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Development:Counter-Strike: Source/Source Developer Asset Repository Leaks

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This page details development materials of Counter-Strike: Source.

How about a nice leek in this trying time?
This page or section details content from the Source Developer Asset Repository leaks.
Check the Source Developer Asset Repository leaks category for more pages also sourced from this material.
Hmmm...
To do:
Add more previously-unseen textures and models here.
Before writing about an unused material, please check the "materials/cs_havana" folder in the retail version of the game for it's presence; if it exists in this folder, then information about this material should be written on this page.

materialsrc

models\hostages\hostageA

CSS hostageA.png

  • 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

Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

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? Hammer Build 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
cs_compound April 20, 2005
cs_havana September 13, 2004
cs_italy September 13, 2004
cs_militia January 4, 2006
cs_office December 1, 2005 This version of the map has differences from the one in retail, such as presence of env_tonemap_controller entity and "office_hdr" skybox texture, which is not presented in the game files, but exists in the leak. This indicates that this map was supposed to get HDR lighting support at some point.
cs_site March 8, 2005 A remake of cs_mansion/cs_estate from Counter-Strike.
This map uses textures that are missing from both the retail and the leak.
de_aztec September 13, 2004
de_cbble November 3, 2004
de_chateau September 13, 2004
de_dust July 16, 2010
de_dust2 July 16, 2010
de_dust3 July 16, 2010 The 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.
It is unknown whether this was a development for a sequel to the Dust series or whether it was just a joke.
de_fastline June 2, 2004 A direct port from Condition Zero, without all of it's textures. This can be fixed by importing the WAD files required into VTF format.
de_inferno December 29, 2010
de_nuke July 16, 2010
de_nuke_khanh January 15, 2021 A very early version of de_nuke, set in a desert environment, simular to Counter-Strike 1.6 version.
The map lacks all of its textures, but this can be fixed by importing the leaked TGA files required into VTF format.

"khanh" most likely stands for Khanh D. Nguyen, a Turtle Rock employee who presumably worked on the map.
de_oil June 1, 2005 A bomb defusal map, set in an oil station on the banks of the river.
The map is mostly finished but lacks any clipping, buy zones and bombsites themselfs.
de_piranesi September 13, 2004
de_port May 6, 2005
de_port_tr January 17, 2005 A near-finalized version of de_port.
The main differences from the released version:
  • Skybox texture and clouds from cs_office
  • Different lighting settings
  • Different hill texture
  • Minor geometry differenсes

Another notable difference is that the storage tanks on Bombsite A use models instead of brushes, which were supposed to have a destruction animation when the bomb explodes.

"tr" most likely stands for Turtle Rock.

de_prodigy November 16, 2004
de_stadium June 2, 2004 A direct port from Condition Zero, without all of its textures. This can be fixed by importing the WAD files required into VTF format.
de_tides December 31, 2004
de_train January 13, 2006
de_vegas September 19, 2002 A direct 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.

The same file of this map also appears in the October 7, 2003 Half-Life 2 Leak.
es_crash August 28, 2006 A map for the scrapped "Heist" game mode, which revolves around escorting and destroying an APC.
A seemingly finished map supposedly set in the Middle East, Counter-Terrorists must escort an APC after a helicopter crash, and terrorists must stop them from doing so. This map uses the Half-Life 2 crashed Hunter-Chopper as a placeholder.

"es" most likely stands for Escort, presumably another name for the Heist mode.
ht_cbble June 29, 2006 A version of de_cbble for scrapped "Heist" gamemode.
In this version of the map, the doors in the middle have been removed and the player spawns have been swapped.

"ht" stands for Heist.
test_hardware August 11, 2004
test_speakers January 4, 2006
zombie_city January 17, 2005 A very early prototype of what would become Left 4 Dead, set in a city during nighttime.
This map has a lot of similarities to No Mercy's first map. In this prototype, there are a whopping 99 CT "zombie" spawnpoints compared to a mere 10 for the Terrorists (standing in for "survivors/humans") fighting knife-only CTs. This idea can still be seen in Left 4 Dead's unused strings mentioning this.

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.