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DEFALL
08-09-2004 by Chapo
Hits: 19
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!brownwater !greenwater !water_clear !water_green +0water_clear2 +0waterf +0~lab1_cmp1 +0~lab1_sw1 +0~light6a +1drkmtl_scrn +1water_clear2 +1waterf +1~lab1_cmp1 +2drkmtl_scrn +2water_clear2 +2waterf +2~lab1_cmp1 +3water_clear2 +3waterf +3~lab1_cmp1 +4waterf +4~lab1_cmp1 +5~lab1_cmp1 +6~lab1_cmp1 +7~lab1_cmp1 -0CARPETPX1 -0FLOOR -0UGWALLBPX -0WALL_BASE1 -0WALL_EDIT2 -0WPAPER1 -0WPAPER2 -0brickkk -0east_win -1CARPETPX1 -1FLOOR -1UGWALLBPX -1WALL_EDIT2 -1WPAPER1 -1WPAPER2 -1brickkk -1east_win -2CARPETPX1 -2UGWALLBPX -2WALL_BASE1 -2WALL_EDIT2 -2WPAPER1 -2WPAPER2 -2brickkk -2east_win -3CARPETPX1 -3UGWALLBPX -3WALL_BASE1 -3WALL_EDIT2 -3WPAPER1 -3WPAPER2 -4UGWALLBPX BRICK1 CLIP CONCRETE1 CRETE01 CRETE2 DOORPX1 DOORPX10 DOORPX11 DOORPX2 DOORPX3 DOORPX4 DOORPX5 DOORPX6 DOORPX7 DOORPX8 DOORPX9 FLOORPX3 FLOORPX4 GHD HINT KUNN_wall LGWIN1 LGWIN2 ORIGIN SKIP UGTITLEWALL WHITE WIN1 WIN2 WIN3 WINASDS WOOD11 WOOD21 WOOD3 WOOD4 WOOD5 WOOD6 WOOD7 ae_prop_deliv01 ae_prop_deliv03 ae_prop_ebhc02 ae_prop_ebhc_01 bensujaam1 bensujaam2 bensujaam3 bensujaam4 black bmwsteering bmwwheel building2 building3 building4 building5 cofmach102 cofmach102b crate1a dartbus1 dartbus2 dartbus3 dartbus4 dartbus5 dartbus6 draft duct_vnt2 duct_wall03 ea_prop_deliv02 eastcarpet3b eastcarpet3d eastwndwbtall eastwndwntall eastwndwr0 eastwood04 electictop electricside electrikfront ermhhh fade fade2 generic011 generic012 generic014h generic015a generic015v generic034 generic034a generic107 generic107a generic107b generic48 generic92 glassbright1 graffity i_floor1 i_wall1 i_wall2a i_wall2b i_wall3 in_door10 in_door6 in_trans2 in_trans3 in_trans4 lab1_comp10a lab1_comp10d lab1_comp10f lght01 lght04_d lgt1 lgt2 lgt3 lgt4 lightbig1 out_dmp4a out_dmp4b out_dmp4c out_dmplid out_flags3 out_granite1a out_granite1b out_granite1c out_sidewalk6 rustypoo sign223213 sign46 sign_eddysbread sign_komminist sky smoe_asph smoe_brickwall smoe_build_brdr smoe_conc smoe_rckwall smoe_stv smoe_stv_side smoe_wall tire_side tire_tread toolboxfront toolboxside toolboxtop ugwallpax2 ugwallpx1 vale_light_blue valve_light_2 valve_light_gr valve_light_red valve_light_yel wall_brick5 walpaper wire1 wood2 woodwindowpane2 woodwindowpanel wooferfront wooferside woofertop ww yellowspotlight {INVISIBLE {bars {door {eastline1 {eastline2 {eastrail1 {fence123 {gate {gatestep2 {grass1 {grass2 {grass3 {grass4 {gratestep3 {link {link2 {link3 {rust_trails {rustrail {target {tension1 {tension5 {tension6 {troomrail ~lab1_comp3d ~lab1_comp3e ~lab1_comp3f ~lab1_comp4 ~lab1_comp7 ~lab1_comp7b ~spotblue ~spotred
DE_FALL2
DE_FALL2
0.0/1000.0/1000.0/1000.0/1000.0/100
06-21-2004 by Chapo
Hits: 138
Slots: 31
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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?
Today 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
Today 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)
Today 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
Today 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
Today 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
Today at 7:00 PM
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