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XENO
08-09-2004 by Chapo
Hits: 1 015
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!FLUID1A !FLUID1B !FLUID2 !FLUID2B !FLUID3 !FLUID4 !FLUID4B +0C4A1A_FNNL1 +0XENO_13 +0XENO_13C +1C4A1A_FNNL1 +1XENO_13 +1XENO_13C +2C4A1A_FNNL1 +2XENO_13 +2XENO_13C +3C4A1A_FNNL1 +3XENO_13 +3XENO_13C -0TECH_1WA -0TECH_2WA -0TECH_3WA -0TECH_4WA -0TECH_5WA -0TECH_FLR1 -0TECH_SUP3 -0XENO_2W1 -0XENO_2W2 -0XENO_2WA -0XENO_4WA -0XENO_8FLR1 -1TECH_1WA -1TECH_2WA -1TECH_3WA -1TECH_4WA -1TECH_5WA -1TECH_FLR1 -1TECH_SUP3 -1XENO_2W1 -1XENO_2W2 -1XENO_2WA -1XENO_4WA -1XENO_8FLR1 -2TECH_1WA -2TECH_2WA -2TECH_3WA -2TECH_4WA -2TECH_5WA -2TECH_FLR1 -2TECH_SUP3 -2XENO_2W1 -2XENO_2W2 -2XENO_4WA -2XENO_8FLR1 -3TECH_1WA -3TECH_FLR1 AAATRIGGER BIOSPHINC1 BIOTECH_1C BIOTECH_1D BIOTECH_1E BIOTECH_1F2 BIOTECH_1H BIOTECH_1I BIOTECH_1J BIOTECH_1K BIOTECH_1L BIOTECH_2 BIOTECH_2B BIOTECH_2F BIOTECH_2G BIOTECH_FLR1 BLACK C4A1A_FNNL1 C4A1A_FNNL2 C4A1A_ISL1 C4A1A_SPHINC1 C4A1A_SPHINC1B C4A1A_SPHINC1C C4A1A_SPIKE1 C4A1A_SPIKE1B C4A1A_SWMPFLR C4A1A_SWMPFLR2 C4A1A_SWMPFLR3 C4A1A_SWMPFLR4 C4A1A_SWMPWL C4A1A_SWMPWL2 C4A1A_SWMPWL3 C4A1_CAN1 C4A2_SHELL1 C4A2_SHELL1B CLIP CRYS_1A CRYS_1B CRYS_1C CRYS_1TOP CRYS_2A CRYS_2B CRYS_2TOP CRYS_3A CRYS_3B CRYS_3TOP CRYS_4A CRYS_4B FLUID1A FLUID1B FLUID2 FLUID3 FLUID4 ORIGIN POD1 SCROLLXEN1 SCROLLXEN2 SCROLLXEN2B SCROLLXEN3 SCROLLXEN4 SCROLLXEN4B SCROLLXEN5 SKY SUNBEAM TECH_1WA TECH_2WA TECH_3WA TECH_7AWA TECH_7BWA TECH_8AWA TECH_8BWA TECH_FLR2 TECH_GEN TECH_GEN2 TECH_GEN3 TECH_GEN4 TECH_GEN5 TECH_GEN6 TECH_GLU1 TECH_GLU2 TECH_GLU3 TECH_LITE1 TECH_LITE2 TECH_LITE3 TECH_PAN1 TECH_PAN2 TECH_PAN3 TECH_PAN4 TECH_PAN5 TECH_PAN6 TECH_PAN7 TECH_SUP TECH_SUP1 TECH_SUP2 TECH_SUP3 TECH_SUP4 TECH_SUPBRD1 TECH_SUPBRD1B TECH_W4 WATER1A WATER1B WATER2 WATER3 WATER4 XENO_10W1 XENO_12W1 XENO_12W1B XENO_12W2 XENO_12W2B XENO_13 XENO_13B XENO_13C XENO_13D XENO_13E XENO_13F XENO_14 XENO_14A XENO_14B XENO_15 XENO_16A XENO_16B XENO_16C XENO_16D XENO_16E XENO_16F XENO_16G XENO_17 XENO_17A XENO_18 XENO_19 XENO_20 XENO_20A XENO_20B XENO_20D XENO_20E XENO_21 XENO_2B2 XENO_2B2B XENO_2B3 XENO_2C1 XENO_2C1B XENO_2W1 XENO_2W1B XENO_2WA XENO_4C1C XENO_5W1A XENO_5W1B XENO_5W1C XENO_5W1D XENO_5W1E XENO_5W1F XENO_5W2 XENO_5W2A XENO_6A XENO_6ABRD1 XENO_6AW1 XENO_6AW1A XENO_6AW1B XENO_6AW1C XENO_6B XENO_6BRD1 XENO_6C XENO_6D XENO_6FLR XENO_6FLR2 XENO_6W1 XENO_6W1A XENO_6W1B XENO_6W1C XENO_6WA XENO_7W1 XENO_7W2 XENO_7W2A XENO_7W3 XENO_7W4 XENO_7WA XENO_8BRD1 XENO_8W1 XENO_8W1B XENO_8W2 XENO_8W3 XENO_8W3A XENO_9W1 XENO_BN1 XENO_BN2 XENO_BN3 XENO_BN4 XENO_DOOR1A XENO_DOOR1B XENO_DOOR1C XENO_DOOR1D XENO_GIRD1 XENO_GIRD2 XENO_MUC1A XENO_RADIAL XENO_RADIAL2 XENO_SQUD1 XENO_SQUD1A XENO_SUP3 {XENO_15A {XENO_15B {XENO_16 {XENO_16B {XENO_17 {XENO_17B {XENO_17C {XENO_6 {XENO_6B
!!AWP_DESNOW
!!AWP_DESNOW
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08-02-2008 by Chapo
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00EAGLESFIGHT00
00EAGLESFIGHT00
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AG_CROSSFIRE2011
AG_CROSSFIRE2011
4.0/1004.0/1004.0/1004.0/1004.0/100View maps related to this map
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AIM_1VS1_SURF
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BLACKMESA_SPACEBASEMENT
BLACKMESA_SPACEBASEMENT
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CONCMAP_FLZ
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DE_CLIFFHANGER2
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DE_RATS_MARIO
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DOD_BIERVILLE_B5
0.0/1000.0/1000.0/1000.0/1000.0/100
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DOD_CHARNWOOD
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JAILBREAK_OWNED_BETA
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Community 17b
Shoutbox
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?
Today at 4:26 PM
I only edited the MaxRange on that one in the entity list, I'm technically the "creator" of that version of the map I guess, but it's pretty superfluous accreditation
Today at 6:40 PM
in the message field of the game_text entity I left: "Mapped by Spoon & Chris | Infected-Servers.com | Edited to increase Max Range" (this text displays upon launching the map)
Today at 6:44 PM
technically you can just edit the maxrange property and not even rename the map since it shouldn't cause a mismatch, so it's a useless edit for any savvy host
Today at 6:47 PM
basically entity properties are decided by the entity configuration of the host, you can outright remove entities such as doors and breakables this way and play with someone who has the original version of the map, because removal in this context just means they won't load, they are still stored in the map file
Today at 6:54 PM
in the case of the MaxRange property, this just tells the game at which distance from the player's pov the map should no longer be rendered, in-game it will vanishpast that point
Today at 7:00 PM
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