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  • Day of Defeat Source
    Day of Defeat Source server updated to version (16 October 2011)
  • Left 4 Dead 2
    Left 4 Dead 2 servers updated to version (13 October 2011)
  • Counter-Strike Source
    Counter-Strike Source server updated to version (17 September 2011)

Our Internet

Communication service for portal provides the IZET Telecom company

IZET company is one of the largest Internet service providers in Russian Fedeation. Since 2010, the company provides high-speed data transmission for Velikiy Novgorod, Chelyabinsk, Cherepovets and Yaroslavl.

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Players statistics

Now you can find your rating on our servers and get acquainted with the detailed personal statistics.



Atention! Statistics is running in test mode. All the shortcomings, as well as suggestions, please post on our forum in this thread.


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Gameservers rent

We offer you the new features of our game portal:

If you have nowhere to spend Clan War or just want to play on your own server, you can now take the game space, or the server ready to rent.

Note: If you are the author of any game modification for the Source engine, or GoldSource, then rent space for your game play project is provided free of charge or with payment of certain resources, depending on the required space / resource consumption of servers.

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SCXPM 18.0

Sven Coop Experience Mod.

Is an experience based plugin for Sven Cooperative (Sven Coop), which allows the players to gain up to 1800 levels.

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ProYect - Z

First MORPG on the Source engine.

This MORPG is our joint project with the Spanish team of developers.

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Our friendly Half-Life game portal. servers based on our developed servers.

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The first places is ours!

Our Half-Life and Half-Life 2 servers got first places on the well-known game statistics of the world as and, our Sven Coop, Adrenaline Gamer, Opposing Force Coop servers are exclusive and distinguished high level of attendance among its class. Our Half-Life Source servers are also the exclusive in its class. We are supporting ProYect - Z is the first project on the engine MORPG Source, developed by the Spanish team. Servers of this project is unique in the world. Also we are the only ones in the world of servers Underworld Bloodline, Blue Shift Unlocked Coop, Half-Life Decay, Zombie Panic!. At this moment in collaboration with are leaders in many game statistics and are popular both in Russia and abroad.

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You can take part in activities such as:

1Mapping: In this section you can discuss the process of Mapping and publish your creations.

2Modifications: Here you can write about your versions of games, the servers that you would like to see us.

3Championships: Here you can submit your application for organizing or participating in championships or Clan War.

4Contests: In this section, information on current contests at this time.

5Votings: Here you will find a variety of voting, which can take part.

6Life of a portal: Here you can learn about the appointment of new posts and congratulations to the holidays.

CS Promod


The primary objective of CSPromod is to further the progress of E-Sports and to improve as much as we can the playing, spectating, and broadcasting of counter forces as a professional sport. We wish to provide a resource for the community, the organizations, and the media to voice their opinions, desires, and ideas about the future of professional CS. We strive to present the most competitive, enthralling, and visually satisfying version of the game ever, and to satisfy the needs of the players, the organizations, the media, and the industry.


First formed in Q1 of 2006, CSPromod was conceived as an attempt to bring a fully-customizable version of Counter-Strike to the Source Engine for the purposes of growing competitive play and broadcast spectatorship. With no disrespect to Valve Software or Turtle Rock Studios, the project arose from the opinion of many in the professional community: namely that Counter-Strike: Source was lacking in many key areas, and could be vastly improved upon. Much of the Counter-Strike community had been expecting CS:Source to be original CS gameplay with better graphics, and unfortunately, that’s not at all what CS:Source ended up being. The idea was simple enough: utilize some (but not all) of CS:Source’s assets, including sound, textures, and models, to create a modification that would replicate the gameplay of the original Half-Life 1 Counter-Strike mod. This would give the independent CSPromod developers control over gameplay, movement, and behavior, while also making use of CS:Source’s updated graphics. It also seemed logical to take the opportunity to add some long-needed features while undertaking such a project. 

Working without the source code of either the original Counter-Strike, or Counter-Strike: Source, proved to make the project much more challenging than the original team had ever anticipated, and certainly much more challenging than the community has ever perceived the project to be. Without the original code of either game, our developers had to essentially completely reverse engineer the original Counter-Strike from scratch; a task which proved to be challenging all of the time, and utterly maddening most of the time (imagine being in the shoes of a coder who’s being asked to recreate the "duckhop", a gameplay aspect which was obviously originally a bug, but has become a community-beloved feature over the years). Due to the challenging nature of the project, the development process had to be completely restarted twice within the project’s first nine months, each time with a different head programmer. The project originally kicked off in the Spring of 2006, was restarted in the Fall of 2006 with a new head coder, and then was begun from scratch a third time in January of 2007 under the guise of Kevin “arQon” Blenkinsopp. The third time indeed proved to be the charm for CSPromod, as that codebase is the version that's been stuck with ever since. So, while many in the community have often claimed otherwise, the current version of CSPromod is current about 3 years old.

The game's initial Beta 1.0 release in October 2007 represented about nine months of work, and while it admittedly was not fully realized, it did show proof of concept and solid base structure. Sadly, some of the community seemed to turn against the mod, due to the incredibly high expectations that had been built up for the project over time. Considering the mod’s lofty goals, and the development team’s good intentions, the situation was certainly regrettable. The 2nd and 3rd public releases each showed great signs of improvement, but still lacked the overall polish that was expected (despite the game being completely free of charge). After releasing Beta versions 1.01-1.03 publicly, our development team elected to continue work on a more private basis, due to massive amounts community backlash, and lack of constructive criticism. Since July of 2008, we’ve kept grinding away, and kept as quiet as possible, intending to return to the public eye only when we have something exciting to share with the community.

Back in 2007, it became very obvious fairly quickly to the entirety of the CSPTeam that for the community, showing was much better than telling. [needs update] Therefore, it is the hope of our developers that the CSPromod 1.04 Beta release will address many of the community’s questions, skepticism, and criticism, and in doing so, prove CSPromod to have become what many in the community have always hoped it would be.

Mission Statement

The objective of CSPromod is to improve the graphical quality, feature set, and spectatorship of Counter-Strike, while preserving the title’s beloved gameplay, and in doing so provide community with the assurance of unlimited gameplay longevity. We view CSPromod as a resource for the community, its professional teams, event organizers, and media. For a long time, all of these entities have voiced their opinions, desires, ideas, and goals about the future of professional Counter-Strike; and for just as long of a time, they have been limited by the constraints of the very same game which brought them all together in the first place. Therefore, we strive to present the most competitive, enthralling, visually satisfying – and most importantly – customizable version of Counter-Strike ever created. We view this project as the community’s own to tweak, polish, and grow. We hope that the community views it in the same vein.


To improve upon the visual quality of the original Counter-Strike without diluting or negatively altering its beloved gameplay. 
To help revitalize the competitive Counter-Strike landscape by providing an exciting new platform for both online and offline events.
To improve the interface and tool set by which individuals and media entities are able to spectate and broadcast Counter-Strike.
To provide a platform that offers return on investment and marketability to prospective corporate sponsors, both endemic and non-endemic.
To maintain a constant dialogue with the community and ensure that everyone’s interests are heard and considered.
To provide a medium by which everyone in the community can voice their opinions about, and actively participate in, the development of Counter-Strike.

Why the does Counter-Strike community still need CSPromod?

Counter-Strike 1.6 is declining in popularity, by every objective statistical account. It needs a graphical refresh (without gameplay alterations) to ensure its continued success and prosperity at the top of the competitive gaming world. This is not only because corporate entities need to be satisfied, but also because Counter-Strike needs to keep roping in a younger, newer, fresher player base in order to keep growing. The simple fact is that these kinds of players only buy games that are cutting-edge and pretty. So, the original reason for CSP (“we need 1.6 with better graphics”) still very much applies. 
Having our own code base allows for the ability to add exciting custom features to the game that would vastly expand spectatorship capabilities and streamline competition interfaces. For Counter-Strike to continue to grow in e-Sports, the game needs additional such custom features, designed to improve competition and spectatorship. Once we actually get through the Betas, we can focus on adding, well, whatever custom features the community wants.
Because this game is entirely custom-coded, CSPromod is the community’s only real way to guarantee 100% gameplay consistency in the long run. This means that, regardless of how many new versions of Counter-Strike are released, and regardless of how many new engines come out, the community will never be held at Valve’s mercy in regards to preserving our beloved gameplay. CSP’s code is ours, and therefore the community’s; provided that every new engine release includes an SDK, we’ll be able to take our code and apply it to each new set of graphical assets. This means the ability to keep gameplay the same across as many version updates as Counter-Strikes goes through, and the ability to consistently fulfill the basic philosophy of this project: preserve gameplay, improve graphics.


Attention! For play CS Promod you need Half-Life 2 or some source game!

Download links: Promod

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A set of administrators

If you spend much time on our servers, if you have some experience in administration of it, so, this proposal is for you.

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A set of moderators

If you like our game portal and you want to participate in lifeof it, then you can place a request here.

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If the monitoring of game servers do not have pictures of your favorite map? Send your screenshot and it will be placed.

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