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AIMTRAINING5
08-09-2004 by Chapo
Hits: 454
4 366 KB
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-0AzDirt -0AzMoss -0AzWll -0Sand -0SandRock -0WntrWll -0csSandWall -1AzDirt -1AzMoss -1AzWll -1Rock -1Sand -1SandRock -1csSandWall -2AzDirt -2Rock -2Sand -2SandRock -3AzDirt -3Rock -3Sand AzGrass AzGrnd AzRoad AzStatA AzStatB AzStatC AzTrim CastSign1 CastSign1b MADE_BY_ME MltryCrteSd MltryCrteSd2 MltryCrteTp SandCCrete SandCrtLrgSd SandCrtLrgTp SandCrtSmSd SandCrtSmTp SandRoad SandRoadTgt SandRoadTgtA SandRoadTgtB SandTrim SandWllDoor SandWllDoor2 SandWllWndw SandWllWndw2 SandWllWndw3 WntrCCrete WntrCrtLid WntrCrtLrg WntrIce WntrSnow WntrTrim WntrWndw WoodCrateLid WoodCrateLidSm WoodCrateSd WoodCrateSdSm aaatrigger black cf_roof02 clip csSandWall2 cstrike_me4metl drkmtlt_bord12 origin rope scroll_water sky snowing special_thanks thanks tk_HerekeRug tk_KayseriRug tk_VanWhIn tk_VanfrontLeft tk_VanfrontRigh tk_Vanwheel tk_arch2 tk_arches tk_archesstatue tk_archgen tk_barrel2 tk_barrel20001 tk_barrel3 tk_barrelside tk_barreltop tk_blucobble tk_bluedoor tk_bolteddoor tk_bomb1 tk_bomb2 tk_burntwall tk_ceiling tk_clayroof tk_closedshut tk_column tk_columnbase tk_concyel tk_concyelpeel tk_concyelsml tk_concyelwin1 tk_concyelwin2 tk_concyelwin4 tk_concyelwin5 tk_concyelwin6 tk_concyelwin7 tk_crate1 tk_crate2 tk_crazypaving tk_door4 tk_door5 tk_door6 tk_door7 tk_door8 tk_doorblue tk_doorburn tk_doorpanel tk_doorreflect tk_doorstuds tk_doubledoor2 tk_embers tk_evileye tk_fabric tk_fabricblu tk_fabricltbrn tk_greencobble tk_greenshutsid tk_greybrick tk_greyroof tk_kazakRug tk_lamp tk_lampout tk_lionfountain tk_litecrate1 tk_litecrate3 tk_mod-wood tk_mod-wooddrk tk_opencrate1 tk_opencrate3 tk_opencrate4 tk_pillar tk_pipe tk_plantbox tk_pooltile tk_purpledoor tk_railingGen tk_redgrndoor tk_redshutside tk_redshutter tk_rubblewall tk_rust tk_sign tk_signAtaturk tk_signBahcelie tk_signCumhuriy tk_signIstiklal tk_signKahraman tk_signSokak tk_signSokak7 tk_slate tk_stoneWallHi tk_stonefl tk_stonefloor tk_stucSmlThin tk_stuccShuttTh tk_stuccWinThin tk_stucco3thin tk_stucco3winL tk_stucco3winL2 tk_stuccoCurtbm tk_stuccoShutt tk_stuccoWin tk_stuccoWinWd tk_targetTemple tk_targetsquare tk_templedetail tk_templefloor tk_templeslate tk_templeslate2 tk_templewall tk_tornmap tk_tread tk_truckwindow tk_vanback tk_vangrill tk_vanhead tk_vanhood tk_vanside tk_vanunder tk_walldetbluLR tk_wallyellow tk_whitebrLRthi tk_whitebrickLR tk_whitebrickSh tk_whitebrkwdtr tk_whitestuccoL tk_whtbrkwdtrm tk_whtbrkwdtrm2 tk_wicker2tp tk_wicker3tp tk_wickeropn1 tk_wickeropn2 tk_wickeropn3 tk_window tk_window1 tk_window12 tk_window2shut tk_windowSml tk_windowgrate tk_woodbrd tk_wooddarkslat water wntrapc_top1 {tk_railing {tk_steeldoor {tk_wwheel
AK-COLT2
AK-COLT2
0.0/1000.0/1000.0/1000.0/1000.0/100View maps related to this map
07-27-2015 by Chapo
Hits: 17
Slots: 6
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AK-COLT_DESERT
AK-COLT_DESERT
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05-02-2004 by Chapo
Hits: 164
Slots: 4
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AK-COLT_DESERT2
AK-COLT_DESERT2
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05-02-2004 by Chapo
Hits: 122
Slots: 6
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AK-COLT_DESERT3
AK-COLT_DESERT3
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05-02-2004 by Chapo
Hits: 143
Slots: 8
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AK-COLT_INKA
AK-COLT_INKA
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05-02-2004 by Chapo
Hits: 146
Slots: 4
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AK-COLT_INKA2
AK-COLT_INKA2
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05-02-2004 by Chapo
Hits: 142
Slots: 6
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AK_TORN
AK_TORN
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05-02-2004 by Chapo
Hits: 179
Slots: 6
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AWP_ALLINONE
AWP_ALLINONE
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12-07-2010 by S3B
Hits: 94
Slots: 16
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AWP_DESERT
AWP_DESERT
13.0/10013.0/10013.0/10013.0/10013.0/100
05-02-2004 by Chapo
Hits: 390
Slots: 12
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COOL_CARNAGE_V1
COOL_CARNAGE_V1
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07-14-2005 by Klendhaar
Hits: 84
Slots: 16
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DM_INKA
DM_INKA
16.0/10016.0/10016.0/10016.0/10016.0/100
05-02-2004 by Chapo
Hits: 525
Slots: 11
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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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