Counter-Strike 1.6 recreated in Construct 3 3D

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  • Counter-Strike 1.6 recreated in Construct 3

    Hi everyone!

    I wanted to share a personal project to see how far Construct 3's 3D features can go: a recreation of Counter-Strike 1.6, built entirely with event sheets. It's a tech demo, not a release, and the goal was to copy the original as closely as possible. Movement, weapons, bot AI and round rules were all rebuilt from the original game logic.

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    Development history

    It started on 2024 with KindEyeGames' 3DObject plugin, back when Construct had no native 3D models. Once Construct 3 added its built-in 3D Model object, I moved everything over to it. That's what made it possible to run animated characters, 4 full maps and up to 31 bots at 60 fps.

    What's in it

    [list]

    [*]4 maps: de_dust2, de_inferno, de_aztec and de_nuke, with the original geometry, lightmaps, skyboxes, collision.

    [*]Movement: the original gravity, jump height and crouch-jump, plus footsteps and ladders.

    [*]Weapons: the full arsenal with the original fire rates, damage, armor penetration, recoil and spread. Shotguns fire pellet by pellet, and there's a dynamic crosshair, bouncing shell casings, bullet holes, blood decals and HE grenades.

    [*]Bots (up to 31): they use a similar bot profiles and navigation meshes and work as a team. They buy, plant and defuse the C4, chase enemies they lost sight of, retreat when outnumbered and use the radio.

    [*]Modes: Classic (buy menu, money, rounds, C4) and GunGame mode,

    [*]Also: breakable glass and vents, HUD, radar, scoreboard, radio commands, spectator mode, and the original-style main menu and Create Server screen.

    [/list]

    The tricky parts

    [list]

    [*]Collision: each map's level data was turned 3D boxes, plus a 3D grid used for bullets and bot line of sight.

    [*]Bots: their decision-making (attack, hide, retreat, buy, plant, defuse) was rebuilt from how the original bots work.

    [*]Performance: getting everything to 60 fps took a lot of optimization. Along the way I found an animation slowdown bug in r506, fixed in r508.

    [/list]

    All Counter-Strike assets belong to Valve. Not affiliated with or endorsed by Valve.

    Hope you like the project!

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  • Wow, holy cow!

    Looks like a hell of a lot of work went into this!

    These shots took me back to the days when I’d spend hours sitting in front of a bulky monitor with my friends.

  • Wow, holy cow!

    Looks like a hell of a lot of work went into this!

    These shots took me back to the days when I’d spend hours sitting in front of a bulky monitor with my friends.

    Hey Igor! Thanks, yes a lot of work but Construct perform very well even with 32 players. In a few weeks when i have some free time i will try to implement the multiplayer plugin.

  • Great work pushing the limits of 3D in Construct!

  • That's really impressive, especially since it also supports 31 bots.

  • You did a very good job. I can't wait to try the game!

  • Great work pushing the limits of 3D in Construct!

    Thanks Ash, the great work is on your side. I will continue pushing.

  • That's really impressive, especially since it also supports 31 bots.

    Thanks Asmodean, yes really impresive, i think thats not the limit yet.

  • You did a very good job. I can't wait to try the game!

    Thanks Claudiu, i will try to share the gameplay in the upcoming days when i make some last test and take a look to the multiplayer too!

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