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AS_VERIZON_B1
Counter-Strike
05-30-2004 at 9:34 AM by Author
Date: Friday, September 20, 2002
Mapname: AS_VERIZON (BETA 1)
Author: the ITSpecialist ******@******.***
Maps by the author for Half-Life and its modifications:
-------------------------------------------------------
1. de_pelg_alpha1. Counter-Strike.
2. hl_dm_bazookabattle1_ns. Half-Life Deathmatch.
3. as_assault_ns_rc1_ev1. Counter-Strike.
4. hl_dm_bazookabattle2_ns. Half-Life Deathmatch.
5. dm_bloodDust_v1a. Counter-Strike.
6. dm_bloodDust_v1a2. Counter-Strike.
7. de_blooddust_v2a_build01. Counter-Strike.
8. dm_desertstrike_v1a. Counter-Strike.
9. as_desertstrike_v1b. Counter-Strike.
10. dm_urban_2fort_awp. Counter-Strike.
11. hl_dm_battlebox_ns_beta1. Half-Life Deathmatch.
12. es_afghanistan_beta1. Counter-Strike.
13. hl_dmc_intersection_beta1. Deathmatch Classic.
14. hl_dm_battlebox_NS_BETA2. Half-Life Deathmatch.
15. es_afghanistan_V2_ALPHA1. Counter-Strike.
16. as_assault_NS_beta2. Counter-Strike.
17. ge007_2fort_alpha1. GoldenEye 007.
18. ge007_2fort_alpha2. GoldenEye 007.
19. as_assault_ns_BETA3. Counter-Strike.
20. hl_dm_battlebox_NS_BETA3. Half-Life Deathmatch.
21. cs_speedball_assault_alpha1. Counter-Strike.
22. cs_speedball_assault_alpha2. Counter-Strike.
23. hl_dmc_intersection_BETA2. Deathmatch Classic.
24. cs_speedball_assault_ALPHA3. Counter-Strike.
25. ge007_2fort_beta1. GoldenEye 007.
26. ge007_2fort_beta2. GoldenEye 007.
27. cs_speedball_assault_PREBETA1. Counter-Strike.
28. st_jungleboy. Counter-Strike.
29. de_dust-by-the-seaside_b1v1. Counter-Strike.
30. st_jungleboy_v2. Counter-Strike.
31. csde_speedballchamber. Counter-Strike.
32. csde_speedballchamber_v2v1. Counter-Strike.
33. de_dust-by-the-seaside_b1v2. Counter-Strike.
34. hl_dm_tracktrainbattle_ALPHA1. Half-Life Deathmatc(...)
AS_VENICE
Counter-Strike
05-30-2004 at 9:34 AM by Author
Venice
============
Mapping by QN ******@******.*** - 26/3/03
Textures by... someone
The Counter-Terrorists must safely get
the VIP through the canals and alleys
of Venice, always prepared for an assassination
attempt from a dark corner...
AS_VENICE_MA_V1
Counter-Strike
05-30-2004 at 9:34 AM by Author
Venice (MourningAfter direct download version) by Xavier
HollowPoint Productions
******@******.***
http://www.mourningafter.com/hollowpoint
http://homepages.go.com/~nightscare/
AS_VENICE_MA_V1
Counter-Strike
05-30-2004 at 9:34 AM by Author
Venice (MourningAfter direct download version) by Xavier
HollowPoint Productions
******@******.***
http://www.mourningafter.com/hollowpoint
http://homepages.go.com/~nightscare/
AS_VENGEANCE
Counter-Strike
05-30-2004 at 9:34 AM by Author
As_vengeance a map for counter-strike by Ashley Aberneithy
IMPORTANT:
This map was not made for commercial benefit, if you want to put
it on a map pack or on a cover disk you must email me and ask
my permission!******@******.***
to install this map from your As_vengeance.zip follow these steps:
1)extract the files as_Vengeance.txt
as_Vengeance.bsp
into c:sierrahalf-lifecstrikemaps
(if you dont have halflife in that folder change
the extraction directory)
2)extract the files as_Vengeance.wad
joesmoe_cm.wad
into c:sierrahalf-lifecstrike
(if you dont have halflife in that folder change
the extraction directory)
TO Play:
start/join a lan/internet game with As_vengeance running.
p.s if you find any bugs email @******@******.***(be as detailed as u can)
AS_TUNNEL
Counter-Strike
05-30-2004 at 9:34 AM by Author
as_tunnel
by brett rieley (aka roscoeTheFixer)
This is an escort/assasination map where the VIP is
to be escorted to the other end of the tunnel.
*NOTE
THERE ARE FOUR FILES IN THIS ZIP.
as_tunnel.bsp, and as_tunnel.txt are both to be put
in your cstrike/maps directory.
THERE ARE TWO WAD FILES (ajamedia.wad and 2maps.wad)
INCLUDED. IF YOU DOWNLOADED THE FULL VERSION OF
BETA 7.0, INSTEAD OF UPGRADING FROM AN EARLIER VERSION,
YOU MAY NEED TO PUT THESE IN YOUR CSTRIKE FOLDER
IN ORDER TO BE ABLE TO PLAY THIS MAP.
Other than that, have fun with this map and if you use
it for any other perpose please contact me.
******@******.***
AS_TULPEHOCKEN_A2
Counter-Strike
05-30-2004 at 9:34 AM by Author
Date: Saturday, August 31, 2002
Mapname: AS_TULPEHOCKEN (ALPHA 2)
Author: the ITSpecialist ******@******.***
Maps by the author for Half-Life and its modifications:
-------------------------------------------------------
1. de_pelg_alpha1. Counter-Strike.
2. hl_dm_bazookabattle1_ns. Half-Life Deathmatch.
3. as_assault_ns_rc1_ev1. Counter-Strike.
4. hl_dm_bazookabattle2_ns. Half-Life Deathmatch.
5. dm_bloodDust_v1a. Counter-Strike.
6. dm_bloodDust_v1a2. Counter-Strike.
7. de_blooddust_v2a_build01. Counter-Strike.
8. dm_desertstrike_v1a. Counter-Strike.
9. as_desertstrike_v1b. Counter-Strike.
10. dm_urban_2fort_awp. Counter-Strike.
11. hl_dm_battlebox_ns_beta1. Half-Life Deathmatch.
12. es_afghanistan_beta1. Counter-Strike.
13. hl_dmc_intersection_beta1. Deathmatch Classic.
14. hl_dm_battlebox_NS_BETA2. Half-Life Deathmatch.
15. es_afghanistan_V2_ALPHA1. Counter-Strike.
16. as_assault_NS_beta2. Counter-Strike.
17. ge007_2fort_alpha1. GoldenEye 007.
18. ge007_2fort_alpha2. GoldenEye 007.
19. as_assault_ns_BETA3. Counter-Strike.
20. hl_dm_battlebox_NS_BETA3. Half-Life Deathmatch.
21. cs_speedball_assault_alpha1. Counter-Strike.
22. cs_speedball_assault_alpha2. Counter-Strike.
23. hl_dmc_intersection_BETA2. Deathmatch Classic.
24. cs_speedball_assault_ALPHA3. Counter-Strike.
25. ge007_2fort_beta1. GoldenEye 007.
26. ge007_2fort_beta2. GoldenEye 007.
27. cs_speedball_assault_PREBETA1. Counter-Strike.
28. st_jungleboy. Counter-Strike.
29. de_dust-by-the-seaside_b1v1. Counter-Strike.
30. st_jungleboy_v2. Counter-Strike.
31. csde_speedballchamber. Counter-Strike.
32. csde_speedballchamber_v2v1. Counter-Strike.
33. de_dust-by-the-seaside_b1v2. Counter-Strike.
34. hl_dm_tracktrainbattle_ALPHA1. Half-Life Death(...)
AS_TRAIN_RATS_B2
Counter-Strike
05-30-2004 at 9:34 AM by Author
Map: as_train_rats_b2
Version: Second Beta
Date: May 22nd, 2001
Author: R.A.F. Meister Röhrich
E-Mail:******@******.***
ICQ: 103570889
Wads used: Standard-Halflife-Wads + Schlafwagen.wad
Other Files: Rollin.wav, ttrain7.wav [from valve's pak0.pak]
eisschmup.tga, eisschmdn.tga, eisschmrt.tga, eisschmlf.tga, eisschmft.tga, eisschmbk.tga
Build time: ~4 Weeks
Compile Time: 30 min
On: Athlon TB 800, 128 MB RAM, GeForce 2 MX
Installation:
as_train_rats_b2.bsp --> cstrikemaps
as_train_rats_b2.txt --> cstrikemaps
Schlafwagen.wad --> cstrike
rollin.wav --> cstrikesoundambience
eisschm**.tga --> cstrikegfxenv
Credits:
Textures used:
- by Wadfather
- by CosmoGraph
Skies "Eisschmelze" by Ferdi
Betatesting by:
some users of www.mapscene.de
some guys of www.counter-strike.de
This Map can be distributed freely in any way, as long as it is free.
It is illegal to use this map as a base to build additional levels.
If you want to create a remake, you have to ask me for permission.
(c) by R.A.F.Meister Röhrich ******@******.***
AS_TRAIN_RATS
Counter-Strike
05-30-2004 at 9:34 AM by Author
Map: as_train_rats
Version: Fixed Final Version
Date: August 2nd, 2001
Author: R.A.F. Meister Röhrich
E-Mail:******@******.***
ICQ: 103570889
Wads used: Standard-Halflife-Wads + Schlafwagen.wad
Other Files: Rollin.wav, ttrain7.wav [from valve's pak0.pak], dog1.wav
eisschmup.tga, eisschmdn.tga, eisschmrt.tga, eisschmlf.tga, eisschmft.tga, eisschmbk.tga
Build time: ~10 Weeks
Compile Time: 90 min
On: Athlon TB 800, 128 MB RAM, GeForce 2 MX
Installation:
as_train_rats.bsp --> cstrikemaps
as_train_rats.txt --> cstrikemaps
Schlafwagen.wad --> cstrike
rollin.wav --> cstrikesoundambience
dog1.wav --> cstrikesoundambience
eisschm**.tga --> cstrikegfxenv
Credits:
Textures used:
- by Wadfather
- by CosmoGraph
- some ripped from SWAT3
- some by myself
Skymap "Eisschmelze" by Ferdi
Betatesting by:
[F-Rat]PadMad
[F-Rat]MaischterD
R.A.F. fbi
R.A.F. Onkel Zed
*** phoenix ***
[GW]-Azrael-
APC|Aragorn
some users of www.mapscene.de
and some other guys of www.counter-strike.de
This Map can be distributed freely in any way, as long as it is free.
It is illegal to use this map as a base to build additional levels.
If you want to create a remake, you have to ask me for permission.
(c) by R.A.F.Meister Röhrich ******@******.***
AS_TOURIST1_B1-1
Counter-Strike
05-30-2004 at 9:34 AM by Author
Date: Friday, January 31, 2003
Mapname: AS_TOURIST1 (BETA 1.1)
Author: the ITSpecialist ******@******.***
Maps by the author for Half-Life and its modifications:
-------------------------------------------------------
001. de_pelg_alpha1. Counter-Strike.
002. hl_dm_bazookabattle1_ns. Half-Life Deathmatch.
003. as_assault_ns_rc1_ev1. Counter-Strike.
004. hl_dm_bazookabattle2_ns. Half-Life Deathmatch.
005. dm_bloodDust_v1a. Counter-Strike.
006. dm_bloodDust_v1a2. Counter-Strike.
007. de_blooddust_v2a_build01. Counter-Strike.
008. dm_desertstrike_v1a. Counter-Strike.
009. as_desertstrike_v1b. Counter-Strike.
010. dm_urban_2fort_awp. Counter-Strike.
011. hl_dm_battlebox_ns_beta1. Half-Life Deathmatch.
012. es_afghanistan_beta1. Counter-Strike.
013. hl_dmc_intersection_beta1. Deathmatch Classic.
014. hl_dm_battlebox_NS_BETA2. Half-Life Deathmatch.
015. es_afghanistan_V2_ALPHA1. Counter-Strike.
016. as_assault_NS_beta2. Counter-Strike.
017. ge007_2fort_alpha1. GoldenEye 007.
018. ge007_2fort_alpha2. GoldenEye 007.
019. as_assault_ns_BETA3. Counter-Strike.
020. hl_dm_battlebox_NS_BETA3. Half-Life Deathmatch.
021. cs_speedball_assault_alpha1. Counter-Strike.
022. cs_speedball_assault_alpha2. Counter-Strike.
023. hl_dmc_intersection_BETA2. Deathmatch Classic.
024. cs_speedball_assault_ALPHA3. Counter-Strike.
025. ge007_2fort_beta1. GoldenEye 007.
026. ge007_2fort_beta2. GoldenEye 007.
027. cs_speedball_assault_PREBETA1. Counter-Strike.
028. st_jungleboy. Counter-Strike.
029. de_dust-by-the-seaside_b1v1. Counter-Strike.
030. st_jungleboy_v2. Counter-Strike.
031. csde_speedballchamber. Counter-Strike.
032. csde_speedballchamber_v2v1. Counter-Strike.
033. de_dust-by-the-seaside_b1v2. Counter-Strike.
034. hl_dm_t(...)
AS_TAMPICO
Counter-Strike
05-30-2004 at 9:34 AM by Author
=================================================
As_Tampico by Eirik Ã…rdal / Z|nEt
=================================================
Mapper:Eirik Ã…rdal
E-Mail :******@******.***
=================================================
HOW TO INSTALL :
=================================================
Extract the files into your (...cstrike) folder
AS_SWISSBANKV2
Counter-Strike
05-30-2004 at 9:33 AM by Author
================================================================================
* LEVEL INFORMATION *
--------------------------------------------------------------------------------
TITLE : SwissBank
FILENAME : as_swissbankv2.bsp
AUTHOR : David 'Slapshot' Armstrong
DATE : 2nd September 2000
GAME : Half-Life CS Mod
EMAIL ADDRESS :******@******.***
--------------------------------------------------------------------------------
* LEVEL DESCRIPTION *
--------------------------------------------------------------------------------
The manager of a Swiss bank receives a death threat from a group of terrorists
located in europe. when he gets news that they have arrived he calls in help
from the counter terrorist teams near by to help him escape. The terrorists
have to eliminate him as he makes his way through the city streets to hise
escape chopper out in the mountains. Good Luck!
--------------------------------------------------------------------------------
COUNTER-STRIKE: 10 Player Respawn Points per Team
SUGGESTED PLAYER LOAD : 10-20
NEW TEXTURES : lots
NEW SOUNDS : Nope.. =(
--------------------------------------------------------------------------------
* CONSTRUCTION *
--------------------------------------------------------------------------------
MAP BASE : New Map
PREFABS USED : some minor ones
EDITOR(S) USED : Worldcraft 2.1 Beta(and 3.3)
KNOWN BUGS : ummmmm
--------------------------------------------------------------------------------
* OTHER LEVELS BY THE AUTHOR *
--------------------------------------------------------------------------------
My first map.. Your as amazed as I am(...)
AS_SWISSBANK
Counter-Strike
05-30-2004 at 9:33 AM by Author
SwissBank - Assassination
by Slapshot ******@******.***
(textures: jOeSmOe)
Counter-Terrorists:
A bank manager in Switzerland receives a death
threat. He calls in some help from the ct's out. The ct must get him to the chopper. There's a jeep if need be.
Terrorists:
Kill the ViP so he can't escape, prevent him
from reaching the chopper. Good Luck!
(Press FIRE to continue)
AS_SWISSB_EDIT
Counter-Strike
05-30-2004 at 9:33 AM by Author
================================================================================
* LEVEL INFORMATION *
--------------------------------------------------------------------------------
TITLE : SwissBank
FILENAME : as_swissb.bsp
AUTHOR : David 'Slapshot' Armstrong
DATE : 2nd December 2000
GAME : Half-Life CS Mod
EMAIL ADDRESS :******@******.***
--------------------------------------------------------------------------------
* LEVEL DESCRIPTION *
--------------------------------------------------------------------------------
The manager of a Swiss Bank receives a death threat from a group of terrorists
located in Europe. When he gets news that they have arrived he calls in help
from the counter terrorist teams nearby to help him escape. The terrorists
have to eliminate him as he makes his way through the city streets to his
escape chopper out in the mountains. Good Luck!
--------------------------------------------------------------------------------
COUNTER-STRIKE: 12 Player Respawn Points per Team
SUGGESTED PLAYER LOAD : 10-24
NEW TEXTURES : lots(almost all custom)
NEW SOUNDS : Nope.. =(
--------------------------------------------------------------------------------
* CONSTRUCTION *
--------------------------------------------------------------------------------
MAP BASE : My map as_swissbank(fixed bugs)
PREFABS USED : nope
EDITOR(S) USED : Worldcraft 2.1 Beta(and 3.3)
KNOWN BUGS : ummmmm
--------------------------------------------------------------------------------
* OTHER LEVELS BY THE AUTHOR *
--------------------------------------------------------------------------------
As_Swissbank (...)
AS_SWISSB_EDIT
Counter-Strike
05-30-2004 at 9:33 AM by Author
Made by me:
David "Slapshot" Armstrong
******@******.***
My webpage:
http://www.cofrfps.com/slapshot/
AS_SUMMIT_B2
Counter-Strike
05-30-2004 at 9:33 AM by Author
as_summit_b2
map made by Slackiller.
http://slackiller.tripod.com/slackiller
visit my site for updates.
thanks for textures,(i'll put names here later.:) )
Textures by JS26,
from Ik2k wad,cs_snowbase wad,desnow wad,cs_haste wad,structural wad,and some from
myself.:)
and Blazeeer.:D
thanks to nemisis for terrain generator and batch compiler.
i'll also make a proper read me later on.
thanks to all who helped.
uselessgaming forever.:)&pure server.....yeah
hopefully i put everything in here.If not e-mail me and let me know.
******@******.***
AS_SUMMIT
Counter-Strike
05-30-2004 at 9:33 AM by Author
as_summit
map made by Slackiller.
www.planethalflife.com/eyeronik/slackiller
visit my site for updates.
OPEN UP FOLDERS AND PUT FILES IN THE PROPER FOLDERS INSIDE YOUR CSTRIKE FOLDER.
any questions on installation just email me. 8^D
thanks for textures,
Textures by JS26,
from Ik2k wad,cs_snowbase wad,desnow wad,cs_haste wad,structural wad,and some from
myself.:)
and Blazeeer.:D
thanks to nemisis for terrain generator and batch compiler.
thanks to all who helped.
uselessgaming forever.:)
hopefully i put everything in here.If not e-mail me and let me know.
******@******.***
AS_STEEL
Counter-Strike
05-30-2004 at 9:33 AM by Author
Steel - Asassination
By Acid.8000 ******@******.***
Textures by locknut & Acid.8000
________________________________
Background
An inportant scientist became a target
of a terrorist group. A CT squad was sent
to protect him.
Counter-Terrorists: Escort vip to some
of the locomotives in the factory facility.
Protect VIP at all costs.
Terrorists: Eliminate VIP before he reaches
the safety zones.
________________________________
(Press fire to continue)
AS_STOPBY
Counter-Strike
05-30-2004 at 9:33 AM by Author
Stop by - Assassination
Map by Toni Hiltunen
******@******.***
www.geocities.com/hiltunen_toni)
Counter-Terrorists:
Protect the VIP at all costs.
Escort him out of the enemy territory.
Terrorists:
Eliminate the VIP before he escapes.
(Press FIRE to continue)
AS_SPECIALIST
Counter-Strike
05-30-2004 at 9:33 AM by Author
=====
AS_SPECIALIST
=====
Name: The Specialist
Filename: as_specialist
Author: Angelo "Wedge Antilles" Barato
Email:******@******.***
Website: http://wedge.counter-strike.com.br
=====
Installation
=====
Unzip the files on the root dir /Half-Life/ using folders name;
Or, if you want to unzip it manually:
as_specialist_beta2.bsp - /cstrike/maps
as_specialist_beta2.txt - /cstrike/maps
as_specialist_beta2_info.txt - /cstrike/maps
city_nitebk.tga- /cstrike/gfx/env
city_nitedn.tga- /cstrike/gfx/env
city_niteft.tga- /cstrike/gfx/env
city_nitelf.tga- /cstrike/gfx/env
city_nitert.tga- /cstrike/gfx/env
city_niteup.tga- /cstrike/gfx/env
nuke_button.mdl- /cstrike/models
nuke_case.mdl- /cstrike/models
nuke_timer.mdl- /cstrike/models
glow_lantern.spr- /cstrike/sprites
3dmpred.wav- /cstrike/sound/specialist
spec1.wav- /cstrike/sound/specialist
spec2.wav- /cstrike/sound/specialist
spec3.wav- /cstrike/sound/specialist
spec4.wav- /cstrike/sound/specialist
spec5.wav- /cstrike/sound/specialist
spec6.wav- /cstrike/sound/specialist
spec7.wav- /cstrike/sound/specialist
=====
Credits
=====
Textures by: Joesmoe, Remedy Entertainment for Max Payne Tex, Marc Schroeder for Poke646 tex (and for the great SP mod!);
Sounds: Thanks to Suco (Drink Juice) for the ambience sounds, Predator sound by 3DMike.
Skymap by Marc Schroeder (Poke646)
Special thanks to the folks of Made in Brazil Mapping Forum, The M@ster's (the best brazillian TFC mapper ever!), Mataleone (cs_rio and de_sampa), Jhonny vai a guerra, Suco, Vtrew, Formaldehyde (for helping me translating the .txt) and many others...
 
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Community 17b
Shoutbox
Ahh no worries smiley
04-26-2025 at 7:39 PM
@Blackcock: Is your alternate nickname Tomasito?
As that's the author name found in the text file but your name is shown as author instead.
Or did you do the remake and the original is by Tomasito? If yes, such details are handy to avoid misconcep
04-27-2025 at 5:13 PM
tions.
04-27-2025 at 5:16 PM
@qoLmE Nosmiley This is a player from my server. I sometimes signed text files on his behalf))
04-27-2025 at 9:32 PM
@qoLmE All the maps were created by me, don't worry smiley
04-27-2025 at 9:34 PM
Ok I'll keep that in mind.
Still pretty confusing as I automatically think a map has been made by the person who's name comes after "Map by".
04-28-2025 at 2:02 PM
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
Forum
void Map Summary
  04-27-2025 at 5:53 PM by qoLmE
void Map Cs 1.6 Sur Serveur Cz
  04-17-2025 at 1:35 PM by David Menk
void Hlbox17b Download - Virus?
  04-16-2025 at 4:52 AM by bevisandrew
void Map Name?
  03-29-2025 at 6:40 PM by Dolixec
void Need .rmf File ♡ De_dust2_2020 .bsp
  01-09-2025 at 9:29 AM by ullonto
void Searching For Old Css Map
  01-09-2025 at 9:27 AM by ullonto
void Waypoints For Dod_kort_b4
  12-29-2024 at 9:43 AM by INsane_dod
void Can't Update A Map
  11-25-2024 at 1:41 AM by FIXXOR
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