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DE_SMALLTOWN
08-09-2004 by Chapo
Hits: 40
5 633 KB
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ANTENNA1B A_Snow BISTRO_DOOR_A BOXES01_128X256 Bow_graf_cat Bow_graf_rough Bow_grafgen CJ_JukeBox EXTERNALWALL45B EXTERNALWALL53A ExternalWall43c ExternalWall48b GBchemist_wal HARBOR_JAILS LAMP01 Scp_entwall Scp_entwall1 Scp_entwall2 SubWay SubWay01 WININD06 WININD08 WININD09 WNBRKS01 WOODGATE01 aaatrigger automat3_seite automat3_vorne b_micro b_oven b_stove b_stovside bar_frontdoor bar_lightmenu bar_vent barb_billiards basket01 black brickwall_white building_big_sq building_dirtyb building_sodafr c_door_metal_ex c_lounge_cab1 c_marble2 cc01 clip cm_sign_09 comedyafisha con_Marty concrete_ceilin concretepillar0 condamned_build crachosegrati2 crackhouse_door crackhouse_wa crackhouse_wal crete_floor_lin cstrike_CE2X024 cstrike_CE2X025 d_refridgerator der_frontplain door_grate1 door_grate2 externalwall09 externalwall14 externalwall24 externalwall27 externalwall29 externalwall34 externalwall35 externalwall_te ground_cover hotel i02_groundcover logo_ComedyCent logocsm logovbios maxhouse_stonef maxhouse_wallpa mibuild2 mibuild3 mino_graffiti02 mino_graffiti03 mino_graffiti04 mt_graffiti11 mtl_garage_gate mtl_labjunksub mull1_a mull1_b null out_streets01 p_wall8_4a plainfence plastic_brown01 pp_hatch01 red_ceiling2 redwhite_wa rubbermat shack_against skla_trim17 sky snow southparkall stromkasten_1 stromkasten_2 subway02 sy_front06 sy_garagedoor01 tdk8_door06 telefon_s telefon_v tuyaux1 tuyaux2 ubahninfo vinniesdeals01 wall_concrete01 whitedirty_bric win_add01 win_add02 win_add03 x_shmtl_ksink y_cafe_pastryca y_door_1_steel zo_mikejsign1 {basket02 {basket03 {baum {blue {fahrrad {fence {fence03 {graf_1 {grafitti1 {grafitti3 {gravel {iw_broadcast {kette2 {kranz {lampions {pv_cables {pv_clothline {skla_barrier01 {skla_window01b {temoga {tk_grate {wire01 {xt_bl_deko {xt_bl_lights
CS_GREEN_ROAD
CS_GREEN_ROAD
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05-06-2013 by Chapo
Hits: 80
Slots: 24
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DE_DEVOTION
DE_DEVOTION
0.0/1000.0/1000.0/1000.0/1000.0/100
07-16-2004 by Chapo
Hits: 166
Slots: 20
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DE_SMALLTOWN_MANIAK
DE_SMALLTOWN_MANIAK
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12-16-2013 by Igrik
Hits: 237
Slots: 20
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Community 17b
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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
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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.
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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.
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04-29-2025 at 10:13 AM
Or can this be done with bspedit?
Or is it dependent on the destination game.
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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?
05-01-2025 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
05-01-2025 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)
05-01-2025 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
05-01-2025 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
05-01-2025 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
05-01-2025 at 7:00 PM
@blackcock: Did you change the author on this and this map?
Seems more like the server name, no?
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Yesterday 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".
Yesterday at 2:49 PM
Is everybody getting the "500 internal server error" message when trying to download this map on GameBanana?
Probably due to the file being a .7z instead of a .rar smiley
Or if anyone has this map and want to upload here?
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Yesterday at 4:43 PM
It's not because of 7Z, there are some file server errors
Yesterday at 4:53 PM
Retry after a while when there is less load on website, it should work then
Yesterday at 4:57 PM
Ok I will, thanks for the info.
*
Yesterday at 4:58 PM
smiley
Yesterday at 5:03 PM
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