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DOD_AVALANCHE
Day Of Defeat
05-02-2004 at 9:41 PM by Author
// Detail texture map file for dod_avalanche level
// [texture name][detail texture name][hscale][vscale]
{avaladder detail/dt_wood1 10 10
{eastwndwn2 detail/dt_wood1 10 10
avabase1 detail/dt_stone2 10 10
avabase2 detail/dt_stone2 10 10
avabase3 detail/dt_stone2 10 10
avabigarch detail/dt_stone1 10 10
avabigarchside detail/dt_stone1 10 10
avabookcase detail/dt_wood1 10 10
avabrokenflr1 detail/dt_stone1 10 10
avabrokenflr2 detail/dt_stone1 10 10
avabrokenwall1 detail/dt_stone1 10 10
avabrokenwall2 detail/dt_stone1 10 10
avaceil1 detail/dt_wood2 10 10
avaceil2 detail/dt_wood2 10 10
avaceil3 detail/dt_stone1 10 10
avaceiling detail/dt_wood2 10 10
avaceilings detail/dt_wood2 10 10
avaceilingw detail/dt_wood2 10 10
avachurcharch1 detail/dt_stone3 10 10
avachurcharch2 detail/dt_stone3 10 10
avachurcharch3 detail/dt_stone3 10 10
avachurchdoor detail/dt_wood1 10 10
avachurchdoori detail/dt_wood1 10 10
avachurchfront detail/dt_stone3 10 10
avachurchfrontb detail/dt_stone3 10 10
avachurchpilbrk detail/dt_stone1 10 10
avachurchpillar detail/dt_stone1 10 10
avachurchroofsi detail/dt_stone1 10 10
avachurchside detail/dt_stone1 10 10
avachurchside2 detail/dt_stone1 10 10
avachurchside2i detail/dt_stone1 10 10
avachurchsidei detail/dt_stone1 10 10
avachurchwall detail/dt_stone1 10 10
avadoorframe detail/dt_wood1 10 10
avadoortop detail/dt_wood1 10 10
avafloor1 detail/dt_wood1 10 10
avafloor2 detail/dt_smooth1 10 10
avafloorw detail/dt_wood1 10 10
avainwall1 detail/dt_plaster1 10 10
avainwall1d detail/dt_plaster1 10 10
avainwall1w detail/dt_plaster1 10 10
avainwall2 detail/dt_plaster1 10 10
avainwall2d detail/dt_plaster1 10 10
avainwall2w detail/dt_plaster1 10 10
avainwall3 detail/dt_plaster1 10 10
av(...)
DOD_AVALANCHE
Day Of Defeat
05-02-2004 at 9:41 PM by Author
DOD_AVALANCHE by Iikka "Fingers" Keranen
September, 1943, Italy
A couple of days after establishing a beachhead
at Salerno, the American advance towards the hills
was stopped by a vicious German counterattack on
September 13. Intense street fighting ensued, with
some towns changing hands several times a day.
Allied Objectives:
- Capture the 5 flag points
Axis Objectives:
- Capture the 5 flag points
DOD_CAEN
Day Of Defeat
05-02-2004 at 9:41 PM by Author
{K_window7cT detail/dt_stone4 10 10
{m_railing1 detail/dt_metal1 10 10
-0_brik3 detail/dt_brick 10 10
-0K_brick9 detail/dt_brick 10 10
-1_brik3 detail/dt_brick 10 10
-1K_brick9 detail/dt_brick 10 10
-2_brik3 detail/dt_brick 10 10
avabrokenwall1 detail/dt_stone1 10 10
avabrokenwall2 detail/dt_stone1 10 10
c2_bricktrim3b detail/dt_brick 10 10
c2_briktrim2b detail/dt_brick 10 10
c2_crater detail/dt_rough1 10 10
c2_door detail/dt_wood1 10 10
c2_sideLight detail/dt_smooth1 10 10
c2_wood detail/dt_wood1 10 10
dmgwall detail/dt_stone4 10 10
door2d detail/dt_wood1 10 10
door2e detail/dt_wood1 10 10
Helvan1 detail/dt_plaster1 10 10
i_roof_tile3 detail/dt_rough1 10 10
K_books1 detail/dt_wood 10 10
K_building13 detail/dt_stone4 10 10
K_building13b detail/dt_stone4 10 10
K_building15b detail/dt_stone2 10 10
K_building15bc detail/dt_stone2 10 10
K_building15bd detail/dt_stone2 10 10
K_building19 detail/dt_stone4 10 10
K_building19c detail/dt_stone4 10 10
K_building6b detail/dt_stone3 10 10
K_door18b detail/dt_wood1 10 10
K_door19 detail/dt_wood1 10 10
k_road1 detail/dt_stone4 10 10
K_roof15 detail/dt_rough1 10 10
K_roof4 detail/dt_rough1 10 10
K_rubble2b detail/dt_ground5 10 10
K_rubble5a detail/dt_ground5 10 10
k_stonewall1a detail/dt_stone4 10 10
k_stucco9c detail/dt_plaster2 10 10
K_stucko8 detail/dt_plaster2 10 10
K_wall13 detail/dt_plaster2 10 10
K_wall14 detail/dt_plaster2 10 10
k_wall4b detail/dt_plaster2 10 10
k_wall4c detail/dt_plaster2 10 10
K_wood1a detail/dt_wood1 10 10
KX_crate1b2 detail/dt_wood1 10 10
M_arch2 detail/dt_stone1 10 10
M_arch4 detail/dt_stone1 10 10
m_arch4b detail/dt_stone1 10 10
M_arch4c detail/dt_stone1 10 10
m_bankwall2 detail/dt_stone4 10 10
m_bankwall3(...)
DOD_CAEN
Day Of Defeat
05-02-2004 at 9:41 PM by Author
DOD_CAEN by Tim "Waldo" Holt (******@******.***)
July, 1944, France
The battle of Caen was planned even before D-day, and was
not over until mid July. What took place in the streets
was some of the fiercest combat of the Western Front.
British Objectives:
- Capture the 5 flag points
Axis Objectives:
- Capture the 5 flag points
Textures: Chad "Masako" Barnsdale, Scott "Kamikaze!" Jordon,
and Tim "Waldo" Holt
DOD_CHARLIE
Day Of Defeat
05-02-2004 at 9:41 PM by Author
// Detail texture map file for dod_charlie level
// [texture name][detail texture name][hscale][vscale]
{c0whogz detail/dt_metal1 10 10
{K_bed1b detail/dt_metal1 10 10
{K_enforcewire3 detail/dt_metal1 10 10
{K_hedge1 detail/dt_grass1 10 10
{K_outline1 detail/dt_grass1 10 10
{K_outline2b detail/dt_grass1 10 10
{K_tree7c detail/dt_grass1 10 10
{out_net1 detail/dt_grass1 10 10
{x_hedge4 detail/dt_grass1 10 10
{x_treeline5a_s detail/dt_grass1 10 10
{x_trenchbarb detail/dt_metal2 10 10
bamseco detail/dt_plaster1 5 5
Blend4 detail/dt_ground2 10 10
Blend5 detail/dt_ground2 10 10
c0w_sandtrench detail/dt_ground4 10 10
c0wtrench detail/dt_ground4 10 10
K_barrel3 detail/dt_wood1 10 10
K_barrel3b detail/dt_wood1 10 10
K_beam1 detail/dt_ssteel1 10 10
K_cement10b detail/dt_stone2 10 10
K_cement11b detail/dt_stone2 10 10
K_cement12 detail/dt_stone2 10 10
K_cement12c detail/dt_stone2 10 10
K_cement9-3 detail/dt_stone2 10 10
K_cement9c detail/dt_stone2 10 10
K_cement9c2 detail/dt_stone2 10 10
K_church3b detail/dt_stone2 10 10
K_door2 detail/dt_wood1 10 10
K_metal1 detail/dt_metal1 10 10
K_metal3b2 detail/dt_metal1 10 10
K_rubble1 detail/dt_ground5 10 10
K_sand2 detail/dt_ground4 10 10
K_sandbag2 detail/dt_fabric2 10 10
K_trenchwood1 detail/dt_wood3 10 10
k_water2b detail/dt_smooth2 10 10
K_wood4 detail/dt_wood1 10 10
K_woodwindow1 detail/dt_wood1 10 10
KX_crate2b2 detail/dt_wood1 10 10
KX_crateCanvas2 detail/dt_wood1 10 10
m_charliebluff2 detail/dt_ground3 10 10
M_charliegrass1 detail/dt_grass1 10 10
M_charliegrassi detail/dt_grass1 10 10
M_charliesand1 detail/dt_ground4 10 10
M_charliesandim detail/dt_ground4 10 10
sign_beach detail/dt_stone1 10 10
sign_biggun detail/dt_stone1 10 10
sign_bunker detail/dt_stone1 10 10
sign_surface detail/dt_stone1 10 10
tnnl_w6 detail/dt_stone3 10 10
trk_pipe detail/dt_metal1 10 10
DOD_CHARLIE
Day Of Defeat
05-02-2004 at 9:41 PM by Author
DOD_CHARLIE by Joel "c0w" Weech (******@******.***)
June 6TH, 1944, Normandy
D-Day
Today is the turning point of the war! Failure is
not an option - move up the beach, or perish!
Allied Objectives:
- Destroy the sea wall to move up the beach
- Destroy the two 88 'flak' guns
- Destroy the Axis radio tower
- Destroy the artillery bunker
Axis Objectives:
- Defend the beach
- Once the beach defenses are breached, fall back and defend
Textures: Chad "Masako" Barnsdale
DOD_FLASH
Day Of Defeat
05-02-2004 at 9:41 PM by Author
// Detail texture map file for dod_flash level
// [texture name][detail texture name][hscale][vscale]
{K_window11 detail/dt_wood1 10 10
{K_window4b detail/dt_wood1 10 10
{K_window6 detail/dt_wood1 10 10
{x_fence2 detail/dt_wood1 10 10
{x_wwindow1 detail/dt_wood1 10 10
{x_wwindow1b detail/dt_wood1 10 10
-0K_brick9 detail/dt_brick 10 10
-1K_brick9 detail/dt_brick 10 10
-2K_brick9 detail/dt_brick 10 10
bamseco detail/dt_plaster1 5 10
flash2_bottom1 detail/dt_stone4 10 10
flash2_bottom3 detail/dt_stone4 10 10
flash2_cobble detail/dt_stone4 10 10
flash2_ground1 detail/dt_grass1 10 10
flash2_ground2 detail/dt_grass1 10 10
flash2_ground3 detail/dt_grass1 10 10
flash2_road detail/dt_grass1 10 10
flash2_rubble detail/dt_ground5 10 10
flash2_sidewalk detail/dt_stone3 10 10
flash2_wall1 detail/dt_stone2 10 10
K_chimney3 detail/dt_stone4 10 10
K_crate1 detail/dt_wood1 10 10
K_door12c detail/dt_wood1 10 10
K_door12d detail/dt_wood1 10 10
K_sandbag2b detail/dt_fabric2 10 10
K_stone1b detail/dt_stone3 10 10
K_stone4 detail/dt_stone3 10 10
K_stonew1 detail/dt_stone3 10 10
K_stonew4b detail/dt_stone3 10 10
K_stonew5c detail/dt_stone3 10 10
K_wall33 detail/dt_stone3 10 10
K_wall35b detail/dt_stone4 10 10
K_wall47 detail/dt_stone4 10 10
K_wall55 detail/dt_brick 10 10
K_wall7 detail/dt_plaster2 5 10
K_wallpaper1 detail/dt_plaster2 5 10
K_wallpaper2 detail/dt_plaster2 5 10
K_wallpaper3 detail/dt_plaster2 5 10
K_window6 detail/dt_wood1 10 10
K_wood10 detail/dt_wood1 10 10
K_wood3 detail/dt_wood1 10 10
K_wood7b detail/dt_wood1 10 10
K_wood9 detail/dt_wood1 10 10
K_wood9c detail/dt_wood1 10 10
K_woodwindow1 detail/dt_wood1 10 10
k2_ceiling1b detail/dt_wood1 10 10
k2_ceiling2 detail/dt_wood1 10 10
(...)
DOD_FLASH
Day Of Defeat
05-02-2004 at 9:41 PM by Author
DOD_FLASH by Svante "xerent" Ekholm (******@******.***)
October, 1944, German Countryside
British troops have advanced into what appears to be a small,
quiet village. A few platoons are ordered forward to check
out the situation.
British Objectives:
- Capture the 5 flag points
Axis Objectives:
- Capture the 5 flag points
Textures: Scott "Kamikazi!" Jordan, Svante "xerent" Ekholm,
Chad "Masako" Barnsdale
PARA_GLIDER
Day Of Defeat
05-02-2004 at 9:41 PM by Author
PARA_GLIDER by Wes "FuzzDad" Shull (******@******.***)
July 1944. American Airborne troops are advancing into Southern France and have assaulted a vineyard where German Anit-Aircraft defenses are taking their toll on Allied aircraft. Crack German paratroopers are guarding the anti-aircraft and they will do anything to drive the Allies out.
Allied Objective:
- Clear the field of German troops or destroy either the Radio Room or both the 88mm AND the Freya Radar set.
Axis Objective:
- Destroy the attacking American force or hold out for reinforcements
Textures: Kleinluka, some treelines by xerent, HL, Sky by Dash
Models: arcturas/xerent, Scott "Kamikaze!" Jordon, flomatic
PARA_KRAFTSTOFF
Day Of Defeat
05-02-2004 at 9:41 PM by Author
German scouts have discovered that Allied forces
are using the town of Kraftstoff as a major staging
point to transport fuel and supplies into Germany
for the Allied war effort. A nearby German Panzer group,
low on fuel, begins a plan to raid the town's supplies
to get their 'King Tiger' tanks moving again.
Allies: Defend the the fuel trucks at all cost
to prevent the Axis from advancing.
AXis: Capture one of the two fuel trucks
to get fuel for your 'King Tiger' tank.
Mapped by: Chris "Unreal" CS (******@******.***)
Textures: MikeZilla (******@******.***)
Special Thanks:
MikeZilla, Waldo, Xerent, Mugsy, molotov_billy,
Pick it Up, Curator.
(Link)
PARA_HEDGEROW
Day Of Defeat
05-02-2004 at 9:41 PM by Author
Allied Objectives:
Parachute in to hedgerow country
and destroy the two 88 gun emplacements.
No reinforcements are available!
Axis Objectives:
Prevent Allied Paratroops from
destroying the 88s. No reinforcements
are available!
FY_PIRANESI
Counter-Strike
05-02-2004 at 9:41 PM by Author
Piranesi - Fy = Don't have a clue!
Map by QuiD (******@******.***)
IRC: #clan-dTb @ Quakenet
Counter-Terrorists: Take up
your weapons and fight
Terrorists: Take up
your weapons and fight
Other notes: You can buy
Stuff in the middle!
Other maps by me:
fy_iceworld2002, fy_yardblood
and cs_supplydepot
Get them at (Link)
MORE MAPS THAN YOU CAN EAT!
(Press Fire or ok Continue)
KA_ARENA
Counter-Strike
05-02-2004 at 9:41 PM by Author
KA_Arena - Knife Arena
Map and textures by Mouge
(******@******.***)
Knife arena, kill one another 1 vs 1
until 1 man is left standing, the bar is
a common place to meet and be merry
and watch the fights :D
(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
Forum
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  04-27-2025 at 5:53 PM by qoLmE
void Map Cs 1.6 Sur Serveur Cz
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void Hlbox17b Download - Virus?
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void Need .rmf File ♡ De_dust2_2020 .bsp
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void Waypoints For Dod_kort_b4
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void Can't Update A Map
  11-25-2024 at 1:41 AM by FIXXOR
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