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CS_SAN-ANGELON
08-09-2004 by Chapo
Hits: 25
3 467 KB
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we_2beds we_bank we_barriere3 we_bibliothequ1 we_bibliothequ2 we_bibliothequ3 we_bibliothequ4 we_bibliothequ5 we_bibliothequ6 we_billard we_bois we_bottle1 we_bottle2 we_bottle3 we_caisse we_caisse10 we_caisse11 we_caisse12 we_caisse13 we_caisse14 we_caisse15 we_caisse18 we_caisse19 we_caisse2 we_caisse20 we_caisse3 we_caisse4 we_caisse5 we_caisse6 we_caisse7 we_caisse8 we_caisse9 we_cercueil1 we_cercueil2 we_cercueil3 we_chariot1 we_chariot2 we_chemin1 we_chemin2 we_chemin3 we_chemin4 we_chemin5 we_chemin6 we_clock we_closed we_coffre1 we_coffre2 we_coffre3 we_coffre4 we_coffre5 we_coin we_corde we_cstldr2 we_danger we_dollar we_door1 we_door2 we_door3 we_door4 we_door5 we_floor we_floor1 we_floor10 we_floor11 we_floor12 we_floor2 we_floor3 we_floor4 we_floor5 we_floor6 we_floor7 we_floor8 we_floor9 we_game we_glass we_guns_wood we_horaire1 we_horaire2 we_hotel we_meuble we_meuble1 we_meuble10 we_meuble11 we_meuble12 we_meuble2 we_meuble3 we_meuble4 we_meuble5 we_meuble6 we_meuble7 we_meuble8 we_meuble9 we_paille we_parquet we_parquet2 we_parquet3 we_parquet4 we_piano we_poutre we_rail1 we_rail2 we_rail3 we_rail4 we_rails we_rails2 we_rip we_rock we_rock2 we_rock3 we_roof we_roof2 we_roof3 we_roof4 we_saloon we_signature we_sol2 we_sol3 we_tente2 we_tente3 we_tickets we_tonneau we_tonneau2 we_train1 we_train2 we_train3 we_train5 we_train6 we_train7 we_train8 we_train9 we_tronc we_usaflag we_wagon1 we_wagon2 we_wagon3 we_wagon4 we_wagon5 we_wagon6 we_wagon7 we_wagon9 we_wall we_wall10 we_wall11 we_wall12 we_wall13 we_wall14 we_wall2 we_wall3 we_wall4 we_wall5 we_wall6 we_wall7 we_wall8 we_wall9 we_wanted we_welcome we_window we_wood2 we_wood3 {we_chaine {we_corde {we_door {we_hotel {we_hotel1 {we_hotel2 {we_ladder {we_meuble {we_meuble2 {we_palissade {we_potence {we_roue {we_roue3 {we_tente {we_window {wineRack {wineRack1 {wineRack2
CS_SAN-ANGELO
CS_SAN-ANGELO
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05-30-2004 by Chapo
Hits: 95
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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