{"id":195,"date":"2026-10-17T23:17:21","date_gmt":"2026-10-17T23:17:21","guid":{"rendered":"https:\/\/wordpress.theicealphawolfden.com\/?p=195"},"modified":"2026-10-17T23:17:22","modified_gmt":"2026-10-17T23:17:22","slug":"counter-strike-source-review-the-last-good-counter-strike","status":"publish","type":"post","link":"https:\/\/wordpress.theicealphawolfden.com\/index.php\/2026\/10\/17\/counter-strike-source-review-the-last-good-counter-strike\/","title":{"rendered":"Counter-Strike: Source Review: The Last Good Counter-Strike"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">I have more than 2,270 hours recorded in Counter-Strike: Source, and most of that was GunGame. I loved that mode. It could be a bit of a pain to set up, but once it was working, it was bloody good. GO&#8217;s version never did it for me in the same way.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">I have played Counter-Strike since it was a Half-Life mod and followed it through every version since. <strong>Source was the last good Counter-Strike for me before the series started falling apart.<\/strong> I liked being on a community server, talking on TeamSpeak and playing GunGame. I liked being able to change how the game looked and use my own spray.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">It also had problems that got on my nerves, especially server lag and hits that seemed to connect with where somebody had just been. And I hated some of the changes Valve made to Source itself.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">CS:S gameplay<\/h2>\n\n\n\n<div style=\"position:relative;width:100%;height:0;padding-bottom:56.25%;overflow:hidden\"><iframe src=\"https:\/\/www.youtube-nocookie.com\/embed\/videoseries?list=PLLZ3pDqzp958zF7Ch_jb-HKhlsKww8vjz&amp;autoplay=0&amp;rel=0\" title=\"Counter-Strike: Source gameplay playlist\" width=\"1280\" height=\"720\" loading=\"lazy\" referrerpolicy=\"strict-origin-when-cross-origin\" allow=\"accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture; web-share\" allowfullscreen style=\"position:absolute;top:0;left:0;width:100%;height:100%;border:0\"><\/iframe><\/div>\n\n\n\n<p class=\"wp-block-paragraph\">Watch the <a href=\"https:\/\/www.youtube.com\/playlist?list=PLLZ3pDqzp958zF7Ch_jb-HKhlsKww8vjz\">Counter-Strike: Source gameplay playlist directly on YouTube<\/a>.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><a href=\"https:\/\/i.ibb.co\/99QXGqhQ\/css-valve-0.jpg\"><img src=\"https:\/\/i.ibb.co\/99QXGqhQ\/css-valve-0.jpg\" alt=\"A Counter-Terrorist fires from an elevated walkway overlooking the railway yard in Counter-Strike: Source.\" width=\"1024\" height=\"578\" loading=\"lazy\" decoding=\"async\" style=\"max-width:100%;height:auto\"\/><\/a><figcaption class=\"wp-element-caption\">Counter-Strike: Source on Train. Official screenshot: <a href=\"https:\/\/store.steampowered.com\/app\/240\/CounterStrike_Source\/\">Valve<\/a>.<\/figcaption><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\">The Counter-Strike I mostly played as GunGame<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Source rebuilt Counter-Strike on the Source engine, with new lighting, models and physics around the familiar Terrorist-versus-Counter-Terrorist game. Bomb defusal and hostage rescue were still there. You could play the round-based game, die and watch the survivors try to finish it, or go looking for a community server doing something else.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Valve made the final version available through its Half-Life 2 Steam packages on <a href=\"https:\/\/store.steampowered.com\/oldnews\/327\">7 October 2004<\/a>, ahead of Half-Life 2 itself. The maps and features continued arriving afterwards: <a href=\"https:\/\/store.steampowered.com\/oldnews\/389\">bots and de_tides in January 2005<\/a>, then <a href=\"https:\/\/store.steampowered.com\/oldnews\/416\">de_inferno and de_port that May<\/a>.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">For me, GunGame was the main attraction. You worked through a sequence of weapons by getting kills with the weapon you had. Instead of spending the whole game choosing the same favourite gun, you had to get through the others as well.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The <a href=\"https:\/\/github.com\/altexdim\/sourcemod-plugin-gungame\/blob\/master\/doc\/README.txt\">GunGame:SM documentation<\/a> shows how much could sit behind a server: Metamod:Source, SourceMod, the GunGame plugins and configuration files, with additional plugins for deathmatch, spawn protection or removing player collisions. Setting up a modded server involved more than selecting a mode from a menu.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Its <a href=\"https:\/\/github.com\/altexdim\/sourcemod-plugin-gungame\/blob\/master\/cfg\/gungame\/css\/gungame.config.txt\">configuration<\/a> also gives server owners control over the weapon order, immediate weapon changes when levelling up, knife level-stealing, handicap rules for late arrivals and grenade-level behaviour. Different combinations could change the pace considerably.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><a href=\"https:\/\/i.ibb.co\/zVMWjSBJ\/css-gg-lego.jpg\"><img src=\"https:\/\/i.ibb.co\/zVMWjSBJ\/css-gg-lego.jpg\" alt=\"Red and blue brick platforms, walls and ramps in the community Counter-Strike: Source map gg_lego_arena.\" width=\"1600\" height=\"900\" loading=\"lazy\" decoding=\"async\" style=\"max-width:100%;height:auto\"\/><\/a><figcaption class=\"wp-element-caption\">Community maps could take GunGame far from the standard Counter-Strike locations. <a href=\"https:\/\/gamebanana.com\/mods\/135558\">gg_lego_arena, submitted by Jevan on GameBanana<\/a>.<\/figcaption><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">Community maps gave that mode room to be its own thing. The red and blue brick platforms in gg_lego_arena are a good example of how different a Source server could look from the usual bomb sites and hostage locations. Map makers could build around a different kind of fight.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">I never really got into Source&#8217;s organised competitive side. I wanted to play GunGame. I still love it, and I still play Source from time to time, although I rarely go back now.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Sitting on TeamSpeak and playing<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">We would sit on TeamSpeak, talk and play. Some people talked in the game itself. This was before Discord became the thing everybody wanted to move to, and I never really wanted that move. I liked using TeamSpeak.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">I never liked Discord much anyway. When its direction on ID verification put me off, I deleted my profile and blocked it through DNS. I am not doing that shit just to use a chat service.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Custom skins and making my own spray<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">I loved being able to change skins locally. I could install a replacement and change what I saw in my own game. It gave me a way to personalise Source without buying a skin from an inventory market.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">There was also an advantage you could get from that. Make a player model much brighter or easier to pick out against the map and spotting people becomes easier. Calling every replacement a hack would be silly, but changing visibility can affect the fight.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Valve addressed that problem with <a href=\"https:\/\/www.mail-archive.com\/hlds%40list.valvesoftware.com\/msg22749.html\">Pure Servers in June 2007<\/a>. Server owners could enforce matching game content to stop players gaining an advantage through modified files. The server&#8217;s rules determined what custom content it would accept.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Sprays were another feature I loved. You could make your own image and use it in the game. It was shared with the people on the server, rather than just changing something on your own screen.<\/p>\n\n\n\n<figure class=\"wp-block-image\"><a href=\"https:\/\/i.ibb.co\/Wpv1pDKS\/css-spray-options.png\"><img src=\"https:\/\/i.ibb.co\/Wpv1pDKS\/css-spray-options.png\" alt=\"Counter-Strike: Source's Multiplayer options, showing a custom spray preview and the Import Spray button beneath the crosshair controls.\" width=\"527\" height=\"413\" loading=\"lazy\" decoding=\"async\" style=\"max-width:100%;height:auto\"\/><\/a><figcaption class=\"wp-element-caption\">The Multiplayer options included an Import Spray button and a preview of your chosen image. Screenshot from the Steam Community guide <a href=\"https:\/\/steamcommunity.com\/sharedfiles\/filedetails\/?id=168302326\">HOW TO TURN IMAGES INTO SPRAYS +HOW TO IMPORT A SPRAY TO CSS<\/a>.<\/figcaption><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">You also had no idea what some people were going to put on a wall. There was a lot of porn. It did not particularly bother me, but there were kids on those servers too. Letting people supply the pictures left server admins with things to deal with.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">I still preferred having that freedom. GO&#8217;s <a href=\"https:\/\/blog.counter-strike.net\/2016\/10\/16255\/\">October 2016 graffiti update<\/a> brought official graffiti boxes and weekly graffiti drops. The later system built around inventory items was a worse replacement for what I enjoyed: making an image myself and using it as my spray.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">The server lag was my biggest problem<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">The main thing I disliked about Source was the delay between where somebody appeared to be and where a shot seemed to count. Sometimes shooting where a person had just been would still hit them. It could feel as though the game and what I was seeing were slightly out of step.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Hosting made that more complicated. In my experience, the Danish hosting I encountered had anti-DDoS protection that blocked IP addresses outside Denmark. That was a problem when the people who wanted to play did not all live in Denmark. A nearby server was not much use if some of them could not get in.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The German hosting options were the cheapest and best I found, but playing from Denmark meant higher ping for me. Then I was dealing with more delay and those strange, late-feeling kills. Finding a server everybody could use and getting the response I wanted were two different problems.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><a href=\"https:\/\/i.ibb.co\/My0tkPgX\/css-valve-2.jpg\"><img src=\"https:\/\/i.ibb.co\/My0tkPgX\/css-valve-2.jpg\" alt=\"A first-person pistol view in Counter-Strike: Source, with the radar, crosshair, health and ammunition display visible.\" width=\"1024\" height=\"578\" loading=\"lazy\" decoding=\"async\" style=\"max-width:100%;height:auto\"\/><\/a><figcaption class=\"wp-element-caption\">Source&#8217;s in-game view and HUD. Official screenshot: <a href=\"https:\/\/store.steampowered.com\/app\/240\/CounterStrike_Source\/\">Valve<\/a>.<\/figcaption><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">Source uses a client\/server system. The server decides the result of a shot, while the game on your computer predicts your own movement and smooths other players&#8217; movement between received updates. Your screen and the server are working with information that takes time to arrive.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><a href=\"https:\/\/developer.valvesoftware.com\/wiki\/Source_Multiplayer_Networking?uselang=en\">Lag compensation<\/a> handles a shot by checking historical player positions for the estimated time it was fired. That is why a player can reach cover on their screen and still be hit from another player&#8217;s earlier view. Latency, interpolation, packet loss and server performance all affect how consistent the exchange feels.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Higher ping adds to the timing problem. Server location is part of it, alongside the route the connection takes and how well the server is running. The public <a href=\"https:\/\/github.com\/ValveSoftware\/source-sdk-2013\/blob\/master\/src\/game\/server\/player_lagcompensation.cpp\">Source SDK lag-compensation code<\/a> shows that rewind-and-restore approach in practice.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">I hated the TF2-like presentation changes<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">I preferred the old menu and presentation. When Source started looking more like TF2 to me, I hated it. The old one was better.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The <a href=\"https:\/\/store.steampowered.com\/oldnews\/3976\">23 June 2010 update<\/a> brought 144 achievements, new statistics screens, a redesigned scoreboard, MVP stars, avatars, domination and revenge, and a cinematic death camera. It also added multicore rendering and moved the default tick rate from 33 to 66.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">That was a substantial change to a game people were already used to. It changed the information and presentation around a round as well as the underlying engine. The same update removed the normal tick-rate command-line override, with Valve citing problems involving doors, landing and weapon firing at different rates.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Valve had announced the <a href=\"https:\/\/store.steampowered.com\/news\/3805\/\">Hidden Path collaboration that May<\/a>. In its July explanation, the CSS team said moving onto the newer engine brought Source into line with its other games and allowed shared improvements and fixes. It also acknowledged that the move had introduced bugs.<\/p>\n\n\n\n<blockquote class=\"wp-block-quote is-layout-flow wp-block-quote-is-layout-flow\">\n<p class=\"wp-block-paragraph\">\u201cWe want to retain the CSS gameplay experience that you know and love.\u201d<\/p>\n<cite>The CSS Team, <a href=\"https:\/\/store.steampowered.com\/oldnews\/4033\">An update on the Update, 6 July 2010<\/a><\/cite><\/blockquote>\n\n\n\n<p class=\"wp-block-paragraph\">The team identified changed bullet penetration on Linux servers as one of those unintended bugs and said it had been fixed. That July patch also corrected kill\/death reporting in instant-respawn GunGame. Later in the month, Valve <a href=\"https:\/\/store.steampowered.com\/oldnews\/4114\">retuned weapon fire rates to their pre-update 100-tick equivalents<\/a> and restored the cl_minmodels option.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Source had real bugs, and it still gets fixes<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Source&#8217;s update history includes faults in shooting, server performance, sound and security. Some examples show how far apart those problems could be:<\/p>\n\n\n\n<figure class=\"wp-block-table\"><table><thead><tr><th>Date<\/th><th>What Valve changed or fixed<\/th><\/tr><\/thead><tbody><tr><td>30 August 2006<\/td><td><a href=\"https:\/\/store.steampowered.com\/oldnews\/735?l=danish\">Radar spotting through smoke or while blinded.<\/a><\/td><\/tr><tr><td>13 October 2011<\/td><td><a href=\"https:\/\/store.steampowered.com\/oldnews\/6510\">Server scheduling and performance, an AWP switching exploit, and pistol and sniper accuracy changes.<\/a><\/td><\/tr><tr><td>5 February 2013<\/td><td><a href=\"https:\/\/store.steampowered.com\/news\/9893\/\">Lag spikes on Linux dedicated servers.<\/a><\/td><\/tr><tr><td>4 February 2016<\/td><td><a href=\"https:\/\/store.steampowered.com\/news\/20296\/\">Hitching when playing MP3 files and a crash involving 64 players plus SourceTV.<\/a><\/td><\/tr><tr><td>15 June 2017<\/td><td><a href=\"https:\/\/store.steampowered.com\/news\/30120\/\">Security and Steam Voice fixes, with outside security researchers credited.<\/a><\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">The <a href=\"https:\/\/steamcommunity.com\/games\/CSS\/announcements\/detail\/689716592460694166\">18 February 2025 update<\/a> was much bigger than routine maintenance. Valve added 64-bit support, borderless-window selection, high-resolution UI scaling, native-resolution startup and Steam Networking support. Prediction fixes covered movement on props, constrained unducking and disagreements between client and server movement state.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">That kind of update can also disturb the community setup. The French server community <a href=\"https:\/\/steamcommunity.com\/groups\/vieuxfans\">Les vieux de la vieille<\/a> reported reopening its servers after SourceMod and Metamod updates in February 2025. People maintaining the plugins and servers were part of keeping Source playable.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Maintenance continued in 2026. Valve&#8217;s <a href=\"https:\/\/steamcommunity.com\/games\/CSS\/announcements\/detail\/688640522419439114\">August update<\/a> addressed security and stability, a HUD-related crash, Linux custom-map assets and a weapon-drop inconsistency with the SAS model. The <a href=\"https:\/\/steamcommunity.com\/games\/CSS\/announcements\/detail\/675132259300278444\">16 September update<\/a> fixed overlapping elements in Create Server and problems displaying clan tags and achievement announcements.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Source is still changing more than twenty years after it arrived. Today&#8217;s version includes years of engine and compatibility work on top of the game I spent so much time playing.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">GO&#8217;s Arms Race did not replace it for me<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Valve&#8217;s <a href=\"https:\/\/www.gamersyde.com\/news_cs_global_offensive_arsenal_mode-11967_en.html\">September 2011 Arsenal announcement<\/a> explicitly described Arms Race and Demolition as based on Source&#8217;s GunGame mod. Valve said it was working directly with the creators, and GunGame project lead Michael Barr welcomed the collaboration.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">I did not like the result nearly as much. Valve&#8217;s official take felt like commercialising a community mode I already loved, and Source&#8217;s mod was much better for me. Putting the weapon progression into GO did not give me the same game I wanted to keep playing.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">GO had Arms Race, and community GunGame plugins supported GO too. I kept missing Source&#8217;s version. I felt pushed towards matchmaking in GO and CS2 because I did not have the Source GunGame experience I wanted there. I never really liked matchmaking, and I still don&#8217;t.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The change was being discussed at GO&#8217;s launch. In an <a href=\"https:\/\/www.hltv.org\/news\/8952\/interview-with-rattlesnk\">August 2012 interview<\/a>, Sam \u201cRattlesnK\u201d Gawn described GO as very different from both Source and 1.6, including its weapons, maps and flashbangs. He saw GO as the competitive future while accepting that players could stay with the older games they enjoyed.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">I covered my time with GO in <a href=\"https:\/\/wordpress.theicealphawolfden.com\/index.php\/2026\/10\/17\/csgo-review-a-good-game-with-problems\/\">CS:GO Review: A Good Game with Problems<\/a>. I did keep playing it. Source was still the one whose GunGame I preferred.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">At least Source is still there<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">One thing I appreciate is that <a href=\"https:\/\/store.steampowered.com\/app\/240\/CounterStrike_Source\/\">Source remains a separate game on Steam<\/a>. GO did not overwrite it, and CS2 did not turn its store entry into the new game. I can still go back to Source when I feel like playing it.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">My anger about what happened to GO belongs in <a href=\"https:\/\/wordpress.theicealphawolfden.com\/index.php\/2026\/10\/17\/cs2-review-valve-replaced-a-better-game\/\">my CS2 review<\/a>. With Source, the choice to return is still available.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Source is still tied to Steam. Under <a href=\"https:\/\/store.steampowered.com\/subscriber_agreement\/\">Valve&#8217;s account and licence terms<\/a>, access is account-based and subscriptions generally cannot be transferred without permission. I hate that control over digital purchases. Keeping an older game separately available is something Valve should keep doing; I also want more control over the copy I have paid for.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">I still recommend Source. I rarely go back now, but I still like it. When I do return, it is the Source version of GunGame I want to play.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><\/p>\n","protected":false},"excerpt":{"rendered":"<p>I spent most of my Counter-Strike: Source hours in GunGame. TeamSpeak, custom skins and homemade sprays made it the last good CS for me, despite the lag.<\/p>\n","protected":false},"author":1,"featured_media":196,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"googlesitekit_rrm_CAow86rODA:productID":"","footnotes":""},"categories":[667,666],"tags":[1140,1137,1138,970,1139,688,1141,1131],"snowpaw_game":[1178,1182,1181,1180],"class_list":["post-195","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-reviews","category-games","tag-community-servers","tag-counter-strike-source-2","tag-css","tag-game-reviews","tag-gungame","tag-pc-gaming","tag-teamspeak","tag-valve"],"snowpaw":{"managed":true,"game_id":"counter-strike-1999","game_ids":["counter-strike-1999","counter-strike-2","counter-strike-global-offensive","counter-strike-source"],"games":[{"id":"counter-strike-1999","title":"Counter-Strike (1999)"},{"id":"counter-strike-2","title":"Counter-Strike 2"},{"id":"counter-strike-global-offensive","title":"Counter-Strike: Global Offensive"},{"id":"counter-strike-source","title":"Counter-Strike: Source"}],"review_game_ids":["counter-strike-source"],"cover_sizes":[{"url":"https:\/\/wordpress.theicealphawolfden.com\/wp-content\/uploads\/2026\/10\/Klassisk-Counter-Strike-i-industrimorket-300x169.png","width":300},{"url":"https:\/\/wordpress.theicealphawolfden.com\/wp-content\/uploads\/iawd-covers\/196-d7f33882e70f-480.webp","width":480},{"url":"https:\/\/wordpress.theicealphawolfden.com\/wp-content\/uploads\/iawd-covers\/196-d7f33882e70f-768.webp","width":768},{"url":"https:\/\/wordpress.theicealphawolfden.com\/wp-content\/uploads\/2026\/10\/Klassisk-Counter-Strike-i-industrimorket-1024x576.png","width":1024},{"url":"https:\/\/wordpress.theicealphawolfden.com\/wp-content\/uploads\/iawd-covers\/196-d7f33882e70f-1200.webp","width":1200}]},"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.7 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Counter-Strike: Source Review: The Last Good Counter-Strike - The Ice Alpha Wolf Den<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/wordpress.theicealphawolfden.com\/index.php\/2026\/10\/17\/counter-strike-source-review-the-last-good-counter-strike\/\" \/>\n<meta property=\"og:locale\" content=\"en_GB\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Counter-Strike: Source Review: The Last Good Counter-Strike - The Ice Alpha Wolf Den\" \/>\n<meta property=\"og:description\" content=\"I spent most of my Counter-Strike: Source hours in GunGame. 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