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DE_DUST2_2X2_WIDE
Counter-Strike
03-12-2024 at 5:19 PM by Author
map by Ayk
Кол-во слотов: 40
Благодарности:
Ребятам с CSM.dev, в частности JPEG-у
Улучшенная и исправленная версия карты de_dust2_2x2.
Открыт проход через центр и зона "грибов" (до ворот на Б).
Отсутствуют недопустимые подсадки на текстуры.
Правильное свечение ламп.
GG_DOSHKI
Counter-Strike
03-08-2024 at 3:52 PM by Author
Map made by mult!k
2024
GG_AVIARA_FUN4
Counter-Strike
03-06-2024 at 9:10 PM by Author
gg_aviara_fun4
by Quenched^Martensite (******@******.***)
texture made by the halflife team (halflife.wad. cstrike.wad and decals.wad)
P/S:
Dont get drown! Restore health by standing on the platform. Crouching wont help. Jumping will.. (enjoy the beat)
Credit:
DJStarfish @ warezmastr (UTPIRC) @ encodr (Webnet) for the background music.
(Press fire to continue)
AIM_+18_AK47
Counter-Strike
03-03-2024 at 4:44 PM by Author
+18_trolll hahahaha
map by benjamin
:D
CS_SWEDEN_FA
Counter-Strike
03-01-2024 at 4:26 PM by Author
muro03adetail/swe_stone26.06.0
maderos01detail/swe_maderosa11.01.0
maderos1detail/swe_maderosa21.01.0
vllRottbrick1_adetail/swe_brick210.010.0
brkwall2_gdetail/swe_cement26.06.0
brkwall1_gdetail/swe_cement26.06.0
rug1detail/swe_cloth8.08.0
rug2detail/swe_cloth8.08.0
cobble_gdetail/swe_cobble16.06.0
SILO2_WET4Ddetail/swe_cement26.06.0
rockside1_gdetail/swe_rock17.07.0
rockside2_gdetail/swe_rock17.07.0
tree1detail/swe_bark18.58.5
ps_sandbag1b3detail/swe_sandbag2.52.5
ps_sandbag1b2detail/swe_sandbag2.02.0
thatchroof11detail/swe_thatch11.011.0
vbWalk1detail/swe_brick28.08.0
wall4detail/swe_paper16.06.0
wood2detail/swe_wood110.010.0
gate1detail/swe_wood37.07.0
wall_wood1adetail/swe_wood228.08.0
mill1detail/swe_wood224.54.5
mill2detail/swe_wood224.54.5
wood1_indetail/swe_wood25.05.0
K_wood8detail/swe_wood32.02.0
K_wood10detail/swe_wood38.08.0
cupboard1_1detail/swe_generic13.03.0
rockg_plaindetail/swe_rock31.51.5
rockg_middetail/swe_rock31.51.5
rockg_rslantdetail/swe_rock31.51.5
rockg_lslantdetail/swe_rock31.51.5
cliff2_gdetail/swe_rock24.04.0
castle_gdetail/swe_cracked26.56.5
castlewin_gdetail/swe_cracked26.56.5
force_plaster02detail/swe_plaster15.05.0
force_plaster03detail/swe_cement34.04.0
force_plaster04detail/swe_cement35.05.0
force_pipedetail/swe_rust14.04.0
DRKMTLT_BORD11detail/swe_metal16.06.0
~LAB1_COMP7Bdetail/swe_metal28.08.0
LAB1_GAD1Ddetail/swe_metal34.04.0
LAB1_GAD4detail/swe_metal24.04.0
GENERIC_113Cdetail/swe_metal44.04.0
OUT_GAD2detail/swe_metal24.04.0
sundial_gdetail/swe_metal22.52.5
dirt-greydetail/swe_ground16.06.0
grass5detail/swe_gr(...)
CS_SWEDEN_FA
Counter-Strike
03-01-2024 at 4:26 PM by Author
Sweden-Hostages Rescue
Original obj_sweden by Graham Davis
Port by Izuko Fukuda
Story:
After the notorious Swedish terrorist organization, the Arctic Avengers, carried out a terrorist attack on the Swedish Embassy and took four Swedish dignitaries stationed at the Embassy hostage and disappeared, the Swedish police managed to capture and interrogate one of the members of the organization, from which they learned of the organization's hideout in a small town in the Swedish countryside by the sea, and were preparing to carry out a raid on the abandoned town.
SAS(Counter-Terrorists)'s Missions:
You interrogate your informants about the Arctic Avengers' hideout in Sweden, launch a raid on this Swedish coastal village, and either free the Swedish dignitaries held hostage in a lighthouse or abandoned building, or eliminate all the terrorists without threatening the lives of the hostages as a precondition.
Tip:Use the underground routes or barns to avoid the eyes of Terrorists and go around the back to sneak up on terrorists or quietly rescue hostage.
Arctic Avengers(Terrorists)'s Missions:
Counter-Terrorists are trying to launch a raid on your hideout in the Swedish countryside and take your hostages, stop them from eliminating you and defend your hostages by eliminating all Counter-Terrorists before they do.
Tip:Use smoke grenades to set up ambushes for Counter-Terrorists coming to their rescue
in dark corners or areas of the map.
Other:
There are four hostages in the Swedish countryside. Go and rescue them!
Map have 2 HRZs,one in a windmill near Counter-Terrorists Spawn,one in a house back.
SYKHIV_YARDS_SUNSET_B2
HL DeathMatch
02-29-2024 at 6:46 PM by Author
Sykhiv_yards_sunset_b2
----------------
This map is based on the Sykhiv district of Lviv, Ukraine.
Much effort has been put into capturing the atmosphere of this place.
The map is still under development and there are maybe bugs and unoptimized places, so stay tuned for updates.
The map by MqM
Textures by MqM
Map made in Ukraine, Lviv
---------------
Ця мапа створена по мотивам Сихівського району Львова, Україна.
Карта не є копією конкретних реальних вулиць, а лише збірним образом Сихова.
Багато зусиль було докладено, щоб передати атмосферу цього місця.
Карта все ще перебуває в стадії розробки, на ній є можливо баги та неоптимізовані місця, тому слідкуйте за оновленнями.
Мапа від MqM
Текстури від MqM
Мапа створена в Україні, Львів
AIM_DEAGLE7K_GO
CS:Source
02-28-2024 at 6:28 PM by Kirito
The map ported from CS:GO by Luke "Razo18" Reznick
The map works in CS:S v34
GG_DUSTY_P
Counter-Strike
02-26-2024 at 7:21 PM by Author
gg_dusty_p
///////////////
Map for GunGame
///////////////
Map by PeTrOs9n
GG_OS_HALL
Counter-Strike
02-26-2024 at 7:09 PM by Author
gg_os_hall
map by ONESTRIKE
for (Link)
ONESTRIKE gungame.
onestrike.eu
GG_ABANDONED_INDUSTRIAL
Counter-Strike
02-19-2024 at 10:25 AM by UNDER2
"Waypoints: Да" - Ну и где?
35HP_DVACH
Counter-Strike
02-18-2024 at 8:26 PM by FairPlayCS2
Try it here fam
193.124.177.57:27158
35HP_DVACH
Counter-Strike
02-17-2024 at 11:13 PM by Author
Map created by my anus is bleeding for sosa4ultras server.
NAKATNM!
GG_ASSAULT_SAVASLARI
Counter-Strike
02-17-2024 at 10:41 AM by Author
Please contact me if you have any problems with the map
Made
in
Baltaci -_*
BF2_COLDLINE
Counter-Strike
02-17-2024 at 10:40 AM by krtola
Can you add on this map bomb site or hostages?
BF2_FRAD3_V2
Counter-Strike
02-17-2024 at 10:33 AM by krtola
Can you make objective for this map? Bomb sites or hostages?
GG_SIMPSONS_FIGHT
Counter-Strike
02-17-2024 at 10:28 AM by Author
gg_simpsons_fight
A remake of my old map he_simpsons_nuclear_plant, i made a new platform, new toxic barrels, a simple ladder.
Is really funny! I hope you like it!
GG_ITALYGEMETZEL
Counter-Strike
02-16-2024 at 10:29 PM by Author
gg_italygemetzel
CT must kill T
T must kill CT
this map is created by mihau (-******@******.***)
DE_GSU_FORESTCBBLE
Counter-Strike
02-16-2024 at 8:43 AM by Igrik
CS_DE_DAMBA
Condition Zero
02-15-2024 at 8:51 PM by benjamin_claro_arg3
wowwowowowowwowowowowowo??
 
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Community 17b
Shoutbox
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
*
04-29-2025 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.
*
04-29-2025 at 7:08 AM
The author of a map is the one who compiles it, change my mind
04-29-2025 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.
*
04-29-2025 at 10:13 AM
Or can this be done with bspedit?
Or is it dependent on the destination game.
*
04-29-2025 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.
04-29-2025 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
04-29-2025 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?
04-29-2025 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
04-29-2025 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
04-29-2025 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.
04-29-2025 at 12:56 PM
We should use the Discus chat that Arkshine setup I think, all old discussion gets preserved there smiley
04-29-2025 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
04-29-2025 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
04-29-2025 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
04-29-2025 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
04-29-2025 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
04-29-2025 at 7:59 PM
@FIXXOR: Thanks for the explanation.
P.s.: While going through the byplt-maps, I came across this map and decided to give you credit for it.
You'll probably agree with it, right?
Yesterday at 4:26 PM
I only edited the MaxRange on that one in the entity list, I'm technically the "creator" of that version of the map I guess, but it's pretty superfluous accreditation
Yesterday at 6:40 PM
in the message field of the game_text entity I left: "Mapped by Spoon & Chris | Infected-Servers.com | Edited to increase Max Range" (this text displays upon launching the map)
Yesterday at 6:44 PM
technically you can just edit the maxrange property and not even rename the map since it shouldn't cause a mismatch, so it's a useless edit for any savvy host
Yesterday at 6:47 PM
basically entity properties are decided by the entity configuration of the host, you can outright remove entities such as doors and breakables this way and play with someone who has the original version of the map, because removal in this context just means they won't load, they are still stored in the map file
Yesterday at 6:54 PM
in the case of the MaxRange property, this just tells the game at which distance from the player's pov the map should no longer be rendered, in-game it will vanishpast that point
Yesterday at 7:00 PM
Forum
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