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DE_WESTERN
05-05-2016 by S3B
Hits: 21
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!pkf_water1 SW_Crate01 SW_Light01 gamebox1 gamebox2 pk_chcomwood3a pk_chcomwood3b pk_chtrim1 pk_chwoodwall1a pkf_window1b pkf_window2a pkf_window2b pkf_woodfloor1 pkf_woodtrim1a pkf_woodtrim1b pktilesang1a pktilesang1b pktilesang1c pktilesang1d pktilesang1e pktilesang1f pktilesang1ta pktilesang1tb pkw_arch01 pkw_arch02a pkw_arch02b pkw_arch02c pkw_arch02d pkw_arch03 pkw_barrel01a pkw_barrel01b pkw_barrel02a pkw_barrel02b pkw_barrel03a pkw_barrel03b pkw_bomb1 pkw_bomb2 pkw_crate01a pkw_crate01b pkw_datrim01a pkw_datrim01b pkw_door01a pkw_door01b pkw_door02a pkw_door02b pkw_door02c pkw_doorfr01a pkw_doorfr01b pkw_doors01a pkw_doors01b pkw_doortrim01 pkw_food1a pkw_food1b pkw_food1c pkw_food1d pkw_grass01 pkw_ground01a pkw_ground01b pkw_ground02a pkw_ground02b pkw_gwall01a pkw_gwall01b pkw_gwall02a pkw_gwall02b pkw_gwall03a pkw_gwall03b pkw_light01 pkw_metal pkw_metal01 pkw_pave01a pkw_pave01a2 pkw_pave01b pkw_pave01b2 pkw_plank01a pkw_plank01b pkw_road01 pkw_rock01a pkw_rock01b pkw_roof1 pkw_tiles01a pkw_tiles01b pkw_tiles02a pkw_tiles02b pkw_tiles02c pkw_tiles02d pkw_tiles02e pkw_trim01a pkw_trim01b pkw_trim02 pkw_trim03a pkw_trim03b pkw_trim03c pkw_trim04 pkw_trim05 pkw_trim06 pkw_wall011 pkw_wall01a pkw_wall01b pkw_wall01c pkw_wall01d pkw_wall01e pkw_wall01f pkw_wall01g pkw_wall01h pkw_wall01i pkw_wall01j pkw_wall01k pkw_wall01l pkw_wall02aa pkw_wall02ab pkw_wall02ac pkw_wall02ad pkw_wall02ae pkw_wall02af pkw_wall02ag pkw_wall02ba pkw_wall02bb pkw_wall02bc pkw_wall02bd pkw_wall02be pkw_wall02bf pkw_wall02bg pkw_wall02bh pkw_wall02bi pkw_wall02bj pkw_wall02bk pkw_wall03a pkw_wall03b pkw_wall03c pkw_wall03d pkw_wall03e pkw_wall03f pkw_wall03g pkw_wall03h pkw_wall03i pkw_wall03j pkw_wall03k pkw_wall03l pkw_wall04a pkw_wall04b pkw_wall04c pkw_wall04d pkw_wall04e pkw_wall04f pkw_wall04g pkw_wall04h pkw_wall04i pkw_wall04j pkw_wall04k pkw_wall04l pkw_wall04m pkw_wall08c pkw_wood01b pkw_wood02 ts_tilez1b western-sot-pro western-sot {mod_labgrate1 {pkf_fence1 {pkf_planks1b {pkw_fence {pkw_fence01
DE_WESTERN_B2
DE_WESTERN_B2
16.0/10016.0/10016.0/10016.0/10016.0/100
05-05-2016 by S3B
Hits: 321
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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?
05-01-2025 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
05-01-2025 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)
05-01-2025 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
05-01-2025 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
05-01-2025 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
05-01-2025 at 7:00 PM
@blackcock: Did you change the author on this and this map?
Seems more like the server name, no?
*
Yesterday at 2:42 PM
@FIXXOR: Highly interesting stuff you're posting here.
Good you kept the build-in screen message as reference to the "actual" mappers.

I didn't knew about max range being a setting that can be embedded in a bsp-file. Thought this was only server sided with the use of the cvar "sv_zmax".
Yesterday at 2:49 PM
Is everybody getting the "500 internal server error" message when trying to download this map on GameBanana?
Probably due to the file being a .7z instead of a .rar smiley
Or if anyone has this map and want to upload here?
*
Yesterday at 4:43 PM
It's not because of 7Z, there are some file server errors
Yesterday at 4:53 PM
Retry after a while when there is less load on website, it should work then
Yesterday at 4:57 PM
Ok I will, thanks for the info.
*
Yesterday at 4:58 PM
smiley
Yesterday at 5:03 PM
Allright boyzzz!
I'm finally done with the byplt-authored maps. Man, this took way longer than I originally hoped it would be.
Before I post the big list there are a few "oddballs" so to speak. In some situations things weren't as clear/straightforward.
Today at 4:25 PM
You can find the thread here or underneeth the shoutbox ( under FORUM ) as long as there are not 10 other threads with newer posts.
Today at 4:30 PM
In that case click on "Show More..." but I'll probably re-post the link here anyway.
Today at 4:31 PM
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