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DE_PIRANESI
08-09-2004 by Chapo
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5 386 KB
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pi_archt128 pi_archt128b pi_archt256 pi_archt32 pi_archt32b pi_archt64 pi_archt64b pi_art1 pi_art2 pi_art3 pi_art4 pi_barrel pi_barrelt pi_bcase pi_bigbrk pi_bigbrk2 pi_bigbrk2b pi_bigbrk2b2 pi_bigbrkb pi_bigbrkb2 pi_bigbrkp pi_bigdoor pi_bigtrim pi_boatfloor pi_boatrearcap pi_boatsidein pi_boatsideout pi_boatsiderear pi_brusha pi_brushb pi_buckets pi_buckett pi_chairleg pi_chairtop pi_cobbles pi_cobbles1 pi_corbel pi_cratebig pi_cratebig2 pi_cratebigt pi_cratere pi_crateret pi_cratesm pi_cratesmt pi_cratesr pi_cratesrt pi_curb pi_curbb pi_floorst1 pi_floorst1g pi_floorst2 pi_floorst2g pi_floorst3 pi_floorst3d pi_floorst4 pi_floorst4g pi_floorst5 pi_floorwd1 pi_floorwd2 pi_floorwd3 pi_grnmetal pi_grnmetalp pi_grnmetalt pi_ground pi_groundt pi_groundw pi_htrim32 pi_inwall1 pi_inwall1b pi_inwall1c pi_inwall2 pi_inwall2b pi_lantern pi_motor pi_orrery04 pi_orrery05 pi_orrery06 pi_orrery07 pi_outwall1 pi_outwall1b pi_outwall2 pi_outwall2b pi_outwall2t pi_outwall2tb pi_outwall3 pi_outwall3b pi_outwall3t pi_outwall3tb pi_outwall3tc pi_outwall4 pi_pavement pi_pillar pi_pota pi_potb pi_road pi_rockbase pi_roof pi_roofedge pi_rug1 pi_rug2 pi_rug3 pi_rug4 pi_rug5 pi_rug6 pi_rust pi_scaffold2 pi_secretf pi_secrets pi_sign01 pi_sign02 pi_sign03 pi_sign04 pi_signex1 pi_signex10 pi_signex11 pi_signex2 pi_signex3 pi_signex4 pi_signex5 pi_signex6 pi_signex7 pi_signex8 pi_signex9 pi_signexa pi_signexb pi_signexc pi_signexd pi_smdoor pi_step1 pi_steptop1 pi_steptop1d pi_sundial pi_sundialbase pi_ticketwnd pi_wood1 pi_wood2 pi_wood3 pi_wood4 pi_wood5 pi_woodceil {pi_bannera {pi_bannerb {pi_bannerw {pi_benchside {pi_chairbak {pi_ivy {pi_ivyb {pi_orrery01 {pi_orrery02 {pi_orrery03 {pi_planta {pi_plantb {pi_railing {pi_scaffold {pi_sundialarm {pi_sundialeqt {pi_tapestry1 {pi_tapestry2 {pi_tapestry3 {pi_window
!DAN!CS_MINIAZTEC
!DAN!CS_MINIAZTEC
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02-28-2009 by benneb
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AIM_VILLAGE_AFRICA
AIM_VILLAGE_AFRICA
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11-10-2013 by MILBURN
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BST_AZTEC3
BST_AZTEC3
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11-03-2012 by MILBURN
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BULLS_RATZ_FINALITY
BULLS_RATZ_FINALITY
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07-18-2009 by Lord Floppynator
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CSDM_CBBLE-SK
CSDM_CBBLE-SK
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07-27-2015 by Chapo
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CS_CHATUEA_AAC
CS_CHATUEA_AAC
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02-04-2012 by Chapo
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CS_GREEN_ROAD
CS_GREEN_ROAD
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05-06-2013 by Chapo
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CY_WZJ1
CY_WZJ1
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08-22-2014 by WhyConsd
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DEATHRUN_SK_HAVANA
DEATHRUN_SK_HAVANA
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04-10-2012 by KrA40n1
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DE_DUSTROYAL
DE_DUSTROYAL
27.0/10027.0/10027.0/10027.0/10027.0/100Attached video
08-13-2012 by MILBURN
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Comment(s)12
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DE_HOGWARTS
DE_HOGWARTS
17.0/10017.0/10017.0/10017.0/10017.0/100
08-18-2021 by LiveWire
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DE_MEXICA_B3
DE_MEXICA_B3
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04-19-2008 by Sacripan
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DE_PIRANESI
DE_PIRANESI
22.0/10022.0/10022.0/10022.0/10022.0/100Attached videoshared
05-02-2004 by Chapo
Hits: 661
Slots: 32
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6 926 KB
 
(System Map)
 
DE_RATS1338
DE_RATS1338
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07-27-2015 by Chapo
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DOD_ALCOOL_MTEK
DOD_ALCOOL_MTEK
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10-08-2015 by Ch40$
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DOD_ANCIENT_V2
DOD_ANCIENT_V2
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11-27-2013 by Ch40$
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DOD_AZTEC_GOLD
DOD_AZTEC_GOLD
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07-27-2015 by Chapo
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DOD_BUZZKILL
DOD_BUZZKILL
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12-04-2014 by Ch40$
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DOD_CHATUEA_SPRINGTIME
DOD_CHATUEA_SPRINGTIME
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07-27-2015 by Chapo
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DOD_DUSTROYAL
DOD_DUSTROYAL
16.0/10016.0/10016.0/10016.0/10016.0/100
08-13-2012 by MILBURN
Hits: 93
Slots: 40
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DOD_KZ_STATUEOFLIBERTY
DOD_KZ_STATUEOFLIBERTY
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09-01-2013 by Ch40$
Hits: 39
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DOD_PIRANESI
DOD_PIRANESI
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10-08-2007 by CasNoizette
Hits: 355
Slots: 32
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DOD_PIRANESI_KT
DOD_PIRANESI_KT
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03-19-2015 by Ch40$
Hits: 33
Slots: 32
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DOD_REDTOWN_MTEK
DOD_REDTOWN_MTEK
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07-06-2015 by Ch40$
Hits: 41
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ELP_TENSIONS_B5
ELP_TENSIONS_B5
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03-03-2016 by Ch40$
Hits: 29
Slots: 27
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FY_BADAN
FY_BADAN
2.0/1002.0/1002.0/1002.0/1002.0/100
03-10-2013 by S3B
Hits: 171
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GG_ICE_SHOT_2FUN
GG_ICE_SHOT_2FUN
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03-03-2023 by Blackcock
Hits: 15
Slots: 44
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GG_K1
GG_K1
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11-03-2013 by MILBURN
Hits: 48
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GG_SHOT_GRASS
GG_SHOT_GRASS
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03-03-2023 by Blackcock
Hits: 17
Slots: 32
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JAIL_ANADOLU_V1
JAIL_ANADOLU_V1
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11-30-2013 by MILBURN
Hits: 49
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JAIL_STORM
JAIL_STORM
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09-16-2018 by totheqwe
Hits: 62
Slots: 39
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JAIL_THEDEATH_CASTLE
JAIL_THEDEATH_CASTLE
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04-09-2011 by Chapo
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Slots: 52
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JAIL_THEDEATH_CASTLE_ULTIMATE
JAIL_THEDEATH_CASTLE_ULTIMATE
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04-29-2011 by Chapo
Hits: 84
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JAIL_THEDEATH_CASTLE_V2
JAIL_THEDEATH_CASTLE_V2
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03-27-2011 by Chapo
Hits: 37
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JAIL_THEDEATH_CASTLE_V3.5
JAIL_THEDEATH_CASTLE_V3.5
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05-13-2011 by Chapo
Hits: 37
Slots: 52
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JB_RAQUTAL-V2
JB_RAQUTAL-V2
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08-08-2013 by ZZUNK
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JB_XPRINCEISYANCILARI
JB_XPRINCEISYANCILARI
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11-10-2010 by Chapo
Hits: 94
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KNIFE_METRO
KNIFE_METRO
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11-10-2013 by MILBURN
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Slots: 28
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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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NOTKZ_KX_KELTENBLOCK
NOTKZ_KX_KELTENBLOCK
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01-14-2015 by Ch40$
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SCOUT_SNOWFIELD
SCOUT_SNOWFIELD
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08-27-2013 by MILBURN
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SPS_CHATEAU
SPS_CHATEAU
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07-27-2015 by Chapo
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SPS_CRAZY
SPS_CRAZY
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05-25-2009 by MEGALODON
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SPS_KNIFE
SPS_KNIFE
1.0/1001.0/1001.0/1001.0/1001.0/100
05-25-2009 by MEGALODON
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ZM_DWARF
ZM_DWARF
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05-18-2011 by Chapo
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ZM_DWARF_NEW_FIXED
ZM_DWARF_NEW_FIXED
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05-28-2011 by Chapo
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ZM_DWARF_ULTIMATE
ZM_DWARF_ULTIMATE
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06-28-2011 by Chapo
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ZM_KLIMAX
ZM_KLIMAX
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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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