Valve has also implemented new coaching rules restricting the ability of communication between coaches and players during a match, and altered a 15-year precedent by increasing the duration of each round and bomb timer in 2015. The AWP was again the subject of a controversial nerf in 2015 when players' movement speed and acceleration was decreased while the weapon was equipped. This significantly reduced the ability of a player armed with an AWP to simultaneously engage multiple targets. The release of CS 1.6 in 2003 saw a contentious nerf of the iconic AWP sniper rifle by increasing its drawtime. In 2016, Valve was "heavily criticized" for the removal of the map Inferno and its replacement, Nuke, in the competitive map pool. Decisions such as the removal of old maps and additions of new maps are often met with criticism, as well as changes made to certain weapons' performance characteristics. Valve's decisions have a strong influence on the competitive metagame. They also planned to help fans and organizers by "seeking to create predictable schedules." In its announcement, WESA said it would "further professionalize eSports by introducing elements of player representation, standardized regulations, and revenue sharing for teams". In 2016, the World eSports Association (WESA) was founded by ESL with many esports teams, including Fnatic, Natus Vincere, Team EnVyUs and FaZe Clan, though FaZe Clan left soon after the league's formation. Teams in this union would not attend Counter-Strike: Global Offensive tournaments with prize pools of less than $75,000. Teams that were part of the union included Natus Vincere, Team Liquid, Counter Logic Gaming, Cloud9, Virtus.pro, Team SoloMid, Fnatic, Ninjas in Pyjamas, Titan and Team EnVyUs. The announcement was a publicly posted email written by Alexander Kokhanovsky, CEO of Natus Vincere, that was sent to organizers of major esports events. In October 2015, a number of professional esports organizations with Counter-Strike teams announced the formation of a trade union that set several demands for future tournament attendance. The Valve-sponsored Majors would go on to be the most important and prestigious tournaments in the Global Offensive esports scene. Valve also announced that the first Major would take place in Sweden at DreamHack Winter 2013. On September 16, 2013, Valve announced a US$250,000 community-funded prize pool for its first CS:GO Major Championship the money was funded through the "Arms Deal" update, which created in-game cosmetics that players could purchase. The advent of video game streaming services such as UStream, and Twitch increased the popularity of competitive Counter-Strike. However, within several months the gameplay improved after updates from Valve. Initially, the game was criticized for imbalanced gameplay, poor mechanics and bugs. The release of Counter-Strike: Global Offensive (CS:GO) in 2012 reunited the competitive community of Counter-Strike, ushering in a new era of esports relevance for the franchise. This was in part due to the fractured competitive scene, but also due to the newcomer MOBA genre overcoming Counter-Strike's previous stranglehold on the team-based esport market. Counter-Strike esports gradually decreased in popularity during the late 2000s and early 2010s. Valve, sponsors, and tournament organizers were advocating for the newer CS:S to be played at tournaments, but the large majority of professional CS players refused to play it due to its perceived shortcomings. This caused a divide in the competitive community as to which game to play competitively. The game was criticized by the competitive community, who believed the game's skill ceiling was significantly lower than that of CS 1.6. The first official sequel was Counter-Strike: Source (CS:S), released on November 1, 2004. The Counter-Strike Xbox release had limited success as compared to that of Halo and Call of Duty. Valve struggled to iterate and evolve on CS 1.6 because of its high skill ceiling and gameplay. The years of 2002-07 are considered Counter-Strike's first Golden Age, as the game's popularity and market-share eclipsed all others in the fledgling esports industry. These tournaments continued for four years. CPL ceased operation in 2008, but another league, ESL, then added Counter-Strike to its Intel Extreme Masters (IEM) series. These, along with the bi-annual CPL tournaments, were the dominant Majors of CS 1.6 through 2007. In 2002, the World Cyber Games became the next tournament to host competitive Counter-Strike, followed by the Electronic Sports World Cup in 2003. 2001 Winter CPL Counter-Strike tournament
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