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56 475 Items
CS_EAGLE
Counter-Strike
05-30-2004 at 10:49 AM by Author
Eagle - Hostage Rescue
Map made by Joe Hunter
members.xoom.com/joehunter
******@******.***
Counter-Terrorists: Rescue the hostages.
Take out the Terrorists without killing
the hostages.
Terrorists: Prevent Counter-Terrorists
from rescuing the hostages.
Other Notes: There are 4 hostages in
the mission. 2 in each room.
(Press FIRE to continue)
CS_DUSTCITY_BETA
Counter-Strike
05-30-2004 at 10:49 AM by Author
cs_dustcity *BETA* - Hostage/Rescue
by Kricke ******@******.***
Counter-Terrorists: Rescue the hostages.
Terrorists: Prevent the CT's from rescuing the hostages.
THIS MAP IS UNFINISHED! I'M WORKING ON IT!
(Press FIRE to continue)
CS_DUSTJUMP
Counter-Strike
05-30-2004 at 10:49 AM by Author
cs_dustjump
The fundamental goal is to get the hostages.
However, the real goal of this map is to jump
off and land in that tiny little pool of water
you see down there, or you could just try to
slaughter the other team :)
Have fun
Credits to whoever made the map "oc_bestjump3",
and anyone else involved in the developement.
CS_DUSTRAID
Counter-Strike
05-30-2004 at 10:49 AM by Author
cs_dustraid - By LunchboXLarry ******@******.***or******@******.***
Background - Two forces have possession of a fortress each (One CT + one T),
and the Ts are desperate to take over the CTS fortress,
in the process of the war the Ts take some of the CTs fortress
workers hostage to strengthen the attack...the Cts job is to stop the Ts.
CTS - rescue hostages
Ts - Take over CTs fortress...
CS_DUSK
Counter-Strike
05-30-2004 at 10:49 AM by Author
Dusk - Hostage Rescue
Counter-Terrorists: Rescue the hostages.
Take out the Terrorists without jeopardizing
the hostages. Beware - the terrorists have
a large cache of explosives on the premises!
Terrorists: Prevent Counter-Terrorist
forces from rescuing the hostages. Use
the high-explosive crates to your tactical
advantage.
Other Notes: There are 3 hostages in
the mission, located in the garage.
CS_DUST_BUNKER
Counter-Strike
05-30-2004 at 10:49 AM by Author
CS_DUST_BUNKER
This Map Is Made By Bojan
EMAIL:******@******.***
For More Of My Maps Visit www.cssb.tk
CS_DUST6_DOOR
Counter-Strike
05-30-2004 at 10:49 AM by Author
Dust 6_door - Sauvetage_dangeureux
----------------------------------------
!!! http://www.cs-generation.fr.fm !!!
----------------------------------------
MAP CREE PAR TINTIN :******@******.***
Anti-terroristes : tuer tous les terroristes
ou sauvez les hotages.
Terroristes : le terroriste doivent garder
les otages ou tuer les Anti-Terrorristes
Remarque supplémentaire : C'est de_dust avec
des otages !
commentaire de l'auteur:"il ne suffit pas de tuer ,il faut aussi reflechir a travailler en equipe
1.il y a 4 otages
2. l'un est enfermé derriere une porte(door)
3.trouvez le ou les boutons d'activation (touche "E" ou "utiliser"
4.le temps de la porte est chronometré(elle devient une prison)
5."sacrée mission" des murs entiers peuvent explosés
6.vous avez sur toute la map la possibilité de monter sur les TOITS
BONNE CHANCE
--------------------------------------
!!! http://www.cs-generation.fr.fm !!!
--------------------------------------
(Appuyez sur TIR pour continuer)
CS_DUNEBALL2
Counter-Strike
05-30-2004 at 10:49 AM by Author
cs_duneball2
by: Oagie
(Press FIRE to continue)
CS_DUNEBALL2_V2
Counter-Strike
05-30-2004 at 10:49 AM by Author
cs_duneball2
by: Oagie
(Press FIRE to continue)
CS_DUNE_B194
Counter-Strike
05-30-2004 at 10:49 AM by Author
cs_dune - Hostage Rescue
Mapping & Concept by:
Waldo ******@******.***
Lestat ******@******.***
Additional tex & goodies by:
Zaphod Beeblebrox, jOeSmOe, and
Agent Orange
Briefing:
Terrorist desert training grounds
hidden somewhere in vast dunes. Rumors
exist of captured Chinese rocket.
Counter-Terrorists: Locate and
rescue the U.N. hostages inside
the terrorist base. Utilize
vehicles to best advantage.
Terrorists: Prevent the Counter-Terrorists
from rescuing the Hostages. Utilize
motorcycle & truck plus underground
to best advantage.
(Press FIRE to continue)
CS_DUKE2K
Counter-Strike
05-30-2004 at 10:49 AM by Author
CS_DUKE2K - Hostage/Rescue
by m8nkey
******@******.***
Custom Textures:
m8nkey
Duke Nukem 3d textures sampled/modified by m8nkey
Duke Nukem 3d ©1996. 3dRealms
Fire animation taken from Quake III Arena
Quake III Arena ©1999-2000. ID Software
Couch texture by Jens-Christian Huus
http://vibrants.dk/jchq/news.htm
Movie screen sampled from "Enter The Dragon" DVD
"Enter the Dragon" ©1973 Warner Bros.
Van texture by 3d Mike
Custom Sounds:
Fire sound effect by Dr.DK
www.drdk.cscentral.com
http://come.to/drdk
"Enter the Dragon" theme song sampled by m8nkey
"Enter the Dragon" ©1973 Warner Bros.
Arcade sounds from DE_Deadlock
Background:
This map is in homage to Duke Nukem 3d. It is a
remake of the first level "Hollywood Holocaust"
modified to suit CS.
Tips:
-wherever there is a crack in a wall the wall can
be broken by shooting it
-drain pipes can be used for climbing
(Press FIRE to continue)
CS_DUELMAP
Counter-Strike
05-30-2004 at 10:49 AM by Author
Duelmap - Hostage rescue
by Janne Hyvönen (-pneumatic-) ******@******.***
Counter-Terrorists: Rescue the hostages.
Or kill all terrorists
Terrorists: Prevent hostage rescue.
Other Notes: There are two hostages
in this mission.
Based on cs_deathmatch (Don't know the author, but thanks for great idea anyway)
(Press FIRE to continue)
CS_DUALIES_WAREHOUSE
Counter-Strike
05-30-2004 at 10:49 AM by Author
********************** MAP:: By SiC ************************
I Made Th[i]s Map So ARAB's L[i]ke You Can Use Dual[i]es!, So Pay Respect
Or Be OwNzEd By SiC
CT's >>
Murder T's
T's >>
Murder CT's
SiC OwNz j00 !!
Email Me @******@******.***
*** Have Fun ***
(Press FIRE to continue)
CS_DROPZONE
Counter-Strike
05-30-2004 at 10:49 AM by Author
Dropzone-Hostage Rescue
by Robert [BFTD]Slayer Liffen
******@******.***
Thanks to BFTD for play testing
the map.
Counter-Terrorists: Infiltrate the
area and rescue the remaining hostages
from the Terrorists holding them.
Terrorists: Prevent the Counter-
Terrorist team from rescuing the
hostages.
Other Notes:
There are 5 hostages in or on the builings.
(Press Fire to Continue)
CS_DRUGBOSS
Counter-Strike
05-30-2004 at 10:49 AM by Author
Drugboss - Hostage Rescue
by Marco T. alias -WoD-[DAtaCRash]-[U]-
******@******.***
Story: The Counter-Terrorists have located
the storage of the Terrorists drugs. Now the Terrorists have
seen the Counter-Terrorists and arrested their Scientists who
produce the drugs.
Counter-Terrorists: Rescue the hostages.
Take out the Terrorists without jeopardizing
the hostages. Safe the drugs.
Terrorists: Prevent Counter-Terrorist
force from rescuing the hostages. Use
whatever force is needed.
Other Notes: There are 3 hostages in
the mission. Rescue them!
(Press FIRE to continue)
CS_DRAGONF
Counter-Strike
05-30-2004 at 10:49 AM by Author
cs_dragonf - Counterstrike
by DerEffektemacher
further information:
- all custom textures by DerEffektemacher
******@******.***; http://www.de-maps.de.vu)
- Skybox "Bird of Prey" by FreakyZoid
(http://www.planethalflife.com/freakyzoids)
Counter-Terrorists: Rescue the hostages, who were captured and brought to a secret drug factory ! Luckily you found out where this drug factory is located.
Terrorists: Prevent the Counter-Terrorists from capturing the hostages you need to black mail the gouvernment.
Other notes: Have fun !
(Press FIRE to continue)
CS_DREAD
Counter-Strike
05-30-2004 at 10:49 AM by Author
Map Made By nomiz^-^
Evening... The terrorists have taken 4 people hostage in an old warehouse.
Counter terrorists must save them. But go with caution. There are many places for someone to hide. And ther sewers underneath may be a nice way to go to get the enemy by suprise.
Terror: See any Counter terrorists? Kill them at sight. They must not save the hostages! No survivers"!
Get to the White warehouse and take cover. The enemy is closing in!
-----------------------------------------------------------------
----------------------------------------------------------------------
Counter terrorist`s: Save the hostages from the Terrorist`s before its too late. They are all in the big white warehouse in the midle of area.
Two are locked up, and two are upstairs. Go with caution.
CS_DRACHENFELS
Counter-Strike
05-30-2004 at 10:49 AM by Author
CS_DRACHENFELS - Hostage Rescue
by SparX ******@******.***
Switzerland 3. December 2000
Three tourists have been kidnapped while they
visited the old castle "DRACHENFELS". The
gouvernement has decided to send a team of
counter-terrorists to free the hostages and
eliminate the terrorists.
Counter-Terrorists: Rescue the hostages.
Eliminate the terrorists if they don't
surrender. There are three hostages in
the map.
Terrorists: Prevent CTs from rescueing the
hostages!
(Press FIRE to continue)
CS_DPS
Counter-Strike
05-30-2004 at 10:49 AM by Author
Diliman Preparatory School - Hostage Rescue
by TMY ******@******.***
Counter-Terrorists: Enter the DPS campus
and rescue the hostages. Eliminate the
terrorists without harming the hostages.
Terrorists: Prevent the Counter-Terrorists
from rescuing the hostages.
(Press FIRE to continue)
CS_DOWNTOWN
Counter-Strike
05-30-2004 at 10:48 AM by Author
cs_downtown
by chris kwon
[CDOF]Aznstrike
email******@******.***
The 34th street of Los Angeles has been taken
over by a group of terrorist and demand the U.S.
govenment to pay there ransom...or pay the blood
of innocent americans
CT: Stop the terrorist from achiving there goals by
eliminating them or rescue the hostages.
Terror: Eliminate Cts.
note: there are drivable veichles
 
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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
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