Rogue Entertainment design Following the sudden decision by
Electronic Arts to cancel the
PlayStation 2 port of ''
American McGee's Alice in January 2001, developer Rogue Entertainment was left without a project. To quickly secure new work, Rogue contacted various companies and received several promising job offers. One of the companies Rogue Entertainment approached was Valve Software. Gabe Newell, co-founder of Valve, had long wanted to see single-player missions in Counter-Strike. As a result, Valve offered Rogue Entertainment the opportunity to develop such a project. By April 2001, an agreement was reached for Rogue to begin development on Counter-Strike: Condition Zero''. As E3 2001 approached, Rogue Entertainment entered crunch mode to prepare a playable demonstration of the game. The leaked images sparked controversy within the gaming community, with some criticizing the game's visuals as outdated. Bobby Pavlock, a level designer at Rogue, defended the images, explaining that they represented only a few days of work and were not indicative of the final product. Ultimately, losing two major projects in quick succession financially crippled Rogue Entertainment. Many employees departed, leading to the company's acquisition by United Developers later that year. At Valve Software, development of
Condition Zero continued under a team led by Erik Johnson, with a planned release in fall 2001. Due to the lack of official information, public interest in the game grew. On May 14, 2001,
Computer Gaming World announced an exclusive preview in an upcoming issue. Shortly before E3,
Jess Cliffe confirmed to both
CS-Nation and the official
Counter-Strike website that
Condition Zero would be showcased at the event,
Gearbox Software Randy Pitchford, president of Gearbox Software, had been discussing the possibility of working on a
Counter-Strike-related project with
Valve Software for some time, but prior commitments had prevented Gearbox from pursuing the opportunity. However, by May 2001, Gearbox was nearing the completion of
Half-Life: Blue Shift and the
PlayStation 2 port of
Half-Life, making resources available for a new project. Consequently, Gearbox approached Valve to propose working on
Counter-Strike: Condition Zero. Gearbox and Valve quickly reached an agreement that assigned primary development of
Condition Zero to Gearbox. The prior work done by
Rogue Entertainment was largely discarded, and Gearbox essentially restarted development. The initial focus was on adding more content, particularly new maps. To assist with content creation, several prominent community designers were recruited, including David Johnston, Christopher Auty, and Alexander Manilov. Additionally, several texture artists, including Mike "MikeZilla" Neumann, joined the project. Another significant addition to the team was Markus Klinge, creator of the original Podbot, who was hired to develop an official bot for the game. Initially, a Q1 2002 release was planned. By November 2001, the game was nearing alpha status. The number of maps had increased to between 20 and 30, organized into five campaigns. By December, the game was considered feature-complete, with 25 maps spread across six campaigns. On February 12, 2002, it was announced that the release had been delayed to Q2 2002 to refine the AI. At the
Game Developers Conference in March 2002, Valve decided to shift the single-player design to a more traditional linear experience, leading to significant changes. This new vision was revealed at E3 2002. In July 2002, Gearbox Software ceased development on
Condition Zero, and Valve took over. Gearbox cited a focus on "future technology and more innovative gameplay" as the reason for their departure. Shortly after, Valve assigned development to
Ritual Entertainment, leading to yet another iteration of the game.
Ritual Entertainment Following
Electronic Arts' decision to cancel the PC port of
The Lord of the Rings: The Two Towers in early August 2002,
Ritual Entertainment found itself in a difficult situation. The project had been a lucrative one for the company, allowing it to grow to over 50 employees. However, the cancellation left a large portion of Ritual's team without a project. Valve appointed Ritual to develop the game and provided clear directives for them regarding the single-player campaign, envisioning a
Half-Life-meets-
Counter-Strike experience. Ritual and Valve redesigned the game from scratch while incorporating some content created by Gearbox. The primary focus was single-player, but multiplayer was not neglected. Ritual planned to enhance multiplayer with upgraded character and weapon models and new maps. Valve also contracted Turtle Rock Studios to develop a new multiplayer bot. On December 6, 2002, Ritual's involvement was first made public, and a week later, their new design was unveiled. By
E3 2003, the game was nearly complete and featured 19 single-player missions, 10 new multiplayer maps, and expanded faction choices for multiplayer. It was declared "98% complete," however, in June 2003, Ritual faced financial difficulties after completing
Star Trek: Elite Force II, leading to layoffs. Despite assurances,
Condition Zero remained unreleased, due to quality concerns raised during internal testing. Internal playtests at
Valve Software and early reviews of Ritual's version of the game revealed significant design issues. However, the official bot created by Turtle Rock had been well received by both the community and the press, which led Valve to give Turtle Rock the task of redesigning the game from scratch in June 2003. Turtle Rock Studios' design drew inspiration from sports games, and the success of the bots allowed them to create flexible, arcade-like missions for the game. On October 8, 2003, Turtle Rock Studios' version of the game was revealed to the public, with plans for the game to go gold by October 10, 2003, and to be released both at retail and on Steam by November 18, 2003. By November 18, 2003, the game had not yet been released. According to
Jess Cliffe, the delay was due to finalization work needed on international versions of the game. This delay became part of Valve's ongoing lawsuit with
Vivendi Universal Games, with Valve alleging that Vivendi had intentionally delayed the release of
Condition Zero to prevent it from competing during the 2003 holiday season. Despite the continued uncertainty over the release date, Valve organized a launch party for the game on December 16, 2003, at the House of Shields in
San Francisco. The event was announced as being open to those over 21, where attendees could play the final version of the game. On February 25, 2004, Vivendi Universal Games finally confirmed the game's release date of March 23, 2004. The game was officially released on the same date, almost three years after its initial announcement. Following its release, the game received numerous updates, including new character and weapon models, additional maps, a new radar/location system, and significant changes to the
hostage rescue scenario. On February 21, 2013, a beta version of the game was made available for
Linux and
Mac OS X, with full support officially released on March 7, 2013. ==Critical reception==