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CZCS_MIAMI
08-09-2004 by Chapo
Hits: 506
8 401 KB
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+0marquis2 +0misclight +1marquis2 +Amisclight Com_backpan Com_bl_front Com_bl_side Com_bl_top GAR013 MTL_FILE1 MTL_FILE2 Mon_bl_Back Mon_bl_scrn7 Mon_bl_side Mon_bl_top Mon_bl_trim Noad ORIGIN Pipeline2_2 WDOOR006 WININD06 WININD09 WNBRKS01 aaatrigger bankpic_kiltron banksign bark bathroom_door01 bathroom_mirror bianca_marie blacktop1_2 blind-mi1 brk_apt2 brk_ware1 brk_ware2 brk_ware3 build-mia1 building_painti c1a4_fan cam_lens1 canal_brick1 canal_brick2 canal_brick3 canal_flr7_3 candy1_1 carpet2_1 city_road_01 city_road_01a city_road_04 clip conc_bld_out1_3 conc_bld_out5 concrt3 cooler1_1 cooler1_2 cooler1_3 corner_curb1 cr_matmetal crimesc01 cutrme deposit_boxes2 door-mi3 duct_wall03 flowers1_1 fountain1_1 fridge2_2 generic028 geno1_1 geno1_4 geno_door1 geno_door2 geno_door23b geno_parking7 genoceil1 genoceil2 genocem1 genocomp2 genocomp3 genocomp4 genocomp9 genoelev1 genoflr45b genogeneric genoserver4 genoserver5 genowall47 genowood1 glass_a_02 hint jpnvendb3 jung-grass1 k_sign01 k_sign02 k_sign03 k_sign04 k_sign05 k_sign06 k_sign07 k_sign08 keybd-s01 light05_bstd2 light05a lite_flo_01 lv_bricktrim manhole01 marb_tiles marb_tiles1 mi-build10 mi-build11 mi-build12 mi-build15 mi-build16 mi-build2 mi-build25 mi-build4 miami_bthrmd2 misc_ATM misc_painting1 misc_picture2 misc_shopfront1 misc_shopfront3 money_stack1 money_stack2 money_stack4 mtl_gen mtl_guard2 mtl_ibeam45b mtl_labjunk3 office1_3 office5_lrg p_wall8_4a pipe-swr1 pipe_wall4_7 plaque1_1 plasma_screen1 popcorn_maker poster002 poster003 poster004 poster006 r_light1_2 rations_bank1a rdPipe rdPipe_brkn ritual_listing ritual_movies1 rv_brick1_1 s_crkbrd03 s_whtbrd01 scroll_sewage1 sewr-grate6 si_button si_button2 si_hwy01m sidewalk001 silo_comp03 silo_panel12 sky stco_office3 stco_office4 street_sign1 street_sign2 sunset_pic01 sunset_pic02 tk_crate1_re tk_crate2_re toilet_paper_en tree_picture02 vault_door1 vault_door2 vault_door3 vault_drwr1 vault_drwr2 vault_mon01 vault_piece1 vault_wall2 wall6_1 win_add01 win_add02 win_add03 winware3 wood_holy_non {arrow2c {arrow2d {bigblood2 {bloodhand3 {bloodhand6 {blue {cuivyb {dent3 {ding10 {ding11 {ding6 {foliage_dense {glswin43b {grate_2 {hrpoint {misc_greenwire {money_pile1 {pine_tree {rebar {ritual_cinemas {sewer-grt1 {sewr-grate1 {si_Bus-02m {si_child01m {si_hcap01m {si_rturn1m {si_xwalk1m {siteA {siteB {tele_pole_tran {telephone_wire {tmpl_rail1 {xwalk-m
AIM_HITTEMUP_CZ
AIM_HITTEMUP_CZ
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07-27-2015 by Chapo
Hits: 60
Slots: 32
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CS_MIAMI
CS_MIAMI
1.0/1001.0/1001.0/1001.0/1001.0/100View maps related to this map
04-04-2005 by Chapo
Hits: 1 273
Slots: 32
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CS_MIAMI_CZ
CS_MIAMI_CZ
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04-04-2005 by Chapo
Hits: 1 218
Slots: 32
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CS_MIAMI_CZ
CS_MIAMI_CZ
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07-27-2015 by Chapo
Hits: 250
Slots: 32
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DE_RAGERECKON_FINAL
DE_RAGERECKON_FINAL
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06-28-2014 by WhyConsd
Hits: 108
Slots: 36
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DM_SMALLOFFICE
DM_SMALLOFFICE
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12-26-2012 by Chapo
Hits: 123
Slots: 10
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DU_CAVE
DU_CAVE
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06-05-2007 by benneb
Hits: 105
Slots: 16
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DXK_PK2008
DXK_PK2008
1.0/1001.0/1001.0/1001.0/1001.0/100Attached videoView maps related to this map
01-15-2011 by KTUPQ
Hits: 56
Slots: 48
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FUN_HOOD_V2
FUN_HOOD_V2
15.0/10015.0/10015.0/10015.0/10015.0/100
02-24-2014 by ZZUNK
Hits: 77
Slots: 21
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MX_BANK
MX_BANK
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03-07-2007 by Chapo
Hits: 51
Slots: 32
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ZP_HAZARD_FACTORY_NG
ZP_HAZARD_FACTORY_NG
13.0/10013.0/10013.0/10013.0/10013.0/100
12-03-2012 by Chapo
Hits: 94
Slots: 27
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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
*
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
Forum
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  04-27-2025 at 5:53 PM 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?
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void Need .rmf File ♡ De_dust2_2020 .bsp
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void Waypoints For Dod_kort_b4
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void Can't Update A Map
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