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CS_DE_SIEGE_ON_TROY2
Counter-Strike
05-30-2004 at 10:48 AM by Author
created by mwheeler06 aka genocide
T: invade troy and bomb their secret weapons. (Inside the middle of the fort and inside the house)
CT: keep T out or save the hostages in the Trojan horse
ernest's m4's
T has a m4 in the middle rock formation.
CT has a m4 in the vent on the right side of their wall.
Slightly updated because of many complaints by certain individuals (rob)
**special thanks to moomooman for his work on the trojan horse*
CS_DB3_B3
Counter-Strike
05-30-2004 at 10:48 AM by Author
Kartenname:-----cs_db3_b3
Spiel:----------Half-Life Cstrike
Mapper:---------Omega_MAN
Editor:---------Quark 5.10
E-Mail:---------******@******.***
Homepage:-------Keine
Geiseln:--------7
Die Terroristen verstecken sich in einem,
Mansion aehnlichen Haus.Die Geiseln werden,
im Wintergarten,hinter dem Haus gefangen
gehalten.Der Resue-Point liegt unter dem
Hubschrauber.
CS_DB3_B4
Counter-Strike
05-30-2004 at 10:48 AM by Author
Kartenname:cs_db3_b4
Spiel:Half-Life Cstrike
Mapper:Omega_MAN
Editor:Quark 5.10
E-Mail:******@******.***
Homepage:Keine
Geiseln:7
Die Terroristen verstecken sich in einem,
Mansion aehnlichen Haus.Die Geiseln werden,
im Wintergarten,hinter dem Haus gefangen
gehalten.Der Resue-Point liegt unter dem
Hubschrauber. Und diese Map wird Leuten,
die es dunkel moegen sehr gut gefallen
CS_DAYLIGHT
Counter-Strike
05-30-2004 at 10:47 AM by Author
Daylight - Hostage Rescue and Bombing
by TheDoenerKing ******@******.***
Counter-Terrorists: Enter the Tunnel
rescue all Hostages and prevent
Terrorist from Booming the explosive Truck
Terrorists: Prevent Counter-Terrorist
force from rescuing the hostages
and Stop them all.
Other Notes: There are 6 hostages in
the mission.
(Press FIRE to continue)
CS_DATACON
Counter-Strike
05-30-2004 at 10:47 AM by Author
Map name: CS_Datacon
Date : 9 December 1999
Game : Counterstrike for Half-Life
Players : 2-20 (20 is probably pushing it a LITTLE though...)
Best with 4-12 players, I'd say.
Author : Chris Thorsten
(player name: "chlorpromazine")
Email : ******@******.***
------------------------------------------------------------------
Description: An underground government computer facility has been
overrun by terrorists. Walter and his colleagues (both of whom
look just like Walter, coincidentally) are being held hostage.
Rescue them!
There are two ways into / out of the facility. Once inside,
there are plenty of different ways to navigate the layout, including
an elevator, ladders, and a ventilation duct. We've tested
this map repeatedly on a 6-machine LAN and found it to be great
fun.
I designed this map to run on even the lower-end machines. It has
low poly counts for good framerate, yet has a good amount of detail.
-------------------------------------------------------------------
Other details:
--------------------------------
Construction time: 3 days
Compile time : can't remember... not that long, though
New textures : no... uses the standard Half-Life texture set
New sounds : no
New graphics : no
--------------------------------
Copyright / Permissions:
Map design is Copyright 1999, Chris Thorsten. You may NOT use the map
as a base to build additional levels. You MAY distribute this map
via the internet and / or other electronic means, provide you leave
this text file with it in unaltered form.
If you want to include this map on a CD compilation to distribute,
please ask my permission first.
CS_DARKSTREET
Counter-Strike
05-30-2004 at 10:47 AM by Author
DarkStreet 08 - Hostage Rescue
by Shenji
******@******.***
Counter-Terrorists:
~~~~~~~~~~~~~~
Rescue the four
hostages before the terrorists kill them...
Shoot on sight, don't make any prisonners.
Terrorists:
~~~~~~~~
Prevent the Counter-Terrorists
from rescuing the hostages. KILL THEM !!!
(Press FIRE to continue)
Thanks to:
Mac Yavel ******@******.***,
&
Whong Fei Hong ******@******.***
Texture credit given to all the wad's files
that were made available with the
release of Counter-Strike 1.0.
CS_DARK_B1
Counter-Strike
05-30-2004 at 10:47 AM by Author
cs_dark_b1 (beta1) - Hostage Rescue
(HELPME TO FIND A FINAL NAME : please mailme to******@******.***
ps : THIS IS A VERY EARLY VERSION JUST TO TEST PLAYABILITY & TO IMPROVE
STRATEGY.
By Tazus ******@******.***
helped by Thermik :)) ******@******.***
Main textures extracted from RTCW,
from other official maps and from 52hours
Models by Teppic8 ******@******.***
& chuckles ******@******.***
modified by Storm ******@******.***& www.hlshogun.multimania.com/pine)
Please visit :
www.tazuscsmaps.fr.st for updates & news
www.ndproject.com for exoctic server
Storyline:
soon !
Terrorists:
-Defend the hostages
Counter-Terrorists:
-Free the hostages in the church.
Contexte :
bientot!
Terroristes :
- Defendez les hostages
Contre-Terroristes :
- Liberez les hotage situés vers l'église.
CS_DAMX
Counter-Strike
05-30-2004 at 10:47 AM by Author
Return to Xavier's Dam
by Xavier ******@******.***
Background: After a failed bombing
attempt, the Phoenix Coalition, in a
desperate attempt to reach their
insidious goal, have resorted to
taking hostages, only the
CounterTerrorist team can stop
them now.
Counter-Terrorists: Enter the
PowerStation at the base of the
dam, and rescue the hostages.
(Press FIRE to continue)
CS_DANGEROUS_MOUNTAIN
Counter-Strike
05-30-2004 at 10:47 AM by Author
cs_dangerous_mountain
created by
Lukas Münzer ******@******.***
Counter_terrorist:
rescue the hostages in the small Lab
take them to your rescue field (its on your start point)
or kill all the Terrorists
Terrorist:
Prevent the counter-terrorists to rescue the hostages
or kill the counter-terrorists
Info:
There are 5 Hostages in the Lab.
Thanx to:
Martin Boguslawski ******@******.***
Tycromancer
(PRESS FIRE TO CONTINUE)
CS_DANGERZONE2
Counter-Strike
05-30-2004 at 10:47 AM by Author
Dangerzone2 - Hostage Rescue
Counter-Terrorists: Rescue the hostages.
Take out the Terrorists without jeopardizing
the hostages.
Terrorists: Prevent Counter-Terrorist
force from rescuing the hostages.
Other Notes: There are 4 hostages in
the mission.
(Press FIRE to continue)
by Master P.
CS_DAMMERUNG
Counter-Strike
05-30-2004 at 10:47 AM by Author
Cs_Dammerung - Hostage Rescue
by William Cloutier/FishBulb
******@******.***
Counter-Terrorists: Rescue the hostages.
Take out the Terrorists without jeopardizing
the hostages.
Terrorists: Prevent Counter-Terrorist
force from rescuing the hostages.
(Press FIRE to continue)
CS_DAMBETA2
Counter-Strike
05-30-2004 at 10:47 AM by Author
This file was downloaded from:
http://cs-maps.gamers.de
The CounterStrike MAP Archive
CS_DAMBETA2
Counter-Strike
05-30-2004 at 10:47 AM by Author
This file was downloaded from:
http://cs-maps.gamers.de
The CounterStrike MAP Archive
CS_DALLEY
Counter-Strike
05-30-2004 at 10:47 AM by Author
Alley - Hostage Rescue
by |2enegade ******@******.***
Counter-Terrorists: Rescue the hostages.
Take out the Terrorists without jeopardizing
the hostages.
Terrorists: Prevent Counter-Terrorist
force from rescuing the hostages. Use
whatever force needed.
Other Notes: There are 2 hostages in
the mission. Rescue them!
(Press FIRE to continue)
CS_DAM
Counter-Strike
05-30-2004 at 10:47 AM by Author
The Dam - Hostage Rescue
by Atomfried (******@******.***)
Counter-Terrorists: Rescue the hostages.
Take out the Terrorists without jeopardizing
the hostages.
Terrorists: Prevent Counter-Terrorist
force from rescuing the hostages.
Other Notes: There are 4 hostages in
the mission.
(Press FIRE to continue)
CS_DAKIVES
Counter-Strike
05-30-2004 at 10:47 AM by Author
BY KANER
BY KANER
BY KANER
BY KANER
BY KANER
BY KANER
BY KANER
BY KANER
BY KANER
BY KANER
BY KANER
BY KANER
CS_DACHA
Counter-Strike
05-30-2004 at 10:47 AM by Author
author: John Archbold
email :******@******.***
map description - hostage rescue
CS_D3DBETA2
Counter-Strike
05-30-2004 at 10:47 AM by Author
extract this zip to your base half-life/retail cs directory
CS_CYPHER
Counter-Strike
05-30-2004 at 10:47 AM by Author
Max players 15 vs 15
CS_CUBICLELAND
Counter-Strike
05-30-2004 at 10:47 AM by Author
Cubicleland - Hostage Rescue
By Deathjam (******@******.***)
Counter-Terrorists: Enter the buildings
and remove the terrorist threat. Attempt
to rescue all hostages.
Terrorists: Prevent hostage rescue.
Other Notes: There are seven hostages
in this mission.
(Press FIRE to continue)
 
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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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