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OTW
OTW
08-09-2004 by Chapo
Hits: 19
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-0bStucco -0brockWall -0clayRoof -0crete4w3 -0gryStucco -0rockCobbleST -0sandyBrick -0wlStucco -1bStucco -1brockWall -1clayRoof -1gryStucco -1rockCobbleST -1sandyBrick -1wlStucco -2bStucco -2brockWall -2clayRoof -2gryStucco -2wlStucco -3wlStucco -4out_wter 64crate0 64crate1 64crateTop 747wall AzGrass BLACK B_sr_26a Brick10 Brick73_256x256 C1a0_labflrb CstlGrass DOCKS_BRDWNDW Grass01 OFF_WALL7_3EXRA SILO_W1_TRIM Spawn XP_contblue_nd1 XP_contblue_nd2 XP_contblue_nd3 XP_contblue_sd1 XP_contblue_sd2 XP_contblue_sd3 XP_contblue_sd4 XP_contblue_tp1 XP_contblue_tp2 XP_contred_end XP_contred_sd1 XP_contred_sd2 XP_contred_sd3 XP_contred_tp1 XP_contwht_end XP_contwht_sd1 XP_contwht_sd2 XP_contwht_sd3 XP_contwht_top XP_crate0_end XP_crate0_sd XP_crate1 XP_crate10 XP_crate11_sd1 XP_crate11_sd2 XP_crate11_top XP_crate12 XP_crate13 XP_crate14 XP_crate15 XP_crate16 XP_crate17 XP_crate18 XP_crate19 XP_crate2 XP_crate20 XP_crate21 XP_crate22 XP_crate23 XP_crate24 XP_crate25 XP_crate26 XP_crate27 XP_crate3 XP_crate4 XP_crate5 XP_crate6 XP_crate7 XP_crate8 XP_crate9 XP_cretebox_sd1 XP_cretebox_sd2 XP_cretebox_sd3 XP_cretebox_sd4 XP_cretebox_top XP_steelbox_sd1 XP_steelbox_sd2 XP_steelbox_top XP_warehouse_dr XP_wdcrate1 XP_wdcrate2_sd1 XP_wdcrate2_sd2 XP_wdcrate2_top XP_wdcrate3_sd1 XP_wdcrate3_sd2 XP_wdcrate3_sd3 XP_wdcrate3_top XP_wdcrate4_sd1 XP_wdcrate4_sd2 XP_wdcrate_top aaatrigger asphalt asphalt01 asphaltdirty01 asphaltdirty02 bStuccoBrdr bStuccoPost bStuccoTrim bStuccoWidePost bStuccoWnd babtech_Ceil02 bcontainer1 bcontainer1a bcontainer2 bcontainer2a bcontainer3 bcontainer3a bigCrate0 bigCrate1 bigCrate2 bigCrateTop bl_rc_c11 blueHangingRug blueRug brickGrass brickPath brick_base brick_window btgrazz1 buildbackwall c_bldg1_2 c_bldg1_3 c_bldg2_1 c_bldg2_2 c_bldg2_brck c_bldg3_1 c_bldg3_2 c_bldg3_23 c_bldg3_2a c_bldg4_1 c_bldg4_2 c_bldg_4 c_rockwall c_sidewlk1 c_sign_blarco c_tnnl_ccrete canyonscliff canyonscliff2 ccWall charger_edge chestDrawers clayRoofSide clayTile1 clip concrete crateBox crateBoxLabel cstrike_fj2dock cstrike_ft3gras cstrike_wb6pln4 door_garage drkWood duct_flr02a eddirtz1 gatebluemetal glassblue1 grassanddirtful groutTiles gryStuccoBrdr h_concrete4 i_trim2 in_metal_rusty1 ot_brickwin out_wall8 sky steel stones {CHAINLINK {INVISIBLE {cstrike_le6lad {cstrike_oe4ven {grate2a {hangingIvy1 {hangingIvy2 {ladder1 {ladder2 {ladder3a {ornateGate {rail1 ~blueRug ~redRug
OTW_AWP_LAND2K
OTW_AWP_LAND2K
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07-19-2004 by Chapo
Hits: 75
Slots: 30
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Community 17b
Shoutbox
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?
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
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