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DE_ROTTERDAM
08-09-2004 by Chapo
Hits: 609
3 503 KB
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Brick06 Core_Urban_117 Core_Urban_120 Core_Urban_141 Core_Urban_143 Core_Urban_153 Gravel01 GravelGrass03 GravelGrass04 IN_DOOR8 IN_TRANS2 IN_WALL22 IN_WINDOW10A IN_WINDOW10B IN_WINDOW10C I_GRATE1 LoadingBay02 LoadingBay02a LoadingBay05 OUT_FENCE2 OUT_STREET2 OUT_STREET3 Tracks02 TrainStopper TrainStopperTop WheelEnd01 WheelSide01 asphalt01 asphaltdirty01 b_cp_v10 b_cp_v18 bannertsf dumpsterfront dumpsterside in_trans1 in_trans3 in_trans4 pipes3 rd_1conc_wall2 rd_1conc_wall3 rd_Brick12 rd_Ceiling01 rd_Concrete01 rd_Concrete02 rd_Connector rd_FrontCabin rd_FrontLight rd_FrontWindow rd_LightTrack rd_MetalRUST rd_Pipes01 rd_Side7337 rd_SideBack rd_SideFront rd_SideUnder rd_SideWindow rd_TopFront rd_TopRoof rd_Train rd_TrainTrap rd_TrainYellow rd_Window04 rd_Window05 rd_backwindow rd_brick05 rd_brick07 rd_busback rd_busfront rd_buslights rd_busside rd_bustop rd_conc_wall01 rd_concrete_joe rd_concretetrim rd_door1 rd_front001 rd_fuel1 rd_fuel2 rd_fuel3 rd_fuel3graf rd_galv1 rd_madeby rd_side7337flip rd_t_crate12 rd_t_crate13 rd_t_crate16 rd_t_crate17 rd_t_crate18 rd_t_crate19 rd_thecrate1 rd_thecrate2 rd_thecratenorm rd_tireside rd_tiretop rd_track_conc1 rd_trailer_back rd_trailerside1 rd_trailerside2 rd_trailertop rd_trailerwheel rd_truck_back rd_truck_front rd_truck_fside rd_truck_side rd_wallgraf1 rd_warehousdoor rd_wheels rd_wheelsfront rd_wr4ccgg rd_wr4ccpn t_wall47 t_wall58 warehousedoor window_half window_normal window_wall window_whole yellowconrete {rd_trailer_bar {rd_trailer_lig
CS_SPINNINGDOORS
CS_SPINNINGDOORS
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05-30-2004 by Chapo
Hits: 66
Slots: 16
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DE_ROTTERDAM2
DE_ROTTERDAM2
19.0/10019.0/10019.0/10019.0/10019.0/100View maps related to this map
06-17-2004 by Chapo
Hits: 457
Slots: 34
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DOD_ROTTERDAM2_B3
DOD_ROTTERDAM2_B3
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10-13-2016 by dimon1052
Hits: 38
Slots: 34
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Community 17b
Shoutbox
@Blackcock: Is your alternate nickname Tomasito?
As that's the author name found in the text file but your name is shown as author instead.
Or did you do the remake and the original is by Tomasito? If yes, such details are handy to avoid misconcep
04-27-2025 at 5:13 PM
tions.
04-27-2025 at 5:16 PM
@qoLmE Nosmiley This is a player from my server. I sometimes signed text files on his behalf))
04-27-2025 at 9:32 PM
@qoLmE All the maps were created by me, don't worry smiley
04-27-2025 at 9:34 PM
Ok I'll keep that in mind.
Still pretty confusing as I automatically think a map has been made by the person who's name comes after "Map by".
04-28-2025 at 2:02 PM
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?
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