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BANANA
08-09-2004 by Chapo
Hits: 94
14 423 KB
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!BN2_water1 +0BN2_water +0WATERFADE +0~BN_stereo1 +1BN2_water +1WATERFADE +1~BN_stereo1 +2BN2_water +2WATERFADE +2~BN_stereo1 +3BN2_water +3WATERFADE +4BN2_water +4WATERFADE +5BN2_water +6BN2_water +7BN2_water A6_front A6_hinten A6_kuehler2 A6_scheibe A6_seite BN2_bar1 BN2_bar2 BN2_barchair2 BN2_barsign1 BN2_barsign2 BN2_brick1 BN2_brick1b BN2_brick3 BN2_brick4a BN2_brick4b BN2_brick4c BN2_carpet1a BN2_carpet1b BN2_carpet1c BN2_carpet1d BN2_carpet2a BN2_carpet2b BN2_ceil1 BN2_coll1 BN2_collbase2 BN2_container1a BN2_container1b BN2_container1c BN2_crate3a-2 BN2_crate3a BN2_crate3b-2 BN2_crate3b BN2_crate3c BN2_crete1c-3a BN2_crete1d-2 BN2_crete1d BN2_damwood BN2_darklight BN2_door1 BN2_door12 BN2_door13 BN2_door2 BN2_door3 BN2_door4 BN2_door5 BN2_door7 BN2_door8 BN2_duct1 BN2_duct2 BN2_fabric1 BN2_fabric2 BN2_fabric3 BN2_fan1 BN2_fan2 BN2_fence1 BN2_file1a BN2_file1b BN2_file1c BN2_file1d BN2_flower BN2_glass1 BN2_grass1 BN2_grass1b BN2_grass2 BN2_grass2b BN2_gravel1 BN2_gravel1b BN2_gravel2 BN2_gravel2b BN2_graywood1 BN2_ladder1 BN2_lamp1 BN2_maidcart BN2_marble1 BN2_marble1b BN2_marble2 BN2_palm1 BN2_pcfrontback BN2_pckeyboard BN2_pcopen BN2_pcside BN2_pooltile BN2_radio2 BN2_sand1 BN2_sand1b BN2_sand1c BN2_sand1d BN2_shark BN2_sign1 BN2_sign2 BN2_stones1 BN2_stones3 BN2_tennis BN2_tennissign BN2_tile1 BN2_tile2 BN2_trash1 BN2_trim1 BN2_trim2 BN2_trunk1a BN2_trunk1b BN2_trunk1c BN2_trunk1d BN2_trunk2a BN2_trunk2b BN2_trunk2d BN2_trunk3a BN2_trunk3b BN2_trunk3c BN2_trunk3d BN2_trunk4a BN2_trunk4b BN2_trunk4c BN2_trunk4d BN2_trunk4e BN2_trunk5a BN2_trunk5b BN2_trunk5c BN2_trunk5d BN2_underwater BN2_vent1 BN2_wall10 BN2_wall10b BN2_wall11b BN2_wall13a BN2_wall13b-2 BN2_wall13b BN2_wall14a BN2_wall14b BN2_wall14c BN2_wall16 BN2_wall17 BN2_wall7 BN2_wall8 BN2_window1 BN2_window2a BN2_wood1 BN2_wood3 BN3_aw1 BN3_aw2 BN3_aw3 BN3_barrel1 BN3_barrel2 BN3_canister1 BN3_ceil1a BN3_ceil1d BN3_clima1 BN3_comp1 BN3_comp2 BN3_comp3 BN3_comp4 BN3_comp5 BN3_comp6 BN3_comp7 BN3_copy1 BN3_copy2 BN3_couch1 BN3_couch2 BN3_cubicle1a BN3_cubicle1b BN3_cubicle1c BN3_cubicle1d BN3_desk1 BN3_desk2 BN3_door2 BN3_door3 BN3_door4 BN3_floor1 BN3_floor2 BN3_fridge1 BN3_furn1 BN3_fusebox BN3_grammo1 BN3_grammo2 BN3_grammo3 BN3_heat1 BN3_heat2 BN3_lamp1 BN3_misc1 BN3_misc11 BN3_misc5 BN3_misc6 BN3_misc7 BN3_misc8 BN3_misc9 BN3_monitor1a BN3_painting1 BN3_pool1 BN3_pool2 BN3_pool3 BN3_pool4 BN3_rooftile2 BN3_rust1 BN3_screen1 BN3_screen2 BN3_shelf1a BN3_tiles1 BN3_tiles2 BN3_wall11a BN3_wall11b BN3_wall12a BN3_wall13a BN3_wall13b BN3_wall14 BN3_wall15 BN3_wall16 BN3_wall17 BN3_wall17b BN3_wall1a BN3_wall1b BN3_wall1c BN3_wall2b BN3_wall3a BN3_wall3b BN3_wall3c BN3_wall4 BN3_wall5a BN3_wall5b BN3_wall6a BN3_wall6b BN3_wall6c BN3_wall7a BN3_wall7b BN3_wall7c BN3_wall7d BN3_wall7e BN3_wall8 BN3_wall8b BN3_wall8c BN3_wall9 BN3_wall9b BN3_wall9c BN3_wall9d BN3_wall9e BN3_wall9f BN3_wcooler1 BN3_wcooler2 BN3_wcooler3 BN_N1b BN_N2 BN_N3 BN_ark1 BN_bed1 BN_bottle1 BN_bottle2 BN_bottle3 BN_bottle4 BN_bottle5 BN_bottle6 BN_brick2b BN_build3 BN_build4 BN_castle2 BN_castle2b BN_castle2c BN_castle2d BN_castle3b BN_castle3c BN_castle3d BN_clock1 BN_container1a BN_container1b BN_container1c BN_container2a BN_container2b BN_container2c BN_container3a BN_container3b BN_container3c BN_crate1a BN_crate1b BN_crate1c BN_crate4a BN_crate4b BN_crete5 BN_crete5b BN_crete6 BN_door11 BN_door12 BN_door13 BN_door1c BN_door3 BN_door5 BN_door7 BN_dumpster1a BN_dumpster1b BN_dumpster1c BN_dumpster2a BN_dumpster2b BN_floor6 BN_floor7 BN_fridge1 BN_lamp1 BN_markise BN_paintbord BN_painting2 BN_painting3 BN_piano1a BN_piano1b BN_piano1c BN_pool1b BN_rails1 BN_rock1 BN_rock1c BN_shine1 BN_sink1 BN_sink2 BN_speaker1 BN_table1 BN_trim4-b BN_trim4 BN_trophy1a BN_trophy1b BN_trophy1c BN_trophy1d BN_trophy1e BN_wall2 BN_wall4 BN_wall4b BN_wall8 BN_wall8b BN_wallp1 BN_wallp2 BN_wetfade BN_wheels1 BN_wheels1a BN_wheels1b BN_wheels1c BN_window4 BN_window5 BN_wood3 BN_wood4 BN_wood5 BN_wood6 BN_zugseite1b BN_zugseite2 BN_zugseite3 BN_zugtuer CAR_drunter CAR_drunter2 HK_Fenster HK_Fenster2 HK_Licht HK_Seite HK_Vorn VMETALBORD action_peeps bn1_armchair1 bn1_armchair2 bn1_c64a bn1_c64b bn1_cabinet1a bn1_cabinet1b bn1_carpet1 bn1_carpet1b bn1_chalkboard1 bn1_crete1 bn1_crete2a bn1_crete2b bn1_crete2c bn1_crete2d bn1_crete3 bn1_crete3a bn1_desk1a bn1_desk1b bn1_desk1c bn1_door1 bn1_door2 bn1_floor1 bn1_lab1 bn1_light1 bn1_metal1 bn1_metal2 bn1_metal3 bn1_metal4 bn1_metal5 bn1_metal5b bn1_metal5c bn1_metal6 bn1_metal7 bn1_metal8 bn1_poster1 bn1_poster2 bn1_poster3 bn1_poster4 bn1_poster5 bn1_poster6 bn1_poster7 bn1_poster8 bn1_sign1 bn1_tiles1 bn1_tiles2 bn1_wall1 bn1_wall2a bn1_wall2b bn1_wall3a bn1_wall3b bn1_wood1 bn2_barchair2b bxbn_stone1 mlobn_brick14 mlobn_rtile2 mlobn_wall8 mlobn_wall8b mlobn_wall8c {BLACK {BN2_fan3 {BN2_grate2 {BN2_ivy1 {BN2_ivy1b {BN2_jungle1b {BN2_maidcart {BN2_manhole1 {BN2_palm2 {BN2_palm4 {BN2_shark1 {BN2_shark2 {BN2_shorts {BN2_swim {BN2_tennis {BN2_wood1 {BN3_2dtree1 {BN3_LADDER1 {BN3_afro1 {BN3_afro2 {BN3_afro3 {BN3_antlers {BN3_carpet1 {BN3_carpet2 {BN3_chair1 {BN3_clock1 {BN3_cobweb1 {BN3_cobweb2 {BN3_cobweb3 {BN3_cross {BN3_gas1 {BN3_gas2 {BN3_gate1 {BN3_grammo3 {BN3_hook1 {BN3_linedglass {BN3_misc2 {BN3_misc3 {BN3_misc4 {BN3_shelf1b {BN3_wheel2 {BN_ark2 {BN_chain1 {BN_fan {BN_gate1 {BN_gate2 {BN_grate1 {BN_ladder2 {BN_lamp1b {BN_lamp2 {BN_lamp2b {BN_markise {BN_rail1 {BN_table1 {BN_tree3 {BN_trees1 {BN_wall2 {BN_window2 {BN_wood6 {bn1_grate1 {bn1_rungs1
CS_LANTRIX
CS_LANTRIX
18.0/10018.0/10018.0/10018.0/10018.0/100
01-09-2024 by benjamin_claro_arg3
Hits: 51
Slots: 24
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DE_ICEWORLD2
DE_ICEWORLD2
0.0/1000.0/1000.0/1000.0/1000.0/100
11-14-2011 by Chapo
Hits: 55
Slots: 24
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DOD_ASTORAGE
DOD_ASTORAGE
0.0/1000.0/1000.0/1000.0/1000.0/100
09-22-2007 by Sacripan
Hits: 87
Slots: 10
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DOD_BANANAMANS
DOD_BANANAMANS
3.0/1003.0/1003.0/1003.0/1003.0/100
12-01-2013 by Chapo
Hits: 33
Slots: 8
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DOD_NAPOLI
DOD_NAPOLI
0.0/1000.0/1000.0/1000.0/1000.0/100
01-25-2009 by benneb
Hits: 59
Slots: 8
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HAHA
HAHA
0.0/1000.0/1000.0/1000.0/1000.0/100A bug has been reported for this map.
See details for more info.
11-07-2008 by Chapo
Hits: 20
Slots: 16
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KZ_MINI_ROCK
KZ_MINI_ROCK
0.0/1000.0/1000.0/1000.0/1000.0/100View maps related to this map
03-10-2015 by Cupe
Hits: 37
Slots: 16
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NOTKZ_MINI_ROCK
NOTKZ_MINI_ROCK
0.0/1000.0/1000.0/1000.0/1000.0/100View maps related to this map
12-09-2015 by Cupe
Hits: 47
Slots: 16
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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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