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DE_STORM
08-09-2004 by Chapo
Hits: 9 775
3 231 KB
AG_CROSSFIRE2011
AG_CROSSFIRE2011
4.0/1004.0/1004.0/1004.0/1004.0/100View maps related to this map
05-16-2011 by Chapo
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BORTON_ARVIZ
BORTON_ARVIZ
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11-30-2013 by MILBURN
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CS_VERCETTI
CS_VERCETTI
17.0/10017.0/10017.0/10017.0/10017.0/100Attached video
04-10-2011 by asha
Hits: 354
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DE_MIDNIGHT_13TH
DE_MIDNIGHT_13TH
9.0/1009.0/1009.0/1009.0/1009.0/100
02-27-2011 by Chapo
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DE_PILBARA
DE_PILBARA
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05-30-2004 by Chapo
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DE_SUNSET_FRANCE
DE_SUNSET_FRANCE
20.0/10020.0/10020.0/10020.0/10020.0/100
02-25-2012 by Chapo
Hits: 287
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DG_HOTTERTHANHELL
DG_HOTTERTHANHELL
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03-14-2007 by Chapo
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DM_ASSAULT_METASNIPER
DM_ASSAULT_METASNIPER
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05-08-2020 by Abdullah Baç
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DM_ASSAULT_METASNIPER_V2
DM_ASSAULT_METASNIPER_V2
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05-08-2020 by Abdullah Baç
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DM_CORRIDOR
DM_CORRIDOR
17.0/10017.0/10017.0/10017.0/10017.0/100
10-14-2013 by MILBURN
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DM_WARNING
DM_WARNING
3.0/1003.0/1003.0/1003.0/1003.0/100
10-19-2013 by MILBURN
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DOD_DUST_REVOLUTION
DOD_DUST_REVOLUTION
1.0/1001.0/1001.0/1001.0/1001.0/100
08-09-2013 by MILBURN
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DOD_INVANA_MTEK
DOD_INVANA_MTEK
19.0/10019.0/10019.0/10019.0/10019.0/100
07-17-2015 by Ch40$
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DOD_SHOOTS
DOD_SHOOTS
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08-02-2014 by Ch40$
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DUTCH_FACILITY
DUTCH_FACILITY
16.0/10016.0/10016.0/10016.0/10016.0/100
02-08-2021 by DutchNeo
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FY_BADAN
FY_BADAN
2.0/1002.0/1002.0/1002.0/1002.0/100
03-10-2013 by S3B
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FY_RAIN_EARTH
FY_RAIN_EARTH
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04-06-2014 by WhyConsd
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FY_TIZU
FY_TIZU
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10-24-2007 by Chapo
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GSU_DUSTMILL
GSU_DUSTMILL
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01-03-2016 by S3B
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JAIL_STORM
JAIL_STORM
16.0/10016.0/10016.0/10016.0/10016.0/100
09-16-2018 by totheqwe
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JB_RAQUTAL-V2
JB_RAQUTAL-V2
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08-08-2013 by ZZUNK
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KCD_WEEDFIRE2
KCD_WEEDFIRE2
18.0/10018.0/10018.0/10018.0/10018.0/100
02-19-2021 by DutchNeo
Hits: 124
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NOTKZ_EAGLE_IS_DEAD_LV
NOTKZ_EAGLE_IS_DEAD_LV
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01-15-2015 by Ch40$
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RR_2CAVES_E
RR_2CAVES_E
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01-18-2015 by Ch40$
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ZM_ASSAULT_SHADOW
ZM_ASSAULT_SHADOW
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04-14-2014 by Ch40$
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ZM_CYNATHON_FINAL
ZM_CYNATHON_FINAL
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06-25-2013 by S3B
Hits: 75
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ZM_CYNBASE
ZM_CYNBASE
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06-25-2013 by S3B
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ZM_CYNDUST
ZM_CYNDUST
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06-24-2013 by S3B
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ZM_CYNDUST2
ZM_CYNDUST2
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06-24-2013 by S3B
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ZM_CYNDUST_2
ZM_CYNDUST_2
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06-24-2013 by S3B
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Slots: 33
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ZM_PIRATES
ZM_PIRATES
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10-23-2015 by Ch40$
Hits: 40
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Community 17b
Shoutbox
@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?
Yesterday 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
Yesterday 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)
Yesterday 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
Yesterday 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
Yesterday 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
Yesterday at 7:00 PM
@blackcock: Did you change the author on this and this map?
Seems more like the server name, no?
*
Today 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".
Today at 2:49 PM
Forum
void Map Summary
 Today at 11:56 AM by qoLmE
void Map Cs 1.6 Sur Serveur Cz
  04-17-2025 at 1:35 PM by David Menk
void Hlbox17b Download - Virus?
  04-16-2025 at 4:52 AM by bevisandrew
void Map Name?
  03-29-2025 at 6:40 PM by Dolixec
void Need .rmf File ♡ De_dust2_2020 .bsp
  01-09-2025 at 9:29 AM by ullonto
void Searching For Old Css Map
  01-09-2025 at 9:27 AM by ullonto
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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