By continuing to use the site, you agree to the use of cookies. You can find out more by following this link.
Page:
337 Items
DE_FERNANDEL
DE_FERNANDEL
19.0/10019.0/10019.0/10019.0/10019.0/100Attached video
09-16-2010 by straycats
Hits: 255
Slots: 34
M F L
DE_EGYPTIANTEMPLE2K
DE_EGYPTIANTEMPLE2K
1.0/1001.0/1001.0/1001.0/1001.0/100
05-30-2004 by Chapo
Hits: 366
Slots: 32
M F L
DE_DUSTYBLEEK
DE_DUSTYBLEEK
1.0/1001.0/1001.0/1001.0/1001.0/100Attached videoView maps related to this map
05-02-2005 by Klendhaar
Hits: 1 150
Slots: 32
M F L
DE_DUST_VILLAGE
DE_DUST_VILLAGE
22.0/10022.0/10022.0/10022.0/10022.0/100Attached videoView maps related to this map
03-18-2012 by kes69
Hits: 117
Slots: 66
M F L
DE_DUST_SUN
DE_DUST_SUN
19.0/10019.0/10019.0/10019.0/10019.0/100
11-01-2011 by kes69
Hits: 127
Slots: 64
M F L
DE_DUST4EVER_CZ
DE_DUST4EVER_CZ
1.0/1001.0/1001.0/1001.0/1001.0/100View maps related to this map
05-08-2007 by benneb
Hits: 848
Slots: 32
M F L
DE_DUST4EVER
DE_DUST4EVER
18.0/10018.0/10018.0/10018.0/10018.0/100View other versions of this mapView maps related to this map
05-02-2004 by Chapo
Hits: 3 732
Slots: 32
M F L
DE_DUST2_SUNCSM
DE_DUST2_SUNCSM
29.0/10029.0/10029.0/10029.0/10029.0/100Attached video
10-02-2010 by MEGALODON
Hits: 1 280
Slots: 60
Comment(s)11
M F L
DE_DUST2_ROCK
DE_DUST2_ROCK
15.0/10015.0/10015.0/10015.0/10015.0/100Attached video
06-28-2011 by verminbe
Hits: 53
Slots: 42
Comment(s)16
M F L
DE_DUST2_2011
DE_DUST2_2011
18.0/10018.0/10018.0/10018.0/10018.0/100
05-13-2011 by Chapo
Hits: 1 042
Slots: 40
M F L
DE_DESASTRE
DE_DESASTRE
25.0/10025.0/10025.0/10025.0/10025.0/100
02-26-2012 by straycats
Hits: 271
Slots: 34
M F L
DE_DELHIMETRO
DE_DELHIMETRO
2.0/1002.0/1002.0/1002.0/1002.0/100
12-02-2013 by Akshit
Hits: 95
Slots: 40
M F L
DE_DAM_FINAL
DE_DAM_FINAL
25.0/10025.0/10025.0/10025.0/10025.0/100Attached video
07-12-2004 by Chapo
Hits: 963
Slots: 32
M F L
DE_CZL_FREIGHT
DE_CZL_FREIGHT
20.0/10020.0/10020.0/10020.0/10020.0/100Attached videoView maps related to this map
08-24-2007 by Sacripan
Hits: 239
Slots: 23
M F L
DE_CS-TOP10
DE_CS-TOP10
0.0/1000.0/1000.0/1000.0/1000.0/100
06-13-2005 by M!n0u
Hits: 100
Slots: 32
M F L
DE_CPL_OVERRUN
DE_CPL_OVERRUN
17.0/10017.0/10017.0/10017.0/10017.0/100Attached videoView other versions of this mapView maps related to this map
02-14-2007 by marcosifredi
Hits: 368
Slots: 20
M F L
DE_CPL_BOMB
DE_CPL_BOMB
6.0/1006.0/1006.0/1006.0/1006.0/100Attached videoView maps related to this map
03-18-2010 by Chapo
Hits: 344
Slots: 33
M F L
DE_COTROCENI
DE_COTROCENI
20.0/10020.0/10020.0/10020.0/10020.0/100Attached video
07-02-2011 by Chapo
Hits: 170
Slots: 64
M F L
DE_COLDSHELL_CZ
DE_COLDSHELL_CZ
0.0/1000.0/1000.0/1000.0/1000.0/100View maps related to this map
12-27-2007 by Chapo
Hits: 161
Slots: 34
M F L
DE_COLDSHELL_CZ
DE_COLDSHELL_CZ
15.0/10015.0/10015.0/10015.0/10015.0/100View maps related to this map
03-20-2005 by Chapo
Hits: 471
Slots: 34
M F L
 
Sort by in with results by page
Random Maps
 
Community 17b
Shoutbox
One can only speculate upon stumbling onto the word "remodeled" if any additional info is absent.
The choice of phrasing is giving me similar vibes to when "remake" is being used, all due to the fact my mapping knowledge is at the same level as a priest's pole dancing skill smiley
*
04-29-2025 at 7:04 AM
Nonetheless in cases like these it's almost always safe to assume that no changes at all were made to the architecture of a map, granting no credits to the person who did the job.
Anyway, thanks to both of you for your insight on the matter.
*
04-29-2025 at 7:08 AM
The author of a map is the one who compiles it, change my mind
04-29-2025 at 9:11 AM
How does porting actually work?
Do you need the rmf for that ( to be able to open it in programs such as hammer )?
You have to edit it anyhow to match the game's properties of the one you're making the port for.
*
04-29-2025 at 10:13 AM
Or can this be done with bspedit?
Or is it dependent on the destination game.
*
04-29-2025 at 10:15 AM
Depends, porting from HL to CS or CS to HL is as easy as changing the entities of the map. I could do that via BSPEdit. It's even easier to convert a HL map for OP4 or vice versa due to many common entities.
04-29-2025 at 11:41 AM
When porting to a completely different game engine, you need to decompile map on one engine, edit it as necessary and recompile to other engine. In most cases this is a tedious task, generally a good mapper would just prefer recreating the map in new engine
04-29-2025 at 12:08 PM
In case of the term "remodeling", you'd need to ask the author what they mean by that, did they edit the BSP and change architecture?
04-29-2025 at 12:09 PM
Anyways deciding on a map author is a non-trivial task. There are also cases where someone who doesn't know how to map drafts a "floor plan" of the map on a piece of paper and someone who can map implements it. So creativity comes from one person and implementation from someone else
04-29-2025 at 12:10 PM
One single input field is not enough to convey all this info, but readme and proper tags searching mechanisms help. I like to see all maps that have Sock's egyptian textures regardless of who author is because those textures look really good as an example
04-29-2025 at 12:11 PM
@FIXXOR: So in case a decompile is done and only the needed functions/entities are changed to make it work in the destination game/module/... as ParaBolt just described, you would still agree to give authorship to the person who recompiled it? As this is, as you said, the one who compiles it.
04-29-2025 at 12:56 PM
We should use the Discus chat that Arkshine setup I think, all old discussion gets preserved there smiley
04-29-2025 at 6:09 PM
@qoLmE not clue about the example given of porting from hl to cs, but I'm porting maps from source to goldsrc and the process is: decompile into vmf, open the vmf in jack, convert the source entities into their goldsrc equivalents, convert and reapply the textures, decompile and recompile the models, fix errors caused by the decompiler, optimize, then finally recompile for goldsrc
04-29-2025 at 6:52 PM
I like to argue that authorship goes to however compiled the map because each new compile is unique I think, you can get a mismatch if you recompile the same map a second time even without any changes, so the game seemingly recognizes each compilation as distinct
04-29-2025 at 6:57 PM
meanwhile you can edit entities alone and not get a mismatch, so in that case I consider that an edit and credit myself as contributor
04-29-2025 at 6:59 PM
btw you can include any additional info you want about a map in a comment under it, since the search filter goes through all comments not just the readme
04-29-2025 at 7:06 PM
can anyone upload de_anubis_csgo? I saw a cs 1.6 server hosting it but couldn't join to grab since it was full smiley
04-29-2025 at 7:59 PM
@FIXXOR: Thanks for the explanation.
P.s.: While going through the byplt-maps, I came across this map and decided to give you credit for it.
You'll probably agree with it, right?
Yesterday at 4:26 PM
I only edited the MaxRange on that one in the entity list, I'm technically the "creator" of that version of the map I guess, but it's pretty superfluous accreditation
Yesterday at 6:40 PM
in the message field of the game_text entity I left: "Mapped by Spoon & Chris | Infected-Servers.com | Edited to increase Max Range" (this text displays upon launching the map)
Yesterday at 6:44 PM
technically you can just edit the maxrange property and not even rename the map since it shouldn't cause a mismatch, so it's a useless edit for any savvy host
Yesterday at 6:47 PM
basically entity properties are decided by the entity configuration of the host, you can outright remove entities such as doors and breakables this way and play with someone who has the original version of the map, because removal in this context just means they won't load, they are still stored in the map file
Yesterday at 6:54 PM
in the case of the MaxRange property, this just tells the game at which distance from the player's pov the map should no longer be rendered, in-game it will vanishpast that point
Yesterday at 7:00 PM
@blackcock: Did you change the author on this and this map?
Seems more like the server name, no?
*
Today at 2:42 PM
@FIXXOR: Highly interesting stuff you're posting here.
Good you kept the build-in screen message as reference to the "actual" mappers.

I didn't knew about max range being a setting that can be embedded in a bsp-file. Thought this was only server sided with the use of the cvar "sv_zmax".
Today at 2:49 PM
Is everybody getting the "500 internal server error" message when trying to download this map on GameBanana?
Probably due to the file being a .7z instead of a .rar smiley
Or if anyone has this map and want to upload here?
*
Today at 4:43 PM
It's not because of 7Z, there are some file server errors
Today at 4:53 PM
Retry after a while when there is less load on website, it should work then
Today at 4:57 PM
Ok I will, thanks for the info.
*
Today at 4:58 PM
smiley
Today at 5:03 PM
Forum
void Map Summary
 Today at 5:16 PM by Igrik
void Map Cs 1.6 Sur Serveur Cz
  04-17-2025 at 1:35 PM by David Menk
void Hlbox17b Download - Virus?
  04-16-2025 at 4:52 AM by bevisandrew
void Map Name?
  03-29-2025 at 6:40 PM by Dolixec
void Need .rmf File ♡ De_dust2_2020 .bsp
  01-09-2025 at 9:29 AM by ullonto
void Searching For Old Css Map
  01-09-2025 at 9:27 AM by ullonto
void Waypoints For Dod_kort_b4
  12-29-2024 at 9:43 AM by INsane_dod
void Can't Update A Map
  11-25-2024 at 1:41 AM by FIXXOR
Donations
Ads
Statistics

729 visitor(s) during the last 15 minutes:

268 guest(s), 1 member(s), 460 bot(s).

Our site hosts 36580 registered members.

117 absolute unique visitors today (1396 yesterday).

Connected Member(s)
Lithuania
12:39:27 AM

17Buddies's website offers at this time 107 945 total uniques and verified maps including 59 063 HL1 maps, 45 579 HL2 maps and 3 303 CS:GO maps, representing 372,47 GB disk space.

There were today 503 maps downloads (607 yesterday) representing 2,00 GB transfered (2,34 GB yesterday).

This page was generated in 2.36 s and required 1 031 SQL queries.

void
void