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DOD
DOD
08-09-2004 by Chapo
Hits: 227
3 550 KB
DOD_2CRUDE
DOD_2CRUDE
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01-05-2017 by Rottendonkey
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DOD_2TRENCHES
DOD_2TRENCHES
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06-21-2004 by Chapo
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Slots: 32
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DOD_2TRENCHES_OLD
DOD_2TRENCHES_OLD
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06-21-2004 by Chapo
Hits: 155
Slots: 32
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DOD_AACHEN
DOD_AACHEN
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07-07-2015 by dimon1052
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DOD_ACHTUNG
DOD_ACHTUNG
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06-21-2004 by Chapo
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DOD_AIRBASE
DOD_AIRBASE
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06-21-2004 by Chapo
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DOD_ALPS
DOD_ALPS
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06-21-2004 by Chapo
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DOD_ARDENNEN
DOD_ARDENNEN
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07-07-2015 by dimon1052
Hits: 31
Slots: 31
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DOD_ARNHEM
DOD_ARNHEM
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08-27-2004 by Controversy
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Slots: 32
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DOD_ARNHEM_V2B
DOD_ARNHEM_V2B
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12-29-2016 by Rottendonkey
Hits: 29
Slots: 32
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DOD_BASTOGNE
DOD_BASTOGNE
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08-23-2004 by Controversy
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DOD_BATTLEFIELD
DOD_BATTLEFIELD
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06-18-2004 by Chapo
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DOD_BLOODSTORM
DOD_BLOODSTORM
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06-21-2004 by Chapo
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DOD_BOMASH1
DOD_BOMASH1
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11-11-2008 by Chapo
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DOD_BOMASH2
DOD_BOMASH2
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06-03-2009 by Chapo
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DOD_BRICK_B1
DOD_BRICK_B1
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06-21-2004 by Chapo
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DOD_BRIDGE
DOD_BRIDGE
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06-21-2004 by Chapo
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DOD_BRIDGEE
DOD_BRIDGEE
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06-21-2004 by Chapo
Hits: 223
Slots: 20
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DOD_DAM
DOD_DAM
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06-21-2004 by Chapo
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DOD_DAM_13B
DOD_DAM_13B
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10-24-2014 by Ch40$
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DOD_DOME
DOD_DOME
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02-08-2012 by tiolive
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DOD_FILTHY_TOWER
DOD_FILTHY_TOWER
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02-08-2012 by tiolive
Hits: 29
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DOD_FRIBOURG
DOD_FRIBOURG
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07-06-2004 by Chapo
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Slots: 22
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DOD_GARBAGE
DOD_GARBAGE
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06-23-2014 by Ch40$
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DOD_GESTAG
DOD_GESTAG
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06-21-2004 by Chapo
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DOD_GRABENKRIEG
DOD_GRABENKRIEG
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07-08-2015 by dimon1052
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Slots: 6
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DOD_GUNGAME3
DOD_GUNGAME3
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03-23-2012 by tiolive
Hits: 52
Slots: 18
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DOD_HELLSGATES
DOD_HELLSGATES
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10-05-2007 by kermyt
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Slots: 32
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DOD_HERSTELLUNG_B1
DOD_HERSTELLUNG_B1
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01-15-2011 by Chapo
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DOD_HERSTELLUNG_B2
DOD_HERSTELLUNG_B2
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04-08-2012 by Chapo
Hits: 48
Slots: 30
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DOD_HQ
DOD_HQ
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08-24-2004 by Controversy
Hits: 63
Slots: 77
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DOD_ITALY_B1
DOD_ITALY_B1
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09-01-2011 by kdfcb
Hits: 109
Slots: 44
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DOD_LANDING2
DOD_LANDING2
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08-19-2013 by Ch40$
Hits: 28
Slots: 33
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DOD_MAINZ
DOD_MAINZ
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06-21-2004 by Chapo
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DOD_MILITIA
DOD_MILITIA
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09-21-2009 by Albator
Hits: 77
Slots: 64
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DOD_MINIBEACH
DOD_MINIBEACH
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06-21-2004 by Chapo
Hits: 163
Slots: 68
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DOD_NORTHRINE
DOD_NORTHRINE
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06-21-2004 by Chapo
Hits: 87
Slots: 20
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DOD_NORWAY_B1
DOD_NORWAY_B1
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02-04-2014 by Ch40$
Hits: 51
Slots: 50
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DOD_OMAHA_V11
DOD_OMAHA_V11
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06-07-2014 by Ch40$
Hits: 43
Slots: 35
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DOD_ORANGE_STRAIT
DOD_ORANGE_STRAIT
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09-12-2011 by Chapo
Hits: 32
Slots: 32
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DOD_OUTPOST_V3
DOD_OUTPOST_V3
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06-21-2004 by Chapo
Hits: 84
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DOD_PIC_ESCONDE
DOD_PIC_ESCONDE
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03-05-2011 by Chapo
Hits: 48
Slots: 40
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DOD_R2V2
DOD_R2V2
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09-16-2013 by Ch40$
Hits: 36
Slots: 32
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DOD_RHINE_V3
DOD_RHINE_V3
19.0/10019.0/10019.0/10019.0/10019.0/100Attached video
07-08-2015 by dimon1052
Hits: 37
Slots: 32
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DOD_RIFLE
DOD_RIFLE
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01-06-2006 by Chapo
Hits: 31
Slots: 32
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DOD_RIVERCROSSING_V3B
DOD_RIVERCROSSING_V3B
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06-21-2004 by Chapo
Hits: 116
Slots: 32
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DOD_ROMEL
DOD_ROMEL
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06-21-2004 by Chapo
Hits: 90
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DOD_SICILY
DOD_SICILY
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06-21-2004 by Chapo
Hits: 200
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DOD_SPEEDBALL_B1
DOD_SPEEDBALL_B1
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02-01-2014 by Ch40$
Hits: 34
Slots: 24
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DOD_STRAITORANGE_B1
DOD_STRAITORANGE_B1
17.0/10017.0/10017.0/10017.0/10017.0/100
09-10-2011 by tiolive
Hits: 49
Slots: 32
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DOD_STURM
DOD_STURM
17.0/10017.0/10017.0/10017.0/10017.0/100Attached video
06-21-2004 by Chapo
Hits: 109
Slots: 77
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8 175 KB
 
(System Map)
 
DOD_THUNDER_B2
DOD_THUNDER_B2
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06-21-2004 by Chapo
Hits: 80
Slots: 31
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DOD_THUNDER_B3
DOD_THUNDER_B3
10.0/10010.0/10010.0/10010.0/10010.0/100
06-21-2004 by Chapo
Hits: 144
Slots: 31
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DOD_TRAINING
DOD_TRAINING
16.0/10016.0/10016.0/10016.0/10016.0/100
07-07-2015 by dimon1052
Hits: 22
Slots: 2
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DOD_TRENCH
DOD_TRENCH
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06-21-2004 by Chapo
Hits: 138
Slots: 66
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DOD_WARGAMES_ELITE
DOD_WARGAMES_ELITE
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02-08-2012 by tiolive
Hits: 27
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DOD_XBEACH
DOD_XBEACH
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06-21-2004 by Chapo
Hits: 97
Slots: 70
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DOD_ZEPPELIN3
DOD_ZEPPELIN3
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06-21-2004 by Chapo
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PARA_FRIBOURG
PARA_FRIBOURG
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07-06-2004 by Chapo
Hits: 90
Slots: 32
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PARA_U507
PARA_U507
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01-28-2014 by Ch40$
Hits: 58
Slots: 43
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[RSR]_TENSIONS
[RSR]_TENSIONS
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07-24-2012 by RedSkinRebel{RSR}
Hits: 71
Slots: 20
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[RSR]_WARGAMES_ELITE
[RSR]_WARGAMES_ELITE
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11-03-2012 by RedSkinRebel{RSR}
Hits: 27
Slots: 24
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Community 17b
Shoutbox
@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
@blackcock: Did you change the author on this and this map?
Seems more like the server name, no?
*
Today at 2:42 PM
@FIXXOR: Highly interesting stuff you're posting here.
Good you kept the build-in screen message as reference to the "actual" mappers.

I didn't knew about max range being a setting that can be embedded in a bsp-file. Thought this was only server sided with the use of the cvar "sv_zmax".
Today at 2:49 PM
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