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56 600 Items
APE_TOWERS
Earth Special Force
05-02-2005 at 12:26 PM by Author
ape_towers By: Bi0 Brolli
-------------------------
Sky taken from [WTF?]MoOg!
Extract in the esf folder..
Aim:Skyline08080
www.ascendedplayerselite.vze.com
ESF_BABIDI_SHIP
Earth Special Force
05-02-2005 at 12:26 PM by Author
ESF_BABIDI_SHIP
Map by - Cold Steel.
Textures by -Cold Steel.
Models by - Super Vegetto, Mr Smo and Sin Goku.
Special Thanks to.
Super Vegetto.
Jayster.
Dj Ready.
Max.
Taz00.
Sin Goku.
Mr Smo.
First of all, I'd like to thank everyone, who helped me making this map possible. My previous efforts were in vain, but this time I did it, and I could have not done it, without your help.
This file is esf-world exclusive. Hosting it anywhere else will result in painfull conditions.
Dedicated to Jikke Postma. (my grandmother)
Loving Wife.
Proud Mother.
Proud Grandmother.
Wherever your wings have taken you to, you will allways remain by my side.
ESF_DUST
Earth Special Force
05-02-2005 at 12:26 PM by Author
by only
esf_dust created for Earths Special Forces
------------------------------------------
map : esf_dust
creared by : only
textures : halflife.wad and cs_dust ( couner-strike wad :P )
Play and loved :D
APE_ARENA
Earth Special Force
05-02-2005 at 12:26 PM by Author
ape_arena :by Bi0 Brolli
-------------------------
Something new other than green land : )
Extract all files into esf directory.
APE_CITY
Earth Special Force
05-02-2005 at 12:26 PM by Author
ape_city by: Bi0 Brolli
-----------------------
Install
-------
Select all files and extract to the esf folder. It should auto put
it in the right folders.
Info
----
Thanks to all that helped give me ideas. I tried to add a train but
found out you can't nooo! Anyhow it is pretty big I guess have fun.
Credit
------
Sky box taken from Wadfather made by Mighty Pete.
Textures by [WTF?]Evile Dick.
------
Aim:Skyline08080
Email:******@******.***
APE_COLISEUM
Earth Special Force
05-02-2005 at 12:26 PM by Author
ape_coliseum :by Bi0 Brolli
-------------------------
A kewl floating arena but I was looking for a indoor outdoor fight.
Extract all files into esf directory.
APE_FORESHADOW
Earth Special Force
05-02-2005 at 12:26 PM by Author
ape_foreshadow
--------------
By: ~{ape}~Bi0 Brolli
Hope you guys like this its something new other then normal esf maps..
DOD_BELGIUM
Day Of Defeat
05-02-2005 at 10:55 AM by Author
dod_belgium (2004) final version !
(previous versions: belgium2, belgium3,
belgiumx belgiumx2, belgium, beligum se,
belgium se2)
by eyeronik
special thanks to shane and all the guys for playtest and all the people who helped at the forums on these websites:
http://www.spies.com
http://www.mikesmarauders.com/forum/default.asp
------------------------------------
Belgium is available for the taking.
Take all the flag positions for victory!
Allied Objectives:
- Capture the flags
Axis Objectives:
- Capture the flags
Textures: Daniel "Kleinluka" Luka
NS_STATION_NOVA
Natural Selection
05-02-2005 at 10:36 AM by Author
///////
"Station Nova"
///////
------
By "Alex" ;)
------
Contact: ******@******.***
--------------------------
Textures:
From ns.wad and ns2.wad ( the officials wads )
_ Some textures are created by me - ;)
----------------------------------------------
Special Thanks to:
----------------
Flayra......!!!! :D
----------------
Edusan, VaDA, Gordon, SKorpion, [M]a[M]u.
The playtesters from ns comunity Argentina:
www.secretlan.com.ar
www.3dgames.com.ar
www.natural-selection.com.ar
www.mapland.puertobaires.com
--------------------------
/////////////////////////////////////////////////////////
Programs used :
Valve Hammer Editor
Wally
Batch Compiler ..... " Thanks Gordon " :)
Compiled on a 600 MHz Intel Celeron, 256 MB RAM
//////////////////////////////////////////////////////////
NS_SURFACE
Natural Selection
05-02-2005 at 10:36 AM by Author
NS_SURFACE
Current version: Final + Hullfile Fix
Map filename: ns_surface.bsp
Author:Kid Quantum
Standard Natural Selection Map
Final Changes
-------------
-Fixed a bug where an alien going fade in the Control Station hive would warp
through the floor and get trapped in a room below.
-Textured the ladders more clearly in Big Gun and Cavern hives.
-Compiled with NS hullfile.
2.2 Changes
-----------
-Filled the gap between the marine start ceiling and the ship roof with clip
brushes to prevent fades from blinking in there.
-Minor detail changes
2.1 Changes
-----------
-Decreased XY Cull distance for commander from 12000 to 1200 to fix a bug
in which structures disappeared for the commander. Darn tens
place mistakes.
2.0 Changes
-------
-Fixed lighting problem on some servers (gamma set to 1.7 instead of 1.0)
-Redid Storage Sector and Big Gun hive
-Improved all hives to be less vulnerable to jetpackers
-Added an underground skulk vent connecting major alien areas
-Changed corridor from Zer'ak Surface to Storage Sector to be a tunnel
-Made all areas gorge-friendly (stairs, ladders, etc)
-Modified Thermal Pocket to avoid the resource building bug
-Added clipping over detail objects to avoid MAX_CLIP_NODES
-Removed two elevators in marine join/marine spawn areas to reduce wpolys
-Added a box to marine start elevator so marines can climb in without
closing the lift
-Many other slight detail changes
Installation
------------
Extract the archive to your half-lifens directory.
If you prefer to do it manually:
ns_surface.bsp -> nsmaps
groanloop.wav -> nssoundns_surface
humloop.wav->nssoundns_surface
ns_surface.spr->nsspritesminimaps
The Story
---------
Zer'ak was one of the firs(...)
NS_KARNAK
Natural Selection
05-02-2005 at 10:36 AM by Author
TITLE : Karnak
LEVEL FILENAME : ns_karnak.bsp
AUTHOR : Shawn Forney (Darkhound)
DATE : 6/11/2003
CONTACT EMAIL :******@******.***
HOMEPAGE URL : http://www.cse.psu.edu/~forney
---------------------------------------------------------------------
REQUIRED FILES : None
---------------------------------------------------------------------
BACKSTORY : Aliens take over a missile cruiser. The
TSA is sent in the eliminate the alien threat and
take back the ship.
---------------------------------------------------------------------
EDITOR(S) USED : Valve Hammer Editor 3.4 and 3.5 beta
---------------------------------------------------------------------
COMPILER(S) USED: Zoner's
---------------------------------------------------------------------
COMPILE HARDWARE: Athlon 1800+, 256M Ram
COMPILE TIME : 5 hours, 11 minutes
---------------------------------------------------------------------
ACKNOWLEDGEMENTS: Fam and Carbon14 for providing the textures that
cover most of the level, the NS team for making the greatest HL mod ever,
Valve for making Half-Life in the first place, Id for making the engine HL
is based on, computer makers everywhere for making computers to run my map
on, and sand, for being a raw material for silicon. And YOU, for playing
my map. And me, for making the map and being an all-around great guy!
(Modesty is just ONE of my virtues!)
NS_LEGACY
Natural Selection
05-02-2005 at 10:36 AM by Author
//////
"Ns Legacy"
///////
------
By "Alex" ;)
------
Contact: ******@******.***
--------------------------
Textures:
From ns.wad and ns2.wad ( the officials wads )
_ Some textures are created by me - ;)
----------------------------------------------
Models:
the officials models modificated by my
_Some models are created by me and "ang"... Thanks :)
Special Thanks to:
----------------
Flayra......!!!! :D
----------------
[M]a[M]u, Edusan, VaDA, Gordon, SKorpion, FRANKo, ang.
The playtesters from ns comunity Argentina:
www.secretlan.com.ar
www.mapland.puertobaires.com
---------------------------------------------------------
/////////////////////////////////////////////////////////
Programs used :
Valve Hammer Editor
Wally
Batch Compiler ..... " Thanks Gordon " :)
Compiled on a 600 MHz Intel Celeron, 256 MB RAM
//////////////////////////////////////////////////////////
NS_ENCELADUS
Natural Selection
05-02-2005 at 10:36 AM by Author
============================================
================NS_ENCELADUS================
============================================
STANDARD INFORMATION
--------------------
o Title: Enceladus
o Filename: ns_enceladus.bsp
o Release Date: 10 28 2004 (CAL edition)
o Author: Peter "Sir_Pepe" Kröner
o Email Address: ******@******.***
o Homepage URL:http://www.planet-pepe.net
MAP INFORMATION
---------------
Game:Natural Selection (http://www.naturalselection.com)
Status:Final
New models:Yes
New textures:Yes
New sounds:Yes
New sprites:Yes
New detail textures:ha ha
Entities:222
MAPPING NERD INFORMATION
------------------------
o Editor(s) Used:Valve Hammer Editor
o Base:-
o Compiler(s) used:ZHLT p13/ZHLT 3.0
o Compile Hardware:AMD Athlon 1.6Ghz, 1024 MB RAM
o Compile Time:~5h
CREDITS & CONTACT INFORMATION
-----------------------------
o Responsible for map, textures and all custom content NOT mentioned below: Sir_Pepe (http://www.planet-pepe.net,******@******.***
o Floating fade model, spinning TSA-logo: Acumen (http://www.richard-valentine.tk,******@******.***
o Some ambient sounds taken from Marr's Ambience Pack for Natural Selection Ver 3.1 ******@******.***
o "Natural Selection" Mp3 music: Henning Sommer (http://www.drawnmusic.com,, )
o Sky "Arctic Night" by Crinity (http://welcome.to/crinity,******@******.***
SPECIAL THANKS
--------------
o XP-Cagey for the ZHLT p-series
o Acumen for early testing and his uberleet mapmodels
o laber for the twin-chair model
o LePrau for providing the server for the PTs
o DrZenz for being Mr. "omg you need a red light over there and more contrast over there!!!!!!!!!11111oneone" >:p
o Flayra and the ns devs for the best HL mod ever
NS_GLASS
Natural Selection
05-02-2005 at 10:36 AM by Author
NS_GLASS Readme
------------------
Installation
------------
Extract this zip file to your NS folder.
In-Game
-------
(N1) The Radio -
the playing song is "Million res nods"
to turn on the radio, jump on the button or shoot it.
(N2) The vent on the aliens side -
No, it's not a trap or anything. There's a button in the marine's start which opens 3 doors.
including this vent. it leads to the marine's res supply room.
(N3) The main GLASS that stands between the marines and the aliens -
Don't try to break the glass by attacking it. because it won't break.
The only way to break the glass is to weld the weldable spot in the glass tube (use jetpacks to get up there)
(N4) The glass underneath the glass hive, IS breakable. 2000hp!
I put it there, just so the jetpacks won't be the game enders on this map.
Strategy
--------
Aliens -
1 Gorge, everybody else can stay dead or wait till marines open the vent. **and they gonna open it at least
3 times / game.
Marines -
Try not pushing the button too often. (read N2)
when the game starts, everybody should go down to Marine's res supply accept the commander. when you finish building
the res towers type kill in console. because the only way getting back to the base is pushing that button that controls
3 doors, you don't wanna do that. (read N2)
Get jetpacks and weld the weldable spot when you are ready and before aliens are too powerful.
Thanks to:
----------
Silarn, ArcticJoe, JimhasSkills, Pjofsky, Nexxus,
Bolt, Binky, Mito, Candee, newt, IcyLiquid
NothinBut007, Blue_Sniper, ShadowReaper, fragoth
Percolator_Fish, Wolv, Shadowics, DFA Haplo, NerdIII
sorry if i missed someone!
Feedback:
---------
Msg SjN on Gamesnet, chan: #EpX
NS_CYDONIA
Natural Selection
05-02-2005 at 10:36 AM by Author
ns_cydonia_beta4
changes implemented in ns_cydonia_beta4
almost all changes made by popular demand thanks for the input
***music and custom entities are for beta testing only custom cydonia music and models will be in final version****
X33 now high enough for ips and pgs :)
Dancing Girls for all you funky fades
Turntables play mp3s in rr and mixing is possible!!! (admin kick lame djs)
new Flower strobe lights in rr
Bar with jolly drunken robot in rr
map of level for team planning in rr
closed off balcony in storage so marines have to go up lift (slow jps up)
added res point to dig site
added major new vent from pyramid to recycling
added airlock to digsite entrance (slow jps up)
closed off unused areas in canteen
added 12 custom sfx and new textures
new sky texture my first so be gentle
ledge joining top sides of pyramid
made lots of tweaks to small to list for performance and gameplay
i will probably debut the map at mayberry (if mayberry hq wishes)
at this stage i am concentrating on getting the map balanced and bug free
once thats done i will add all the final trimmings and all the cool enviromentals that i can. i hope you all like the changes please keep the feedback coming and enjoy the ready room :)
see you on the dance floor
X-MING-X
BIG THANKS TO MAYBERRY FoR ALL THE HELP
THEY WILL HAVE THE MAP ON THEIR SERVER
FOR INFO GOTO www.mayberry.com
mapping by
=UPl=X-MING-X
http://www.zen13351.zen.co.uk
CO_TERMINUS_BETA2
Natural Selection
05-02-2005 at 10:36 AM by Author
-------------------------------------------------------------------------------------------------
Co_terminus v 2.0 beta
by venomus ******@******.***
-------------------------------------------------------------------------------------------------
Added vis-blocker to central corridor, should improve r_speeds in that area and be less of a
marine camping spot.
CO_FUTILE
Natural Selection
05-02-2005 at 10:36 AM by Author
--- Futile final+ collector's edition 1.6
--- co_futile
--- 12/03/2005 - stupid rest of the world, everyone should use dates in dd/mm/yyyy order!
--- Author: uffo
---******@******.***
--- Custom wads merged to bsp. Feel free to dig them out.
--- Some words:
I've estimetade somewhat 20 persons will download this and maybe 5 of them
will actually read this txt, so here's my chance to affect your puny little minds:
DRINK COLA! PRAISE BAST! SEND ME POSTCARDS! SMILE TO YOUR FELLOW MAN!
and now to the official texts:
I had Bast in my mind while creating this map. It had real spaceship
feeling and all what I searched from NS, so naturally I tried to
recreate some of that cozy atmosphere ;P
The result wasn't all what I imagined, but fills the bill.
... and there's way too many shiny eclipse variants. Horay for dark & rude
spaceships!
--- Story so far:
Evil ogre king slaughtered your family and now is time for YOU to PAY BACK!
--- Thanks:
-FOR MYSELF!! I'm more or less the best mapper around there. obviously.
-XP-Cagey for those compile tools <3
-Relic25 for making Bast. You're my hero. and Mendasp didn't ruin it. it's just
slightly different. yeah :)
-Moconor for pointing out irritating bug
--- Version history:
1.6 -bug fix. incorrect clipping hulls caused some stucking. thanks Moconor
for pointing this out :) and added some infestation to lower hallway.
1.5 - no drastic changes. vents redone yet again. why, you might ask, well
because I lost my map's source to the certain point and I had to make
them again and made them better while I was at it. just a cosmetic
update, really. getting close to the title of almighty map of maps.
maybe I could start creating ns version out of this :)
1.4 -Cosmetic update: vents totally redone. Each vent has i(...)
CO_MEDUSA
Natural Selection
05-02-2005 at 10:36 AM by Author
=====================================================================
Half-Life Map Spec Sheet
=====================================================================
------General Information--------------------------------------------
Status : Final
Title:Medusa
Filename:co_medusa
Author:lillbrorsan
Home page:http://www.kristoffersworld.tk/
Description:Medusa, an important marine base on the planet of Naiku has been infested with aliens on their way to the main citadel.
Previous Maps:ns_halo, co_nada, co_darkstar
------Credits and Thanks---------------------------------------------
Natural Selection team and all the folks on the NS forums. http://www.naturalselection.com
Evig for extensive playtesting in the early stages
NiF/Hattori for creating red versions of scroll_arc, scroll_arc2 and coretexture!
NiF/Hattori for his will to contribute to the map by creating the "Triad" room!
KungFuSquirrel for creating Veil and Eclipse, this map is dedicated to you :)
------Play Information-----------------------------------------------
Deathmatch: No
Single Player:No
Natural Selection :Yes!
Map Description: Veil/Eclipse style combat map with similar architecure, lightning and atmosphere.
How Many Players:16
------Map Information------------------------------------------------
New Models:No
New Textures:Yes
New Sounds:No
------Construction---------------------------------------------------
Base:From scratch
Editor(s) used : Valve Hammer Editor 3.5
Compile Machine : Pentium 4 2.4Ghz, 1 GB DDR RAM
Compile time:~ 15m 51s
------Map Instructions-----------------------------------------------
Unzip the files in this archive to your NS directory.
If extracted manually, place the files here:
"co_medusa.bsp" , "co_med(...)
CO_ANGEL
Natural Selection
05-02-2005 at 10:36 AM by Author
co_angel 27/03/2004
2º Beta:
--------
No more info_player_start entities around the map.
Added a wall behind one of the Hive ladders.
bLuEMaN.
CO_FREEFALL_B2B
Natural Selection
05-02-2005 at 10:36 AM by Author
co_freefall Beta 2 (February 9, 2004)
Designed and Created by Nick "HoundDawg" Slevkoff
http://www.wwgaming.com
http://www.voogru.com
--------------------------------------------------
OVERVIEW
This map can be looked at as a "fun" combat map or it can become a serious combat map. I won't really know what the outcome will be until after a few playtests and feedback from the players playtesting the map. The concept is simple though, aliens start at the topmost part of the map, while marines start at the bottom. There is a bridge in the middle with 2 elevators for marines to take up. This provides marines with the choice of getting jetpacks or using the elevators, while aliens can just fall down.
--------------------------------------------------
INSTALLATION
Unzip the archive to your "nsp" folder and be sure to have "Use Folder Names" so the files go in the proper locations. If you have problems, here is a list of files and where they should go:
mapsco_freefall_b2.bsp
--------------------------------------------------
CHANGE LOG
Beta 2
- Fixed Bottom Elevator so Onos Doesn't Get Stuck
- Removed 3 Lights Under Hive Area (not needed)
- Completely new Alien Hive Area (redone from scratch)
- Increased Maximum Viewable Distance
- Using White Light in Hive Area (not green)
- Fallen Light from Bridge is Now Broken
- Top Elevator Buttons No Longer Function
- Added Button Texture to Opposite Side of Elevator Buttons
- Elevators Auto-Return to Bottom after 10 Seconds
- Bottom Elevator Now has an Extended Tunnel
- Greatly Increased Health on Marine Glass
- Fixed Middle Marine Glass Breaking Both Layers (hopefully)
- Moved CC to Pocket
- Added An Armory on CC Side
- Resized Door Triggers
- Extended Ready Room Making it Deeper (more black and further drop)
Beta 1
- First Release
--------------------------------------------------
Copyright (c) 2004 by Nick "HoundDawg" Slevkoff
 
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07-09-2025 at 1:44 PM
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(Link)
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07-18-2025 at 9:07 AM
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(Link)
Thanks smiley
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@Arkshine: You're alive! smiley
Just a little remark: I've responded on the topic "advanced user" on the new forum some time ago.
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could archive.org be used for offsite backups?
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Cupe:
08-25-2025 at 8:38 AM
08-26-2025 at 7:16 AM
can you please put this map under my name? ((Link))
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pew pew pew !
09-01-2025 at 9:19 AM
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smiley
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void [bug] Wad Titles Contain Dot Suffix
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void Conversion Map Cs 1.6 Vers Cs:s - Aide ?
  07-19-2025 at 5:27 AM by Tristan
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void