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NIGHTMARE_V2
06-17-2016 by Stoke
Hits: 25
17 753 KB
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!rauch +0smoke +1smoke +2smoke +3smoke AAATRIGGER ArgentGold_00_0 ArtDeco_00_00_0 CLIP Carpet00 Carpet02 Ceiling_01_00_0 Ceiling_02_00_0 Ceiling_03_00_0 Ceiling_04_00_0 Ceiling_05_00_0 Ceiling_06_00_0 Ceiling_07_00_0 Ceiling_08_00_0 Coffer_00_00_00 Credits Image9cccg NULL ORIGIN Quattro_00_00_0 Rosette_00_00_0 SANDDIRT_Tool_0 SANDgravel_Tool avabrokenwall1 avadoortop avafloor1 avastairf2 bricktexture2rm carpet03 carpet03b carpet03c carpet03d ceiling01 ceiling02 ceiling02b ceiling02c ceiling02d ceiling03 ceiling_1_01_00 ceiling_1_04_00 cfloor2M chair01 concrete02_00_0 concrete1 concreteground concretelh dirtcliff_Tool_ door02 drum01 drum03 drum04 exit_decal_00_0 floor01 floor03 floor04 floor05 floor06 floor07 floor08 floor_10_00_00_ floor_11_00_00_ floor_12_00_00_ floor_15_00_00_ floor_1_00_00_0 furni01 generic012 generic034 generic034a ghost_tv_alpha_ glass ground5 gta_evil_face_l gzd_map_Mansion hagu_wp3_1 high_detail_00_ library01 library02 m_dirtroad m_g3shellhole m_grass m_grass_emb m_pave2dirt m_paveroad m_plowfield more_detail_00_ mz_adur mz_bluesclues_1 mz_bluesclues_3 mz_bluesclues_4 mz_bstcbblevr mz_corkglas mz_corkwand_1 mz_corkwand_3 mz_corkwand_7 mz_corkwand_8 mz_craterplz mz_crush_1 mz_crush_2 mz_crush_3 mz_fenceplz mz_funkycarp mz_holycrap_1 mz_nestea_1 mz_nuor_1 mz_nuor_2 mz_nuor_3 mz_omgdoor mz_outwall_1 mz_outwall_2 mz_spackleplz_1 mz_spackleplz_2 mz_spackleplz_3 mz_spackleplz_4 mz_stuccoy0_gl mz_tizzy_1 mz_tizzzy_1 mz_woodpln_v mz_yello_1 mz_yello_4 mz_yello_5 o ob_prodstaina_0 ob_prodstainb_0 ob_prodtrima_00 ob_ramp_00_00_0 ob_shit_decal_0 ob_stairwood01_ ob_stonewall_al ob_tile01_00_00 ob_tile01_spec_ ob_train_securi ob_u ob_un ob_unde ob_under_ ob_under_1water ob_under_2water ob_under_gwater ob_under_w ob_under_wa6 ob_under_wat ob_under_wate ob_under_wate5 ob_under_wateh1 ob_under_wateh6 ob_under_water ob_under_water1 ob_under_water2 ob_under_water6 ob_under_water_ ob_under_waterg ob_under_waterr ob_under_waterv ob_under_waterw ob_under_waterz ob_under_watew1 ob_under_wath ob_under_watz1 ob_use_text_00_ ob_vent_church_ ob_wall02a_00_0 ob_wall02b_00_0 ob_walltrim01_g ob_water_well_0 ob_woodbeam01_0 ob_wooddoor026a ob_woodfloor006 ornament01 ornament02 ornament03 ph_crate_side ph_crate_top_96 pi_outwall3tb picture02 picture03 post01 post02 sky slender_note_00 table_in table_out wall01 wall01_1 wall02 wall03 wall05 wall06 wall07 wall08 wall_00_00_00 wall_ob_wllv01_ wood01 wood02 {K_tree8 {avaladder {blue {mz_brkwind_1 {mz_brkwind_2 {mz_crckvrn {vol-fence {wing {woodrail {x_treeline5a_s
VENISIO
VENISIO
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06-17-2016 by Stoke
Hits: 53
Slots: 32
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Community 17b
Shoutbox
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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