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ST_BESSJUMP
Counter-Strike
05-02-2004 at 9:41 PM by Author
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
****************************
///////cs_bess-jump/////////
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
****************************
PREPAREZ VOS PARACHUTES
ET SAUTEZ bon courage
(press fire to continue
but where ?)
ST_JEEPATHON3K
Counter-Strike
05-02-2004 at 9:41 PM by Author
de_jeepathon3k - The stupidening
Mapping and Textures by:
Mark "bender" Rhodes
(******@******.***)
Thanks Medic911 for letting me use
the name, and for not "booing" me when
i told him the idea.
Now listen... this map is not a serious
CS map. It is designed for a specific
reason, because people asked me for it.
You're playing it, get a few people in
and if you aren't enjoying yourself
email me.
(Press FIRE to continue)
TR_AWP
Counter-Strike
05-02-2004 at 9:41 PM by Author
Tr_AWP - Training
by Jamie Manson (Skeebz)
******@******.***
Counter-Terrorists & Terrorists:
use your AWP's to eliminate the opposing team
Other Notes:
This map is dedicated to all AWP Whores
Especially:
[Mi2]Grimreaper
"Oh yeah baby, AWP 0wn4g3!"
(Press FIRE to continue)
WATERWORLD
Counter-Strike
05-02-2004 at 9:41 PM by Author
Map created by The Immortal
******@******.***
Have fun, don't drown.
WW2_OMAHABEACH
Counter-Strike
05-02-2004 at 9:41 PM by Author
Omaha Beach - World War 2
by toXic [Kemal Kinali] ******@******.***
Counter-Terrorists:
Reach their base, and eliminate all terrorists.
Terrorists:
Prevent the Counter-Terrorists from reaching your base,
by eliminating them.
Other notes: Have fun!!!
(Press FIRE to continue)
X-MAS_TREE
Counter-Strike
05-02-2004 at 9:41 PM by Author
X-mas tree - Fight to the death
By Nathaniel Miller AKA NIPPER
******@******.***
maps at www.geocities.com/nipper14223
"I dont care what the mayor says
chirstmas is full of cheeeeeer"
AWP_MAP4
Counter-Strike
05-02-2004 at 9:41 PM by Author
AWP_MAP4 MADE BY "Player"
and used by all the people who love the awp map, not me personally, i f*ckin hate it some times
FY_AZTECWORLD
Counter-Strike
05-02-2004 at 9:41 PM by Author
Name: fy_aztecworld
Mapper: mossm4n
Editor/Compiler: mossm4n
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Objective:
Destroy the opposing team.
By any means necessary.
___
/----------------------------------
/---------------- ----
/ --------------------------
/ -------------------------
| / / /
| / / /
| |______/
__________________________________________________________
FY_RUSH
Counter-Strike
05-02-2004 at 9:41 PM by Author
fy_Rush
Created by (KCSA) HeLLy
******@******.***
FY_RUSH
Counter-Strike
05-02-2004 at 9:41 PM by Author
<p>Fy_Rush - Deathmatch
Mapping done by (KCSA) HeLLy - ******@******.***
Background: Kill Each Other!
Terrorists: Eliminate the opposing threat.
Counter-Terrorists: Eliminate the opposing threat.
(Press Fire to Continue)
</p>
DE_MUSEUM
Counter-Strike
05-02-2004 at 9:41 PM by Author
Museum - Defusion
by TH3RoP0D-X
(******@******.***)
Counter-Terrorists: Save the Museum's
priceless dinosaur skeletons from
destruction.
Terrorists: Plant bomb in front of the
T. rex or Brachiosaurus exhibits.
(Press FIRE to continue)
AS_ROADKILL
Counter-Strike
05-02-2004 at 9:41 PM by Author
Roadkill! - Assasination
By NiNja_007 (aka Cheesemonster in tfc!)
(******@******.***)
Overview by ParaBolt
Background:
Terrorists have located a local congressman
in a his small town and are blocking the only
way out! Due to recent legislations
announced by him, the terrorists have planned
an assasination attempt on his way out of town!
Counter-Terrorists:
Escort the VIP (By driving or on foot)
into the tunnel out of town.
Terrorists:
Block the roads and do anything to Eliminate
the VIP before he reaches inside the tunnel.
(Press FIRE to continue)
AS_RISING_SUN
Counter-Strike
05-02-2004 at 9:41 PM by Author
Rising Sun - Assassination
by SparX ******@******.***
http://mapdesign.swissquake.ch
Overview by ParaBolt
Counter-Terrorists:
Escort the VIP to one of two safety
zones.
Terrorists:
Eliminate the VIP and prevent him from
reaching the safety zones.
Thx to Warbeast and [KSZ]Herby for
their technical assistance.
(Press FIRE to continue)
CS_ITALY2
Counter-Strike
05-02-2004 at 9:41 PM by Author
Italy2 - Hostage/Rescue
by Niklas Olsson, Sweden
Email:******@******.***
Homepage: (Link)
Counter-Terrorists: Assult the house fast
and watch for snipers. Rescue the two hostage
and return to the rescue point.
Terrorists: Defend the hostage at all cost
or kill them if the counter-terroist came to
close!
(Press FIRE to continue)
AS_FOREST
Counter-Strike
05-02-2004 at 9:41 PM by Author
Forest - Assassination
Map by Poor Yurik (******@******.***)
Textures by Macman/Poor Yurik
SkyBox by MJC (******@******.***)
Special Thanks to [UGP]Skittz, Recycled, and the AD testing team
Background: After a AAA gun cripples a transport helicopter during an escort mission,
a group of CT's and a valuable government official find themselves deep within
enemy territory. A military helicopter has been dispatched and will be waiting in
a clearing near a supply bridge. If the helicopter has been compromised, a rescue
unit will be prepared for a rendezvous at waypoint Bravo, five minutes down the main
road, which is fortified by a turret-enforced road block.
Counter-Terrorists: Protect the VIP at
all costs. Escort him to either the apache near the bridge
or through the gate at the end of the road that lies
adjacent to the Terrorist camp.
Terrorists: Stick it in the VIP's pooper.
(Press FIRE to continue)
AS_TUNDRA
Counter-Strike
05-02-2004 at 9:41 PM by Author
Tundra - Assassination
by Zaphod_Beeblebrox
(******@******.***)
Textures by MacMan
Background:
Security has been breached at a covert
weapons sales meeting deep in Alaska.
After stealing the weapons, they are waiting
to take out the VIP.
Counter-Terrorists:
Escort the VIP to one of two safety
zones. An APC and a rescue helicopter
are at your disposal
Terrorists:
Eliminate the VIP and prevent him from
reaching the safety zones.
(Press FIRE to continue)
[as_tundra contributors]
Joshua (Euro*Brew) DeJong
Devnull (compiler)
Mr_Deth
Janitor209
Fletch
N0TH1NG
Boxlor
The Guy
Agent
DE_PREDATOR
Counter-Strike
05-02-2004 at 9:41 PM by Author
de_predator Z-Bot navigation file by npocTo_LaM
WEB: (Link)
Email: ******@******.***
DE_PREDATOR
Counter-Strike
05-02-2004 at 9:41 PM by Author
DE_PREDATOR - DEFUSION
By Michael Visser aka 3D_Mike
(******@******.***)
(******@******.***)
(Link)
Somewhere in a small south-american country a nuclear
explosion shakes the world. A local Terrorist fraction
discovers the secret behind the explosion and set up
an excavation site to claim the newfound technology.
They are quickly overtaken by a CT-team dispatched to
retreive the same information. The Terrorists retreat
deep into the jungle and decide to blow the excavation
site in a desperate attempt to prevent the CT-troups
from finding out what caused the explosion.
Terrorists:
-Bomb Fuel depot or Bunker.
Counter-Terrorists:
-Prevent the Terrorists from bombing.
CS_ARABSTREETS
Counter-Strike
05-02-2004 at 9:41 PM by Author
cs_arabstreets - Hostage Rescue
Mapping and Textures by:
Paramedic911 (******@******.***)
Briefing:
Several U.N. Weapons inspectors
have vanished while inspecting
a suspected chemical weapons
factory in Iraq. They are assumed
to be dead or captive.
Counter-Terrorists: Locate and
rescue the U.N. hostages inside
the chemical plant, and then lead
them to the extrication zone!
Terrorists: Prevent the Counter-Terrorists
from rescuing the Hostages.
(Press FIRE to continue)
DE_DAWN
Counter-Strike
05-02-2004 at 9:41 PM by Author
From Dust till Dawn - Bomb/Defuse
Created by Bargle (******@******.***)
Original by DaveJ (******@******.***)
Textures by Macman (******@******.***)
Counter-Terrorists:
Prevent Terrorists from bombing
chemical weapon crates.
Team members must defuse any bombs
that threaten targeted areas.
Terrorists: The Terrorist carrying the
C4 must destroy one of the chemical
weapon stashes.
Other Notes: There are 2 chemical
weapon stashes in the mission.
(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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