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AIM_MAP_USP
Counter-Strike
05-02-2004 at 9:41 PM by Author
Aimtraining USP - HiGhland Online
Map by Som ******@******.***
Additional textures by Som
Please visit online café "HiGhland"
at tuletorget, sundbyberg, stockholm
Counter-Terrorists:
Practice your usp aim
Terrorists:
Same as ct.
(Press FIRE to continue)
AIM_SIG-AUG
Counter-Strike
05-02-2004 at 9:41 PM by Author
This map was made by: -=[Metal_Slug]=-
hope you like it.
ps, dont try to rip this map off plz. its got a secret in it, with my name on it.
INSTALLATION:
copy the .bsp file and put it in your cstrike/maps directory.
enjoy!
let me know wat u think:
******@******.***
AIM_SPEEDBALL
Counter-Strike
05-02-2004 at 9:41 PM by Author
speedball - Just a edit from aim_ak-colt. [yeah I am a satans child now]
Mapping by: -FixXxer- [b3t@] Netherlands
Terrorist - Place gewoon a bomb waar you can.
Counter-terrorists - Kill all terrorists...bladibla
Watch y0 aarz voor mines....You kan see them als very small
dots on the grond.
AS_DOLOMITEN
Counter-Strike
05-02-2004 at 9:41 PM by Author
Dolomiten - Assassination
Map by Bruder D
www.bruderd.rockz.de
Instructions CT: The road down to
the valley was bombed! We are
afraid this could be a striking
against B.D*censored* and want
to protect him if this is true. Your
task is to lead him to the
gondola, which is the only way
now to reach the valley.
Instructions T: With our first strike
we´ve cutted off the little group from
any civilisation. Henning manipulated
the phone connection, their only
way out is to reach the gondola, so
they have to use the street. Place
your men wise and use the surprising
moment to finish this operation, because
we suppose they have no idea that
bridge was bombed to get Mr. D*censored*.
------------------------------------------------
Credits:
-Map designed by Bruder D
-Skybox by Adam Atomic
-Textures by Linga
several unknown artists
and Bruder D
-Vanprefab by Rastaman_bey
-Models by Bruder D
-------------------------------------------------
(Press FIRE to continue)
AS_HIGHRISE
Counter-Strike
05-02-2004 at 9:41 PM by Author
famed map, still requested/played by a very large community and to be honest.. we all loved it :D
anyways, was gonna play it one praccy for a laugh, but couldn't find it anywhere and since your site is my number one destination when i'm searching for de_rats3 or some other such shite i thought a lot more people must think the same, so get this uploaded will ya :D
i managed to get this by joining a server with this in the rotation and letting it DL, if i find any other good maps not on cs-maps, i'll send 'em in
Good Day, Good Sir
zcsMR_WOO
www.zerochaos.co.uk
AS_RIVERSIDE
Counter-Strike
05-02-2004 at 9:41 PM by Author
Riverside - Assassination
by Zaka (******@******.***)
Overview by ******@******.***
Background:
An important European business man
is the target of a Terrorist Group.
The Seals have been called to escort
him to safety.
Counter-Terrorists:
Escort the VIP to one of two safety
zones where Jeeps are waiting. Team
members must protect the VIP.
Terrorists:
Eliminate the VIP and prevent him from
reaching the safety zones.
(Press FIRE to continue)
AS_ROADKILL
Counter-Strike
05-02-2004 at 9:41 PM by Author
Date:28/12/2000
Authour: ninja_007 / cheesemonster
E-Mail: ******@******.***
Map Name: As_Roadkill
Map Type: Assasination map
thanks to:truck from cs_assault! :)
:architecture as some buildings
from cs_assault
:also from some prefabs from
http://prefabs.gamedesign.net/
:Stephen Bush for taking the time to
compile the map!
(******@******.***)
Made with: Worldcraft 2.1
Compiled with :Zoners Halflife Tools 2.4.2
Compile System:550 Mhz CPU
:256 Mb RAM
Fast Compile:25 Minutes
Full Compile:11 Hours!
Map Web Page: http://www.geocities.com/thesirclan/waypoint/map.htm
Other Stuff:If you might like the prefabs I mostly used in this map,
please e-mail me, or they might be in
http://prefabs.gamedesign.net/
under counterstrike prefabs.
Place this map into the cstrike/maps folder (cstrike is in your halflife folder)
and then run the game by choosing the map from the list of map in a LAN game or
in the command line type:
"hl.exe -game cstrike +maxplayers <X> +map as_roadkill"
<X> = Players in the game.
AWP_CASTLE
Counter-Strike
05-02-2004 at 9:41 PM by Author
CT's Kill T's
T's Kill CT's
simple enough??
AWP_MAP2NEW
Counter-Strike
05-02-2004 at 9:41 PM by Author
Map2neW - Awp them all!
by Pouwel ******@******.***
textures by valve
Have fun and snipe them all!
(Press FIRE to continue)
AWP_MONOPOLY
Counter-Strike
05-02-2004 at 9:41 PM by Author
// overview description file for awp_monopoly.bsp (by******@******.***
global
{
ZOOM2.71
ORIGIN1028.00 -1020.00 -257.00
ROTATED1
}
layer
{
IMAGE"overviews/awp_monopoly.tga"
HEIGHT-257.00
}
CART_ATTACK
Counter-Strike
05-02-2004 at 9:41 PM by Author
Cart Attack - Diffusion
By Nathaniel Miller AKA NIPPER
******@******.***
maps at www.geocities.com/nipper14223
Ts are to attack the CT base and blow
up the super-important crate prefabs.
CTs just sit there and defend your crates.
NOTE: The switch by the T spawn activates
the ramps.
(Press CART to continue)
CSDE_SCHNEITERHAUFEN
Counter-Strike
05-02-2004 at 9:41 PM by Author
CSDE_SCHNEITERHAUFEN !!! by |<>MoC<>|LingWang
Kontakt :******@******.***
Winteredition der Scheiterhaufen2 - Map
Terroristen : Sprengt den Haufen oder die |<>MoC<>|Gallerie
aber verhindert das die bösen Bullen die Jungfrauen retten,
die ja gleich mit gesprengt werden sollten.
Bullen : Verhindert die Sprengung des Scheiterhaufens,
der |<>MoC<>|Gallerie, und / oder rettet die Jungfrauen vor
dem sicheren Tod. Und zieht denen doch mal was an bitte.
Die Geiseln sind in einem Käfig eingesperrt, der nur von einem
Schalter in "Jonny Cash´s Zimmer" geöffnet werden kann
Special Thx für :
- XTender für seine Texturen ( ca.40% )
- Simsalabim, Mikezilla für Texturen ( je ca. 20% )
- |<>MoC<>|Bartleby für seine Hilfe bei
den Namensschildern !!!
- ManuChao für die musikalische Unterstützung beim Map - Bau
RadioBemba rulz da house :-)
- Rammstein + Jonny Cash für die Musik in der Map
- Marc Schroeder + G.I.Joe fürs benutzen der Models
- meinem Clan den |<>MoC<>|´s
- der Krombacherbrauerei mmmmmmhhhhh lecker Zeugs !!!
- na und die die ich hier gerade vergesse :=)
CS_007BUNKER
Counter-Strike
05-02-2004 at 9:41 PM by Author
007 Bunker - Hostage Rescue
Map by:
[JAC]Catalyst (******@******.***)
Briefing:
Terrorists have taken control of a
military bunker in northern Russia.
It is not known whether the terrorists
are aware that this bunker contains
the controls for the GoldenEye satellite,
but international Counter-Terrorism
units have been deployed to avert
a potential disaster.
Counter-Terrorists: Locate and rescue
the captive scientists inside the bunker
complex, and lead them outside to the
helipad.
Terrorists: Prevent the Counter-Terrorists
from rescuing the Hostages.
Other Notes: There are 4 hostages in
the mission, but they are being held
in two different areas.
(Press FIRE to continue)
CS_1337_ASSAULT
Counter-Strike
05-02-2004 at 9:41 PM by Author
1337 Assault (v1.0) - Hostage Rescue
---------------------------------
Edited by: Zyndrome (******@******.***)
Original (cs_assault) by: CryptR (******@******.***)
---------------------------------
Terrorists:
Kill the CTs! Watch out for
snipers and incoming CTs from
the ceiling!
Counter-Terrorists:
Rescue the hostages! (duh!)
Additional Info:
- Cameras has been removed.
- New ladders and routes.
- Some wierd looking spots.
CS_747
Counter-Strike
05-02-2004 at 9:41 PM by Author
747 Hijack - Hostage Rescue
by Stephen "Judas" Superville
******@******.***
textures by "The Postman"
******@******.***
Counter-Terrorists: Infiltrate the
plane 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 the plane.
Special thanks to Leon Nieuwoudt,
who began the map.
(Press Fire to Continue)
CS_ALLEY
Counter-Strike
05-02-2004 at 9:41 PM by Author
Alley - Hostage senario
by Stimpy ******@******.***
Background:
The terrorists have taken 4 hostages,
rescue them and eliminate the terrorists.
Counter terrorists:
Prevent the terrorists from executing
the hostages by eliminating them.
Terrorists:
Destroy the Counter-Terrorists at all costs!
(press the fire button to continue)
CS_ALPIN
Counter-Strike
05-02-2004 at 9:41 PM by Author
Alpin - Hostage Rescue
by [BSE]Luis_Cypher
Scenario:
A beautyfull restaurant in the
german alps
Counter-Terrorists:
Rescue 4 Hostages from the
mountainside restaurant
Terrorists:
Prevent the counter-terrorist
from rescuing the hostages
Other Notes:
Rescue point is at the bottom
of the cable way station
(Press FIRE to continue)
CS_ARABSTREETS2
Counter-Strike
05-02-2004 at 9:41 PM by Author
DOWNLOADED FROM www.bytelabs.de
[BL]-Mappack!
Visit us @: 62.4.67.203:27015 [BL]asphemie
CS_ASSAULT
Counter-Strike
05-02-2004 at 9:41 PM by Author
Assault - Hostage Rescue
by CryptR ******@******.***
Counter-Terrorists: Rescue the hostages.
Take out the Terrorists without jeopardizing
the hostages. The Terrorists may be watching
you with their cameras.
Terrorists: Prevent Counter-Terrorist
force from rescuing the hostages. Use
whatever force needed.
Other Notes: There are 4 hostages in
the mission. Rescue them!
(Press FIRE to continue)
CS_ASSAULT2K
Counter-Strike
05-02-2004 at 9:41 PM by Author
A S S A U L T 2 K
Remake by: Telnets ******@******.***
Terrorists have stolen a de-commisioned
warhead from a local train yard and are
trying to re-assemble it. They are currently
holding 4 hostages beleived to be taken from
a small house in the canyon.
Counter-Terrorists: Rescue the hostages,
and recover the stolen nuke.
Terrorists: Prevent the Counter-Terrorists
from gaining entry into the warehouse at
all costs!
(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 Need .rmf File ♡ De_dust2_2020 .bsp
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void Can't Update A Map
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