Counter-Terrorist: Across the Globe

"'75 missions. Hundreds of enemies. Tons of weapons. All across one world.'""- Release tagline"Counter-Terrorist: Across the Globe is a first-person shooter action-adventure game concept by Red-Verse-Writer, a spin-off of the Counter-Strike series heavily inspired by the single-player campaigns of Counter-Strike: Condition Zero and Condition Zero: Deleted Scenes. In Across the Globe, the player takes on the role of a experimented-on genetically modified counter-terrorist operative who must complete 75 different missions set across the planet while fighting against multiple terrorist syndicates.

Gameplay
The gameplay of Counter-Terrorist: Across the Globe is very different compared to a traditional Counter-Strike game, behaving more akin to a game similar to Half-Life and the spin-offs of Condition Zero and Condition Zero: Deleted Scenes. The player must complete missions in a linear fashion, which all consist of several larger maps that must be the player must transverse, fighting enemies and solving puzzles. Each mission climaxes in a boss battle, typically involving destroying or defending a vehicle.

Compared to Counter-Strike, weaponry is more varied, ranging from melee weapons to rocket launchers. Weapons and ammunition must be found around the maps themselves, and health and armour restoratives can also be acquired from the environment. Money is acquired by completing objectives and killing enemies, and can be spent in-between missions to upgrade the player's health, armour, speed, handling of guns and melee damage, as well as a weapon type's abilities and effectiveness.

Mission 0: Counter-Terrorist Training
The player character, identified as simply "Agent 010", is taken to a top secret counter-terrorist training facility in Geneva, Switzerland, where they are given training in movement, evading attacks, collecting items, leading hostages out of a conflict zone, defusing bombs, and using tools such as a remote-controlled bomb, blowtorch, fibre-optic camera, wrench, pistol, shotgun, sniper rifle and night-vision goggles. Following this, they are assigned to provide assistance to a Navy SEAL squadron attempting to launch a rescue of a large group of hostages from a terrorist syndicate in North Africa.

Mission 1: Gun Down
Agent 010 and the Navy SEAL squadron Graywolf 6 are sent in two helicopters to the hostage site in Luxor, North Africa. Shortly after the pilot of the player's helicopter announces their arrival to the city, the other helicopter is shot down by a RPG. Narrowly avoiding a following shot, the player's craft makes a emergency landing on the roof of a building in a dense urban environment and 010 and the SEALs commence their attack upon the city, which is covered with hostile insurgents. During their trek towards the building where the hostages are being held, 010 rescues a SEAL sniper who survived the other chopper's crash and was captured by the terrorists. Eventually the SEALs reach the hostage site, killing the leaders of the terrorists and rescuing the hostages. As they begin heading towards a reconnaissance site to receive rescue from another helicopter, the surviving terrorists deploy in a "secret weapon" - a monstrous mutated man who kills half the SEALs and the remaining terrorists before being brought down after withstanding several hundred bullets and multiple grenades. As the mutant dies, he causes a shockwave that knocks the player down into a cellar, where they are captured by the sole trio of surviving terrorists and brought away through a secret underground railroad.

Mission 2: Mutation
Agent 010, stripped of their weapons, awakens in a underground laboratory owned by the Global Association of Unscrupulous Supremacist Scientists (GAUSS). There, a scientist explains GAUSS's manipulation of the terrorists around the world as part of their ploy for world domination, believing that only the highly intelligent and ruthless should rule. They also reveal themselves as being behind the mutants, and mock 010 for their determination to bring the terrorists down before sending them for "enhancement". The player is then put through numerous torturous genetic modification sessions without anaesthetic, in process deforming them and destroying some of their memories. However, before 010 can be fully mutated, they escape their bounds and go on a rage-fuelled rampage around the lab, killing many of the scientists and destroying their equipment. Escaping the lab and arriving on a mountain side in Turkey, 010 is picked up by a rescue team, and while they are unable to recall the organisation that mutated them, they are able to provide assistance when another terrorist squad is deployed in to attack them, demonstrating superhuman strength, agility and durability in combat. After this, 010 and the rescue team leave in the helicopter.

Mission 3: Superhuman Agent
Agent 010 is sent to a hospital in Ankara, Turkey, where they are visited by numerous counter-terrorist operatives and two military generals. Following analysis of the agent's condition, it is deduced that their extensive genetic modification has granted them massive amounts of enhanced strength, immensely durable skin and bones tissue to the point of which small-arms fire cannot even graze them, enhanced stamina, superhuman flexibility, and enhanced skill with guns. Believing that this will

Knives

 * M9 Bayonet:
 * KF-Bar:
 * Machete:
 * Butterfly Knife:
 * Scalpel:
 * Utility Knife:
 * Fireman's Knife:
 * Bowie Knife:
 * Kukri:
 * Tactical Knife:
 * Falchion Knife:
 * Gut Knife:
 * Karambit:
 * Stilleto:
 * Cleaver:
 * Ursus Knife:

Bladed Weapons

 * Axe:
 * Katana:
 * Pickaxe:
 * Spiked Club:

Bludgeon Weapons

 * Baseball Bat:
 * Cricket Bat:
 * Golf Club:
 * Shovel:
 * Sledgehammer:
 * Stun Baton:
 * War Fan:
 * Wrench:

Pistols

 * K&M .45 Tactical:
 * 9x19mm Sidearm:
 * 228 Compact:
 * ES Five-seven:
 * P2000:
 * USP-S:
 * Glock 18:
 * P250:
 * Beretta 92S:
 * M1911:
 * AF2011-A1:

Revolvers

 * Desert Eagle:
 * R8 Revolver:
 * Night Hawk .50c:
 * Colt Python:
 * 1858 Revolver:
 * Rhino Revolver:
 * Colt Diamondback:

Shotguns

 * Leone 12 Gauge Super:
 * Leone YG1265 Auto:
 * Benelli Nova:
 * MAG-7:
 * Sawn-Off Shotgun:
 * Coach Gun:
 * Winchester Model 1897:
 * Browning Auto-5:
 * AA-12 Auto:
 * Mossberg 500 Cruiser:

Submachine Guns

 * Uzi:
 * MAC-10:
 * MP5:

Assault Rifles

 * M14:

Sniper Rifles

 * AWP:

Machine Guns

 * M60:

Explosive Weapons

 * RPG-7: