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BLAZ_ASIANWAD
08-09-2004 by Chapo
Hits: 73
8 184 KB
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pk_chcobb1a pk_chcobb1b pk_chcobb2a pk_chcobb2b pk_chcobb2c pk_chcobb2d pk_chcobb3a pk_chcobb3b pk_chcobb3c pk_chcomcar1a pk_chcomcar1b pk_chcomcar1c pk_chcomcar1d pk_chcomcar2 pk_chcomwood1a pk_chcomwood1b pk_chcomwood2a pk_chcomwood2b pk_chcomwood3a pk_chcomwood3b pk_chcomwood3c pk_chconcrete1a pk_chconcrete1b pk_chconcrete1c pk_chcrowall1a pk_chcrowall1b pk_chcrowall1c pk_chcrowall1d pk_chcrowall1e pk_chcrowall1g pk_chcrowall1h pk_chgrass1 pk_chindoor1 pk_chinflc1a pk_chinflc1b pk_chinflc2a pk_chinflc2b pk_chinflc2c pk_chinflc2d pk_chinflw1a pk_chinflw1b pk_chinflw2a pk_chinflw2b pk_chinflw2c pk_chinflw3a pk_chinflw3b pk_chinflw3c pk_chinflw3d pk_chinhobeam1a pk_chinhobeam1b pk_chinhobeam2a pk_chinhobeam2b pk_chinpillow1a pk_chinpillow1b pk_chinpillow2a pk_chinpillow2b pk_chinpillow2c pk_chinroof1a pk_chinroof1b pk_chinroof1c1 pk_chinroof1c2 pk_chinroof1d1 pk_chinroof1d2 pk_chinroof1e1 pk_chinroof1e2 pk_chinshad1a pk_chinshad1b pk_chinshad1c pk_chintable1l pk_chintable1s pk_chintable1t pk_chinvebeam1a pk_chinvebeam1b pk_chinvebeam2a pk_chinvebeam2b pk_chinvebeam3a pk_chinvebeam3b pk_chinvebeam3c pk_chinvebeam4 pk_chinwall1 pk_chinwall2a pk_chinwall2b pk_chinwall2c pk_chinwall2d pk_chinwall2e pk_chinwall2f pk_chinwall2g pk_chinwall2h pk_chinwall2i pk_chinwall2j pk_chinwall2k pk_chinwall2l pk_chinwall3a pk_chinwall3b pk_chinwall3c pk_chinwall3d pk_chinwall4a pk_chinwall4b pk_chinwall5 pk_chinwpaper1a pk_chinwpaper1b pk_chlightswitc pk_chmarb1a pk_chmarb1b pk_chmetal1a pk_chmetal1b pk_chmud1 pk_chogroset1a pk_chogroset1b pk_chogroset1c pk_chouttil1a pk_chouttil1b pk_chpipe1a pk_chpipe1b pk_chrock1 pk_chroofs1a pk_chroofs1b pk_chroofs1c pk_chrooft1a pk_chrooft1b pk_chrooft1c pk_chtrim1 pk_chvertbeam1 pk_chwall2 pk_chwall3 pk_chwallr1a pk_chwallr1b pk_chwoodwall1a pk_chwoodwall1b {pk_chbamboo1a {pk_chbamboo1b {pk_chcomwood1 {pk_chincarpet1 {pk_chleaves1a {pk_chleaves1b {pk_chleaves1c {pk_chleaves1d {pk_chleaves1e {pk_chleaves2a {pk_chleaves2b {pk_chleaves2c {pk_chleaves2d {pk_chvines1a {pk_chvines1b
DOD_ASIA
DOD_ASIA
19.0/10019.0/10019.0/10019.0/10019.0/100
02-15-2014 by Ch40$
Hits: 34
Slots: 41
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FY_ROCKWORLD2
FY_ROCKWORLD2
0.0/1000.0/1000.0/1000.0/1000.0/100
01-15-2011 by Chapo
Hits: 30
Slots: 36
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Community 17b
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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