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715 Items
GG_SKYSCRAPER_ROOF
GG_SKYSCRAPER_ROOF
16.0/10016.0/10016.0/10016.0/10016.0/100
07-31-2023 by Blackcock
Hits: 24
Slots: 54
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GG_SKS_ASSAULT_PRO
GG_SKS_ASSAULT_PRO
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05-15-2023 by Blackcock
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Slots: 36
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GG_SKLAD_V2
GG_SKLAD_V2
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01-08-2022 by Blackcock
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Slots: 40
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GG_SKLAD_RAMPS
GG_SKLAD_RAMPS
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08-03-2023 by Blackcock
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Slots: 36
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GG_SKLAD_MINI
GG_SKLAD_MINI
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06-02-2023 by Blackcock
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Slots: 32
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GG_SKIRMISH_SUN
GG_SKIRMISH_SUN
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02-06-2023 by Blackcock
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Slots: 42
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GG_SKIRMISH_LAB
GG_SKIRMISH_LAB
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02-06-2023 by Blackcock
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Slots: 42
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GG_SITOTOMAS
GG_SITOTOMAS
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12-21-2023 by Blackcock
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Slots: 24
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GG_SISA_OFFICE_FIX
GG_SISA_OFFICE_FIX
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12-19-2023 by Blackcock
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Slots: 31
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GG_SISA_ICEBLOCK
GG_SISA_ICEBLOCK
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12-20-2023 by Blackcock
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GG_SISA_CJUNGLE
GG_SISA_CJUNGLE
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12-19-2023 by Blackcock
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Slots: 32
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GG_SISA_BARRICADES
GG_SISA_BARRICADES
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12-20-2023 by Blackcock
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Slots: 32
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GG_SIMPSONS_PLACE
GG_SIMPSONS_PLACE
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07-01-2022 by Blackcock
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Slots: 38
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GG_SIMPSONS_FIGHT
GG_SIMPSONS_FIGHT
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02-17-2024 by Blackcock
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Slots: 36
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GG_SIMPSON_LAB
GG_SIMPSON_LAB
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10-05-2023 by Blackcock
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Slots: 34
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GG_SIMPLE_BRICK
GG_SIMPLE_BRICK
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02-25-2023 by Blackcock
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Slots: 30
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GG_SIMPLE_BEACH
GG_SIMPLE_BEACH
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02-12-2023 by Blackcock
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Slots: 29
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GG_SIGMA_HP
GG_SIGMA_HP
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07-18-2024 by Blackcock
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GG_SHOT_GRASS
GG_SHOT_GRASS
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03-03-2023 by Blackcock
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Slots: 32
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GG_SHOOTOUT
GG_SHOOTOUT
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03-12-2023 by Blackcock
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Slots: 40
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Community 17b
Shoutbox
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?
05-01-2025 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
05-01-2025 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)
05-01-2025 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
05-01-2025 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
05-01-2025 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
05-01-2025 at 7:00 PM
@blackcock: Did you change the author on this and this map?
Seems more like the server name, no?
*
Yesterday 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".
Yesterday 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?
*
Yesterday at 4:43 PM
It's not because of 7Z, there are some file server errors
Yesterday at 4:53 PM
Retry after a while when there is less load on website, it should work then
Yesterday at 4:57 PM
Ok I will, thanks for the info.
*
Yesterday at 4:58 PM
smiley
Yesterday at 5:03 PM
Allright boyzzz!
I'm finally done with the byplt-authored maps. Man, this took way longer than I originally hoped it would be.
Before I post the big list there are a few "oddballs" so to speak. In some situations things weren't as clear/straightforward.
Today at 4:25 PM
You can find the thread here or underneeth the shoutbox ( under FORUM ) as long as there are not 10 other threads with newer posts.
Today at 4:30 PM
In that case click on "Show More..." but I'll probably re-post the link here anyway.
Today at 4:31 PM
Forum
void Byplt-authored Maps: Oddballs
 Today at 5:44 PM by ParaBolt
void Map Summary
 Yesterday 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
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