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AS_CANYONDRIVE2
Counter-Strike
05-30-2004 at 9:27 AM by Author
as_canyondrive2 (by bloody.B@meR)******@******.***
dies ist die zweite version meiner map as_canyon_drive!
ct´s : versuchen sie den VIP mit dem verfügbaren Fahrzeug
bis ans Ende des Canyons zu bringen! .dort ist eine Höhle!
sichern sie den Vip in der Höhle!
t´s: die ct´s wollen einen Vip zu einem geheimen Labor bringen!
sie haben informationen bekommen das sich das Labor
in der Höhle befindet! ..der einzigste Weg führt durch den
Canyon! ....halten sie unter allen Umständen die ct´s auf!!
AS_CASTLE
Counter-Strike
05-30-2004 at 9:27 AM by Author
=============As_castle - Beta 0.2 =====================
Thank you for downloading; "as_castle" by Stupid_Pinky.
Follow the following instructions to play the map;
1. Unzip as_castle.zip to your cstrike folder (Example - C:Half-LifeCstrike)
2. Now take the as_castle.bsp and as_castle.txt and move them
to cstrikemaps
3. Leave the as_castle.wad in your cstrike folder
4. Now take the organ.wav file and move it to cstrikesoundsambience
Now, the map is installed and ready to go. I hope you enjoy the map.
Since it is still in Beta stages, report any bugs that you see or find
to; ******@******.***
Any help is appreciated. Thank you for your time.
AS_COAST
Counter-Strike
05-30-2004 at 9:27 AM by Author
Coast - Assassination
Map by FaN ******@******.***
================================
Counter-Terrorists:
Escort the VIP to safety at all costs.
---------------------------------------------------------
Terrorists:
Eliminate the VIP
================================
AS_ALPINE
Counter-Strike
05-30-2004 at 9:27 AM by Author
Alpine Assassination
by Drake
******@******.***
A successful Russian businessman and
inventor has developed a new drilling
technique that will grant access to
oil underneath the previously
inaccessable Siberian wastes. OPEC
has dispatched a group of mercinaries
to keep the good inventor from
drilling Siberia by drilling him
instead.
Counter-Terrorists: Escort VIP to the
big-rig in the small parking structure.
Terrorists: Cover all avenues of escape
and kill the VIP.
(Press FIRE to continue)
AS_ALPS
Counter-Strike
05-30-2004 at 9:27 AM by Author
Alps - Assassination
by Mojo ******@******.***
Models by Urban
Background:
While on a research grant to explore
the possiblities of Yetis, a prominent
researcher comes under heavy critism from
the locals. Violence erupts after since
the research group has over stayed its
welcome.
Counter-Terrorists:
Escort the VIP to one of two safety
zones. A Gondola Station and a road by a
Chalet that leads out of the area.
Terrorists:
Eliminate the VIP and prevent him from
reaching the safety zones.
(Press FIRE to continue)
AS_CANYON_DRIVE
Counter-Strike
05-30-2004 at 9:27 AM by Author
as_canyon_drive from bloody.Be@meR
Die cts und ihr vip fangen
am rande einer canyonschlucht
an..neben ihnen ein grüner
jeep!!
befehl:ladet den vip ins auto
und fahrt schnell ans anderer
ende der schlucht!!
dort befindet sich eine höhle
bringt den vip dorthinein!!
aber vorsicht!!
die terroristen warten dort schon!!
die terrors haben sich zu verschantzen
und den vip auszuschalten!!
viel spaß!! LOL
AS_CARGO
Counter-Strike
05-30-2004 at 9:27 AM by Author
Cargo - Assasination.
V.I.P: Get trough the gate that leads the
railroad out of the cargoarea.
Counter-Terrorists: Protect the V.I.P and
get into the controllroom to open the gate
for the V.I.P.
Terrorists: Stop the V.I.P from escaping.
Other Notes: The V.I.P and his team starts in
the ship, The terrorists starts at the
railarea. The computer in the controlroom
opens the gate.
Author: Gismo (Press FIRE to continue)
AS_CITY
Counter-Strike
05-30-2004 at 9:27 AM by Author
as_city
by @nty
ICQ-UIN: 57370641
Homepage: http://all.at/MapCorner
AS_CONFIDENTIAL
Counter-Strike
05-30-2004 at 9:27 AM by Author
Confidential Secretary - Assassination
Map by [builder]dirge ******@******.***
Background: The VIP secretary is holding very
delicate and potentially very dangerous
information. Escort the VIP preferably
unharmed to the escape zone ASAP!
Counter-Terrorists: Protect the VIP at all
costs. Escort him to the garage where
transportation will be awaiting.
Terrorists: Eliminate the VIP before he
escapes.
Thanks - All the lads in clan [builder]
And all the many friends that
helped us test this map!
Contacts - #builder (quakenet)
http://builder.ukcsr.net
(Press FIRE to begin the mission)
AS_52HOURS1
Counter-Strike
05-30-2004 at 9:27 AM by Author
This map was created for the "Just 52 hours"-fast mapping contest
at (Link)
Have fun!
KZ_GAMES_B03
Counter-Strike
05-22-2004 at 6:07 PM by Author
Just unzip the files to the following directories:
kz_games_b03.bsp :cstrikemaps
kz_games_b03.txt :cstrikemaps
Enjoy!
- Kreedz
******@******.***
KZ_GIANTBEAN_B15
Counter-Strike
05-22-2004 at 6:07 PM by Author
Just unzip the files to the following directories:
bean.wav :cstrikesoundambience
kz_giantbean_b15.bsp :cstrikemaps
Enjoy!
- Kreedz
******@******.***
KZ_HIDEANDSEEK1_B01
Counter-Strike
05-22-2004 at 6:07 PM by Author
Just unzip the files to the following directories:
kz_hideandseek1_b01.bsp :cstrikemaps
kz_hideandseek1_b01.txt :cstrikemaps
Enjoy!
- Kreedz
******@******.***
KZ_HIDEANDSEEK1_B02
Counter-Strike
05-22-2004 at 6:07 PM by Author
Just unzip the files to the following directories:
kz_hideandseek1_b02.bsp :cstrikemaps
kz_hideandseek1_b02.txt :cstrikemaps
Enjoy!
- Kreedz
******@******.***
KZ_STARWARS_B05
Counter-Strike
05-22-2004 at 6:07 PM by Author
Just unzip the files to the following directories:
kz_starwars_b05.bsp :cstrikemaps
kz_starwars_b05.txt :cstrikemaps
Enjoy!
- Kreedz
******@******.***
KZ_DIMENSIONS_B02
Counter-Strike
05-22-2004 at 6:07 PM by Author
Just unzip the files to the following directories:
alleluia.wav :cstrikesoundambience
kz_dimensions_b02.bsp :cstrikemaps
kz_dimensions_b02.txt :cstrikemaps
Enjoy!
- Kreedz
******@******.***
KZ_DISTRICT_B01
Counter-Strike
05-22-2004 at 6:07 PM by Author
Just unzip the files to the following directories:
kz_district_b01.bsp :cstrikemaps
kz_district_b01.txt :cstrikemaps
Enjoy!
- Kreedz
******@******.***
AWP_ROAD
Counter-Strike
05-22-2004 at 6:07 PM by Author
map made buy slaghted sheep
cts and ts are caught in a secret place and battle it out with awp untill each team is dead
DE_STARGATE-SG1
Counter-Strike
05-22-2004 at 6:07 PM by Author
Stargate-Sg1 - Bomb Defuse
by [ATF]DuMa
Terrorists: Try to bomb the Stargate or the power generator on
then other side of the base.
Counter-Terrorists: Save the Stargate and the power generator.
CS_BELGRADEV2
Counter-Strike
05-22-2004 at 6:06 PM by Author
TERROR IN BELGRADE - HOSTAGE RESCUE
By: c0w80y [******@******.***]
BELGRADE, KOSOVO
[08.23.00]
Serbia acts defiant under NATO bombing,
and continues to murder and expel the ethnic
Albanian people of Kosovo. Many civilians have
been killed by Serbian Police in the crossfire.
The extremist leaders of the Kosovo Liberation
Army have taken 4 NATO officials hostage in a
church and have threatened to execute them.
(Press FIRE to continue)
 
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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
*
Yesterday 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.
*
Yesterday at 7:08 AM
The author of a map is the one who compiles it, change my mind
Yesterday 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.
*
Yesterday at 10:13 AM
Or can this be done with bspedit?
Or is it dependent on the destination game.
*
Yesterday 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.
Yesterday 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
Yesterday 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?
Yesterday 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
Yesterday 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
Yesterday 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.
Yesterday at 12:56 PM
We should use the Discus chat that Arkshine setup I think, all old discussion gets preserved there smiley
Yesterday 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
Yesterday 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
Yesterday 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
Yesterday 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
Yesterday 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
Yesterday at 7:59 PM
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void Map Cs 1.6 Sur Serveur Cz
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void Hlbox17b Download - Virus?
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void Map Name?
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void Need .rmf File ♡ De_dust2_2020 .bsp
  01-09-2025 at 9:29 AM by ullonto
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void Waypoints For Dod_kort_b4
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void Can't Update A Map
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