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TFC
TFC
08-09-2004 by Chapo
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+0ELEV1 +0ELEV2 +0ELEV3 +0WAR_FLAG +0_CLOSED +0_OPEN +0~TNNL_LGT5 +AELEV1 +AELEV2 +AELEV3 +AWAR_FLAG +A_CLOSED +A_OPEN -0BLUEBASE -0REDBASE -1BLUEBASE -1REDBASE -2BLUEBASE -2REDBASE -3BLUEBASE -3REDBASE AAATRIGGER AD_TF2 BRICK2 BRICK6 BRIDGE BRIDGE_CAP B_BLASTDOORS C1A0_LABFLRE C1A1A_W4B C1A1A_W4X C1A4_SILO4A C1A4_SILO5 C2A4_H2E3 C2A4_H2E3B C2A4_H2EBLU C2A4_H2ERED C2A4_H2F C2A4_H2FB C3A1_CRATE1B C3A1_CRATE2B C3A1_CRATE3B C3A1_W5BLU C3A1_W5RED C3A2_TELEPAD2 CABLEWALL1BLUE CABLEWALL1RED CABLEWALL2 CABLEWALL3 CABLEWALL4BLUE CABLEWALL4RED CABLEWALL5BLUE CABLEWALL5RED CANALMAP CANAL_WALL2A CANYONSASPHALT CANYONSBBASE CANYONSCLIFF CANYONSCLIFF2 CANYONSCRETE1 CANYONSMUD1 CANYONSRBASE CANYONSSAND1 CANYONSSAND2 CANYONSSAND3 CANYONSSAND4 CLIP COMP9ABLU COMP9ARED COMP9BBLU COMP9BRED COMP9CBLU COMP9CRED COMP9DBLU COMP9DRED COMP9EBLU COMP9ERED CRETE4_BLUE CRETE4_RED CRETE4_REDB CRETE_WALL1 CRETE_WALLBLUE1 CRETE_WALLRED1 CROSSOVER01 CROSSOVER02 CROSSOVER03 CROSSOVER04 CROSSOVER04B CROSSOVER05 DOOR_BLUE1 DOOR_BLUE2 DOOR_RED1 DOOR_RED2 DOUBLE_ASPHALT DOUBLE_ASPHALT2 DOUBLE_BLUE1 DOUBLE_BLUE2 DOUBLE_CEIL1 DOUBLE_RED1 DOUBLE_RED2 DOUBLE_TRIM1 DUSTBOWL1 DUSTBOWL2 GATE01 GATE02 GATE03 GATEBLUEFLR GATEBLUEMETAL GATEREDFLR GATEREDMETAL HINT KAMI_WALL1 KCHOLDER KEEP01 KEEP05 KEEP07 KEEP09 KEEP09A KEEP09_BLUE KEEP09_RED KEEP10 KEEP11 KEEP12 KEEP13 MAP OFF_DR1 OFF_DR2 OFF_DR3 OFF_GAR OFF_WALL1 OFF_WALL2 OFF_WALL3 OFF_WALL4 OFF_WALL5 OFF_WALL6 OFF_WALL7 OFF_WALL7B OFF_WALL8 OUT_ROOF2C OUT_W1B1 OUT_W1B2 OUT_W1C1 OUT_W1C2 OUT_WALL6C1 OUT_WALL6C2A OUT_WALL6C3 OUT_WALL6C4 PGTOWERSIGN POPDOG_FRONT_GR POPDOG_FRONT_RE POPDOG_LEFT_GR POPDOG_LEFT_RED POPDOG_RIGHT_GR POPDOG_RIGHT_RE POPDOG_TOP_B POPDOG_TOP_GREE POPDOG_TOP_RED POWERUP_BLUE POWERUP_BLUE2 POWERUP_FLOOR1 POWERUP_PLASTER POWERUP_RED POWERUP_RED2 POWERUP_STUCCO1 POWERUP_STUCCO2 POWERUP_WALL1 POWERUP_WALL2 POWERUP_WALL3 POWER_CEILING1 RADSIGN ROAD1 ROAD1_LOWCAP ROAD1_TOPCAP ROCK1A ROCK1B ROCK2A ROCK2B ROCK_SIGN1 ROCK_SIGN2 ROCK_SIGN3 ROCK_SIGN4 ROCK_SIGN5 ROCK_SIGN6 ROCK_SIGN7 ROCK_SIGN8 RUBBLE1 RUBBLE_WALK SIDEWALK1 SIGN_ARW1 SIGN_ARW2 SIGN_ARW3 SIGN_ARW4 SIGN_ARW5 SIGN_ARW6 SIGN_ARW7 SIGN_ARW8 SIGN_BASE SIGN_BAT SIGN_BLUEARW1 SIGN_BLUEARW2 SIGN_BLUEARW3 SIGN_BLUEBASE SIGN_BLUECAP SIGN_CAPT SIGN_CMD1 SIGN_CMD2 SIGN_CMD3 SIGN_CMD4 SIGN_CMD5 SIGN_CMD6 SIGN_CMD7 SIGN_CMD8 SIGN_CONT SIGN_ELEV SIGN_ENT SIGN_FLAG SIGN_FLAG2 SIGN_HELP SIGN_LOW SIGN_RAMP1 SIGN_RAMP2 SIGN_REDARW1 SIGN_REDARW2 SIGN_REDARW3 SIGN_REDBASE SIGN_REDCAP SIGN_RESUP1 SIGN_SNIPE SIGN_TEAM1 SIGN_TEAM2 SIGN_UP SIGN_WATER1 SILO_BLUE SILO_BLUE2 SILO_RED SILO_RED2 SKY STEAL01 STEAL02 STEAL03 STEAL05A STEAL05B STEAL06 STEAL07 STEAL07A STEAL08 S_ALLEYWAY S_B_DOO1 S_B_DOOR2 S_B_QUARTERS S_B_SECURITYCON S_ELEVATOR S_GREENARROW S_KEYCARD_B S_KEYCARD_G S_KEYCARD_R S_R_DOOR1 S_R_DOOR2 S_R_QUARTERS S_R_SECURITYCON S_STAIRS S_STORAGEAREA1 S_STORAGEAREA2 S_STREET S_STREETACCESS TEAM1A TEAM2A TEAM3A TEAM4A TRAIN_BED1 TRAIN_TRACK1 TRAIN_TRACK2 TRAIN_TRACK3 UNDERWATERROCK WARPATH_SCORE WAR_BLUEDOOR WAR_REDDOOR W_WINDOW1 W_WINDOW3
4HIGHLAKES
4HIGHLAKES
0.0/1000.0/1000.0/1000.0/1000.0/100
04-24-2015 by Ch40$
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AIM_COOKIE_REAL
AIM_COOKIE_REAL
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01-15-2005 by Chapo
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AIM_XCEL
AIM_XCEL
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06-12-2009 by Chapo
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AWP_SNIPRWAR
AWP_SNIPRWAR
0.0/1000.0/1000.0/1000.0/1000.0/100
10-21-2020 by Freimaurer
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CS_AKSTATIONBETA
CS_AKSTATIONBETA
0.0/1000.0/1000.0/1000.0/1000.0/100
11-21-2010 by S3B
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CS_BTUBE
CS_BTUBE
0.0/1000.0/1000.0/1000.0/1000.0/100
06-26-2014 by WhyConsd
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DE_ADC_STRONGER
DE_ADC_STRONGER
0.0/1000.0/1000.0/1000.0/1000.0/100
03-30-2013 by Plictis
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Slots: 31
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DE_COMUNITY_FIRE1
DE_COMUNITY_FIRE1
1.0/1001.0/1001.0/1001.0/1001.0/100A bug has been reported for this map.
See details for more info.
12-13-2010 by S3B
Hits: 129
Slots: 30
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DE_HEIMAT
DE_HEIMAT
0.0/1000.0/1000.0/1000.0/1000.0/100
07-15-2004 by Chapo
Hits: 110
Slots: 12
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DE_HOUSE
DE_HOUSE
0.0/1000.0/1000.0/1000.0/1000.0/100
05-30-2004 by Chapo
Hits: 109
Slots: 24
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DE_INFERNO_GG
DE_INFERNO_GG
0.0/1000.0/1000.0/1000.0/1000.0/100View maps related to this map
08-21-2007 by Necoho
Hits: 392
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DE_SCIBOMB
DE_SCIBOMB
0.0/1000.0/1000.0/1000.0/1000.0/100
05-30-2004 by Chapo
Hits: 54
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DE_SEA_AQUABASE
DE_SEA_AQUABASE
0.0/1000.0/1000.0/1000.0/1000.0/100
05-30-2004 by Chapo
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DE_TENNIS2K
DE_TENNIS2K
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05-30-2004 by Chapo
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DE_TIGERSHARK
DE_TIGERSHARK
10.0/10010.0/10010.0/10010.0/10010.0/100
12-02-2007 by benneb
Hits: 90
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DE_VALENCE
DE_VALENCE
14.0/10014.0/10014.0/10014.0/10014.0/100
05-30-2004 by Chapo
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DISASTERCANYON_R2
DISASTERCANYON_R2
0.0/1000.0/1000.0/1000.0/1000.0/100
08-20-2011 by Chapo
Hits: 24
Slots: 33
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DOD_AVANTI
DOD_AVANTI
2.0/1002.0/1002.0/1002.0/1002.0/100
02-13-2012 by .:T:.Mr_White
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DOD_CORNFIELD
DOD_CORNFIELD
0.0/1000.0/1000.0/1000.0/1000.0/100
03-14-2016 by Ch40$
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DOD_DAMAGE_V2
DOD_DAMAGE_V2
0.0/1000.0/1000.0/1000.0/1000.0/100
07-19-2013 by Ch40$
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DOD_DUSTBOWL
DOD_DUSTBOWL
16.0/10016.0/10016.0/10016.0/10016.0/100
01-03-2012 by Ch40$
Hits: 71
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DOD_SANDBOWL
DOD_SANDBOWL
2.0/1002.0/1002.0/1002.0/1002.0/100
01-30-2014 by Ch40$
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DOD_SNIPER_FIRE
DOD_SNIPER_FIRE
13.0/10013.0/10013.0/10013.0/10013.0/100
06-11-2013 by Ch40$
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DOD_SPACEBOWL
DOD_SPACEBOWL
0.0/1000.0/1000.0/1000.0/1000.0/100
10-10-2012 by Mr.P
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FB_ULTIMATECLIMB
FB_ULTIMATECLIMB
0.0/1000.0/1000.0/1000.0/1000.0/100View maps related to this map
03-18-2013 by S3B
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FUN_HALLOWEN2
FUN_HALLOWEN2
0.0/1000.0/1000.0/1000.0/1000.0/100
11-13-2007 by Chapo
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FY_POOLARENA
FY_POOLARENA
0.0/1000.0/1000.0/1000.0/1000.0/100
12-05-2007 by Chapo
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FY_POOLPARTY_UNDERGROUND
FY_POOLPARTY_UNDERGROUND
0.0/1000.0/1000.0/1000.0/1000.0/100
09-08-2012 by MILBURN
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FY_ZHEIM
FY_ZHEIM
1.0/1001.0/1001.0/1001.0/1001.0/100
07-14-2013 by Chapo
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HNS_LUFFARENS_TOWN
HNS_LUFFARENS_TOWN
0.0/1000.0/1000.0/1000.0/1000.0/100
02-09-2011 by Chapo
Hits: 137
Slots: 49
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JAIL_SSH
JAIL_SSH
0.0/1000.0/1000.0/1000.0/1000.0/100
08-02-2014 by WhyConsd
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KA_PANZERKNACKER_WOOD
KA_PANZERKNACKER_WOOD
0.0/1000.0/1000.0/1000.0/1000.0/100
01-29-2006 by Chapo
Hits: 26
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LCASTLE
LCASTLE
0.0/1000.0/1000.0/1000.0/1000.0/100View maps related to this map
06-07-2015 by Cupe
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MJLDM
MJLDM
0.0/1000.0/1000.0/1000.0/1000.0/100
06-07-2015 by Cupe
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MJLDM2
MJLDM2
0.0/1000.0/1000.0/1000.0/1000.0/100
06-07-2015 by Cupe
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NWM_BUILDINGS_B2
NWM_BUILDINGS_B2
10.0/10010.0/10010.0/10010.0/10010.0/100
11-10-2014 by Ch40$
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PA_RUINS11
PA_RUINS11
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11-19-2011 by Chapo
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SURF_ROOF_TEXTURE
SURF_ROOF_TEXTURE
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02-16-2011 by Chapo
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ZM_BUILDINGBETA
ZM_BUILDINGBETA
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10-25-2009 by Chapo
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ZM_DESTROYER
ZM_DESTROYER
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02-17-2011 by Chapo
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Random Maps
 
Community 17b
Shoutbox
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?
Today 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
Today 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)
Today 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
Today 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
Today 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
Today at 7:00 PM
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