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TRAINDENMENT3
09-01-2017 by Elfik72
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den_beam2 den_beam3 den_brick11b den_brick12b den_brick13a den_brick14 den_brick15 den_brick16 den_brick3 den_brick4 den_brick5 den_brick5a den_brick6 den_brick7b den_brick8a den_brick9 den_car1a den_car1b den_car1c den_car1d den_carriage1-1 den_carriage1 den_carriage2 den_carriage3-1 den_carriage3 den_carriage4-1 den_carriage4 den_carriage5-1 den_carriage5 den_carriage5a den_connect den_crate1 den_crate1a den_crate2 den_crate2a den_crate3 den_crate4 den_crate5 den_crate6 den_crate7 den_crate8 den_crete1 den_crete1a den_crete1c den_crete2 den_crete3 den_crete4 den_crete5 den_crete6 den_crete6a den_crete7 den_cup1 den_cup2 den_debris1 den_debris2 den_debris3 den_door1 den_door2 den_door3 den_door4 den_door5 den_door6 den_door7 den_fridge1 den_fridge2 den_glass den_grass den_grass2 den_grass3 den_grass3a den_locker den_metal1 den_metal2 den_metal2a den_metal3 den_metal4 den_metal5 den_metal5a den_metal6-1 den_metal6 den_metal7 den_mud den_oildrum2 den_oildrum2a den_pallet den_pipes2 den_rails1a den_rails2a den_roof1 den_roof2 den_roof3 den_roof3light den_roof4 den_roof5 den_rustwater den_silo1 den_silo2 den_stripes den_tile1 den_train1 den_train1a den_train1b den_train1c den_train2 den_train2a den_train2b den_train3-1 den_train3 den_train4-1 den_train4 den_train5-1 den_train5 den_train7-1 den_train7 den_train7a den_train7a1 den_window1-1 den_window1 den_window1lgt den_window2 den_window2a den_window3-1 den_window3 den_window4a den_window4b den_window5 den_wires den_wood1-1 den_wood1 den_wood2 den_wood3 den_wood4b den_wood5 dust0_Door_10 {den_fence {den_hang1 {den_hang2 {den_hang3 {den_hang4 {den_hang5 {den_hang6 {den_hang7 {den_hang8 {den_hang8a {den_hang9 {den_hang9a {den_plant1 {den_plant10 {den_plant11 {den_plant12 {den_plant2 {den_plant3 {den_plant4 {den_plant5 {den_plant6 {den_plant7 {den_plant8 {den_plant8a {den_plant9 {den_tree1 {paint01 {paint03 {paint05 {paint06 {paint07 {paint08 {paint09
DE_GSU_TRAIN1
DE_GSU_TRAIN1
19.0/10019.0/10019.0/10019.0/10019.0/100Attached video
09-10-2017 by Arkshine
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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
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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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