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FULLTEXTURE
05-03-2012 by Chapo
Hits: 27
27 219 KB
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!cxwaterc !d6_water !dk_poolwater4 !dockswawa !mtxwater !spa_water01a +3~sandreflect -0AzMoss -0AzWll -0CastWll -0CastWllFung -1AzMoss -1AzWll 1 Asgard_seascape AzStatA AzStatB AzStatC AzTrim AzTrim1 BEVEL BookShelf04ba Brick01 Brick02-2 Brick03-2 Brick04 Brick04_sm Brick05-12 Brick05-2 Brick05-3 Brick05-4 Brick05-6 Brick05 Brick05_sm Brick06 Brick06_sm Brick07 Brick08 Brick09 Brick52a Brick58_512x512 Brick59a Brick60a Brick61a Brick62a Brick65a Brick68ab Brick71_256x256 Brick73_256x256 ChoirC001_512 Chu_Skip Concrete01-2 Concrete01 Concrete02 Cupboard04_2c Cupboard14_256x DOCKS_DPLANK DOCKS_RAILBRD Door01 Door30_128x256 Door32_128x256 Door33_2ba Door38ba Door57ba-B Door68_128x256 Door72_128x256 Drapes02_two_a ExternalWal0007 ExternalWall46a ExternalWall46b ExternalWall47_ ExternalWall50a ExternalWall51a ExternalWall52a ExternalWall53a ExternalWall66a ExternalWall67_ ExternalWall68a ExternalWall70_ ExternalWall74_ ExternalWall75_ ExternalWall83_ ExternalWall85_ FloorTile25 FloorTile30b FloorTile32_512 GB_der_brickwoo GarageDoor13_25 GarageDoor14_25 GarageDoor3a Hotel_Casey02_2 Hotel_Devil&apossBr Hotel_SuomiVodk NTDM1_wall08 NTDM1_wall21 NTDM1_wall22 NTDM1_wall23 NTDM1_wall24 NTDM1_wbox01 NTDM1_wbox02 NoSmoking02_64x Panel01a Posters01_256x6 RoofBorder01bd SKIP SpiderWeb01_128 SpiderWeb02_128 SteelDoor01ba SubwayDoor04 TFIFTIES_F02 Tile43_512x512 VendingMachine1 Wall03-2 Wall03 Wall05a Wall15_ Wall16ba Wall25_256x256 Wall33_512x512 Wall36_256x512 Wall39_256x256 Wallpaper62-con Wallpaper62_1_a Window01b Window04 Wood17a Wood24b Wood26a ZMdno ZMtravka Zmbox aWall01_512x512 aaatrigger abyss_gr01 abyss_load01 abyss_wall03 abyss_wall11 abyss_wall12 abyss_wall14 abyss_wall15 abyss_win01 ad_Popdog anni_slight2 anni_wall01 anni_wall02 anni_wall51 anni_wall53 anni_wall54 anni_wall55 anni_win51 b_hl_v2 b_hl_v2a b_hl_v2b b_hl_v2e b_hl_v2j b_mf_v1 b_mf_v2 b_rc_v4y b_sr_1a b_sr_1b b_sr_1c b_sr_1d b_sr_1e b_sr_1f b_sr_20 b_sr_20a b_sr_20b b_sr_20c b_sr_20d b_sr_20e b_sr_21 b_sr_25 b_sr_2f b_sr_v22a b_sr_v23a bcontainer1 bcontainer2 bcontainer3 bl_2 bl_3 black book_c02 book_c03 bottle_c01 bottle_c02 bottle_c03 c_bldg2_1 c_bldg2_2 c_bldg2_brck c_pv_m1 c_tn_m3c01 c_tn_m3c02 camo_wood01 camo_wood02 camo_wood03 chee2 city06 city07 city09 city10 city11 city13 cityscape01_128 clip cstrike_wb6pln1 cstrike_wb6wnd cstrike_wb6wnd2 cstrike_wr4ccgg cstrike_wr4ccpn cstrike_wr4ccvt cstrike_wr4ccwd cubldb cubldc cublde cubldf cubooksa cugena cugenap culighta cupboard04a cuwllg cuwllgb cuwllj cuwlls cuwndj cuwndk cuwndl cuwndn cuwndq cxbrckc cxbrickfarch cxbrickfarchiv cxbrickfbrkn cxbrickh cxbrickhmrtr cxmarblee cxwoodl der_advert der_advert1 der_alleyGraf_S der_alleywall_S der_brickwoodwa der_bustedwall der_front_S der_frontplain_ desert_window53 dg_wall58 dg_wall60 dont1 dontknow door76_128x256 doorgrid duct_flr01 floor generic015 graaffiti green_breakligh grid grid4 groundtorock hint hive_art1 hive_art2 hive_brick2 hive_brick4 hive_brick5 hive_brick6 hive_grass1 hive_shop1 hive_shop2 hive_shop3 hive_shop4 hive_tiles2 hive_window3 hive_window4 hk_b07 hk_b07_1 hk_b13 hk_bd02 hk_bd03 hk_bd04 hk_c11 hk_chinema01 hk_door01 hk_door02 hk_door04 hk_door05 hk_door06 hk_gb01 hk_gra01 hk_gra02 hk_stair02 hk_stair03 hk_t02_01 hk_t12 hk_t13 hk_t13_01 hk_t14 hk_w03 hk_w51 hk_w52 hk_w54 hk_w57 hk_window01 hk_window02 hk_window04 hk_window05 hk_window06 hk_window07_2 hk_window11 hk_window12 hk_window13 hk_window15 hk_window16 hk_window17 hk_window20 hk_window22 hk_window51 hk_window52 hs_door02 hs_door04 hs_fence01 hs_floor01 hs_wall04 hs_wall10 hs_wall11 hs_wall12 hs_wall24 hs_wall28 ikconce ikcratea ikcrateb ikcratec ikcrated ikcratee ikcratef ikcrateg ikcrateh ind_building01 ind_door ind_door05 ind_door07 lawyer lc_1f03 lc_1f04 lc_1f05 lc_sign01 lc_sign02 lc_sign03 lc_sign04 lc_sign05 light1 load01 load02 lv_babylon lv_bricktrim lv_wallpanel moon_floor021 moon_wall01 moon_wall07 moon_wall09 moon_wall10 mt_ct_vitrine02 mt_graffiti04 mt_graffiti09 night1bk night1dn night1ft night1lf night1rt night1up np_st_c01 np_st_c02 np_st_c03 np_st_c04 null origin painting08 pcon2 pet_floor8 pi_bigbrk pi_bigbrk2 pi_bigbrk2b pi_bigbrk2b2 pi_bigbrkb pi_bigbrkb2 pi_bigbrkp pi_brusha pi_brushb pi_cratebig pi_cratebig2 pi_cratebigt pi_cratere pi_crateret pi_cratesm pi_cratesmt pi_cratesr pi_cratesrt pi_floorst2g pi_floorwd3 pi_ground 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_wood3 rabbit red sc_pul01 sc_white scroll_blue3 scroll_cloud3 scroll_hs402 scroll_train sh_rc_c02c sh_rc_c02d sky spa_window01a spa_window01b spa_window01c spa_window02a spa_window02b spa_window02c tdk10_build01a tdk9_wall15d tdm01_brick02 tdm01_brick02_1 tdm01_wall02 tdm_vent01 tk_blucobble tk_crate1 tk_crate2 tk_greencobble tk_greenshutsid tk_greyroof tk_stoneWallHi tk_stonefl tk_window tk_window1 tk_window12 trap_door01 trap_sign01 trap_sign02 trap_sign03 trap_sign05 tun_cnc01 tusc_wall31a1 tusc_wall31a2 tusc_wall31b2 tusc_wall32a1 tusc_wall32a2 tusc_wall32b1 tusc_wall32b2 tuto_zone07 village_wall2 w_41r w_41s w_rcb_v1 w_sr_m2a w_sr_m3a w_sr_m4a w_st_m2 w_sy_v1 w_sy_v3 wall1 wall10 wall11 wall2 wall3 wall4 wall5 wall6 wall7 wall8 wall9 water wdtrimv64b wdwall12864 wdwall256256b wdwall64256b xen_floor5 xen_vent3 xen_wall15 zm2_etc52 zs_annielevator {Ind_Barbedwire {anni_eeeee {anni_mataldoor {anni_red {backgroundpine {blue01 {buyzone_01 {cufence {cugzboa {cugzbob {cuivy {cuivyb {culaundrya {culaundryb {culaundryc {curaila {cxA {cxB {cxcrtna {cxcrtnf {cxgate {der_boardwin {der_railings {desert_matal01 {h_c {hk_prop63 {hk_prop77 {hk_sign74 {hk_sign79 {hk_u82 {hollow8_1 {hulan {ikcanopt {ikcanopy {ikcnp1 {ikfencea {ikvinea {ikvineb {ikvinec {ikvined {ind_fence01 {invisible {k_rail01_hires {k_rail01_lores {msnMoss1 {msnMossSparse {msnMossTop {msnMossTop2 {out_net1 {pi_ivy {pi_ivyb {pi_planta {pi_plantb {pv_cables {spa_books01a {spa_books02a {spa_chain {spa_evy01a {spa_lattice01a {spa_laundry {spa_leaf01a {spa_parapet01 {spa_parapet02 {spa_parapet03 {target2 {tdm_wire01 {tk_grate {tk_plantLG {tk_plantSM {tk_steeldoor {ventthing {xeno_17 {zoo_Meshfencin {zs_annidoor02
DE_DARK_CITY
DE_DARK_CITY
0.0/1000.0/1000.0/1000.0/1000.0/100
02-13-2012 by Chapo
Hits: 217
Slots: 31
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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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