Development:Counter-Strike: Source/Source Developer Asset Repository Leaks
This is a sub-page of Development:Counter-Strike: Source.
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. |
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. |
Contents
materialsrc
models\hostages\hostageA
- 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
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 | A 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:
Another notable difference is that the storage tanks on Bombsite A use models instead of brushes, which were supposed to destruct when the bomb explodes, simular to de_inferno's orange crates. | |
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.