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AWP_PIT
AWP_PIT
16.0/10016.0/10016.0/10016.0/10016.0/100
05-20-2006 by WOlg0r
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AWP_DKIDS_B1
AWP_DKIDS_B1
0.0/1000.0/1000.0/1000.0/1000.0/100
04-14-2006 by B@D
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Slots: 20
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AWP_DES_MEMBRES
AWP_DES_MEMBRES
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05-14-2005 by shanon
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Slots: 14
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AWP_BUNKER2
AWP_BUNKER2
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03-15-2012 by Plictis
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ASDE_MONTANA
ASDE_MONTANA
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05-09-2007 by benneb
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ASDE_MIRAGE_B2
ASDE_MIRAGE_B2
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06-19-2015 by Cupe
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ASDE_MIRAGE_B1
ASDE_MIRAGE_B1
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06-19-2015 by Cupe
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ASDE_KUBUS
ASDE_KUBUS
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06-17-2004 by Chapo
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ASDE_FREIMAURER309
ASDE_FREIMAURER309
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01-01-2022 by Freimaurer
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AS_DIGGER_RF
AS_DIGGER_RF
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05-01-2014 by WhyConsd
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AS_BEACHASSAULT
AS_BEACHASSAULT
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05-30-2004 by Chapo
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AR_NYN
AR_NYN
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06-13-2013 by S3B
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AIM_UNTOR_DUST
AIM_UNTOR_DUST
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06-02-2007 by Chapo
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Slots: 40
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AIM_SPEEDBALL_UPC
AIM_SPEEDBALL_UPC
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07-31-2008 by Chapo
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AIM_RADIOACTIVE
AIM_RADIOACTIVE
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07-15-2004 by Chapo
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AIM_LEETTEST
AIM_LEETTEST
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12-02-2009 by Chapo
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AIM_HIGHNOON
AIM_HIGHNOON
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11-11-2007 by Chapo
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AIM_EXTREAMCS
AIM_EXTREAMCS
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12-13-2010 by S3B
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AIM_DKIDS
AIM_DKIDS
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06-20-2005 by K-MI
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AIM_DEFUSE_EXPLOSION
AIM_DEFUSE_EXPLOSION
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09-29-2009 by Chapo
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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
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