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DOD_JURA_B2
08-09-2004 by Chapo
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!k2_wtr1 IR_Ncrusty1 IR_Ncrusty2 IR_Ncrusty3 IR_Nroofz IR_Nroofz2 IR_wood43 K_cobble12c K_rope1 K_rubble3a K_rubble5a K_rubble8 K_sand1 K_stucco10b K_tile1 K_wall12b K_wallpaper1 K_wood10b M_houseset1 M_houseset3 M_paper4 SW9 Wizz_wall1 Wizz_wall2 Wizz_wall3 Wizz_wallpaper Wizz_wallpaper3 ab_house_base avabrokenflr1 avabrokenwall2 avaceil1 avaceil3 avaceilings avaceilingw avachurchdoori avachurchfront avachurchpilbrk avachurchpillar avachurchsidei avachurchwall avadoortop avafloor1 avafloor2 avafloorw avainwall2 avainwall3 avainwall3w avarailing1 avarooftile1 avastairf2 bido_barber bido_roof1 bido_wall1 bido_wall16 bido_wall17 bido_wall19 bido_wall20 bido_wall7 bido_wall8 bido_wall9 c2_sideLight canyonssand1 crete crete01 cstrike_fj2dk cxwllepnl cxwllg fifties_dr6a2 ha_mairie hk_rubble_128 in_floor3 k2_ceiling2 k2_crate1 k2_stonewall1 k2_wood1 kl_furrehness kl_fuxmuds1 kl_noowp1 lbrick2 m_floor12 m_paper1 m_sexyroof_4 m_testtesttest mas_door3 mas_grassblend1 mas_stucco1 mas_stucco10 mas_stucco12 mas_stucco14 mas_stucco19 mas_stucco20 mas_stucco3 mas_stucco4 mas_wall mas_wall3 mas_woodfloor4 mdoor2 metallo mrubble mz_door1 mz_nutiles_2 mz_nutiles_3 mz_woodpln_v name omega out_ground4 pi_archt32 pi_outwall3t pi_outwall3tb rock tetto thunder_wall1 wall4 wall_ruined wixx_suze wood_rotted2 x_wall4a x_wall4b x_wutwall {IR_Nwirez {K_ladder1 {K_lattace1 {K_outline2b {K_railing4 {K_window11 {K_window4b {cancello {cxivyb {eastline2 {kl_wwwirecom {lamphanger {m_sexyroof_2 {old-ladder4a {x_treeline5a_s {x_wwindow {x_wwindow1 {x_wwindow1c
DOD_JURA_B2
DOD_JURA_B2
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07-13-2004 by Controversy
Hits: 105
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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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