.

The HUD graphics show that it did not have a scope at the time Beta 1.0 was compiled. CSweapons.txt states that its secondary fire would be to fold and unfold the stock, but it has a question mark at the end of it, suggesting that the developers were not sure about this as a secondary firing mode when the document was written.

Knife#

The Knife has HUD graphics and is mentioned in the "CSweapons.txt" file included with Beta 1.0, but does not appear in the game.

HK69#

There is a graphic for an HK69 grenade launcher and it is mentioned as a future weapon in "CSweapons.txt". However, unlike the SG552 and Knife, it never appeared as a usable weapon in any version of Counter-Strike.

Graphics#

HUD#

The HUD has several differences compared to the final game's.

The health and armor icons are quite different. The health icon has a wave-like effect on the left side of the graphic. The armor graphic is completely different; it features a guy in a tough-looking pose with the same wave effect on his left side.

This prototype uses the Pistol crosshair from Half-Life, while the final game uses a unique and dynamic crosshair.

The HUD does not show the time remaining nor a radar.

Prototype

Final

showplayerinfo Command#

The HUD does not show how much money the player has. In order to do so, the command "showplayerinfo" must be typed into the console, or bound to a key and used.

Scoreboard#

The scoreboard indicates what team you're on by the color of your name. Red names mean you are on the Terrorist team, while white names mean you are on the Counter-Terrorist team.

Console Background#

In Beta 1.0, the console background is taken from a real photo of a counter-terrorist team, while the final version of the game using a unique graphic for the console, 1.5, uses the menu background texture.

Prototype

Final

Ammo Icons#

This prototype uses Half-Life's icon for Pistol and Submachine Gun ammo for every ammo type in the game. Later versions give each ammo type their own unique icons.

Weapon Icons#

The HUD weapon icons are less detailed than they are in the final game. All of them were redrawn before the final game was released.

Prototype

Final

Prototype

Final

Prototype

Final

Prototype

Final

Prototype

Final

Prototype

Final

Prototype

Final

Prototype

Final

Prototype

Final

Prototype

Final

HUD Weapon Selector Indicator#

The graphic used when an icon is selected in the HUD uses a slightly wavy and thick pattern with a gradient effect on the sides in beta 1.0, while the final game uses a simpler rectangle shape.

Prototype

Final

Weapon Kill Icons#

The weapon kill icons use the same weapon designs that the weapon selection icons use, but smaller.

Prototype

Final

Player Models#

Beta 1.0 contains only two player models.

These models use the default Half-Life player animations instead of the full set of custom animations the final player models use.

Irish Republican Army (Phoenix Connection)#

The Irish Republican Army model is the only player model for the Terrorist team. It eventually became the Phoenix Connection model used in the final game.

Prototype

Final

Prototype

Final

Prototype

Final

SEAL Team 6#

SEAL Team 6 is quite different from the one in the final game. He has a blue outfit and a balaclava instead of the green uniform with helmet the final one has.

Prototype

Final

Prototype

Final

Prototype

Final

The menu uses a different font, an old logo, the url for the first official Counter-Strike website, and the menu options are using Half-Life's default descriptions and names. The background shows a terrorist holding a G3 SG/1 (with transparency issues on the gun's magazine) on a metal background.

Prototype

Final (1.5)

Ejected Brass#

In Beta 1.0, the brass ejected from pistols, rifles, submachine guns, and machine guns is the same as the one ejected by the Pistol and Submachine Gun in Half-Life. Later versions of the game use new spent brass models.

Prototype

Final

Sounds#

Weapon Sounds#

Nearly every weapon firing sound is different in Beta 1.0. The only ones that are the same are the G3/SG-1's and the M3 pump action shotgun's.

Prototype AWP Firing Sound

Final AWP Firing Sound

Prototype Flashbang Grenade Explosion Sound 1

Final Flashbang Grenade Explosion Sound 1

Prototype Flashbang Grenade Explosion Sound 2

Final Flashbang Grenade Explosion Sound 2

Prototype Glock 18 Firing Sound 1

Final Glock 18 Firing Sound 1

Prototype Glock 18 Firing Sound 2

Final Glock 18 Firing Sound 2

Prototype M4A1 Firing Sound 1

Final M4A1 Firing Sound 1

Prototype M4A1 Firing Sound 2

Final M4A1 Firing Sound 2

Prototype M249 Firing Sound 1

Final M249 Firing Sound 1

Prototype M249 Firing Sound 2

Final M249 Firing Sound 2

Prototype MP5 Firing Sound 1

Final MP5 Firing Sound 1

Prototype MP5 Firing Sound 2

Final MP5 Firing Sound 2

Prototype TMP Firing Sound 1

Final TMP Firing Sound 1

Prototype TMP Firing Sound 2

Final TMP Firing Sound 2

Prototype USP Firing Sound 1

Final USP Firing Sound 1

Prototype USP Firing Sound 2

Final USP Firing Sound 2

MP5 Reloading Sounds#

The MP5's foley when inserting magazine and firing are different in Beta 1.0.

Prototype MP5 mag-insert Sound

Final MP5 mag-insert Sound

Prototype MP5 firing sound

Final MP5 firing sound

Player Sounds#

When the player dies, the game plays the flatline sound from Half-Life instead of a groan.

Levels#

cs_mansion#

An iconic map of the era that persisted until Beta 5.0, created by Magnus Lind. It was later replaced by the map "Estate", created by David "Zaphod" Marsh.

Cameras#

The left side of the CT spawn point has two cameras the CT team can use to get a better view of the outside area.

Prototype

Final

Sewer Entrance#

The CT-side entrance to the sewer is a simple, manhole-shaped hole in cs_mansion.

Prototype

Final

Front Yard#

Prototype

Final

Prototype

Final

Prototype

Final

Prototype

Final

Prototype

Final

Prototype

Final

Front Room#

cs_mansion's front room lets players fall from the second floor to the first floor and only has a wall on one side of the staircases, letting the player jump off of it.

Prototype

Final

Prototype

Final

Basement#

"cs_mansion" does not have a basement.

Prototype

Final

Back Room on the First Floor#

The first floor's back room is much smaller than it is in the final game. The bathroom is also missing.

Prototype

Final

Prototype

Final

Bedroom#

The bedroom is a generic office room in cs_mansion.

Prototype

Final

Second Floor Back Room#

The back room in cs_mansion is another office room, but with two hostages in it.

Prototype

Final

Prototype

Final

Second Floor Back Room Right#

"cs_mansion" has another office room in the back of the right-hand part of the second floor. cs_estate completely removes it in favor of a hallway.

Prototype

Final

Power Generator#

The power generator at the back of the house is missing in cs_mansion.

Prototype

Final

Back Ladder to the Second Floor#

The ladder to the second floor in the back of the house is on the right side of the house and leads directly to a window in cs_mansion, while in cs_estate, the ladder is on the back of the house and leads to a platform that connects to a window the player must destroy.

Prototype

Final

Sewer#

The sewer is extremely simple in architecture, but slightly more complex in layout in cs_mansion.

Prototype

Final

Sewer Exit#

The sewer's exit is located on the right-most corner of the level, while cs_estate places it in the basement.

Prototype

Final

Left-Most Room on the First Floor#

The left-most room on the first floor does not connect back to the front room. A large shelf is blocking where the path would be in cs_estate.

cs_prison#

"cs_prison" by Patrik Opacic is a map that only appeared in Beta 1.0 until 1.2, and for good reason: it's bad.

The goal of the map is for the Counter-Terrorist team to infiltrate a prison (apparently in Russia, as the prop truck has a red star on it) and rescue the hostages from the Terrorists, who are hidden inside the cells. However, the map has many flaws: It is huge, the ladders the CT team must scale to begin infiltrating are extremely hard to go down, resulting in most of the team having their knees blown out before reaching the inner part of the prison, the cells the hostages are in are extremely easy for Terrorists to camp, and the CTs must slowly open a door with a wheel in order to escape with the hostages, making them easy prey for sudden ambushes from Terrorists. Oddly, the map uses one of the Xen skyboxes from Half-Life, which, combined with the grey rock texture the map uses a lot, makes it appear as if you're fighting on an alien planet instead of Earth.

cs_siege#

"cs_siege" by Justin "N0TH1NG" DeJong uses Half-Life textures in this prototype.

Texture Differences#

Prototype

Final

Prototype

Final

Prototype

Final

Prototype

Final

Prototype

Final

Prototype

Final

Prototype

Final

Prototype

Final

Hostage Rescue Location#

Beta 1.0's cs_siege has the hostage rescue site where the CT team spawns. Later versions of the level move it to the start of the path to the parking lot.

The Tower#

The door to the tower is open in Beta 1.0, allowing the player to climb up it and shoot enemies from it.

The boxes to the left of the tower are missing in Beta 1.0's cs_siege as well.

Prototype

Final

Elevator Action#

The elevator to the underground portion is much simpler in Beta 1.0.

Prototype

Final

Vents#

The vent escape in each level are missing. Also, the door to that room has been switched from the left side of the room to the right side of the room in Beta 1.0.

Prototype

Final

Prototype

Final

The main room in the back of the level has monitors behind the desktop computer. Each of these can be used to look through cameras placed throughout various points, presumably so the Terrorist team can spy on the Counter-Terrorist team's movements. These cameras have been removed in later versions of the level.

Prototype

Final

The boxes near the entrance to the parking lot are arranged differently in Beta 1.0. The left wall lacks boxes, and the boxes on the right are in different positions.

Prototype

Final

Lights in the Sewer#

The sewer access only has lights in corners in Beta 1.0. Later versions add more lights so it's easier to see while navigating through the sewers.

Prototype

Final

cs_wpndepot#

"cs_wpndepot" by Leon "Judas" Nieuwoldt is a level that was included with some early beta versions of Counter-Strike before being removed.

The level takes place in a large warehouse area, where the CTs have to rescue the hostages from the Terrorists. The CTs have several options to enter the warehouse, from a front assault to sneaking in via the rafters. They can also go in through the classic vent system. The hostage room is located near the back of the warehouse, but the CT team must take a very tight path to it, which is a prime location for Terrorist campers.