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56 475 Items
CS_FLAKE
Counter-Strike
05-30-2004 at 10:50 AM by Author
Flake - Hostage Rescue
By T-1000 ******@******.***
Textures by JoeSmoe, MattC, Sheep,
Cid, Davej, and Myself.
Counter-Terrorists: Rescue all 4 scientist
hostages that were kidnapped from their labs
and taken hostage at a Terrorist base.
Terrorists: Prevent the Counter-Terrorists
from rescuing all hostages and/or eliminate
all CT's.
(Press FIRE to continue)
CS_FLOOR13
Counter-Strike
05-30-2004 at 10:50 AM by Author
cs_floor13 / hostage rescue
Map by: Daniel Williams "aka" ---Slayer--- ******@******.***
Textures by: Daniel Williams "aka" ---Slayer---
******@******.***
--------------------------------------------------------------------------------------
Background: based on the film and real life incedent which happened in america on floor 13 of a building.
ct's: kill all the t's force or rescue the hossies
t's: kill all the ct's dont let them get the hossies
CS_FJELLHEIMEN
Counter-Strike
05-30-2004 at 10:50 AM by Author
Fjellheimen
------------------------------------
Made by Zyndrone (******@******.***)
(Link)
------------------------------------
Textures: Zyndrone, TheDoenerking, X-Tender,
Dr.Dk, Botumys, B@tman
Models: Ginsengavenger
Sky by X-Tender
------------------------------------
Counter-Terrorists: Rescue the hostages
located near the ruins or eliminate
the terrorists.
Terrorists: Prevent the Counter-Terrorists
from rescuing the hostages or eliminate
the Counter-Terrorists.
(Press FIRE to continue)
CS_FINAL_ASSAULT
Counter-Strike
05-30-2004 at 10:50 AM by Author
Final Assault - Hostage Rescue
by Alves Andre
******@******.***
A group of terrorists is holding scientists in
hostage in a warehouse out of the city.
Counter-Terrorists: Rescue the hostages held
by the terrorists.
Terrorists: Prevent the Counter-Terrorist team from
rescuing the hostages.
Other Notes:
There are 4 hostages.
(Press Fire to Continue)
CS_FILISTIN
Counter-Strike
05-30-2004 at 10:50 AM by Author
cs_filistin - Rehine Kurtarma
Mapping by:
ZuLuuuuuu ******@******.***
&
Levelord ******@******.***
Textures by:
ZuLuuuuuu ******@******.***
Not:
Teroristler Filistin'de bir kasabayi bastilar.
Ozel Tim: Kasabayi kurtarmaliyiz son olarak
haremde 4 kisi kalmi$ onlari uzaklastirin
tehlikeli bolgeden.
Teroristler: Ozel tim kasabayi basti onlari
yok edin!
(Devam etmek icin ates tusuna basin)
CS_FIGHT2
Counter-Strike
05-30-2004 at 10:50 AM by Author
cs_Fight2
Made by The Slayer (NR)!
CS_FEODAL
Counter-Strike
05-30-2004 at 10:49 AM by Author
cs - cs_feodal - by Syrus
Cette fois-ci,tout ce deroule en Allemagne...
Des terroristes ont pris place dans une vieille
ferme datant du moyen-age.
Ils reclament une rancon...
et ont pris les habitants de cette ferme comme monnaie d'echange...
BUT :
ANTI-TERRORISTES :
DELIVREZ A TOUT PRIX LES HOTAGES !!!
TERRORISTES :
EMPECHEZ LES ANTI-TERRORISTES DE DELIVRER LES HOTAGES !!!
Bon jeu !
<-SyRuS->
CS_FEHA
Counter-Strike
05-30-2004 at 10:49 AM by Author
Feha - Hostage Rescue
by PHANTOM ******@******.***
Counter-Terrorists:
Escort the hostages to the rescue zone. Take out
the Terrorists without jeopardizing the
hostages.
Terrorists:
Eliminate the Counter-Terrorist
force before they rescue any hostages.
Background:
There are 4 hostages in the mission.
(Press FIRE to continue)
CS_FEIGHTERS
Counter-Strike
05-30-2004 at 10:49 AM by Author
Feighters - 1v1 / 2v2
by kaids ******@******.***
Counter-Terrorists: Kill the Ts.
Terrorists: Kill the CTs.
Special Thanks to Veri & all of clan dNC
for helping me playtest the map. Sorry
there is no overview map, if anyone can
make an accurate one send me a mail.
CS_FEIGHTERS2
Counter-Strike
05-30-2004 at 10:49 AM by Author
Feighters 2 - 1v1 / 2v2
Map by kaids ******@******.***
Sequel to cs_feighters, cs_feighters2.
Thats fighters with a lambar spelling.
NOT freighters. Okay? Good.
Background: In a galaxy far, far away,
a number of CTs and Terrorists find
themselves stuck on a tiny map with no
way in our out. They must battle to the
death for aim practise.
Counter-Terrorists: Kill the Ts.
Terrorists: Kill the CTs.
CS_FEAR
Counter-Strike
05-30-2004 at 10:49 AM by Author
CS_FEAR by Gotteshuhn
Textures by Doenerking, Asperin, myself
Thanx for hlrad compile: api|maad
---------------------------------------
1987, East-Germany DDR:
Stasi Spys have taken 3 West-German
Diplomats as Hostages in an old, dead
Trainyard. The BRD sends their special
elite troup the GSG9 to rescue the
Hostages!
---------------------------------------
Counter-Terrorists: Rescue the Hostages
Terrorists : Kill'em Genossen!
CS_FBK_V2
Counter-Strike
05-30-2004 at 10:49 AM by Author
cs_fbk_v2 - Hostage Rescue
by Tom10 "Beast"******@******.***
Counter-Terrorists:
Escort the hostages to the rescue zone
or Eliminate the Terrorists
Terrorists:
Eliminate the Counter-Terrorist
force before they rescue the hostage
Background:
There are 3 hostages in the mission
max 20 players
--------------------------------------------
Install: Unzip in Half-life
--------------------------------------------
(Press FIRE to continue)
CS_FARMTOX
Counter-Strike
05-30-2004 at 10:49 AM by Author
TOXIC'S HIDEOUT
Map Created By =>TOXIC<= ******@******.***
IMOS Textures By InMemoryOfSimon
Far Away In A Forbidden Valley An Old Farm Building Secluded
From The World Lays Deep In the Mountains
A Well Know Terrorist Gang Has Taken A Small Family
Hostage For Knowledge Of The Where Abouts Of TOXIC
The Counter Terrorists Must Not Obtain This Knowledge At All Costs!
Counter-Terrorists: Rescue the hostages
And Recover The Information On Toxics Where Abouts.
Terrorists: Prevent the Counter-Terrorists
from gaining The Family Your Life Depends On It!
This Map Is Dedicated To The Memory Of Simon
www.inmemoryofsimon.com
Visit My Web Site
andyspage.home.dk3.com
(Press FIRE to continue)
CS_FASTKILL
Counter-Strike
05-30-2004 at 10:49 AM by Author
cs_fastkill
by Komantsche
Counter-Terrorists:
Rescue the hostages.
Terrorists:
Prevent Counter-Terrorist force
from rescuing the hostages.
Other Notes:
There are 4 hostages in the map.
(press FIRE to continue)
CS_FARM
Counter-Strike
05-30-2004 at 10:49 AM by Author
Mapname: cs_farm.bsp
Author: Jude Bond
AKA: Rude_Killa
Email:******@******.***
ICQ: 47197113
CS_FARM_SIEGE
Counter-Strike
05-30-2004 at 10:49 AM by Author
email -******@******.***
cs name - lil G
CS_FARM_SIEGE
Counter-Strike
05-30-2004 at 10:49 AM by Author
email -******@******.***
cs name - lil G
CS_FACTORY
Counter-Strike
05-30-2004 at 10:49 AM by Author
Factory - Hostage/Rescue
by Dustin "manko" Brink
******@******.***
Background: At 6:01 a terrorist fraction
invaded and fortified their positions
within a weapons manufacturing plant. 4
hostages were taken during the invasion
and the terrorists are demanding a ransom
for their return.
Counter-Terrorists: Infiltrate the factory
and rescue the hostages.
Terrorists: Prevent hostage rescue.
(Press FIRE to continue)
CS_FALLINGDOWN
Counter-Strike
05-30-2004 at 10:49 AM by Author
April 15, 2000
================================================================
Title : Falling Down
Filename : fallingdown.bsp
Author : Jeremiah L. Schwab
Address :******@******.***
Aliases : PAEN/LifeStop
Description : CounterStrike level for 2-20 players.
Special Thanks to : Valve - For creating Half-Life!
================================================================
Play Information
Single Player : No
Deathmatch : No
Cooperative : No
Counter Strike : Yes
Difficulty Settings : No
New Sounds : No
New Graphics : No
New Music : No
================================================================
Construction
Base : New level from scratch
Editor used : Worldcraft v2.0
Known Bugs : None known.
Build Time : Unknown.
================================================================
Designer's Notes
This is only my second map for Half-Life. Give me feedback so I
can make a higher quality of map in the future
Thank you for helping me make a better map!
================================================================
Installation
To play this level, extract the file "*.bsp" into
your sierrahalf-lifecstrikemaps directory and then start the game.
Start a CounterStrike server and choose fallingdown. You can also
type "changelevel fallingdownbeta" in the console.
================================================================
Copyright and Permissions
This level may be distributed via any medium (ie: Internet,
BBS, CD-ROM, compilation disk) as long as it maintains the
name fall(...)
CS_FANTASIA
Counter-Strike
05-30-2004 at 10:49 AM by Author
cs_fantasia (by bloody.Be@meR)
Es handelt sich hierbei um
eine griechische oder römische Gegend...
es gibt einen unterirdischen Tunnel..
man kann auf die Dächer gelangen...
Diese Map ist mit SEHR viel Liebe gebaut!
ct´s:suchen und befreihen sie die Geiseln!!
schalten sie die Terrors aus!
T´s:lassen sie nicht zu das die Geiseln befreit werden!!
vernichten sie die ct´s!!
Lustig:unten im Gang sind 2 Ventilatoren an der Decke!
durch einen Schalter kann man sie betätigen!..
Wenn einer versucht die Ak47 auf der Kiste zu nehmen.
und gleichzeitig ein anderer
den Schalter betätigt..wird derjenige
Hackfleisch!..
aber vorsicht:
es handelt sich um keine gute Elektroinstallation
wenn man die Ventis einmal angeschaltet hat..
funzt der Schalter nicht mehr und die
hören nicht mehr auf sich zu drehen!!
es ist halt eine alte verlassene Gegend!
by bloody.Be@meR
 
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Community 17b
Shoutbox
If somebody remodels a map ( while porting it to a different game ), does that make them the author?
It's not a 100% porting job ( as in such a case nothing of the architexture is changed ).
In my eyes the original mapper remains the same.
*
04-28-2025 at 5:08 PM
I'm talking about this map.
Open ( preview ) the second .txt ( the first is for the overview ) to read about the credits.
What y'all think about this one?
*
04-28-2025 at 5:11 PM
@qoLmE : I have had chat with Izuko in the past, most of his works are basic edits and entity changes - as such the original mapper remains the same, the editor however is still an important contributor for making it available in a different form
04-28-2025 at 5:54 PM
Since 17B only has 1 author field, it's best to pick the original mapper in such cases and rest of the info can be inferred from readme
04-28-2025 at 5:55 PM
As it stands most of the mapping work is not merely work the architecture, certain maps benefit a lot from prefabs, custom textures and skyboxes but we can't fill them all out here, so those need to be mentioned in readme instead
04-28-2025 at 5:56 PM
Sounds, sprites as well smiley
04-28-2025 at 5:57 PM
@qoLmE: I think that if only the entities in the map were changed through a program like BSPGuy or BSPEdit, then this does not make you the author of the map
04-28-2025 at 9:01 PM
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
Forum
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17Buddies's website offers at this time 107 945 total uniques and verified maps including 59 063 HL1 maps, 45 579 HL2 maps and 3 303 CS:GO maps, representing 372,47 GB disk space.

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