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Random Maps
56 600 Items
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.
EVENFLOW
Team Fortress Classic
03-22-2005 at 10:51 AM by Author
== Evenflow ==
CTF with lasers!
Special Thanks to:
*Mulchman*
By: Indigo (c) 2000
Come to: #demodevil
CANNON
Team Fortress Classic
03-22-2005 at 10:51 AM by Author
[HoS]Breadfan - cannon.bsp
**** This map designed for the TeamFortress Classic Half-Life mod ****
06/17/2002
================================================================
Title : Cannon
Filename : cannon_b3.bsp
Author : Jonathan Wirth - [HoS]Breadfan-XD
Email Address :******@******.***
Homepage: http://www.clanhos.com/wirthless/
Description : TeamFortress Classic CTF map
Number of Teams: 2
Recommended # of Players: 14-18
================================================================
New Textures: Entry Logo
New Sounds: none
Editor used: Worldcraft 3.3
Build time: 2 days construction and design, 1 week testing
================================================================
INSTALL INFORMATION:
Unzip the .bsp file, this file and cannon_b2.txt to the sierra/half-life/tfc/maps directory
Unzip the sky files (.tga, .bmp) to the sierra/half-life/tfc/gfx/env directory
================================================================
PLAY INFORMATION:
Standard CTF.
Steal the Enemy flag and return it to
your battlements for 10 points.
Don't take the flag out water
================================================================
Change Log
Final:
Flag room ramps less steep
Beta 3:
Blue water message changed
Minor architectural changes
Flag room pack respawn time decreased
Flag room packs both give 25 shells now, one used to give 20
3 Red Spawns rotated to spawn in the correct direction
Changed respawn door sounds to be less annoying
Added entry logo and moved initial spawn point
Beta 2:
Blue water message fixed
Bridge height lowered to allow for easier concing and movement across
Red yard wall moved slightly
No light clippin(...)
CANNON
Team Fortress Classic
03-22-2005 at 10:51 AM by Author
[HoS]Breadfan - cannon.bsp
**** This map designed for the TeamFortress Classic Half-Life mod ****
06/17/2002
================================================================
Title : Cannon
Filename : cannon_b3.bsp
Author : Jonathan Wirth - [HoS]Breadfan-XD
Email Address :******@******.***
Homepage: http://www.clanhos.com/wirthless/
Description : TeamFortress Classic CTF map
Number of Teams: 2
Recommended # of Players: 14-18
================================================================
New Textures: Entry Logo
New Sounds: none
Editor used: Worldcraft 3.3
Build time: 2 days construction and design, 1 week testing
================================================================
INSTALL INFORMATION:
Unzip the .bsp file, this file and cannon_b2.txt to the sierra/half-life/tfc/maps directory
Unzip the sky files (.tga, .bmp) to the sierra/half-life/tfc/gfx/env directory
================================================================
PLAY INFORMATION:
Standard CTF.
Steal the Enemy flag and return it to
your battlements for 10 points.
Don't take the flag out water
================================================================
Change Log
Final:
Flag room ramps less steep
Beta 3:
Blue water message changed
Minor architectural changes
Flag room pack respawn time decreased
Flag room packs both give 25 shells now, one used to give 20
3 Red Spawns rotated to spawn in the correct direction
Changed respawn door sounds to be less annoying
Added entry logo and moved initial spawn point
Beta 2:
Blue water message fixed
Bridge height lowered to allow for easier concing and movement across
Red yard wall moved slightly
No light clippin(...)
CASTLESPLIT
Team Fortress Classic
03-22-2005 at 10:51 AM by Author
=========================
TFC Map Spec Sheet
=========================
---Story Information---
Once upon a time there was a great castle.
But at some time in history a major earthquake hit the region.
And som how the castle was split into 2 pieces, devided by a great canyon.
In the downpart of the canyon the lava flows and makes it a dangerous place.
The people in the castle soon was divided into 2 different teams.
And like in other places a war was not to be stopped.
---General Information---
Title: The Splitted Castle
Filename: CastleSplit.bsp
Author: Drakir
Other lvls by author: Many incl. Torch, Parade, Soccer, The Card etc...
Email address:******@******.***
Home page: www.drakir.nu
Additional Credits to: Arne a.ka. "Enra" for playtesting, Autolycos att Halflife ERC, and The Clan VSOP.
Some guys that told me what to do to make it better!
---Play Information------
Map Description: Basic 2fort type map.
Map Objective: Take the flag to your drop-point and gain points.
Scoring Information: 10 points per capture
Number of Teams: 2
Recommended # of Players: 14, 7 vs 7 or more.
---Map Information-------
New Texturs: Yes
New Sounds: Nope
---Construction----------
Base: Build from scratch
Editor(s) used: Worldcraft 2.1, Wally, HLCC and more.
Compile Machine: PII 400mhz, 256 mb
Compile time: 58 minutes for a full compile
---Additional Info-------
I´d love to here if you like it and if you are putting it on your server.
And offcourse if you have improvements.
The map/rmf file can be contained by e-mail.
---Copyright-Permissions--------------------------------------------
Authors MAY NOT use this level as a base to build additional levels.
You MUST NOT distribute this level UNLESS you INCLUDE THIS FILE WITH
NO MODIFICATIONS!!!. If you (...)
CEASEFIRE
Team Fortress Classic
03-22-2005 at 10:51 AM by Author
INTRODUCTION:
Title: Ceasefire.
Date: 13th September 2001.
Filename: ceasefire.bsp
Filesize: 2.9mb, or thereabouts.
Author: Kevin Edwards, my Half-Life alias is Gustavo.
Home Page: http://www.planethalflife.com/gustavo
Email Address (gaming):******@******.***
Email Addess (work):******@******.***
ICQ: 10393836 (auth required).
CREDITS TO:
1) Valve/Sierra.
2) The Zoner compiling tools v2.5.3.******@******.***
3) Layout largely based upon the golden-oldie TFC level Openfire, author unknown.
4) Dietz for supplying TFC entities.
5) The playtesters for supplying valuable feedback; Hotrod, Dietz, JonB, Gringo.
6) Records, for salvation from radio/tv hell.
ABOUT THE MAP/ME:
Ceasefire is my thirty-seventh Half-Life FPS map (and sixth for Team Fortress Classic.) All of my previous maps can be found at my website; http://www.planethalflife.com/gustavo
Who am I? I'm 26 yrs old, English, and currently work full-time as a level/mission designer for UK-based video games developers Warthog (www.warthog.co.uk)
NOTES:
Red & blue coloured lights are placed around the level at key locations (spawn rooms, no-mans-land between the bases, etc.) These provide visual feedback on the current state (on/off) of the red & blue laser security.
The area behind each set of laser security beams (where each flag resides) does not kill attacking players should they remain there when the lasers re-activate. This enables the player to throw the enemy flag through the lasers to a team-mate and adds an extra tactical option for attackers, negating the need to turn "off" the laser security until the defending team wise-up and kill the guy stuck behind the lasers.
Ammo & armour packs respawn every 2 seconds. Grenade packs respawn every 10 seconds. Flags return after 60 seconds if dropped.
Warning: if you attempt to(...)
 
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08-16-2025 at 3:28 PM
@Arkshine: You're alive! smiley
Just a little remark: I've responded on the topic "advanced user" on the new forum some time ago.
Would you be so kind to take a look at it?
08-16-2025 at 3:30 PM
@Arkshine: de_basalt is a whooping 462M, it won't go down below 250M even with ultra compression, it uses a ton of models and has a large out of bounds area, it's not your normal CSGO map no, but it's an official map, its CS2 version is even larger reaching 2GB but that's irrelevant since the site doesn't have a CS2 category
08-20-2025 at 4:54 PM
@LiveWire: redundancy is what 3rd party sites are all about, unless you believe Steam will never go down and will never remove content, redundancy itself is not redundant
08-20-2025 at 4:58 PM
could archive.org be used for offsite backups?
08-21-2025 at 3:00 PM
Yeah, there's already many maps backed up at archive.org
08-22-2025 at 8:48 AM
As far as I recall, their team even backed up entire FilePlanet so it might be possible for 17B as well
08-22-2025 at 8:49 AM
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))
08-29-2025 at 9:17 PM
pew pew pew !
09-01-2025 at 9:19 AM
Залил карту (Link) но не могу указать авторство- белая страница после редактирования параметров.
09-06-2025 at 7:48 PM
I've uploaded my new map, but there is a white page after the parameters edit (no info saved). Pls fix.
09-06-2025 at 7:49 PM
smiley
09-11-2025 at 9:07 PM
Forum
void Ravi De Rejoindre La Communauté
  09-13-2025 at 9:59 AM by Poitiers
void [bug] Wad Titles Contain Dot Suffix
  09-07-2025 at 2:37 AM by Der Meister
void Can't Update A Map
  08-26-2025 at 5:37 PM by FIXXOR
void Hlbox17b Source Code
  08-24-2025 at 1:59 PM by LiveWire
void Are There Open Source Maps?
  08-09-2025 at 2:30 PM by LiveWire
void Counter Strike Source Map Name?
  08-03-2025 at 5:56 PM by Alozuer0900
void Cs.cs2.ro - Since 2012
  07-30-2025 at 12:36 AM by sancez
void 7300 Waypoints Podbot - S3b
  07-20-2025 at 9:04 PM by ATHANH
void Conversion Map Cs 1.6 Vers Cs:s - Aide ?
  07-19-2025 at 5:27 AM by Tristan
void My Advertisement
  07-14-2025 at 8:55 AM by rantybaked
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zasd 
8:18:08 AM

17Buddies's website offers at this time 108 035 total uniques and verified maps including 59 152 HL1 maps, 45 580 HL2 maps and 3 303 CS:GO maps, representing 372,78 GB disk space.

There were today 430 maps downloads (755 yesterday) representing 1,23 GB transfered (2,65 GB yesterday).

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