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TFC2
08-09-2004 by Chapo
Hits: 1 033
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+0ITAL_CAP +0ITAL_CAP1 +0ITAL_CAP2 +0ITAL_CAP3 +0ITAL_CAP4 +AITAL_CAP +AITAL_CAP1 +AITAL_CAP2 +AITAL_CAP3 +AITAL_CAP4 CRATE1 CRATE1A EASTALLFLR01 EASTALLFLR01B EASTALLFLR01C EASTALLFLR01D EASTALLFLR01F EASTALLFLR02 EASTBPLSTR EASTBRICK1 EASTBRICK1D EASTBUSH1 EASTBUSH2 EASTCARPET2 EASTCARPET2A EASTCARPET2B EASTCARPET3A EASTCARPET3B EASTCARPET3C EASTCARPET3D EASTCRATELGSD EASTCRATELGTP EASTCRATELGTP2 EASTCRATESM EASTCRETE1 EASTCRETE1B EASTCRETE1C EASTCRETEBIG EASTDOOR1 EASTDOOR2 EASTFLAT1 EASTFLOOR5 EASTGUTTER1A EASTGUTTER1B EASTPLSTR1 EASTPLSTR2B EASTPLSTRBLU EASTPLSTRPLN EASTPLSTRRED EASTROOFEND EASTROOFTOP EASTSTEP1 EASTTRIM01 EASTTRIM02 EASTTRIMBLUE01 EASTTRIMRED01 EASTWDWDJ0 EASTWDWDJ1 EASTWDWDJ2 EASTWNDWB0 EASTWNDWB0C EASTWNDWB1 EASTWNDWBTALL EASTWNDWN0 EASTWNDWN0B EASTWNDWN0C EASTWNDWN1 EASTWNDWN1B EASTWNDWN1D EASTWNDWNTALL EASTWNDWR0 EASTWNDWR0B EASTWNDWR1 EASTWNDWRTALL EASTWOOD01 EASTWOOD02 EASTWOOD03 EASTWOOD04 E_FLOOR3 E_FLOOR5 E_FLOOR6 E_WALL_WHITE1 E_WALL_WHITE2 FL_TILE1 FL_TILE2 FUSEBOX1 GLUE_GREENMTL GLUE_GREYMTL GLUE_PLASTER1 GLUE_RUST1 GREYWOOD IN_CURB1 IN_CURB2 IN_DOOR10 IN_DOOR2 IN_DOOR3 IN_DOOR4 IN_DOOR5 IN_DOOR6 IN_DOOR7 IN_DOOR8 IN_DOOR9 IN_DUMPSTER1 IN_DUMPSTER2 IN_FLOOR1 IN_FLOOR2 IN_FLOOR3 IN_FLOOR4 IN_FLOOR5 IN_FLOOR6 IN_FLOOR7 IN_LIGHT1 IN_LIGHT2 IN_LIGHTBULB IN_METAL_RAIL1 IN_METAL_RAIL2 IN_METAL_RUS1 IN_METAL_RUSTY1 IN_METAL_RUSTY2 IN_PANEL5 IN_TRANS1 IN_TRANS2 IN_TRANS3 IN_TRANS4 IN_WALL16 IN_WALL17 IN_WALL18 IN_WALL19 IN_WALL22 IN_WALL23 IN_WALL24 IN_WALL25 IN_WALL26 IN_WALL27 IN_WALL28 IN_WALL29 IN_WALL30 IN_WINDOW1 IN_WINDOW10A IN_WINDOW10B IN_WINDOW10C IN_WINDOW10D IN_WINDOW11 IN_WINDOW12 IN_WINDOW13 IN_WINDOW14 IN_WINDOW2 IN_WINDOW4 IN_WINDOW5 IN_WINDOW6 IN_WINDOW8 IN_WINDOWSTRIP1 ITAL_CARPET ITAL_SIGN1 ITAL_SIGN2 ITAL_SIGN3 ITAL_SIGN4 ITAL_WALK1 ITAL_WALK1A ITAL_WALL1 ITAL_WALL1B ITAL_WALL1C ITAL_WALL3A ITAL_WALL3B ITAL_WALL4A ITAL_WALL4B ITAL_WALL4C ITAL_WALL4D ITAL_WALL5 ITAL_WALL5A ITAL_WIN1 ITAL_WIN2 ITAL_WIN3 ITAL_WIN4 I_CHURCH1 I_CHURCH1A I_CHURCH2 I_CHURCH2A I_CHURCH3 I_CHURCH4 I_CHURCH5 I_DOOR_BLUE1 I_DOOR_WOOD1 I_FLOOR1 I_FLOOR2 I_FOUNT1 I_FOUNT2 I_GRATE1 I_GROUND1 I_GROUND2 I_GROUND3 I_GROUND4 I_ROOFEDGE1 I_ROOF_TILE1 I_ROOF_TILE2 I_ROOF_TILE3 I_ROUGH1 I_ROUGH1A I_ROUGH1B I_ROUGHLOW1 I_ROUGHLOW1B I_ROUGHSIGN1 I_ROUGHSIGN2 I_TRIM1 I_TRIM2 I_TRIM3 I_TRIM4 I_WALL1 I_WALL2 I_WALL2A I_WALL2B I_WALL3 I_WALL4 I_WALL5 I_WALL6 I_WALL7 I_WALL8 I_WALL9 I_WALL_BASE1 I_WALL_BASE10 I_WALL_BASE11 I_WALL_BASE2 I_WALL_BASE3 I_WALL_BASE4 I_WALL_BASE5 M_ASPHALT1 M_ASPHALT2 M_ASPHALT3 M_CARPET2 M_CEILING3 M_CEILING4 M_FLOOR12 M_FLOOR13 M_FLOOR14 M_FLOOR17 M_FLOOR18 M_FLOOR19 M_FLOOR7 M_FLOOR8 M_STEP1 M_WALL2 M_WALL3 M_WALL4 M_WALL5 M_WALL6 M_WALL7 M_WALL8 M_WALL_INNER2 M_WALL_STU2 M_WALL_STU2A M_WOOD1 M_WOOD2 OUT_ASPHALT1 OUT_ASPHALT2 OUT_ASPHALT3 OUT_ASPHALT4 OUT_ASPHALT5 OUT_ASPHALT6 OUT_ASPHALT7 OUT_ASPHALT8 OUT_ASPHALT9 OUT_BRICKS1 OUT_BRICKS2 OUT_CONCRETE1 OUT_CONCRETE2 OUT_DIRT1 OUT_DIRT2 OUT_DIRTSAND2C OUT_DRAIN OUT_FENCE1 OUT_FENCE2 OUT_FENCE3 OUT_FLAGS1 OUT_FLAGS2 OUT_FLAGS3 OUT_GLUE OUT_GRANITE1A OUT_GRANITE1B OUT_GRANITE1C OUT_GRANITE1D OUT_GRATING1 OUT_GRATING2 OUT_GRAVEL3 OUT_GRND1 OUT_GRND2 OUT_GROUND1 OUT_GROUND2 OUT_GROUND3 OUT_GROUND4 OUT_GROUND5 OUT_GROUND9 OUT_HAY1 OUT_MANHOLE1 OUT_MANHOLE2 OUT_ROCK4 OUT_ROCK5 OUT_SAND1 OUT_SIDEWALK1 OUT_SIDEWALK2 OUT_SIDEWALK3 OUT_SIDEWALK4 OUT_SIDEWALK5 OUT_SIDEWALK5A OUT_SIDEWALK6 OUT_SIDEWALK6A OUT_SIDEWALK6B OUT_SIDEWALK7 OUT_STONES1 OUT_STONES1A OUT_STREET1 OUT_STREET2 OUT_STREET3 OUT_TILEROCK2 ROAD_1 ROCK_GREY SANDBAG1A SANDBAG1B SANDBAG2A SANDBAG2B SIGN_BLUEARR1 SIGN_BLUEARR2 SIGN_BLUEARR3 SIGN_BLUEBAT1 SIGN_BLUEBAT2 SIGN_BLUECAP1 SIGN_BLUECAP2 SIGN_BLUEFLAG1 SIGN_BLUEFLAG2 SIGN_BLUELEFT1 SIGN_BLUELEFT2 SIGN_BLUERIGHT1 SIGN_BLUERIGHT2 SIGN_BLUESUP1 SIGN_BLUESUP2 SIGN_CAP1 SIGN_CAP2 SIGN_CAP3 SIGN_FLAGROOM1 SIGN_FLAGROOM2 SIGN_FLAGS1 SIGN_FLAGS2 SIGN_FLAGS3 SIGN_GRENS SIGN_REDARR1 SIGN_REDARR2 SIGN_REDARR3 SIGN_REDBAT1 SIGN_REDBAT2 SIGN_REDCAP1 SIGN_REDCAP2 SIGN_REDFLAG1 SIGN_REDFLAG2 SIGN_REDLEFT1 SIGN_REDLEFT2 SIGN_REDRIGHT1 SIGN_REDRIGHT2 SIGN_REDSUP1 SIGN_REDSUP2 SLATE_ROOF_1 TELEPHONEPOLE TESTLIGHT1 WALL_BRICK1 WALL_BRICK1A WALL_BRICK2 WALL_BRICK2A WALL_BRICK3 WALL_BRICK3A WALL_BRICK4 WALL_BRICK4A WALL_BRICK5 WALL_BRICK5A WALL_BRICK6 WALL_BRICK7 WALL_CRETE1 WALL_STONE_SM WALL_STONE_SM2 WARMAP WAR_BLUE WAR_BLUE1 WAR_BLUE2 WAR_RED WAR_RED1 WAR_RED2 WAR_SAND1 WAR_SAND1A WET_WALK1 WET_WALK2 WOOD1 WOOD2 {EASTLINE1 {EASTLINE2 {EASTLINE3 {EASTRAIL1 {EASTWNDWN2 {WOODRAIL
CS_CLUB_CLIFF
CS_CLUB_CLIFF
0.0/1000.0/1000.0/1000.0/1000.0/100
11-21-2004 by Chapo
Hits: 205
Slots: 55
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CS_MADSQUARE
CS_MADSQUARE
0.0/1000.0/1000.0/1000.0/1000.0/100
08-12-2004 by Chapo
Hits: 79
Slots: 20
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CS_MANTEO
CS_MANTEO
1.0/1001.0/1001.0/1001.0/1001.0/100Attached video
05-30-2004 by Chapo
Hits: 168
Slots: 30
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CS_OLDTOWN2
CS_OLDTOWN2
0.0/1000.0/1000.0/1000.0/1000.0/100
05-30-2004 by Chapo
Hits: 102
Slots: 40
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DE_FEAR
DE_FEAR
0.0/1000.0/1000.0/1000.0/1000.0/100
05-30-2004 by Chapo
Hits: 132
Slots: 20
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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
M F L
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
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0.0/1000.0/1000.0/1000.0/1000.0/100
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05-30-2004 by Chapo
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0.0/1000.0/1000.0/1000.0/1000.0/100
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0.0/1000.0/1000.0/1000.0/1000.0/100
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Community 17b
Shoutbox
Ahh no worries smiley
04-26-2025 at 7:39 PM
@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
*
Yesterday 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.
*
Yesterday at 7:08 AM
The author of a map is the one who compiles it, change my mind
Yesterday 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.
*
Yesterday at 10:13 AM
Or can this be done with bspedit?
Or is it dependent on the destination game.
*
Yesterday 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.
Yesterday 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
Yesterday 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?
Yesterday 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
Yesterday 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
Yesterday 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.
Yesterday at 12:56 PM
We should use the Discus chat that Arkshine setup I think, all old discussion gets preserved there smiley
Yesterday 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
Yesterday 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
Yesterday 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
Yesterday 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
Yesterday 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
Yesterday at 7:59 PM
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void Map Cs 1.6 Sur Serveur Cz
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void Map Name?
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void Need .rmf File ♡ De_dust2_2020 .bsp
  01-09-2025 at 9:29 AM by ullonto
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void Waypoints For Dod_kort_b4
  12-29-2024 at 9:43 AM by INsane_dod
void Can't Update A Map
  11-25-2024 at 1:41 AM by FIXXOR
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