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DE_SPRINGFIELD
08-09-2004 by Chapo
Hits: 24
4 315 KB
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!credit_me +0sf_dd01 +1sf_dd01 +2sf_dd01 +3sf_dd01 +4sf_dd01 +5sf_dd01 +6sf_dd01 +7sf_dd01 +8sf_dd01 +9sf_dd01 sf_8ball sf_advert01 sf_advert02 sf_advert03 sf_advert04 sf_advert05 sf_barrel01 sf_barrel02 sf_barrel03 sf_base sf_base2 sf_bookcase sf_bord_beige sf_bord_orange sf_bord_plum sf_bord_tan sf_brb sf_brun_bord sf_class01 sf_class02 sf_class03 sf_class04 sf_class05 sf_class06 sf_class07 sf_class08 sf_class09 sf_class10 sf_class11 sf_class12 sf_class13 sf_class14 sf_class15 sf_class16 sf_class17 sf_class18 sf_clock sf_corr01 sf_corr02 sf_corr03 sf_corr04 sf_corr05 sf_corr06 sf_crate01 sf_crate02 sf_curtains sf_dd_scr sf_desk01 sf_desk02 sf_duff_can sf_duff_top sf_duff_van01 sf_duff_van02 sf_duff_van03 sf_duff_van04 sf_duff_van05 sf_duff_van06 sf_dust01 sf_dust02 sf_ee sf_ef sf_floor01 sf_floor02 sf_floor03 sf_floor04 sf_grass01 sf_grass02 sf_krust01 sf_krust02 sf_krust03 sf_krust04 sf_krust05 sf_krust06 sf_krust07 sf_krust08 sf_krust09 sf_krust10 sf_krust11 sf_krust12 sf_krust13 sf_krust14.5 sf_krust14 sf_krust_sign sf_kwik01 sf_kwik02 sf_kwik03 sf_kwik04 sf_kwik05 sf_kwik06 sf_kwik07 sf_kwik08 sf_kwik09 sf_kwik10 sf_kwik11 sf_kwik12 sf_kwik13 sf_kwik14 sf_kwik15 sf_kwik16 sf_kwik17 sf_kwik18 sf_kwik19 sf_kwik20 sf_kwik21 sf_kwik22 sf_kwik23 sf_kwik24 sf_kwik25 sf_kwik26 sf_kwik27 sf_kwik28 sf_kwik29 sf_kwik30 sf_kwik31 sf_kwik32 sf_leaded sf_light01 sf_moes01 sf_moes02 sf_moes03 sf_moes04 sf_moes05 sf_moes06 sf_moes07 sf_moes08 sf_moes09 sf_moes10 sf_moes11 sf_moes12 sf_moes13 sf_moes14 sf_moes15 sf_moes16 sf_moes17 sf_moes18 sf_moes19 sf_moes20 sf_moes21 sf_moes22 sf_moes23 sf_moes24 sf_moes25 sf_moes26 sf_moes27 sf_moes28 sf_moes29 sf_moes30 sf_moes31 sf_moes32 sf_moes33 sf_monitors01 sf_panel01 sf_panel02 sf_panel03 sf_panel04 sf_panel05 sf_panel_purp sf_pillar sf_pillar_base sf_pillar_flute sf_pipe01 sf_plain_beige sf_plain_brown sf_plain_crimso sf_plain_dgrey sf_plain_lgrey sf_plain_purp sf_plain_red sf_plain_tan sf_poo sf_portrait sf_reactor sf_red_boards sf_road sf_rod01 sf_rod02 sf_rod03 sf_rod04 sf_roof01 sf_roof02 sf_sdvert04 sf_sfe01 sf_sfe02 sf_sfe03 sf_sfe04 sf_sfe05 sf_sfe06 sf_sfe07 sf_sfe08 sf_sfe09 sf_sfe10 sf_sfe11 sf_sign01 sf_target01 sf_thea01 sf_thea02 sf_thea03 sf_thea04 sf_thea05 sf_thea06 sf_thea07 sf_thea08 sf_thea09 sf_thea10 sf_thea11 sf_thea13 sf_toot sf_town01 sf_town02 sf_town03 sf_town05 sf_town06 sf_town07 sf_town08 sf_town09 sf_town10 sf_town11 sf_town12 sf_town13 sf_wall01 sf_wall02 sf_wall03 sf_wall04 sf_webbeh sf_window01 sf_window02 sf_window03 sf_wkiw06 {sf_bars {sf_bush01 {sf_bush02 {sf_bush03 {sf_bush04 {sf_krust01 {sf_para01 {sf_stool {sf_thea14 {sf_town04 {sf_town_aztec {sf_tree01 {sf_window01
 
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Community 17b
Shoutbox
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
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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.
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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.
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04-29-2025 at 10:13 AM
Or can this be done with bspedit?
Or is it dependent on the destination game.
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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?
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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?
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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.
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Yesterday at 4:58 PM
smiley
Yesterday at 5:03 PM
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