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CS_CASTLEVANIA
Counter-Strike
05-30-2004 at 9:46 AM by Author
cs_castlevania Readme - 03/06/2001
Tópicos do readme:
1. Créditos
2. Agradecimentos
3. O mapa
3.1 A história
3.2 As demandas terroristas
3.3 Objetivos dos terroristas
3.4 Objetivos dos grupos anti-terroristas
4. Comentários do Fonfa sobre o mapa
5. Informações adicionais sobre o mapa
6. Log da compilação do mapa
1. Créditos:
Mapa por Tio Fonfa (ICQ:32686342)
Grande ajuda no mapa por Garcia (ICQ:45940974)
2. Agradecimentos:
Garcia, ótimo mapper e grande amigo, por ter me ajudado com muitas coisas, e ter participado
ativamente na produção do mapa.
Leo (Mad), amigão, por ter dado tantas idéias e ter sido o host de todos os maptests.
Buono (Stress), Jucão, Frango e Solo, meus amigos, por terem participado dos maptests e terem
contribuido bastante com suas idéias!
Sem essas pessoas isso tudo não seria possível!
3. O mapa:
O mapa é um castelo europeu, situado numa região onde ocorrem muitos atos terroristas, e de
grupos separatistas.
O mapa é compatível com som EAX, ou seja, dependendo do ambiente, o som sofrerá alterações.
Demoramos (não fiz o mapa sozinho!) alguns dias para terminar o mapa, acho que aproximadamente
2 semanas. Trabalhando algumas horas seguidas alguns dias, e outros dias sem fazer nada.
O dia em que mais trabalhei foi ontem, 2 de junho de 2001, dia previsto para o lançamento
oficial do mapa. Que atrasou devido a erros meus.
O "grosso" do mapa foi feito em apenas 1 dia, e todos os outros eu passei fazendo ajustes e
criando mais seções.
O nome do mapa, Castlevania, é o nome do jogo que me inspirou a fazer o mapa, embora ele não
pareça muito com algum jogo da série. Foi a partir de uma foto, da escadaria da mansão do
Castlevania para Nintendo 64, que eu tirei a idéia toda do mapa.
O que cada u(...)
CS_CASTLE
Counter-Strike
05-30-2004 at 9:46 AM by Author
cs_castle
----------------------------
Made by Lewis_Saint on 02/02/2003
for SaintsServers.com
Note: There are two secret rooms
CS_CASTLE_NIGHT
Counter-Strike
05-30-2004 at 9:46 AM by Author
* 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 don't co-operate, then DON'T DISTRIBUTE
IT IN ANY FORM!!.
This BSP may be distributed ONLY over the Internet and/or BBS systems.
You are NOT authorized to put this BSP on any CD or distribute it in
any way without my permission.
if there are any questions contact me!
my e-mail address is
******@******.***
and
******@******.***
CS_CASA
Counter-Strike
05-30-2004 at 9:46 AM by Author
Casa - Hostage Rescue
by [WET]Dr.Shock ******@******.***
http://wet.cstrike.de
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 2 hostages in
the mission. Rescue them!
(Press FIRE to continue)
CS_CARZZZ
Counter-Strike
05-30-2004 at 9:46 AM by Author
cs_carzzz - Carzzz!
by GoPeDeRiCk ******@******.***
Counter-Terrorists: Kill the
terrorists with your car, or rescue
the hostages!
Terrorists: Kill the CT's with your
car!
Other Notes: (http://goped.mrbodacious.com)
(Press FIRE to continue)
CS_CARZ_2
Counter-Strike
05-30-2004 at 9:46 AM by Author
CS_CARZ_2 Install notes:
By Michael Visser aka 3D_Mike
******@******.***
******@******.***
WWW.LANMANIAX.COM
- Extract cs_carz.wad file to your Halflife/cstrike Root directory.
- Extract cs_carz.bsp file to your Halflife/cstrike/maps Root directory.
- Extract cs_carz.txt file to your Halflife/cstrike/maps Root directory.
- The JPGs are just screenshots, don't bother extracting these if you just want to play the map.
Enjoy!
CS_CARZ_2
Counter-Strike
05-30-2004 at 9:46 AM by Author
John Michael Visser
AKA: [OOPS]3D_Mike
Age: 27
Proffession: Art director, senior 3D-modeller and animator
Company: New Media Trix
Company site: www.nmtrix.com
Clan: OOPS
Clan Site; www.oopsclan.nl
PlaySite: www.lanmaniax.com
Fansite: www.capsite.net
******@******.***
******@******.***
CS_CARZ_2 is the upgrade to my second big map. I liked the movie theme in which there is a big shootout in the parking garage and wanted to get that atmosphere. I built and textured about 40 cars for the map. The upgrade is a LOT smaller than the original, r_Speeds are at a 800 max, and the layout is more strategic. Snipers will have a feast on the alleyways whereas assaulters will like the indoors better. There are 24 playerspawnpoints in the map. No bugs known.
PS Please shoot the jerrycan at the back of the OOPS-van.
CS_CARZ_2
Counter-Strike
05-30-2004 at 9:46 AM by Author
John Michael Visser
AKA: [OOPS]3D_Mike
Age: 27
Proffession: Art director, senior 3D-modeller and animator
Company: New Media Trix
Company site: www.nmtrix.com
Clan: OOPS
Clan Site; www.oopsclan.nl
PlaySite: www.lanmaniax.com
Fansite: www.capsite.net
******@******.***
******@******.***
CS_CARZ_2 is the upgrade to my second big map. I liked the movie theme in which there is a big shootout in the parking garage and wanted to get that atmosphere. I built and textured about 40 cars for the map. The upgrade is a LOT smaller than the original, r_Speeds are at a 800 max, and the layout is more strategic. Snipers will have a feast on the alleyways whereas assaulters will like the indoors better. There are 24 playerspawnpoints in the map. No bugs known.
PS Please shoot the jerrycan at the back of the OOPS-van.
CS_CARZ
Counter-Strike
05-30-2004 at 9:46 AM by Author
CS_CARZ
By Michael Visser aka 3D_Mike
******@******.***
WWW.LANMANIAX.COM
- Extract cs_carz.wad file to your Halflife/cstrike Root directory.
- Extract cs_carz.bsp file to your Halflife/cstrike/maps Root directory.
- Extract cs_carz.txt file to your Halflife/cstrike/maps Root directory.
- The JPGs are just screenshots, don't bother extracting these if you just want to play the map.
Enjoy!
CS_CARRIER
Counter-Strike
05-30-2004 at 9:46 AM by Author
Carrier - Hostage Rescue
by Backi
The USS Blue Shark
LOCATION: Somewhere in the Indian Ocean
TIME: 5:39 CET
SITUATION:
A terrorist group popped out of nowhere
and took control of the USS Blue Shark.
A navy seal team is en route "neutralize"
all tangos before more casualities occur.
(Press a key to continue)
CS_CARPENSTRIKE
Counter-Strike
05-30-2004 at 9:46 AM by Author
Here's what you do:
Put the bsp & the text files into your cstrike/maps folder.
Put the barrendesert stuff into your cstrike/gfx/env folder.
Put the no sound file into your cstrike/sounds/ambience folder.
Put the pwf & pxp files into your PODBot/WptsDefault folder.
Cheers !!!
[XEV]the Carpenter
CS_CARPARK_PREALPHA
Counter-Strike
05-30-2004 at 9:46 AM by Author
***************************
* cs_carpark_prealpha *
* *
* [YNS]SirElvis *
***************************
This is my first released Counter-Strike map. It's only prealpha status,
so don't expect too much and send feedback to******@******.***.
Or visit my homepage at www.sirelvis.de and post in the Mapping Forum.
cs_carpark is a siege style map. The Terrorists have captured a carpark and the
Counter-terrorists have to rescue the hostages. There are three different ways in.
You can go directly down the ramp, through a sewer or through a part of the office.
Installation: Only extract all the files to your Half-Life (not cs) directory.
=================================================
= Build time: about 3 month (with large pauses) =
= Progs: Worldcraft 2.1 and Wally=
=================================================
= Solids: 1285=
= Faces: 7835=
= PointE: 48=
= SolidE: 97=
=================================================
= Machine: Celeron500 - 128RAM - V3-2000=
= Compile: vis with fast=
= rad without extra=
= Time: about 20 min.=
=================================================
CS_CAPTIVE
Counter-Strike
05-30-2004 at 9:46 AM by Author
INFO FOR cs-maps
******@******.***
MrBig[shots]
for our website:
http://shots.clanpages.com/
for download mirror:
http://propeace.net/cs_captive.zip
Also if you unzip map there is
instruction witch contains a readme
CS_CAPTIVE
Counter-Strike
05-30-2004 at 9:46 AM by Author
INFO FOR cs-maps
******@******.***
MrBig[shots]
for our website:
http://shots.clanpages.com/
for download mirror:
http://propeace.net/cs_captive.zip
Also if you unzip map there is
instruction witch contains a readme
CS_CAPPYSYEMEN
Counter-Strike
05-30-2004 at 9:46 AM by Author
Put .bsp and .txt in C:SIERRAhalf-Lifecstrikemaps folder.
Put yemen.wav into C:SIERRAhalf-lifecstrikesoundambience folder.
Put yemen.wad in your C:SIERRAhalf-lifecstrike folder.
CS_CANYONBASE
Counter-Strike
05-30-2004 at 9:46 AM by Author
Canyon Base - 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 5 hostages in
the mission.
(Press FIRE to continue)
CS_CANYON
Counter-Strike
05-30-2004 at 9:46 AM by Author
Canyon - Hostage Rescue
by NEOCortex
Textures by NEOCortex and from questionable.ethics QEwad
Background:
Relatives of a wealthy software
tycoon have been kidnaped by a
group of terrorists for ransom.
Counter-Terrorists:
Raid the compound at dawn. Get in and out,
and safely rescue
the hostages.
Terrorists:
Wake up and stop the CT's from rescuing the
hostage, while keeping them safe.
(Press FIRE to continue)
CS_CAMPER
Counter-Strike
05-30-2004 at 9:46 AM by Author
****BY KANER*****
****BY KANER*****
CS_CAMPER
Assault - 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 2 hostages in
the mission.
(Press FIRE to continue)
CS_CANJEN
Counter-Strike
05-30-2004 at 9:46 AM by Author
Canjen - Hostage Rescue
by [NBK]TheMatrixJedi ******@******.***
www.nbk.cstrike.de
Counter-Terrorists:
Infiltrate Terrorist stronghold and 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_CAGEDMAN
Counter-Strike
05-30-2004 at 9:46 AM by Author
cagedman hostage rescue
Terrorists: Don't let the ct's escape with the hostages.
Counter-Terrorists: You have control of the perimeter
and must now rescue all of the surviving hostages
sky by necros
Textures
poke646.wad
cars.wad
torntextures.wad
prodigy2k.wad
ed_terrain.wad
mattc3.wad
(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?
Today 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
Today 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)
Today 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
Today 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
Today 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
Today at 7:00 PM
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FIXXOR 
7:13:20 PM

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