CS 1.6
The original. Three servers on ReHLDS: classic public, Zombie Plague and GunGame. Here are the rules for each, how Zombie Plague works, and the original CS 1.6 overviews of every map we run.
Classic public
Counter-Strike the way it shipped: rounds, money, buy menu, bombs and hostages.
connect yogurtslingers.com:27030▶ PlayHow a map plays
- 30-minute maps, 2½-minute rounds, 3-second freeze time, 30 seconds to buy, $800 to start.
- Bomb maps (de_): terrorists plant at A or B (35-second C4), counter-terrorists stop or defuse it.
- Hostage maps (cs_): CTs rescue the hostages, terrorists hold them. as_oilrig: get the VIP out.
- Friendly fire off, teams auto-balance, voice on. Dead players can't hear the living (no ghosting).
- Two minutes before the end there's a map vote;
rtvstarts one early,nominateadds a map.
Server rules
- No cheats, scripts or exploits. VAC is on; anything VAC misses is a permanent ban.
- No hate speech or harassment. Trash talk is fine, slurs aren't.
- No ghosting — don't call positions while dead or spectating.
- No mic spam or music over voice.
- Don't camp spawn or block teammates on purpose.
- Admins have the final say. Disagree? Discord, not the server.
What's extra
- Quake announcer: first blood, headshot, double/multi/ultra kill, killing spree, humiliation.
- Damage numbers on screen and a death report (
/dmgto turn off). - No-scope call-outs for AWP and Scout (
/noscopes). - Your score survives a reconnect during the same map;
/rsresets it. - Ranks:
/rank,/top15,/stats.
Zombie Plague
Zombie Plague 4.3 by MeRcyLeZZ. Everyone starts human; ten seconds in, the plague hits.
connect yogurtslingers.com:27031▶ PlayHow a round works
- Everyone spawns human and buys weapons from the ZP buy menu (rifles, SMGs, shotguns, pistols, grenades).
- After 10 seconds one random player becomes the first zombie, with double health.
- Zombies infect humans by hitting them with their claws. An infected human becomes a zombie on the spot. The last human can only be killed, not infected, and gets +50 HP.
- Humans win if anyone is still human when the round timer (4 minutes) runs out. Zombies win when everyone is infected.
- Bomb sites, hostages and buy zones are removed. Zombies have night vision (
N), silent footsteps and take only 75% damage.
Ammo packs (the money)
- You start with 5 ammo packs; they're kept if you reconnect during the map.
- Humans: 1 pack for every 500 damage you deal to zombies.
- Zombies: 1 pack for every human you infect or kill.
- Spend them in the extra items menu: press
M→ Extra Items, or the buy-ammo keys,/. - Zombies regain 100 HP with every infection.
Zombie Plague rules
- Don't camp unreachable spots (map exploits, outside the map, glitched ledges) — humans must be reachable.
- No retrying to dodge being the first zombie (leaving or spectating when you're picked).
- No blocking teammates into zombies or out of a hiding spot.
- Everything from the classic rules: no cheats, no hate speech, no ghosting, no mic spam, admins have the final say.
Round types
One first zombie; every hit infects. The normal round.
15% of players start as zombies at once.
A whole team turns zombie at once, and hits kill instead of infecting.
One giant zombie with huge health, 250 damage a hit, speed and leap. No infection — he kills. Humans must take him down together.
One human with a machine gun and big health against everyone else as zombies.
Half zombies, half humans, plus a Nemesis on one side and a Survivor on the other.
Zombie classes
Pick yours in M → Zombie Classes; it applies the next time you turn.
| Class | Health | Speed | Gravity | Knockback | Good at |
|---|---|---|---|---|---|
| Classic | 1800 | 190 | 1.00 | 1.00 | Balanced |
| Raptor | 900 | 225 | 1.00 | 1.50 | Fast, fragile |
| Poison | 1400 | 190 | 0.75 | 1.25 | Jumps higher |
| Big | 2700 | 155 | 1.00 | 0.50 | Tanky, slow |
| Leech | 1300 | 190 | 1.00 | 1.25 | +200 HP per infection |
Humans: 100 HP, speed 240. The first zombie of a round gets double health.
Extra items (ammo packs)
| Item | Who | Cost |
|---|---|---|
| Napalm Nade | Human — sets zombies on fire (10 s) | 6 |
| Frost Nade | Human — freezes zombies (3 s) | 6 |
| Flare | Human — lights an area for 60 s | 6 |
| AWP Magnum Sniper | Human | 8 |
| M249 Para Machinegun | Human | 10 |
| SG550 Auto-Sniper | Human | 12 |
| G3SG1 Auto-Sniper | Human | 12 |
| Night Vision | Human | 15 |
| T-Virus Antidote | Zombie — turns you back into a human | 15 |
| Zombie Madness | Zombie — 5 seconds of invulnerability | 17 |
| Infection Bomb | Zombie — a grenade that infects everyone it hits | 20 |
GunGame
GunGame AMXX by Avalanche — the mode that started it all.
connect yogurtslingers.com:27032▶ PlayHow it works
- One kill = next gun, 23 levels: Glock, USP, P228, Deagle, Five-SeveN, Dual Elites, M3, XM1014, TMP, MAC-10, MP5, UMP45, P90, Galil, FAMAS, AK-47, Scout, M4A1, SG552, AUG, M249, HE grenade, knife.
- Turbo: your next gun is in your hands the moment you level up.
- Knife on the last level wins the map.
- Knife pro: knife someone and you steal a level from them.
- Deathmatch: instant respawn with 2 seconds of spawn protection; no money, no buying.
- On the grenade level a fresh HE appears every 5 seconds. Suicide costs a level.
- 30-second knife warmup each map. Late joiners start near the lowest level.
- When the leader gets close, the map vote starts; the winner's name goes on the board.
Commands
!levelyour level and gun ·!scoreeveryone's levels!weaponsthe full ladder ·!top10all-time winners!rulesthe rules in a window ·!restartstart overrtv/nominate <map>map voting ·/noscopes
Rules
- No spawn camping or spawn killing through the protection.
- No boosting: don't feed kills to a friend.
- Everything from the classic rules: no cheats, no hate speech, no mic spam, admins have the final say.
Map overviews
The original CS 1.6 radar overviews, straight from the game files. Click one to see it full size.
Airfield hangars: the plane, the tower and a lot of open ground.
Jungle temple in the rain: the rope bridge, the water and the double doors.
Medieval castle: long hall, the drop, and a big open B with the truck.
French château: the courtyard, the library and the wine cellar.
The original Dust: the underpass, the long bridge corridor and two tight bomb sites.
The most played map in Counter-Strike: long A, the catwalk, B tunnels and mid doors.
Italian village: banana to B, the apartments and arch to A. Grenade heaven.
A nuclear plant with sites stacked on top of each other: outside, ramp, vents and secret.
Italian town of arches and alleys, sites in the courtyard and the church.
Underground lab: tight corridors and the lab site; close-range fights.
A snowy research base in a storm.
Crash-site canyon with a crashed plane and a river.
Ruined Middle-Eastern town, wide open middle and tunnels.
Rail yard full of train cars to hide behind; ladders, the bridge and the ivy.
A skyscraper under construction: two floors, scaffolding and a long way down.
A hijacked jumbo jet on the runway: cargo, cabin and the stairs.
A warehouse with hostages inside: the vents, the roof and the long side alley.
A small, fast map of back alleys and a building with hostages.
A mansion with a pool; hostages in the house.
Cuban streets and courtyards.
Market streets, the wine cellar and the apartment with the opera playing.
A militia compound in the woods: the house, the barn and the sewer.
Snowy office block: the front door, the long hallway, the conference room.
A military base: the garage, the tunnels and a big wall.
Escort the VIP off an oil rig; terrorists try to take him out.