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!water2 +0fd_radio1 +0fd_radio2 +0fd_radiopwr +0radio1 +0radio2 +0radiopwr +1fd_radiopwr +1radiopwr +afd_radio1 +afd_radio2 +afd_radiopwr +aradio1 +aradio2 +aradiopwr Blitz_wood IR_FDStreet K_wood9 M_bunkcrete3 M_bunkcrete6 TOL_boxfile_A TOL_boxfile_B TOL_enigma_A TOL_enigma_B2 TOL_enigma_C TOL_oakD TOL_oakfloor_A TOL_radio_A TOL_radio_B TOL_radio_C TOL_radio_D TOL_radio_E TOL_radio_F TOL_radio_G TOL_radio_H TOL_radio_I avabrokenwall1 avabrokenwall2 avaceiling avadoortop avainwall2 avainwall3fd avainwall4 avainwall4fd avainwall_fd avainwall_mzfd avastairf2 billy_base boxtest1 brit bro_tile_floor[ bunkcretever2 c0wcrete c0wcrete128 c0wcrete_destr c0wgrass128 c0wgrassgrav128 c0wgrav128 c0wtrech128drk c0wtrench128 c0wtrenchdark c2_fd_reduced cOwfd_crete cOwfdgrass128 cOwfdgrass128B cOwfdgrav128 cOwfdgrav128B cOwfdgravel128 camo1b[1] crate09dark crate_wood4 e_floor6 e_floor7 eastcratesm eastdoor1 eastdoor2 eastroof_64 eastrooftop eastwood01 fd_IRwall4[1] fd_avainwall3 fd_avainwall4 fd_axis_obj fd_beaver fd_box1_side fd_box2_side fd_box2_top fd_box_top fd_breakrock fd_breakrock2 fd_breakrock3 fd_brgr__128-2 fd_brick_gr_128 fd_brick_grass1 fd_brick_grass2 fd_bricktrim2 fd_crater fd_cxrubble fd_desk fd_eastdoor_128 fd_fam_1 fd_fam_2 fd_fam_3 fd_fishboxtop fd_freya+camo fd_freya1 fd_freya2 fd_ger fd_german_radio fd_gertrain1 fd_gertraingood fd_gliderlite fd_helo fd_ital_post1 fd_ital_w_broke fd_ital_wall_P1 fd_ital_wall_P2 fd_italdoor fd_italdoor2 fd_italwal4b128 fd_italwall128B fd_italwall5128 fd_jesus fd_jesus_statue fd_kami3 fd_kami4 fd_kami5 fd_kami9_door fd_kami9_door2 fd_kami_mz1 fd_kami_mz2 fd_kami_mz3 fd_kami_mz4 fd_kami_mz6 fd_kami_mz7 fd_kami_mz_kl1 fd_light fd_mapstart fd_ms_dirt fd_mzilla_ch1 fd_mzilla_ch2 fd_new_wallroc1 fd_obja fd_objb fd_outpath1-256 fd_outpath2-256 fd_outpath3-256 fd_overlord fd_path1 fd_path2 fd_path3 fd_path4 fd_path5 fd_path6 fd_pic_4 fd_pic_5 fd_pic_factory fd_radio fd_radio2 fd_radio3 fd_radio5 fd_rock1 fd_rock2 fd_rock3 fd_roof_trim fd_roof_trim2 fd_roof_trim3 fd_sig3 fd_sign1 fd_speaker fd_stairtop fd_test fd_test1 fd_test2 fd_test_old fd_tester fd_thrik_box fd_thx fd_thx2 fd_tile fd_tk_clayroof fd_trench fd_valve_wall1 fd_vmi_mz1 fd_vmi_mz10 fd_vmi_mz11 fd_vmi_mz12 fd_vmi_mz2 fd_vmi_mz3 fd_vmi_mz4 fd_vmi_mz6 fd_vmi_mz7 fd_vmi_mz9 fd_vmimz5 fd_waco_stripe fd_waco_stripes fd_wall fd_wall1 fd_wall10k fd_wall12k fd_wall13k fd_wall2 fd_wall20_light fd_wall27_light fd_wall3 fd_wall4 fd_wall5 fd_wall5_light fd_wall6 fd_wall8 fd_wall9 fd_wall_rock fd_wood1 fd_xerent_bark fd_zooka1 fd_zooka2 fdava_mz_win fddirtroad fdmz_out_win fishboxtop ger hk_rubble_128 hlcsm2 i_church1 i_church1a i_church4 i_church_fd i_churchfd_240 i_grate1 i_roof_tile1 i_roof_tile_64 i_rough1 i_rough1a i_rough1b i_rough1b_128 i_roughblow1b_g i_roughlow1 i_roughlow1_128 i_roughlow1_g i_roughlow1b ital_wall4b-128 ital_wall4b ital_wall4d ital_wall5-128 ital_wall5 ital_wall_128_B ital_win4 joe_wreck joe_wreck2 k2_stuccofuzz1[ k2_stuccofuzz2[ k2_tudorF1[1] kfd-inside kfd-inside2 kommie_sign1 kommie_sign2 kz_stucco_fuzz2 lantern_bot m4a2 mroof4 ms_cobble1 ms_fd_stumphole ms_fddirt ms_grass ms_grasscrater ms_grasscrater2 ms_grassfdstump mz_crckvrn_1 mz_fd_trim mz_rubbleree mz_rubblereefd mz_tile1 mz_tizzy4fd mz_tizzy_1fd mz_tizzy_2fd mz_tizzy_3fd mzilla_fd_yell nazi_crate_fd1 out_hay1 out_hay2 out_path3 out_rock4 ph_crate_end_64 ph_crate_side ph_crate_top_96 rock_y1_grass rock_yellow rub3 rub3_old skip telephonepole tk_doubledoor2 tol_enigma_b tol_oakfloor_b tol_wallmap_b w_guntable w_helo w_jesus_128 waco_stripes4 wacofuse_good wall_base win1 wixx_wall2b_x wixx_wall2b_y wood_floor2a zilla1 {TOL_oakA {TOL_oakB {TOL_oakC {bigblood1 {chute2 {chute3 {eastrail1 {farm_tree_1 {fd_cg4fusebad {fd_crete {fd_fact2_128 {fd_factorywin2 {fd_factorywin3 {fd_fence {fd_gliderwin {fd_kami6 {fd_kami_mzKl1b {fd_kamidoor9b {fd_ladder3 {fd_pipe2 {fd_pipe_broke {fd_pipes1 {fd_rail_wire {fd_rail_wire2 {fd_risers {fd_roof1 {fd_wire {fd_wire2 {forest3 {forest4 {forest_tol_xer {inw_radar1 {inw_radar2 {k_barbwire1[1] {mz_crckvrn {nazi_crate_fd {rail2 {wacotest {wacotest_1 {wire2 {woodladder {x_hedge4 {x_side4 {x_side4b {x_side4b_s {x_tree7a {x_tree8a {x_tree8b {x_tree8c {x_tree9b {x_tree9c {x_treeline5a_s {x_treeline_fd ~TOL_lamp_A ~fd_light ~fd_light_red
DOD_GLIDER_CLASSIC
DOD_GLIDER_CLASSIC
0.0/1000.0/1000.0/1000.0/1000.0/100
12-28-2016 by Rottendonkey
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Community 17b
Shoutbox
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.
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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.
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04-29-2025 at 10:13 AM
Or can this be done with bspedit?
Or is it dependent on the destination game.
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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?
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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?
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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
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