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CS_OLDVILLAGE
08-09-2004 by Chapo
Hits: 207
4 171 KB
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+0button4 +0ca1x_brd2 +0exit +0fif_mon1 +0flickermon +0lab1_comp9a +0lab1_comp9b +0lab1_comp9b2 +0of_easter +0~c2a4_sgn +0~fifts_lght01 +0~lab1_cmp1 +0~lab_crt2 +0~lab_crt7 +0~light1 +0~tnnl_lgt1 +0~tnnl_lgt4 +1ca1x_brd2 +1flickermon +1lab1_comp9a +1lab1_comp9b +1lab1_comp9b2 +1of_easter +1~c2a4_sgn +1~lab1_cmp1 +1~lab_crt2 +1~lab_crt7 +2ca1x_brd2 +2flickermon +2lab1_comp9a +2lab1_comp9b +2lab1_comp9b2 +2~c2a4_sgn +2~lab1_cmp1 +2~lab_crt2 +3flickermon +3~c2a4_sgn +3~lab1_cmp1 +3~lab_crt2 +4flickermon +4~lab1_cmp1 +5flickermon +5~lab1_cmp1 +6flickermon +6~lab1_cmp1 +7flickermon +7~lab1_cmp1 +8flickermon +9flickermon +abutton4 +aexit +afif_mon1 +a~c2a4_sgn +a~fifts_lght01 +a~light1 +a~tnnl_lgt1 +a~tnnl_lgt4 -0DrtPntWll -0DrtyBrk -0bStucco -0cstrike_fr4cc -0cstrike_mr2dr -0cstrike_wk4st -0fifties_c -0gryStucco -0lab1_flr7 -0tnnl_flr1b -1bStucco -1cstrike_fr4cc -1cstrike_mr2dr -1cstrike_wk4st -1fifties_c -1gryStucco -1lab1_flr7 -1tnnl_flr1b -2bStucco -2cstrike_wk4st -2fifties_c -2gryStucco -2lab1_flr7 -2tnnl_flr1b -3tnnl_flr1b B_rc_v4y DrtyCobbleRd WoodCrateSd a_granite05 a_marble_ttine a_wood_b a_wood_pq01 aaatrigger ammo01 ammo02 ammo03 ammo04 b_cp_v33c babtech_dr1c babtech_dr4c black board brick6 brickwork4 c1a0_labflrd c_bldg1_2 c_bldg3_2 cardbox1 cardbox4 cardboxbot1 cardboxtop1 cardboxtop2 clip comp9ered crate10 crate12 crate13 crate21 crate23 crate24 crate27 crete3_wall01 crete4_flr03 crfloor1 cstrike_cr2pln cstrike_fh4wttl cstrike_fj2dock cstrike_me4metl drkmtlt_bord11 exitrt fade2 fift_drtemp fifties_cch1 fifties_cch2 fifties_cch3 fifties_cch4 fifties_ceil5 fifties_dr1 fifties_dsk1 fifties_dsk5a fifties_dsk5b fifties_dsk5dx fifties_wall14x fifties_wall14y fiftsfile1 fiftsfile1b fiftsfile2 fiftsfile2b flwood gatebluemetal ge_basefloor1 ge_bunk_ceil ge_cbrick1 ge_cgrass ge_cwood ge_facsign2 ge_sl_greybrick ge_sl_rooftop generic028 generic034 generic034a generic039 generic105 generic105a generic105b generic105c generic106 generic106a generic106b glass_bright katie_poster lab1_floor4 lab1_flr7a lab1_gad2b lab1_stair2b lv_wood_flr2 metal_blu2 metal_bord01 metal_bord03 oldWood origin out_pave2 out_roof4 out_w8dr1 own_borg own_britney own_credits own_eliteforce own_halo own_jennifer01 own_jennifer02 own_ra2 own_scotty own_seven01 own_seven02 own_start own_stop own_voyager panelWood pebbleCobble pfab_bks1a pfab_bks1b pfab_bks2a pfab_bks2b pfab_bks2c pfab_bks3a pfab_bks3b pfab_bks3c pfab_crt1a pfab_dskdrwr pfab_trsh1a pfab_trsh1b pfab_trsh1c pfab_trsh1d poster13 poster14 poster15 powerup_floor1 prefab_pot1 prefabbook1 prefabbook2 prefabbook3 s_stairs sign5 sign50a sign57 sign_arw6 sign_cont sign_ent sign_snipe sign_up signc1a2_4 signc1a2_5 signc2a2_3c sky tnnl_flr7 tnnl_flr7b trrm_wood trrm_wood2 wall20a wall20b wall20c wall_stone10 wall_stone7 wood15 wood19 wood28 wood29 wood37 wood3_1 wood40 wood43 wood7 wood9 wood_roof xcrate10a xcrate10b xcrate10c xcrate10d xcrate1a xcrate1b xcrate1c xcrate1d xcrate5a xcrate5b xcrate7a xcrate7b xcrate7c xcrate8 xcrate8b xcrate8c xcrate9a xcrate9b xcrate9c xcrate9d zwood1 zwood2 {247 {blue {capsf {capso {crack1 {cstrike_le6lad {cstrike_oe4ven {ge_grate_walk {grass2 {grate1 {ladder2 {large#s8 {large#s9 {tension {troomrail ~lab1_comp3e ~light3a
CS_OLDVILLAGE
CS_OLDVILLAGE
0.0/1000.0/1000.0/1000.0/1000.0/100
05-30-2004 by Chapo
Hits: 177
Slots: 16
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JAIL_NORDEN
JAIL_NORDEN
0.0/1000.0/1000.0/1000.0/1000.0/100
03-06-2011 by Chapo
Hits: 125
Slots: 59
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JAIL_TEMPLE_LILKEV_V1
JAIL_TEMPLE_LILKEV_V1
0.0/1000.0/1000.0/1000.0/1000.0/100
10-29-2013 by ZZUNK
Hits: 29
Slots: 54
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XJBG_CLIMBHOP
XJBG_CLIMBHOP
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09-01-2007 by kzpwn
Hits: 279
Slots: 7
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Community 17b
Shoutbox
Ahh no worries smiley
04-26-2025 at 7:39 PM
@Blackcock: Is your alternate nickname Tomasito?
As that's the author name found in the text file but your name is shown as author instead.
Or did you do the remake and the original is by Tomasito? If yes, such details are handy to avoid misconcep
04-27-2025 at 5:13 PM
tions.
04-27-2025 at 5:16 PM
@qoLmE Nosmiley This is a player from my server. I sometimes signed text files on his behalf))
04-27-2025 at 9:32 PM
@qoLmE All the maps were created by me, don't worry smiley
04-27-2025 at 9:34 PM
Ok I'll keep that in mind.
Still pretty confusing as I automatically think a map has been made by the person who's name comes after "Map by".
04-28-2025 at 2:02 PM
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
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