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BASIC
08-09-2004 by Chapo
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1 231 KB
CS_RANSOM
CS_RANSOM
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05-30-2004 by Chapo
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CS_STRUCTURE
CS_STRUCTURE
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11-21-2004 by Chapo
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DE_DEATH
DE_DEATH
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05-30-2004 by Chapo
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DE_SNOWDAM
DE_SNOWDAM
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11-21-2004 by Chapo
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DOD_ANGERS
DOD_ANGERS
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07-05-2004 by Chapo
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DOD_ASSALLY
DOD_ASSALLY
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06-18-2004 by Chapo
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Slots: 56
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DOD_BERCH
DOD_BERCH
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07-05-2004 by Chapo
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DOD_BLEW_RSR
DOD_BLEW_RSR
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11-03-2012 by RedSkinRebel{RSR}
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DOD_BUNKER_B1
DOD_BUNKER_B1
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08-18-2004 by Controversy
Hits: 115
Slots: 40
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DOD_CHRONOS_SG1
DOD_CHRONOS_SG1
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03-29-2012 by frenchkiss
Hits: 39
Slots: 20
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DOD_COLLINE_V1
DOD_COLLINE_V1
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02-19-2016 by dimon1052
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DOD_DALTONS_BRIDGE
DOD_DALTONS_BRIDGE
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01-15-2014 by MILBURN
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DOD_DALTONS_BRIDGE_V1
DOD_DALTONS_BRIDGE_V1
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01-15-2014 by Ch40$
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Slots: 20
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DOD_DOME
DOD_DOME
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02-08-2012 by tiolive
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DOD_ERFRIERUNG_B2
DOD_ERFRIERUNG_B2
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03-27-2011 by Chapo
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DOD_ERFRIERUNG_B3
DOD_ERFRIERUNG_B3
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03-29-2011 by Chapo
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DOD_ERFRIERUNG_TEX
DOD_ERFRIERUNG_TEX
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09-09-2011 by Chapo
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DOD_FILTHY_TOWER
DOD_FILTHY_TOWER
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02-08-2012 by tiolive
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DOD_GUNGAME3
DOD_GUNGAME3
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03-23-2012 by tiolive
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Slots: 18
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DOD_KEROMAN
DOD_KEROMAN
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07-05-2004 by Chapo
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DOD_LOPPEM
DOD_LOPPEM
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10-18-2011 by Ch40$
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DOD_MINTO
DOD_MINTO
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06-18-2004 by Chapo
Hits: 99
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DOD_NOTALONE
DOD_NOTALONE
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08-19-2004 by Controversy
Hits: 65
Slots: 32
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DOD_OBTF
DOD_OBTF
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07-07-2015 by dimon1052
Hits: 36
Slots: 32
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DOD_PRAGUE
DOD_PRAGUE
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07-08-2015 by dimon1052
Hits: 36
Slots: 32
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DOD_RIVER2
DOD_RIVER2
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12-11-2013 by MILBURN
Hits: 33
Slots: 12
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DOD_RJUKAN
DOD_RJUKAN
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07-05-2004 by Chapo
Hits: 68
Slots: 8
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DOD_SNIPERCOMP
DOD_SNIPERCOMP
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10-21-2015 by dimon1052
Hits: 21
Slots: 10
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DOD_STUPID_BETA7
DOD_STUPID_BETA7
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02-02-2014 by Ch40$
Hits: 21
Slots: 36
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DOD_TARTAN
DOD_TARTAN
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06-18-2004 by Chapo
Hits: 93
Slots: 45
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DOD_TRAINING
DOD_TRAINING
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07-07-2015 by dimon1052
Hits: 22
Slots: 2
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DOD_TURBULENZEN
DOD_TURBULENZEN
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07-27-2015 by Chapo
Hits: 28
Slots: 32
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DOD_TURBULENZEN_B2
DOD_TURBULENZEN_B2
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03-06-2011 by Chapo
Hits: 49
Slots: 32
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DOD_WARGAMES_ELITE
DOD_WARGAMES_ELITE
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02-08-2012 by tiolive
Hits: 27
Slots: 24
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DOD_WSH_BASQUE_B2
DOD_WSH_BASQUE_B2
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07-23-2012 by MILBURN
Hits: 49
Slots: 28
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PARA_GLASS
PARA_GLASS
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01-28-2014 by Ch40$
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[RSR]_WARGAMES_ELITE
[RSR]_WARGAMES_ELITE
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11-03-2012 by RedSkinRebel{RSR}
Hits: 27
Slots: 24
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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
Forum
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