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CS_BELAIR
08-09-2004 by Chapo
Hits: 55
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!ba_water01 !ba_water02 +0`lamp354 +0`lamp355 +0`lamp43 +0`lampwe2 +0~auto01 +0~auto02 +0~auto03 +0~auto04 +0~auto05 +0~ba_lamp01 +0~mon01 aaatrigger ba_barrel01 ba_barrel02 ba_bashflag ba_billiard01 ba_billiard02 ba_billiard03 ba_billiard04 ba_billiard05 ba_billiard06 ba_bowl03 ba_bowl05 ba_bowl06 ba_bowl07 ba_box01 ba_box02 ba_box03 ba_chrono01 ba_divan01 ba_divan02 ba_divan03 ba_divan04 ba_divan10 ba_divan11 ba_door01 ba_door21 ba_flor01 ba_flor03 ba_flor04 ba_flor05 ba_flor06 ba_flor07 ba_flor08 ba_flowers01 ba_glass01 ba_grass01 ba_green01 ba_ground091 ba_ground092 ba_hummer01 ba_hummer02 ba_hummer03 ba_hummer04 ba_hummer05 ba_k001 ba_k002 ba_k003 ba_kamin01 ba_kamin02 ba_kitch01 ba_kitch02 ba_kitch03 ba_kitch04 ba_kitch06 ba_kitch07 ba_kitch08 ba_kitch09 ba_kitch10 ba_kovrolin01 ba_lamp03 ba_lamp04 ba_logo01 ba_metall04 ba_metall05 ba_metall06 ba_metall09 ba_mosaic01 ba_plitka03 ba_plitka04 ba_pool01 ba_pool02 ba_rug01 ba_sand01 ba_sand05 ba_shater01 ba_skaf01 ba_skaf02 ba_skaf03 ba_skaf05 ba_skaf06 ba_skaf07 ba_skaf09 ba_stone05 ba_stonetrim01 ba_tanc ba_tekstile01 ba_trim01 ba_trim03 ba_trim04 ba_vaza01 ba_vaza02 ba_vaza03 ba_vaza04 ba_wall01 ba_wall02 ba_wall03 ba_wall04 ba_wall05 ba_wall06 ba_wall07 ba_wall11 ba_wall12 ba_wall13 ba_wall142 ba_wall15 ba_wall16 ba_wall17 ba_wall19 ba_wall20 ba_wall21 ba_wall23 ba_wall30 ba_wall31 ba_wall32 ba_wall35 ba_wall51 ba_wall52 ba_white ba_white02 ba_white03 ba_white04 ba_white06 ba_white08 ba_white09 ba_white10 ba_white11 ba_white12 ba_wood01 ba_woofers01 ba_woofers02 banner_bh banner_bh01 banner_csc banner_xdm banner_xdm01 bik1 cher123 clip ght hint k01 k02 k022 k025 k026 k028 k03 k04 k05 k053 k054 k056 k057 k059 k06 k07 k09 k11 k12 k13 k14 k15 k16 k17 k239 k341 k344 k976 ki2 mon1 null onkyo plazma skip sky ta_bowling02 ta_bowlinga01 ta_concretef01 trim04 zzz10 {ba_azalia {ba_bowl01 {ba_bowl02 {ba_fish01 {ba_flag01 {ba_flag02 {ba_flag03 {ba_flag05 {ba_igr02 {ba_invisible {ba_metall02 {ba_rom {ba_shater02 {ba_stor01 {ba_stul01 {ba_tanc01 {ba_tanc02 {ba_tree01 {ba_tree02 {ba_tree03 {ba_tree05 {ba_tree08 {ba_tree09 {ba_verand01 {ba_white13 {lamp02dd {rt01 {rt02 {rt03
CS_AZAY
CS_AZAY
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11-21-2004 by Chapo
Hits: 413
Slots: 32
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CS_BELAIR
CS_BELAIR
16.0/10016.0/10016.0/10016.0/10016.0/100Attached video
06-21-2004 by Chapo
Hits: 551
Slots: 32
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SHOTGUN_BASE
SHOTGUN_BASE
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10-18-2007 by benneb
Hits: 94
Slots: 32
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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
*
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
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