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BLAZ_DODWAD
08-09-2004 by Chapo
Hits: 305
12 280 KB
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!pk_dodwater01a !pk_dodwater01b pk_dodcob01 pk_dodcob02 pk_dodcob03 pk_doddoor01a pk_doddoor01b pk_doddoor01c pk_doddoor02 pk_dodgen01a pk_dodgen01b pk_dodgen01c pk_dodgeneric02 pk_dodgrass01a pk_dodgrass01b pk_dodgrass01c pk_dodgrass01d pk_dodgrass01e pk_dodgrass01f pk_dodgrass01g pk_dodgrass01h pk_dodkerb01a pk_dodkerb01b pk_dodkerb02a pk_dodkerb02b pk_dodkerb03a pk_dodkerb03b pk_dodkerb04a pk_dodkerb04b pk_dodlight01a pk_dodlight01b pk_dodlightpt01 pk_dodmud01 pk_dodpavtr01a pk_dodpavtr01b pk_dodplanks pk_dodroad01a pk_dodroad01b pk_dodroad01c pk_dodroad01d pk_dodroof01a pk_dodroof01b pk_dodroof01c pk_dodroof02a pk_dodroof02b pk_dodroof02c pk_dodroof03a pk_dodroof03b pk_dodroofs01 pk_dodroofs02 pk_dodrubble01 pk_dodrubble02 pk_dodrubble03a pk_dodrubble03b pk_dodshop01a pk_dodshop01b pk_dodshop01c pk_dodshop01d pk_dodstrshp01 pk_dodstrshp02 pk_dodstrshp03 pk_dodstrshp04 pk_dodstrshp05 pk_dodstrshp06 pk_dodtiles01a pk_dodtiles01b pk_dodtiles01c pk_dodtrim01a pk_dodtrim01b pk_dodtrim02a pk_dodtrim02b pk_dodtudor01a pk_dodtudor01a2 pk_dodtudor01b pk_dodtudor01c pk_dodtudor01d pk_dodtudor01e pk_dodtudor02a pk_dodtudor02b pk_dodtudor02c pk_dodtudor02d pk_dodwall01a pk_dodwall01b pk_dodwall01c pk_dodwall01d pk_dodwall01e pk_dodwall01f pk_dodwall01g pk_dodwall01h pk_dodwall01i pk_dodwall01j pk_dodwall01k pk_dodwall02a pk_dodwall02b pk_dodwall02c pk_dodwall02d pk_dodwall03a pk_dodwall03b pk_dodwall03c pk_dodwall03d pk_dodwall03e pk_dodwall03f pk_dodwall03g pk_dodwall03h pk_dodwall03i pk_dodwall03j pk_dodwall03k pk_dodwall03l pk_dodwall03m pk_dodwall03n pk_dodwall04a pk_dodwall04b pk_dodwall04c pk_dodwall04d pk_dodwall04e pk_dodwall05_2a pk_dodwall05_2b pk_dodwall05_2c pk_dodwall05a pk_dodwall05b pk_dodwall05c pk_dodwall05d pk_dodwall05e pk_dodwall06_2a pk_dodwall06_2b pk_dodwall06_2c pk_dodwall06_2d pk_dodwall06_2e pk_dodwall06_2f pk_dodwall06_2g pk_dodwall06_2h pk_dodwall06a pk_dodwall06b pk_dodwall06c pk_dodwall06d pk_dodwall06e pk_dodwall06f pk_dodwall06g pk_dodwall07a pk_dodwall07b pk_dodwall07c pk_dodwall07d pk_dodwall07e pk_dodwall07f pk_dodwall08_2a pk_dodwall08_2b pk_dodwall08_2c pk_dodwall08a pk_dodwall08b pk_dodwall08c pk_dodwin01a pk_dodwin01b {pk_dodbush01A {pk_dodbush01B {pk_dodbush01C {pk_dodfence01 {pk_dodfence02a {pk_dodfence02b {pk_dodforest01 {pk_dodforest02 {pk_dodforest03 {pk_dodforest04 {pk_dodplank01a {pk_dodplank01b {pk_dodplank01c {pk_dodplank01d {pk_dodwin01
 
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Shoutbox
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?
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?
*
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?
*
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
Allright boyzzz!
I'm finally done with the byplt-authored maps. Man, this took way longer than I originally hoped it would be.
Before I post the big list there are a few "oddballs" so to speak. In some situations things weren't as clear/straightforward.
Today at 4:25 PM
You can find the thread here or underneeth the shoutbox ( under FORUM ) as long as there are not 10 other threads with newer posts.
Today at 4:30 PM
In that case click on "Show More..." but I'll probably re-post the link here anyway.
Today at 4:31 PM
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