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CS_TIM
08-09-2004 by Chapo
Hits: 23
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!watergreen +0lab1_comp10b +0lab1_comp10c +0lab1_comp10e +0vacancy +1lab1_comp10b +1lab1_comp10c +1lab1_comp10e +1vacancy +2lab1_comp10b +2lab1_comp10c +2lab1_comp10e +2vacancy +3vacancy +4vacancy +5vacancy +6vacancy +7vacancy 350bk 350fnt 350sd 350tp 350whl Brick05-11 Brick05-4 Brick05-5 Brick05-5a Brick05-5b Brick05-7 Brick05-8 Brick05-8b Brick05 Brick05_1 Brick05_1b Brick05_1c Brick05_1d Brick05_a Brick05_b Brick05_c Brick05_d Brick06 Brick06_1 Brick06_2 Brick06_3 Brick06_sign Brick06_sm Brick07 Brick13b Brick13b_1 Brick13c CinderBlock02 CinderBlock02_1 CinderBlock04 Core_Urban_026 Core_Urban_067 Core_Urban_111 Core_Urban_151 Core_Urban_152 Core_Urban_153 Crate02 CrateTop01 Grass01 Gravel01 Gravel02 GravelGrass02 HangingLight01 LoadingBay05 Window04 Window07 Wood01 arcdoor asphalt01 asphaltdirty01 b_cp_v10 b_cp_v12 b_cp_v19 b_cp_v19c b_cp_v2a b_cp_v34b b_ct_v2aa bark3 bb_creed bb_other bb_tacobell bb_verizon black blinds brick05_trim brickgreysmll bricky brickybrt c1a2_flr2 c_bldg1_2 c_bldg1_3 c_bldg2_1 c_bldg2_2 c_bldg2_brck c_rockwall c_tnnl_ccrete carbottom cardbox1 cardboxtop2 ceilingtile01 centerline clip closed cnctbldgwall01 cnctsquaredark con1_bord02 copcarBUMPER copcarwhl cstrike_ft4apht cstrike_wb6clmn cstrike_wb6hedr cstrike_wb6pln4 cstrike_wb6pln5 cstrike_wb6pln7 d6_door d6_rust darkaluminum dirt doormtlstorag doorutil2 double_asphalt drkmtlt_bord11 drkmtlt_bord12 easter1 easter2 easter3 easter4 fade2 fifties_dr2 fl_pv_m6di floortile4 flowers freezer_bx1 freezer_bx6 generic012 glass_med gryStuccoBrdr hotelsign keyboard_white lab1_comp10f lab1_flr4b lightlightpole metal_bord03 metal_bord05 metpanll mut11 mut22 oldDoor origin out_dmp2a out_dmp2b out_dmp2c out_dmplid paper1 paper2 paper5 paper6 pfab_bks1a pfab_bks1b pfab_bks2c pfab_bks3b pfab_bks3c picm128192b picm160192a picm160192b picm192160a picm192160b picm192160c pl_rw prefabbook1 prefabbook2 prefabbook3 raod red rf_sr_mw1 rockWall rrust_b1 rstytrim35 sign_inside sign_outside sky smoe_Fence2 smoe_brick smoe_conc5 smoe_concrete1 smoe_concwall smoe_in_pav smoe_lthr_cch smoe_pavement smoe_rckwall smoe_speaker_s smoe_stv smoe_stv_side smoe_wall smoe_wall3 smoe_wall_9 steelcorr steelpnlgrv stripes2 stucco128c stucco256b stucco256c tileliteblue trimrustygrove trimrustyrailin trimsmoothsmall tunnelsign tunnelsign2 wdcase128256 wdgrain256b white whiteboard wndwbldgside03 wndwbldgsmll01 wndwbldgsmll02 wndwbldgsmll03 {duct_vnt {fence3 {grass2 {ladderfr2 {mtlgirder2 {mtlgrate {mtlroundholes {rail2 {tree1 ~comp_keyboard ~lab1_comp3f
CS_MYTOWN
CS_MYTOWN
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05-30-2004 by Chapo
Hits: 109
Slots: 20
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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
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