Olander on Source vs. 1.6
Posted by: bsl
Two shades of grey
«olander» discuss the differences between Counter-Strike versions 1.6 and Source

Two games - hours and hours of fun - why are we debating again?
Online from Ronneby, Sweden
Name:
David Olander-Persson
Position:
Counter-Strike: Source player
About the author
David Olander-Persson is the captain of the Berlin CS:Source team. The twenty two year old live in Sweden where he studies information technology in addition to being a professional gamer.
22. January, Ronneby, Sweden
I like Counter-Strike.
The way players need to work together to win while using their individual skills to take on opponents is very appealing. Now, the different versions are different and we all know that. The point of this article is not to convince anyone of which is the best. It is meant to prove perspectives and insight into how they are essentially the same – but still very different.
Weapon handling
The weapons are the same and they work in the same way. However, the recoil is different and not as «set» as it feels in 1.6. The animations are done with a lot more frames because of the Half-Life 2 Engine, this makes the animations look smoother. Other than that there are of course the physics of the grenades. People playing 1.6 usually have a very hard time throwing grenades and this is because they are way lighter in Source. They are also smaller, which can look weird at first.
Some say that the AWP is a lot more powerful in Source but it does the same amount of damage. You will still cry out in anger over legshots. The main difference is that you are unable to «fast zoom» someone like you can in 1.6. It is random when it happens in Source, still, good 1.6 AWP’ers will not have problems with the Source version of the weapon. Just look at how «fRoD» and «cogu» keep hitting their shots.
Maps
The maps are very different. There is a lot more debris on Source and the environments are more realistic than in 1.6. There are few long range areas and everything feels more cramped together. Think of walking up the «banana hallway» on de_inferno in the two games.
The competitive maps have the same basic layout and buildup with a few interesting additions. Can anyone say the vents on de_nuke? The way you can run around in them now radically change how you can play that map in Source compared to 1.6 and that is bound to drive some people mad at first!

The use of shadows in CS: Source may seem incomprehensible to most - but only at first.Photo: Screnshot
The netcode
When I played 1.6 I hated playing online because the netcode was bad. When you had over 40 latency it became boring to play versus people having 10 or 20.
This is fixed in Source, although you still not prefer playing against people with that latency difference - it still is playable. You can in fact play with 150 latency without being that mad. I have played with and versus Americans on their servers and I can for a fact say that it is possible to practice those teams without suffering like you do in 1.6.
The commands are still the same:
Cl_updaterate 101
Cl_cmdrate 101
Rate 25000
The netcode is something Valve still tweaks when they update the game. Maintenance like this will make the game better and better.
The Hitboxes
This debate can go on forever and ever but since I have played 1.6 a lot I would say it feels like the bullets actually hit better in Source. And why shouldn’t it be better? The netcode has been improved; the overall game has improved.
Don’t get me wrong, I am not saying that you will not hit a single thing in 1.6 I am merely saying that since the net code has evolved and the hit boxes are improved you should hit better - Right?
No matter what position you take in the infinite debate over 1.6 vs Source hitboxes you will be able to hit in Source if you can aim in 1.6 – Capice?
Run for your life
In 1.6 it is difficult to hit your target while running and firing at the same time. In Source it is how you should play, if you ask me.
It is a fast pace game and way faster than 1.6. T0hat is why I like it. The maps are smaller and tighter and the flashes are more intense. To dodge them and find cover you have to stay on the move.
You should in fact run out and challenge your opponent in most situations - instead of waiting for him or her. This style favors players with good reflexes but even if you are slower you will have the moment of surprise to your advantage. «Run and gun» is more powerful in Source so if that is how you prefer to play – put on your track shoes and run Forrest run.
Maybe you will be able to get some sick frags like me!

An unlucky counter-terrorist does not know that his angle play is flawed. He, or she, is about to get a faceful of virtual AK-47 lead.Photo: Screnshot
Playing the angels
Locking down an angle can be instrumental in 1.6 whereas it is very hard to do in Source. You have to really adapt to where you are standing and take other things into consideration. For instance is your shadow showing? Can someone see the gun sticking out?
Should you still choose to go with an angle stay hidden and when you hear someone – run out and engage. The best tip is really to go with the unusual angels – the ones where nobody would suspect someone to stand.
And remember to mind your shadow!
Bugs
Are there any major bugs in CS: Source?
There are some and a few are fixable and few are not. One of the best known bugs is the «glide bug» - and it’s truly annoying. When the offensive team plant the bomb but is interrupted and starts to strafe - it may look as if he is gliding around and shooting. This makes it very hard to hit him and you might die knowing it was because of a flaw in the game.
It is also something that cannot be fixed as it is how the Half-Life 2 Engine is created.
Another bug sometimes happens when you see a person holding a grenade – then he switches to a weapon and shoots. The animation is not fast enough and you will swear he just killed you with the AK while holding a grenade.
Valve are stilling mending these bugs – Source is a relatively new game. Remember it took a lot of years and a lot of whine for 1.6 to get to where it is today. For instance, in 2002, players were not allowed to throw a smoke grenade at long A on de_dust2. A single grenade would crash the server.
I do not think the overall game play of Source will change though. To me it is perfect now, both for the players and the spectators. Source TV leaves something to be desired and it’s not as good as its 1.6 counterpart. Hopefully the updates can iron out those flaws. The spectating tool needs to be top notch so you can catch all the action!
In closing
The games are different. Period.
I am not 100% convinced that you will find Source easy if you are an excellent 1.6 player. The aim is an advantage but the flashes are so different which makes it harder to utilize shooting skills the way you are used to. To me the games are two shades of gray – it is a question which one you like the most.
Aggressive players will like Source better but 1.6 is better for angle play. The discussion over what’s the best game is not really fruitful, try Source out and if you like it – play it. If you don’t stick to 1.6.
Personally I did the graphics and the cool maps as well as the fast paced game play. In my opinion the game is more advanced than 1.6 and it is still evolving. It will be interesting to see what happens with it during 2008.