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56 473 Items
DM_AHOMEXICO_S0
CS:Source
01-25-2025 at 1:48 PM by Author
[AHO] Mexico Oldtown: Source - Team Deathmatch
by [AHO]Feynman<Hoget!ve> ((Link))
Notes:
This map is inspired by Cross Fire.
DE_52SPANIA
Counter-Strike
01-24-2025 at 1:18 PM by Igrik
DE_NUKESTORM
Counter-Strike
01-13-2025 at 9:16 PM by krtola
One of the best nuke
CTF_AHOQ1DM6_B2
Team Fortress 2
01-13-2025 at 8:46 PM by Author
[AHO] Q1DM6: CTF Remake - beta 2
(ctf_ahoq1dm6_b2)
Gametype:
Capture the Flag
Objective:
As RED and BLU, capture the secret attache case
from the opponent base and bring it to your capture zone.
Notice:
This map is based on "q1dm6" for Quake 1.
Sparking gates are teleporters.
Respawn time is set to 5 seconds.
Author:
[AHO]Feynman<Hoget!ve>
((Link))
Update Log:
Beta 2: Added respawn rooms
Beta 1: First Release
CTF_AHOPHEUS_B2
Team Fortress 2
01-13-2025 at 8:44 PM by Author
Skies of AHOPHEUS - beta 2
(ctf_ahopheus_b2)
Gametype:
Capture the Flag
Objective:
As RED and BLU, capture the secret attache case from
the opponent base and bring it to your capture point.
Notice:
The gravity is so low that you can jump high and long.
The CP object in the center of map is a jump pad.
You can fly very figh if you jump on it. :-)
Author:
[AHO]Feynman<Hoget!ve>
((Link))
Update Log:
Beta 2: Added prop objects and fixed water textures
Fixed team-change bug after winning
Shortened respawn time (to be instant)
Beta 1: First Release
CP_AHOHOUSE2_EXT_B2
Team Fortress 2
01-13-2025 at 8:39 PM by Author
[AHO] House 2nd: Extended - beta 2
(cp_ahohouse2_ext_b2)
Gametype:
Control Points
Objective:
As BLU, capture all control points in the warehouses.
As RED, defend all CPs until the round ends.
Notice:
This is a remaked map of "de_ahohouse2_s" for CS:Source.
Author:
[AHO]Feynman<Hoget!ve>
((Link))
Update Log -
Beta 2: Added the 3rd CP and routes toward it
Added ambient sound and lighting
Lowered water level (from 64 to 48)
Adjusted round time, capture time, and respawn time
Beta 1: First Release
CP_AHOBALLS_B3
Team Fortress 2
01-13-2025 at 8:33 PM by Author
[AHO] CRUSHER BALLS - beta 3
(cp_ahoballs_b3)
Gametype:
Control Points
Objective:
As BLU, capture all control points.
As RED, defend all CPs until the round ends.
Notice:
Avoid rolling rocks, or you're crushed to death. :-)
Author:
[AHO]Feynman<Hoget!ve>
((Link))
Update Log:
Beta 3: Arranged round time, capture time, and respawn time
Added ambient sounds and fixed team-switching bug after winning
Remade the slope with a displacement and added player-cliping wall
Beta 2: Reduced crush damage (from 999 to 200)
Shortened round time (from 10min to 5min)
Shortened respawn time (to be instant)
Beta 1: First Release
CP_CAMP_AHORALTAR_B1
Team Fortress 2
01-13-2025 at 8:29 PM by M4rloncha
CAMP AHORALTAR - beta 1
(cp_camp_ahoraltar_b1)

Gametype:
Conquest Control Points

Objective:
As BLU, capture all control points.
As RED, defend all CPs until the round ends.

Notice:
Both team can capture CPs like as flags in BF.
The time won't be extended when CPs are captured.
There are neither FAV nor Walker in this map. :-)

Author:
[AHO]Feynman<Hoget!ve>
((Link))
GG_OSTATNI@
Counter-Strike
01-13-2025 at 6:42 PM by Author
by Mamorex
(Link)
GG_TAKEMETOTHEPOOL
Counter-Strike
01-13-2025 at 6:36 PM by Author
by Mamorex
(Link)
GG_LAZY
Counter-Strike
01-13-2025 at 6:35 PM by Author
--------------------
Lazy - GG Arena.
Map by CMepTHuK (also known as }I{ u B 4 u K).
Made in Russia.
Counter-Terrorists needs to eliminate Terrorists.
Terrorists needs to eliminate Counter-Terrorists.
Other notes: series of maps "Portal".
--------------------
ZM_TOXIC_Z_FIX
Counter-Strike
01-12-2025 at 9:47 AM by Author
zm_toxic_z_fix
by FIXXOR
32 slots
This is a remake of zm_toxichouse_zg, made by Markoffka for the ZombieGround.ru community, also known by its alias: zm_toxic_z.
Toxic Z is the only toxic house version I've ever enjoyed playing but even so most of the action happens in the courtyard and humans prefer to stay on the roof or inside the greenhouse.
The purpose of this fix is to make in-door spots more appealing while providing more ways for zombies to assault well entrenched positions. First thing I did was to allow access to the roof from inside of the house. Second thing was to allow zombies to respawn in more places so humans no longer know where to expect them to come from.
Just with these 2 changes, the map felt much improved to me but I kept going, altered more stuff and added some new spots, extending the use of shoot-through glass and bringing back some elements from NaVy's original versions of toxic house as well. I hope the result will end up being to people's liking!
Good luck at killing zombies!!!
Changelog:
- redistributed spawns to improve spawn location variety and allow respawns in multiple areas of the map
- added weapons pickups throughout the map, nothing too outrageous
- added a secret teleport in the toxic waste room
- added a fake wall in an unlikely place
- added access from the tent into the greenhouse and vice versa through a hole in the grass at the very back of the tent
- added access to the roof from inside the house and vice versa through a ladder inside the nuke room
- readded some elements from the original toxic house such as some of the iconic decals, the breakable starting door (with less hp), the stopper on the front entrance to the main room that demands more precise crouch jumping and the boxes you can jump on to reopen the alternative left path through a hole in the wall, remade its ceiling into a breakable object and removed the ladder that a(...)
DE_DUST2_OLDGODS
Counter-Strike
01-10-2025 at 9:35 PM by Kaedian
This experimental map is basically de_dust2_aztec with some cyberpunk-colored neons placed all over it. The map was originally much darker to highlight the neons themselves, but due to visibility complains I increased the brightness of the overall lighting. This map includes CSDM spawnpoints.

This was created in early 2022 for a now-defunct CS community named OldGods.

It uses the Space Nebula skybox created by 1118.
DE_DUST2_AZTEC
Counter-Strike
01-10-2025 at 9:32 PM by Kaedian
A high-quality Aztec-themed remake of de_dust2, with all textures replaced by those from de_aztec, while preserving the good old atmosphere (with thunder and rain). This map includes CSDM spawnpoints.

This was created in early 2022 for a now-defunct CS community named OldGods.
PIPES
HL DeathMatch
01-10-2025 at 11:00 AM by ParaBolt
The PIPEWORKS
-------------

Another fine level by ProMagnoN
-------------------------------

Level theme:
-=-=-=-=-=-=
A pumping facility somewhere in HalfLifeLand ;). Something has gone wrong
and a pipe has blown in the basement, making for some very wet deaths and
wierd fights below decks, while above the scuffle continues. The 4 water
vats each have some useful item in, one of them has the crossbow and another
has the alien Hivehand (but remember that if this level has a couple people
in it you are rather vunerable there).

There are 2 chimeny stacks sticking out into the sunlight at the butt end
of the facility, with a RPG between them. I have made sure that there
are _AT LEAST_ 2 ways to get to any one point, sometimes more!

People seem to be having difficulty climbing to the top of the maintennance
ladder and then getting off onto the platform. This is because they still
appear to be using ladders as if they are playing quake2. All you do is you
climb to the top and press JUMP. it doesnt matter which direction you are
facing, just press jump and you will land on the platform.

There are 2 "observation rooms" one in the basement and one HIGH HIGH up
overlooking the facility. Both have gauss guns in. (but no ammo... you must keep
moving to collect the scatterings of ammo)

The level is designed in such a way that it favors "clever" combat... that is,
good use of objects to take cover behind, and using your brain to outsmart
your opponents, and of course, listening carefully (Do you hear a metallic
footstep then a splash? It means hes jumped into the one water silo... do
you hear constant splashing? It means hes wading through the basement!).
There is a jump module and it CAN be used to GrEaT advantage in this level.
You can also make a '1337' jump from the top observation room all the way
to the roof of the maintennance shaft, it makes a reasonable "SURPRISE!" spot.

This is a LARGE level... but if you want 'stalking' style of gameplay, play
it with about 4 people, each of whom use their eyes and ears and brains
rather than blundering through. For more "Crazy Wild" game play, try it with
a larger group, 8 or more ppl. You will find that theres usually some kind
of weapon nearby so pistol confrontations only happen if you LET THEM.

NOTES
-----

This map has been thouroughly tested! It takes just over 9 hours to fully compile
so this is indeed quite a task to do. I have had to do some minor but significant
changes about six times, then recompile. This version is speed (and lag) optimized.
the test machines were a p2-300 with 16 megs ram and voodoo2 (8mb version) on which
it ran quite acceptably, and also a p2-300 with voodoo1 4mb, which got slow
at some places probably due to its very small 2mb texture memory.

Sorry about the filesize but that appears to be the only way to distribute maps
with custom textures in them :( that came out in testing also.

Enjoy it thoroughly, it cost me about 50 hours of map editing :) / playtesting / compiling

Stats
-----

Author name: Nicholas 'ProMagnoN' Lawson
Author email addy: promagnon@home.com
Full Compile time: about 9 hours (!) each time.
Build time: um... about 5 days worth of nonstop except to eat and sleep. heh.
Theme: Pipe works!!!
Music listened to: None :( CD player uses up valuable memory!!!!!
Size of swap file during compile: 230 MB (heh)
Number of times FULLY recompiled: 7.
Discoveries: The CORDON tool!!! The nifty hide buttons and stuff.

ENJOY it !!!!

- ProMagnoN
DOUBLECROSS_2
HL DeathMatch
01-07-2025 at 9:01 PM by upitonio
doublecross/xbounce :oui:
SURF_AHOLICS_V1
Team Fortress 2
01-05-2025 at 5:29 PM by M4rloncha
Map made by Rofflemao and released on 21/08/2012 for the "Surfaholics Server - Australia".
Contributor - Tester: "Guybrush Threepwood".

Author comment: "sv_airaccelerate 175 (recommended - do what ever you like though)".
DE_ANUBIS2
Counter-Strike
01-05-2025 at 6:14 AM by acetylcysteine
DE_LOREAN
Counter-Strike
01-05-2025 at 6:11 AM by acetylcysteine
AS_TIKRIT
Counter-Strike
01-05-2025 at 6:05 AM by acetylcysteine
 
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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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