WHY REMAKE AN ENTIRE GAME? WHY RECREATE COUNTER-STRIKE: SOURCE?
I love first-person shooter games. I enjoyed titles like Call of Duty, Battlefield, and Counter-Strike the most growing up.
As a solo developer, I've always wanted to put my programming skills to the test and take on the challenge of recreating one of these well known AAA games myself.
Doing this independently is now possible with advanced game-development and 3D creation software like Unreal Engine and Unity available to the public for free.
In late 2017, I started this passion project with the goal of finishing a polished product, understanding the core architecture behind multiplayer first-person shooters, and honoring the popular shooter game Counter-Strike Source.
"Counter-Strike: Remastered," is a previous hobby project that I started for game-development practice.
It involved me recrerating a newer title in the Counter-Strike franchise called "Counter-Strike: Global Offensive."
This project started development in late 2016, surfaced the internet the summer of 2017, and went viral in the Counter-Strike community, gaining nearly a million views on youtube.
Project Source Remastered is the successor to this previous hobby project. With Project Source Remastered, I explicitly intend to recreate an older game in the Counter-Strike franchise called "Counter-Strike: Source," precisely with detail.
Assets such as 3D models, textures, and sounds were extracted from the original game with special software and imported into Unreal Engine.
As a programmer, using game-ready assets has allowed me to focus strictly on the logic of the game and its mechanics.
This process is similar to, let's say, if a video editor were trying to recreate his/her favorite movie.
The video editor would need all the raw footage of the film to later reconstruct and edit it again as close as possible to the original.
Providing the video editor with these raw clips allows he/she to focus on the practice of being a video editor rather than attempting to refilm all of the footage.
Extracting all raw game assets and importing them into Unreal Engine was a tedious process. It took me a couple weeks to get all weapon models and animations extracted from the original game. For the scope of this project, I have only extracted one map.
I decided to go with the iconic "Dust 2" map, the successor to "Dust", a map in a previous Counter-Strike title. Original gameplay footage of this map can be found in the Why? section.
I have made graphical improvements to the Dust 2 map with the use of Unreal Engine's photorealistic rendering capabilities. I rebuilt the maps lighting with higher quality lightmaps, global illumination, and ambient occlusion post-processing.
I have also upscaled map textures, added new enviornment props, and decals. Some new assets added to this project have been found on the Epic Game's Marketplace and other free sources online.