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Random Maps
56 566 Items
MONKEY_L
Team Fortress Classic
03-22-2005 at 11:56 AM by Author
Monkey - Cap The Flag
Objective: Grab the enemy flag, and take it to
your capture point to score.
Scoring: 10 team points per cap, plus 10 points
to the capper.
Notes:
- You can only swim INTO the bases through the water,
you can't use the water route to get out.
- Untouched flags return after 60 seconds.
- The sack o' goodies on each teams balcony can be used
by either team.
- Cheese Rules All!
www.planethalflife.com/cheese
MORTALITY_L
Team Fortress Classic
03-22-2005 at 11:56 AM by Author
================================================================================
* LEVEL INFORMATION *
--------------------------------------------------------------------------------
TITLE : Generic Mortality [League Variant]
FILENAME : Mortality_l.bsp
AUTHOR : Wildfire
DATE : 16.2.2000
GAME : HL | Team Fortress Classic
EMAIL ADDRESS :******@******.***
IRC : Quakenet #tfc.mappers
--------------------------------------------------------------------------------
* LEVEL DESCRIPTION *
--------------------------------------------------------------------------------
Make your way to the enemy flagroom where their flag resides (well duh). Take this flag
from the enemy flagroom back to the raised plinth in your own main hall to score.
10 team points and 5 personal points are awarded per capture.
--------------------------------------------------------------------------------
SINGLE PLAYER : 2 Player Start Point(s)
CO-OPERATIVE : 0 Player Start Point(s)
DEATHMATCH : 0 Player Respawn Point(s)
TEAM FORTRESS CLASSIC : 2 Teams
SUGGESTED PLAYER LOAD : 4 to 20
NEW TEXTURES : Yes
NEW SOUNDS : No
CD TRACK # : 0
--------------------------------------------------------------------------------
* CONSTRUCTION *
--------------------------------------------------------------------------------
MAP BASE : New Map
PREFABS USED : None
EDITOR(S) USED : Worldcraft 3.3
OTHER UTILITIES USED : Zoner's Compile Tools, Q2BeaVeR
KNOWN BUGS : You may be able to kill me when I play this map. Must fix that.
COMPILE MACHINE : ThunderBird 1.25GHz(...)
MULCH_FAF
Team Fortress Classic
03-22-2005 at 11:56 AM by Author
Mulchman's Fast Action
Flagging - mulch_faf.bsp
Objective: Disable enemies lasers,
get the enemy flag, then cap it.
Scoring: 10 points per capture.
Other Notes: Lasers stay off for
about 45 seconds. Only medics and
scouts are allowed secondary
grenades.
By: ][-Mulchman (c) 1999, 2000
MULCH_FNF
Team Fortress Classic
03-22-2005 at 11:56 AM by Author
Friday Night Fights!
mulch_fnf.bsp
Objective: Take the enemy flag
from your base and cap it in
the enemy base.
Scoring: 10 points per capture
Other Notes: Flags return after
60 seconds.
By: Mulchman (c) 1999, 2000, 2001
******@******.***
http://mulchman.org
OPENFIRE_L
Team Fortress Classic
03-22-2005 at 11:56 AM by Author
**** This map is designed for the Team Fortress 1.5 Half-Life MOD ****
17/7/2001
<<---------------------------------->> Installation <<----------------------------------->>
Very simple here. Just unzip 'openfire_l.zip' into your tfc directory.
(make sure 'use folder names' is ticked in winzip)
All the files should automatically go into these places:
halflife/tfc/maps/...openfire_l.bsp
...openfire_l.txt
...openfire_l_readme.txt
...openfire_l.res
halflife/tfc/sound/stc/...red_up.wav
...red_down.wav
...blue_up.wav
...blue_down.wav
<<------------------------------------->> Credits <<------------------------------------->>
Title : Open Fire League
Filename : openfire_l.zip
Author : ORIGINAL AUTHOR UNKNOWN, League edition by Russian_Troops
Email Address : UNKNOWN, /******@******.***
Description : Team Fortress 1.5 Capture the Flag
Team Fortress homepage: http://www.teamfortressclassic.com/
Additional credits : Author of Open Fire, Valve software for Half-life,
: TFC and the new Worldcraft;
: Zoner for his compile tools.
<<----------------------------->> Changes in Open Fire League <<------------------------------>>
- removed env_sound entities to fix bug that would apply sound reflection effects to all sounds in Half-Life after dying inside the openfire tunnel.
- added Security up/down text and spoken messages. (wav files borrowed from Shutdown)
- fixed bug where the red team's armour would take longer to respawn than the blue team's armour.
- added .res file indexing all resources required by the map (openfire.wad, sounds, texts etc) so they can be downloaded off any server.
- moved 2 of the 3 resupply packs in each respawn just above player height to minimise ammo hogging.
That is all (No architecture was changed)
OPPOSE2K1
Team Fortress Classic
03-22-2005 at 11:56 AM by Author
Opposing Forces 2k1 - Capture The Flag
By Jay "Deride" Lindholm
Objective: Enter the enemy Base and make
your way to where their Flag resides
Upstairs. Grab it and bring it back to your
Battlements. Place it on the raised square to
Capture it.
Scoring: 10 points per Capture.
Other Notes: Flag carriers drop the Flag when
they die. Dropped flags return to their Base
after 60 seconds. Demomen can blow open enemy
water route. Engineers can fix enemy lift
power button with wrench. You Spawn Fully
Loaded.
FIREFORTRESS
Team Fortress Classic
03-22-2005 at 11:56 AM by Author
FireFortress
By Mr.Bee
- - - - - - - - - - - - - - - - - - - -
Turn off the lasers guarding the flag
via the button near the sniper deck!
Use the trains for quick transport.
Dont fall into the lava! :)
- - - - - - - - - - - - - - - - - - - -
=====================================================================
Half-Life Map Spec Sheet
=====================================================================
------General Information--------------------------------------------
Title: Firefortress
Filename: firefortress.BSP
Author: Stuart Bee [A&I]Mr.Bee
Home page: http://www.arc-hive.co.uk
E-mail:******@******.***
Description: two opposing fortresses with a train each
Previous Maps: quadcapture, drugbaron , flagcontrol 1+2 and 3, deliverance11, charge_r, TheHole
------Credits and Thanks---------------------------------------------
The guys at channel :- #tfc.mapping
A&I for testing my maps and for the other players at Barrysworld
the worldcraft help site for those example maps!
------Play Information-----------------------------------------------
TFC: Of course!
Deathmatch: NO
Single Player: NO
Map Description: Openfire type setup
How Many Players: For best results minimum of 8+ (4+ vs 4+) ideal for clan games!
------Map Information------------------------------------------------
New Textures: yes (lava/rock textures)
New Sounds: yes (lava sounds taken from the game "Giants")
------Construction---------------------------------------------------
Base: NONE
Editor(s) used: Worldcraft 3.3
Compile Machine: AMD TBird 850 w/256 MB RAM with Voodoo5 5500 and sblive!
Compile time: roughly 2000 seconds
------Map Instructions-----------------------------------------------
Unzip the files in this archive. P(...)
FRY_COMPLEX
Team Fortress Classic
03-22-2005 at 11:56 AM by Author
================================================================
PLAY INFORMATION
================================================================
Title: Fry's Complex
Filename: fry_complex.bsp
Game: Half-Life
Type/Mod: Team Fortress Classic
Author: [GoW]FryGuy
Other Levels by Author: check web site
Email Address:******@******.***
Homepage: http://burntpopcorn.net
ICQ Number : 1361543
Additional Credits To: Chemical Burn and MonkeyPimp for misc comments so far.
The guys in GoW that helped playtest it. STA too because
They're going to play it :p. Flags are dedicated to the
Armed and Insane Monkeys. Also thanks to mr. bee for
"letting" me use his sexy respawn thingys. Thanks to the
following people and others for helping playtest:
[CoS]Alpha, [NoXC]Chicken, [RoC]Minty,
[O]-TheFinalCountdown, 2sM|Suicide SaMurai,
[13]Mayfield, [URF]Munch, Klasher, Seznec,
Ecks-, [CoS]Psilance, SecretAgentNate
================================================================
DESCRIPTION
================================================================
Fry's Complex by [GoW]FryGuy
Enter the enemy base and take
their flag to your base after
deactivating their lasers. Your
capture point is in your flag
room above the flag.
Lasers stay deactivated for 30
seconds, and the flag stays on
the ground for 30.
(C) 2001 Kevin Hjelden
All Rights Reserved.
------------------------------------------------------------------------------------------
================================================================
INSTALL INFORMATION
================================================================
Place the .bsp and .txt files into your half-life/tfc/maps directory.
Place the .mdl in the tfc/m(...)
FRY_LASER
Team Fortress Classic
03-22-2005 at 11:56 AM by Author
================================================================
PLAY INFORMATION
================================================================
Title: Fry's Laser Mayhem
Filename: fry_laser.bsp
Game: Half-Life
Type/Mod: Team Fortress Classic
Author: [AIM]FryGuy
Other Levels by Author: check web site
Email Address:******@******.***
Homepage: http://burntpopcorn.net
ICQ Number : 1361543
Additional Credits To: Various people on the DOE and other forums that helped.
[WTF?]Chemical Burn and [eXeL]Merlin for listening to me bicker
[GoW]Azlan for organizing a playtest of the map for me.
mH-Scopes for giving some suggestions.
[DW] |404| [WTF?] Defrag for talking to me :)
All the people that helped playtest.
================================================================
DESCRIPTION
================================================================
Fry's Laser Mayhem by [AIM]FryGuy
Enter the enemy base and bring
their flag to the waterfall to
score 8 points for your team.
If you have the flag you can
drop through the laser in the
flag room to gain 1 additional
point. There is also a button
in the enemy ramp room that
opens up another capture point
inside your ramp room which
allows you to cap there for
an additional 7 points.
Dropped flags return to their
Base after 30 seconds.
------------------------------------------------------------------------------------------
================================================================
INSTALL INFORMATION
================================================================
Place the .bsp and .txt files into your half-life/tfc/maps directory.
Place all the *.tga files in your tfc/gfx/env directory.
Place the .mdl in th(...)
FRY_MORFORT
Team Fortress Classic
03-22-2005 at 11:56 AM by Author
================================================================
PLAY INFORMATION
================================================================
Title: Fry's 2morfort
Filename: fry_morfort.bsp
Game: Half-Life
Type/Mod: Team Fortress Classic
Author: [GoW]FryGuy
Other Levels by Author: check web site
Email Address:******@******.***
Homepage: http://burntpopcorn.net
ICQ Number : 1361543
Additional Credits To: Fragfire for the inspiration, Corsair
Billdoor, Virus and others for looking at
the map with me. Bunch of GoW crew for
helping (except that azlan character)
================================================================
DESCRIPTION
================================================================
Fry's 2morfort by [GoW]FryGuy
Objective: Enter the enemy Base and make
your way to where their Flag resides. Grab
it and bring it back to your Battlements.
Place it on the raised square to Capture it.
Scoring: 10 points per Capture.
Other Notes: Flag carriers drop the Flag when
they die. Dropped flags return to their Base
after 60 seconds.
(C) 2002 Kevin Hjelden
All Rights Reserved.
------------------------------------------------------------------------------------------
================================================================
INSTALL INFORMATION
================================================================
(note this is generic, all files may or may not exist)
Place the .bsp and .txt and .res files into your half-life/tfc/maps directory.
Place the .mdl in the half-life/tfc/models directory.
Place the .tga in half-life/tfc/gfx/env directory.
================================================================
CONSTRUCTION
====================================================(...)
HOLLOW_B2
Team Fortress Classic
03-22-2005 at 11:56 AM by Author
Hollow - Beta2 - Capture The Flag
By =BC= eat & [BBQ] -]{ERMIT-
Objective: Enter the enemy Base Shutdown the security. Then proceed to the enemy flagroom and Steal the flag. Return it to the capture point to capture it!
Scoring: 10 points per Capture.
Other Notes: Flag carriers drop the Flag when
they die. Dropped flags return to their Base
after 60 seconds.
Security will be activated 60 seconds after it has been shut down.
www.body-count.org
www.clanbbq.com
LAW_FORTS
Team Fortress Classic
03-22-2005 at 11:56 AM by Author
Law_Fort's
Created By: TimoT (aka ~[RUIN]Slayer)
========================================
Style: 'CAP THE FLAG'
Objective:
Penetrate enemy base turn off the lasers
and pull the flag out of their cellar.
Take it back to you cap point in the
sniper deck.
Notes:
Lasers reset after 30 seconds. Just like
the flag(it returns after after 30)
More maps on the way...
This map is named after my good friend
[RUIN]Law_Dog
Contact Info:
(C) Tim Hazelton 05/25/2001
E-mail******@******.***
Yahoo Slayer987654
ICQ 8046416
CORNFIELD
Team Fortress Classic
03-22-2005 at 10:51 AM by Author
Title : Cornfield
Filename : cornfield.zip
Author : Bryan "Zouave" Dillow
Game: Half-Life
Type/Mod: Team Fortress Classic
Email Address :******@******.***
URL: http://maps.mrsucko.org
Other TFC Levels : Creek, Renegade, Rattlesnake Gulch, Hadley Labs, Enclave
Description : Assault
Number of Teams : 2
Recommended # of Players: 8-16
================================================================
NOTES:
Thanks to everyone who playtested the map and offered feedback. Specifically,
Clan ZPG (http://www.zpgteam.com)
Info_Beta (http://info.gamedesign.net)
and, of course, Valve Softwarewho are doing a good job in spite of the existence of maps such as Casblah and Flagrun. Don't know what they were they were thinking with those two maps... ugh.
================================================================
KNOWN BUGS:
There have been some visual anomolies known to occur with different video cards on this map. I have no idea why or what to do about it other than ignore it.
This map uses the avanti entity set with some changes to fix a few of the avanti bugs. Sadly, some of those bugs are in the TFC code and theres nothing I can do about them.
================================================================
DESCRIPTION:
The scenario is a familiar one: Glider landings deliver troops to take control of a town. But, as usual, things didn't work out. The Glider crashes at the town's gate and the defenders have a short amount of time to prepare a defense.
The attacking team must gain control of four different Command Points. Each Command Point offers different challenges for attackers and defenders equally. Command Point One sits on the deck of a battered building. Command Point Two lies across a sunken road and a cornfield. Command Point Th(...)
CORNFIELD
Team Fortress Classic
03-22-2005 at 10:51 AM by Author
Title : Cornfield
Filename : cornfield.zip
Author : Bryan "Zouave" Dillow
Game: Half-Life
Type/Mod: Team Fortress Classic
Email Address :******@******.***
URL: http://maps.mrsucko.org
Other TFC Levels : Creek, Renegade, Rattlesnake Gulch, Hadley Labs, Enclave
Description : Assault
Number of Teams : 2
Recommended # of Players: 8-16
================================================================
NOTES:
Thanks to everyone who playtested the map and offered feedback. Specifically,
Clan ZPG (http://www.zpgteam.com)
Info_Beta (http://info.gamedesign.net)
and, of course, Valve Softwarewho are doing a good job in spite of the existence of maps such as Casblah and Flagrun. Don't know what they were they were thinking with those two maps... ugh.
================================================================
KNOWN BUGS:
There have been some visual anomolies known to occur with different video cards on this map. I have no idea why or what to do about it other than ignore it.
This map uses the avanti entity set with some changes to fix a few of the avanti bugs. Sadly, some of those bugs are in the TFC code and theres nothing I can do about them.
================================================================
DESCRIPTION:
The scenario is a familiar one: Glider landings deliver troops to take control of a town. But, as usual, things didn't work out. The Glider crashes at the town's gate and the defenders have a short amount of time to prepare a defense.
The attacking team must gain control of four different Command Points. Each Command Point offers different challenges for attackers and defenders equally. Command Point One sits on the deck of a battered building. Command Point Two lies across a sunken road and a cornfield. Command Point Th(...)
CREEK
Team Fortress Classic
03-22-2005 at 10:51 AM by Author
================================================================
PLAY INFORMATION
================================================================
Title: Up a Creek
Filename: creek.bsp
Game: Half-Life
Type/Mod: Team Fortress Classic
Author: Zouave
Other Levels by Author: Renegade, Rattlesnake Gulch, Hadley Labs
Email Address:******@******.***
Homepage: http://maps.mrsucko.org
Author's MapFinger Page: http://www.mapfinger.com/members/Zouave/
Map's MapFinger Page: http://www.mapfinger.com/maps/Creek/
Additional Credits To: Everyone at Info_Beta (http://info.gamedesign.net/Beta) who beta tested this sucker and offered feedback. The people behind Terragen, without whom we'd be looking at New Mexico deserts the rest of our gaming days.
================================================================
DESCRIPTION
================================================================
This mission won't be easy. You're not going to be capturing flags. You won't be assasinating some umbrella weilding weenie. This time, your job is to take control of an enemy missle base and turn the missles on their former masters. To do it you must:
- Infiltrate the enemy base by any means necessary
- Detpack the generator that powers the key's defensive mechanism.
- Steal the missle key
- Take the key to the missles and launch them.
- Revel in your well earned victory.
A true assault map. One team attacks the base, the other defends. If the attackers succeed, they swap sides and go again. The attackers score if they succeed, the defenders score by holding of the attackers.
================================================================
CONSTRUCTION
================================================================
Base: Scratch
Editor(s) Used: WorldCraft 2.1 and 3.3 (and don't think that switc(...)
CREEK
Team Fortress Classic
03-22-2005 at 10:51 AM by Author
================================================================
PLAY INFORMATION
================================================================
Title: Up a Creek
Filename: creek.bsp
Game: Half-Life
Type/Mod: Team Fortress Classic
Author: Zouave
Other Levels by Author: Renegade, Rattlesnake Gulch, Hadley Labs
Email Address:******@******.***
Homepage: http://maps.mrsucko.org
Author's MapFinger Page: http://www.mapfinger.com/members/Zouave/
Map's MapFinger Page: http://www.mapfinger.com/maps/Creek/
Additional Credits To: Everyone at Info_Beta (http://info.gamedesign.net/Beta) who beta tested this sucker and offered feedback. The people behind Terragen, without whom we'd be looking at New Mexico deserts the rest of our gaming days.
================================================================
DESCRIPTION
================================================================
This mission won't be easy. You're not going to be capturing flags. You won't be assasinating some umbrella weilding weenie. This time, your job is to take control of an enemy missle base and turn the missles on their former masters. To do it you must:
- Infiltrate the enemy base by any means necessary
- Detpack the generator that powers the key's defensive mechanism.
- Steal the missle key
- Take the key to the missles and launch them.
- Revel in your well earned victory.
A true assault map. One team attacks the base, the other defends. If the attackers succeed, they swap sides and go again. The attackers score if they succeed, the defenders score by holding of the attackers.
================================================================
CONSTRUCTION
================================================================
Base: Scratch
Editor(s) Used: WorldCraft 2.1 and 3.3 (and don't think that switc(...)
DARKNESS
Team Fortress Classic
03-22-2005 at 10:51 AM by Author
DARKNESS
revision b
**** This map designed for the TeamFortress Classic Half-Life mod ****
May 29, 1999
================================================================
Title : Darkness
Filename : Darktest.zip(Darkness.bsp, MA1.wad, Darkness.txt, Darkness info.txt, m_thund1.wav, m_thund2.wav)
Author : Matthew Armstrong(HellFace)
Email Address :******@******.***
Description : TeamFortress Classic CTF map
Number of Teams: 2
Recommended # of Players: 16-32
================================================================
New Textures: MA1.wad
New Sounds: M_thund1.wav, M_thund2.wav
Editor used: Worldcraft 2.1
================================================================
INSTALL INFORMATION:
It is designed to unzip to the correct directories if you unzip into the Half-Life directory.
Darkness.bsp, Darkness.txt, and Darkness info.txt all go in Half-life/tfc/maps/
MA1.wad goes in Half-Life/tfc/
M_thund1.wav and M_thund2.wav go in Half-Life/tfc/sounds/M1/
That should work. If it doesn't, then you're hosed.
================================================================
PLAY INFORMATION:
This is a straight forward Capture the Flag map. I don't tend to do them, so enjoy this one cause it might be my last. There are no elevators, and no ladders. There are no secrets.
The respawn room doors don't open for a few seconds to give people time to join.
After that, there are barriers over the exits to the bases that will fall after 60 seconds. This should give engineers and defenders a few seconds to start getting set up. These barriers, however CAN BE DESTROYED EARLY! It takes a hell of a lot of firepower to do it, so a team that concentrates on a single barrier has a good chance to get a jump on a less organized team.
There ar(...)
DARKNESS
Team Fortress Classic
03-22-2005 at 10:51 AM by Author
DARKNESS
revision b
**** This map designed for the TeamFortress Classic Half-Life mod ****
May 29, 1999
================================================================
Title : Darkness
Filename : Darktest.zip(Darkness.bsp, MA1.wad, Darkness.txt, Darkness info.txt, m_thund1.wav, m_thund2.wav)
Author : Matthew Armstrong(HellFace)
Email Address :******@******.***
Description : TeamFortress Classic CTF map
Number of Teams: 2
Recommended # of Players: 16-32
================================================================
New Textures: MA1.wad
New Sounds: M_thund1.wav, M_thund2.wav
Editor used: Worldcraft 2.1
================================================================
INSTALL INFORMATION:
It is designed to unzip to the correct directories if you unzip into the Half-Life directory.
Darkness.bsp, Darkness.txt, and Darkness info.txt all go in Half-life/tfc/maps/
MA1.wad goes in Half-Life/tfc/
M_thund1.wav and M_thund2.wav go in Half-Life/tfc/sounds/M1/
That should work. If it doesn't, then you're hosed.
================================================================
PLAY INFORMATION:
This is a straight forward Capture the Flag map. I don't tend to do them, so enjoy this one cause it might be my last. There are no elevators, and no ladders. There are no secrets.
The respawn room doors don't open for a few seconds to give people time to join.
After that, there are barriers over the exits to the bases that will fall after 60 seconds. This should give engineers and defenders a few seconds to start getting set up. These barriers, however CAN BE DESTROYED EARLY! It takes a hell of a lot of firepower to do it, so a team that concentrates on a single barrier has a good chance to get a jump on a less organized team.
There ar(...)
DCANYON
Team Fortress Classic
03-22-2005 at 10:51 AM by Author
=====================================
Diablo Canyon
by Snowdog ******@******.***
=====================================
Teams: 3
Objectives:
Blue and Red teams play a standard CTF
game while raiders (yellow) attemp to
kill flag carriers on both sides and
capture the flags at the opposite HQ.
Note: Yellow cannot enter flag rooms.
Scoring:
Blue & Red: 10 pts per capture
Yellow: 100 pts per capture
Yellow limited to 6 players of classes
Scout, Sniper, Spy, Medic, Pryo.
DERIDE-WTFTFC
Team Fortress Classic
03-22-2005 at 10:51 AM by Author
WTF TFC - TFC 5vs5 Capture the Flag
By:Jay "Deride" Lindholm of the San Dawgs
Objective: Retrieve the enemy flag from
their base and capture it at your balcony.
Scoring: 10 points for capturing enemy flag.
Other Notes: No mirvs, nail grenades, or
gas grenades. (sorry spammers) Flags
Return in 20 Seconds.
 
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Community 17b
Shoutbox
Some maps have been supplemented with missing information.
05-07-2025 at 6:56 AM
Please make a post in the thread if you have added information! It's the intention to keep the list up-to-date.
I'm not going to check all those links to see if anything has changed!!!
I specifically mentioned this in the post.
*
05-07-2025 at 2:49 PM
The PM/shoutbox stuff I talked about is ONLY when a link is incorrect/not working.
*
05-07-2025 at 2:55 PM
so random
05-08-2025 at 10:31 PM
OMFG! Is English so hard to understand or do people simply don't read stuff?
If you've changed ANYTHING from the main list please post a REPLY inside the thread with what exactly you have edited. I do not have the time to check all the links to see if anything has changed.
*
05-09-2025 at 2:05 PM
As I've noticed info has been added to various links...
05-09-2025 at 2:06 PM
@qoLmE: I'll write back on Monday about my changes.
05-09-2025 at 8:47 PM
@Blackcock: I have manually opened every link today ( 09-05-2025 @ 8PM ) and updated the entire list.
So, post only the things you have changed AFTER this date and hour.
*
05-09-2025 at 9:02 PM
@qoLmE: Got it! Don't touch anything in that post for now, I'll run through it again on Monday and write back
05-09-2025 at 9:14 PM
yo, could you help a fellow mapper? I can donate in exchange for a banner here. Cheers!
05-14-2025 at 8:36 AM
zm_zow_christmas2 and all zm_zow_funzone maps were made by Special K
05-18-2025 at 3:28 AM
check out this map

(Link)
05-22-2025 at 3:17 PM
vampire slayer section please !!!!!!!
admin please read it !!!!!!!?
05-29-2025 at 5:14 AM
Hello, would you like to join our multimod and anarchy server?
Let's play on our server in Counter-Strike: Condition Zero:
83.219.243.39:27015
05-30-2025 at 11:41 PM
Hello, would you like to join our multimod and anarchy server?
Let's play on our server in Day of Defeat(from cz to the dod :D):
83.219.243.39:27015
06-06-2025 at 8:56 PM
go go go
06-10-2025 at 12:08 PM
smileysmileysmileysmileysmileysmiley
06-10-2025 at 2:01 PM
smiley
06-16-2025 at 7:49 PM
Condition Zero
GunGame-Bayerwald
173.199.105.149:27015
06-17-2025 at 10:11 AM
smileysmileysmiley
06-19-2025 at 5:49 AM
smileysmileysmiley
06-26-2025 at 10:18 AM
Counter Strike 1.6 GunGame Server IP:37.221.209.129:27657
06-29-2025 at 10:38 PM
I'm looking for a 20-year-old map of csde_beslan
07-09-2025 at 1:44 PM
hey, can you please put this map under my name?

(Link)
07-11-2025 at 8:06 PM
Anyone getting "File not found on disk" error while downloading?
07-16-2025 at 10:35 AM
For this map - (Link)
07-16-2025 at 11:25 AM
fails to download with no error for me
07-18-2025 at 9:07 AM
Must be an old dead file I guess, other stuff works fine
07-20-2025 at 7:41 AM
Hello guys!
Pls, re-upload "7300 Waypoints Podbot"? The link in forum is no longer downloadable.
(Link)
Thanks smiley
07-21-2025 at 11:38 AM
was trying to upload de_basalt for csgo and wondering why it doesn't work, then I noticed the 150M file size limit...
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void Hlbox17b Source Code
  06-16-2025 at 8:36 AM by jeffreestar
void Hlbox17b Download - Virus?
  06-16-2025 at 8:26 AM by michaelarrington
void Need .rmf File ♡ De_dust2_2020 .bsp
  06-12-2025 at 9:07 AM by otis5842
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17Buddies's website offers at this time 108 017 total uniques and verified maps including 59 134 HL1 maps, 45 580 HL2 maps and 3 303 CS:GO maps, representing 372,73 GB disk space.

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void
void