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DE_DUST
08-09-2004 by Chapo
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100HP_1
100HP_1
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11-12-2011 by Chapo
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100HP_2
100HP_2
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11-12-2007 by Chapo
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35HP_MKK
35HP_MKK
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02-22-2006 by Chapo
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AIM_AK-COLT-ARG
AIM_AK-COLT-ARG
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06-20-2017 by Blue'RaY^
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AIM_AWP2
AIM_AWP2
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12-12-2010 by S3B
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AIM_CRAZYJUMP_LTO
AIM_CRAZYJUMP_LTO
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02-02-2011 by Chapo
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AIM_LEETAK
AIM_LEETAK
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08-20-2013 by ZZUNK
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AIM_MONTEE-DESSENTE
AIM_MONTEE-DESSENTE
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10-06-2007 by unknown
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AIM_MUILINE_DUST
AIM_MUILINE_DUST
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05-12-2005 by Chapo
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AIM_SANDY
AIM_SANDY
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06-28-2004 by Chapo
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AWP_DUSTCL
AWP_DUSTCL
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02-02-2011 by Chapo
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AWP_DUST_WARS
AWP_DUST_WARS
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09-22-2009 by Chapo
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AWP_HEADSHOTS
AWP_HEADSHOTS
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12-05-2010 by S3B
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AWP_MKK
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07-12-2009 by Chapo
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AWP_POPDOG
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01-29-2011 by Chapo
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CS_BOB_DUST
CS_BOB_DUST
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02-11-2007 by Patjac
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CS_ICEWORLD_DEAGLE
CS_ICEWORLD_DEAGLE
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05-17-2007 by Chapo
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DEATHRACE_ROCKS
DEATHRACE_ROCKS
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02-27-2011 by Chapo
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DEATHRUN_AZTEC_LT
DEATHRUN_AZTEC_LT
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02-27-2011 by Chapo
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DEATHRUN_BUMHECZCZOT
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11-29-2010 by Chapo
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DEATHRUN_DIVIDUST
DEATHRUN_DIVIDUST
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02-06-2011 by Chapo
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DEATHRUN_DIVIDUST_FINAL
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02-06-2011 by Chapo
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DEATHRUN_DUSTDIVI
DEATHRUN_DUSTDIVI
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02-27-2011 by Chapo
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DEATHRUN_FORROMANIA
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05-09-2011 by Chapo
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DEATHRUN_MKK
DEATHRUN_MKK
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02-06-2011 by Chapo
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DEATHRUN_NINJA
DEATHRUN_NINJA
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09-03-2006 by Chapo
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DEATHRUN_TARINGACS_LOGIC
DEATHRUN_TARINGACS_LOGIC
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11-22-2011 by KrA40n1
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DEATHTRUN_MKK
DEATHTRUN_MKK
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07-27-2015 by Chapo
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DEATHTUN_MKK
DEATHTUN_MKK
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03-11-2008 by Chapo
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DEATHTUN_MKK
DEATHTUN_MKK
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07-27-2015 by Chapo
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DE_CX
DE_CX
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02-27-2011 by Chapo
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DE_DONNALA_CZ
DE_DONNALA_CZ
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12-24-2006 by Chapo
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DE_DRAGOON
DE_DRAGOON
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08-22-2004 by Controversy
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DE_DUST2_EASY
DE_DUST2_EASY
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05-02-2014 by WhyConsd
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DE_DUST2_LLAPI
DE_DUST2_LLAPI
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08-26-2013 by MILBURN
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DE_DUST2_RETEXTURED
DE_DUST2_RETEXTURED
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07-27-2015 by Chapo
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DE_DUST3BYMOE
DE_DUST3BYMOE
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02-04-2011 by Chapo
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DE_DUSTWINGS
DE_DUSTWINGS
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11-30-2010 by Chapo
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DE_DUSTYHALL
DE_DUSTYHALL
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07-31-2011 by Chapo
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DE_MILLES_MILITARY
DE_MILLES_MILITARY
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11-15-2009 by Millenium
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DE_MILLES_MILITARY_V2
DE_MILLES_MILITARY_V2
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11-15-2009 by Millenium
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DE_MKK
DE_MKK
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03-24-2011 by Chapo
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DE_RECTABLE
DE_RECTABLE
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11-23-2010 by Chapo
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DOD_DUST_2005
DOD_DUST_2005
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06-14-2011 by Chapo
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ES_ROMERO
ES_ROMERO
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11-24-2007 by Thibaut
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FY_AWPMIX
FY_AWPMIX
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04-08-2014 by WhyConsd
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FY_CSBESTIAL
FY_CSBESTIAL
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12-03-2010 by Chapo
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FY_FORTIFICATION
FY_FORTIFICATION
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04-15-2012 by Chapo
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FY_PIRAMITMAHZEN_V3
FY_PIRAMITMAHZEN_V3
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10-27-2009 by Chapo
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GG_BOX_CSBESTIAL
GG_BOX_CSBESTIAL
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02-06-2011 by Chapo
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GG_MIDSEA
GG_MIDSEA
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03-05-2023 by Blackcock
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GG_MOD_3PLE
GG_MOD_3PLE
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09-04-2014 by S3B
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HE_MKK
HE_MKK
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12-12-2006 by Chapo
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JAILBREAK_IRAN
JAILBREAK_IRAN
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01-28-2010 by muffinlad
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JB_ESCAPEX_ALVIN_V3
JB_ESCAPEX_ALVIN_V3
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07-24-2013 by ZZUNK
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JB_SECRET_CITY
JB_SECRET_CITY
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02-12-2012 by Chapo
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KA_DUST_SLIMI
KA_DUST_SLIMI
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11-16-2012 by S3B
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KA_TARINGACS_LX
KA_TARINGACS_LX
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11-28-2010 by Chapo
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KLBK_DOWNWAY
KLBK_DOWNWAY
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11-28-2012 by DokTor
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KZCN_XYY_DUSTCLIMB
KZCN_XYY_DUSTCLIMB
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10-22-2013 by Cupe
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R1_JUMPBUG
R1_JUMPBUG
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11-28-2012 by DokTor
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RACE_HYPERACTIVE
RACE_HYPERACTIVE
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08-06-2010 by Chapo
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SLIDE_RXJ_PIP
SLIDE_RXJ_PIP
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12-01-2012 by DokTor
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ZE_DE_DUST_ESCAPE
ZE_DE_DUST_ESCAPE
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03-03-2015 by Franco2342
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ZM_AFTERNOON
ZM_AFTERNOON
21.0/10021.0/10021.0/10021.0/10021.0/100Attached video
07-27-2014 by Gam3ronE2
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ZM_DUST2_INFECTION
ZM_DUST2_INFECTION
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11-15-2015 by S3B
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ZM_EG_DEADLY_DESERT_L_V_S
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05-09-2013 by S3B
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ZM_MILLES_V1
ZM_MILLES_V1
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10-03-2009 by Millenium
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ZM_ONLY-ARG-SUPER-BASE
ZM_ONLY-ARG-SUPER-BASE
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05-08-2013 by S3B
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Community 17b
Shoutbox
@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
@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
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