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Random Maps
56 473 Items
DE_TRAIN
Counter-Strike
05-02-2004 at 9:41 PM by Author
Trainyard - Bomb/Defuse
by Chris Mair ******@******.***
Counter-Terrorists: Prevent Terrorists
from bombing the nuclear payloads on two
trains. Team members must defuse any
bombs that threaten the payloads.
Terrorists: The Terrorist carrying the
C4 must destroy one of the payloads.
Other Notes: There are 2 payloads on the
trains in the mission.
(Press FIRE to continue)
DE_TROME
Counter-Strike
05-02-2004 at 9:41 PM by Author
de_TroMe - FINAL by www.COUCOUOEUF.fr.st
Please read de_trome_readme.txt for
further information ;)
www.CMF-maps.fr.st
#CMF-maps @ Qnet
A small terrorist group has plan to bomb
an old and unused part of the
Coucouoeuf-City's Subway. As always,
the CCPD ( Coucouoeuf City Police District)
is ready to act...
CT: Infiltrate the old subway and prevent
Terrorists from bombing the targeted areas.
T : Bomb either the twin pillars [b], either the
fuel room [a].
[Press FIRE to continue]
DE_TURBINE
Counter-Strike
05-02-2004 at 9:41 PM by Author
Turbine - Bomb/Defuse
by Peter Ryan aka TorQue[MoD] ******@******.***
Textures by J0esm0e, Macman and Monolith
Terrorists: Make your way up river to the dam
and blow it sky high to flood the town below.
Counter-Terrorists: Prevent the Terrorist force
from blowing up the dam using any means necessary.
Other Notes: There are two detonation targets;
The top of the dam and the turbine room.
Original concept by Peter "Andirez" Andries
DE_VEGAS
Counter-Strike
05-02-2004 at 9:41 PM by Author
Vegas - Defusion
By +Cadaver+ (******@******.***)
Textures by George_Pooshoes
(******@******.***)
And by JOeSmOe (******@******.***)
Counter-Terrorists: Infiltrate the Hax0r
Complex and secure the bomb targets.
Eliminate all resistance.
Terrorists: Blow open the safe; failing that,
destroy the Sphinx to gain news coverage
and notoriety for our cause.
Credits: Macman, Chaos, Tech3D, Jubilee.
(Press FIRE to continue)
DE_VERTIGO
Counter-Strike
05-02-2004 at 9:41 PM by Author
Vertigo - Defusion
by Chris Auty (Barney) ******@******.***
Texture builds by Telnets and J0esm0e
Terrorists are trying to bomb rizzleton tower
before it reaches completion.
Counter-Terrorists: Prevent the builing from
being destroyed.
Terrorists: Plant the bomb and blow up the
building.
Other Notes: Dont fall off.
(Press FIRE to continue)
DE_VILLAGE
Counter-Strike
05-02-2004 at 9:41 PM by Author
Village - Bomb/Defuse
by Albert Sola "Debugger" ******@******.***
Textures by MikeZilla ******@******.***
Background: A terrorist organization has
decided to give an ultimatum to the french
government: They're going to bomb a village
if their comrades aren't released from jail.
The problem is it can be any village in
France. Fortunately, the OTAN has discovered
where, and they're sending a group of men to
catch them in fraganti.
Counter Terrorists: Prevent Terrorists from
bombing the threatened targeted areas.
Terrorists: Destroy either the main entrance or
the central square of the village.
(press FIRE to continue)
DE_VOLARE
Counter-Strike
05-02-2004 at 9:41 PM by Author
Volare "Natinonal Park" - Bomb/Defuse
Mapping: B@tman (ILLA)
Textures: B@tman, Simsalabim, Blazeeer!
Counter-Terrorists: After assasinating
Irish politician in his manor just outside
LeStok village, they disappeared in the
mountains. Our intel has shown that
there is a single possible point of
extraction - Beluga cliff. Intercept and
terminate all terrorists.
Terrorists: Blow the damn bridge and
randevouz on the Beluga cliff with the tiger
team in 15:00 hours. You must be there on
time, cuz' the chopper will leave! Swat team
resistance expected. Get 'em, people!
(Press FIRE to continue)
DE_WIMBELDON
Counter-Strike
05-02-2004 at 9:41 PM by Author
de_wimbeldon
Bomb/Defusal
2 bomb site / Tennis courts
Mapping by 2d-chris aka chris kay
Pod bots by 2d-chris
And thanx to all the testers of this map
nay aka mr^death
chunk
ono!
Dragon
Evil Dave
ashmerseric
Gecko|M-UK
Wellard
XCON
DaanO
Sirloinuk
neddy
and anyone else i missed :=)
Inside textures by blazeeer from the map
de_morningstar
can machine by Bok choy
trees by nay aka mr^death
2 versions of this map are avalible, one stopping you reaching the roofs and top of hedges plz contact me if u want the restricting version.
******@******.***
2d-chris@mappers-uk
Enjoy the map ;)
http://www.mappers-uk.net
http://www.nay.cscentral.com/
DE_ZELDA
Counter-Strike
05-02-2004 at 9:41 PM by Author
De_Zelda - Defusion
By: fjl ******@******.***
Textures By: fjl
Version: 1.0
Release Date: 06/28/2001
De_Zelda is based on the 80's Smash Hit
Nintendo game "The Legend Of Zelda."
The layout is created from the First Dungeon
of the game.
Counter-Terrorists: Prevent the Terrorists
from Bombing the Triforce or the blocked
passage to the secret underground room.
Terrorists: Destroy the Triforce or the
blocked entrance to the secret underground
room.
Other Notes: The ceiling of each room
contains a map. The Yellow square indicates
your current position. The Red spots on the
map are the bomb sites. There are
underground routes that can be used to reach
an area quicker.
(Press FIRE to continue)
DOD_FLUGPLATZ
Day Of Defeat
05-02-2004 at 9:41 PM by Author
dod_flugplatz
A FuzzDad Map
********** O B J E C T I V E S *************
Me262 on the taxi-way (cap)
Me262 in the hanger (cap)
Flag near Brit Spawn (touch)
Flag near Axis Spawn (touch)
Flag on road near supply shack (touch)
Flag on road near headquarters building (touch)
Timed points on all flags
********** K U D O S *************
Textures: MikeZilla, some treelines by xerent, a few textures from Kleinluka, boxes and other junk by FD, Sky by Dash
Models: molotov_billy, arcturas/xerent, h&k
DOD_MERDERET
Day Of Defeat
05-02-2004 at 9:41 PM by Author
DOD_MERDERET by Arjan "IR" Bak ******@******.***
German troops are attempting to regain a foothold against
the invading Allied forces - in order to do so, they need
to capture a key bridge.
Allied Objectives:
- Capture the 5 flag points
Axis Objectives:
- Capture the 5 flag points
Textures: Martijn "wizzard" Bak, Daniel "kleinluka" Luka,
Scott "Kamikazi!" Jordan
DOD_VICENZA
Day Of Defeat
05-02-2004 at 9:41 PM by Author
DOD_VICENZA by Jeremy "Izuno" Miller, ******@******.***
April, 1945, Italy
The Allies have advanced up the rocky spine of Italy, nearly to
the city of Vicenza. Tanks have fired shells from a distance, but
before they can roll into the city the King Tiger tank must be destroyed.
Allied Objectives
- Destroy the King Tiger with Bazookas or satchel charges.
- Prevent the Axis troops from destroying the two Allied jeeps.
Axis Objectives
- Destroy the Allied Jeeps with Panzerschrecks or satchel charges.
- Prevent the Allies from destroying the King Tiger tank.
DUEL_SNIPERARENA
Counter-Strike
05-02-2004 at 9:41 PM by Author
Sniper Arena - Duel
by [COMMANDOS]GoldSozor ******@******.***or http://www.commandos.be.tf)
(En)All players:
It is a duel, 1vs1 or 2vs2 to advise...
good luck!
(Fr)Tout les joueurs
C'est un duel, 1vs1 ou 2vs2 conseiller...
bonne chance!
(Press FIRE to continue)
ES_FRANTIC
Counter-Strike
05-02-2004 at 9:41 PM by Author
Frantic - Escape
by Barney ******@******.***
textures by Macman ******@******.***
Background: The CT squad has been tipped
off as to the whereabouts of a NYC
Terrorist group. The T's have just
stepped off a subway and must make a
break for it.
Counter-Terrorists: Enter the subway
tunnels and eliminate the Terrorist
group. Do not let them get to the
streets.
Terrorists: Get topside immediately and
get the hell out of the subway tunnels.
(Press FIRE to continue)
ES_LA_B1
Counter-Strike
05-02-2004 at 9:41 PM by Author
es_LA - Escape Los Angeles
by Salamander
Counter-Terrorists: Prevent terrorists
from escaping to subway or vault.
Terrorists: The bomb in the vault has a
3-1/2 min. timer (approx) and will open an
escape route to an adjoining building (out).
When the bomb detonates everyone on that
level will be eliminated.
(Press FIRE to continue)
ES_LOSANGELES
Counter-Strike
05-02-2004 at 9:41 PM by Author
es_LOSANGELES
by Salamander
Counter-Terrorists: Prevent terrorists
from escaping to subway or vault.
Terrorists: The bomb in the vault has a
3-1/2 min. timer (approx) and will open an
escape route to an adjoining building (out).
When the bomb detonates everyone on that
level will be eliminated.
(Press FIRE to continue)
ES_TRINITY
Counter-Strike
05-02-2004 at 9:41 PM by Author
Trinity - Escape
By +Cadaver+ ******@******.***
Textures by Locknut, Evile
Dick and George_Pooshoes
Background: Terrorists have arranged
for the derailment of a train carrying
their comrades to Broadmoor Prison.
Counter-Terrorists: Round up and
neutralise all escaped terrorists.
Terrorists: Escape from the train
wreck to one of the 3 escape points.
Other Notes: There are two armoury
areas in this map.
Special thanks to Behrooz Wolf
(Press FIRE to continue)
FY_AZTEC
Counter-Strike
05-02-2004 at 9:41 PM by Author
fy_aztec
By |XnM|QuiK
Terrorists: Kill Counter-Terrorists
Counter-Terrorists: Kill Terrorists
Clan |XnM|
Visit Us: at http://xnm.cjb.net - irc: #******@******.***
If you have any questions email me here at:******@******.***
Note: 8 max players
(Press FIRE to continue)
FY_AZTEC_QC
Counter-Strike
05-02-2004 at 9:41 PM by Author
By |XnM|QuiK
Terrorists: Kill Counter-Terrorists
Counter-Terrorists: Kill Terrorists
Clan |XnM|
Visit Us: at http://xnm.cjb.net - irc: #******@******.***
If you have any questions email me here at:******@******.***
(Press FIRE to continue)
FY_DAHIZHOUSEZ
Counter-Strike
05-02-2004 at 9:41 PM by Author
fy_dahizhousez by [TrK]JunkyardJack
This is my first map for Counter-Strike.
My objective was to create a deathmatch style map with a small file size for a speedy download.
The map consists of two facing houses (Hatfield and McCoy) in the desert.
The houses are exactly the same for an even playing field. Two level houses with spawn points in the basements.
Once you spawn you have three options:
you can either exit basement to first floor by way of steps, shoot through a grate and exit to an underground utility corridor
which leads to the other house and center street, or climb up the chimney to the roof.
Outside there are knee walls for cover, two sheds for nades and Kevlar and a grate in the road for access underground.
The gameplay is fast and furious. If you like mindless violence you will get it here. It rocks with 24 players.
r_speeds are good. Download it and kick the tires.
Please see screens:
http://mywebpages.comcast.net/trkclan/maps/fy_dahizhousez/fy_dahizhousez001.jpg
http://mywebpages.comcast.net/trkclan/maps/fy_dahizhousez/fy_dahizhousez003.jpg
http://mywebpages.comcast.net/trkclan/maps/fy_dahizhousez/fy_dahizhousez005.jpg
http://mywebpages.comcast.net/trkclan/maps/fy_dahizhousez/fy_dahizhousez008.jpg
http://mywebpages.comcast.net/trkclan/maps/fy_dahizhousez/fy_dahizhousez009.jpg
Download Map Here:
http://mywebpages.comcast.net/trkclan/maps/fy_dahizhousez/fy_dahizhousez.zip
For additional screens and more downloads visit this link:
http://mywebpages.comcast.net/trkclan
Thanks for looking,
JunkyardJack
 
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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
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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