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DOD_GLIDER_OLD.
07-22-2018 by LiveWire
Hits: 13
11 708 KB
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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
 
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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
*
Yesterday 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.
*
Yesterday at 7:08 AM
The author of a map is the one who compiles it, change my mind
Yesterday 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.
*
Yesterday at 10:13 AM
Or can this be done with bspedit?
Or is it dependent on the destination game.
*
Yesterday 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.
Yesterday 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
Yesterday 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?
Yesterday 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
Yesterday 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
Yesterday 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.
Yesterday at 12:56 PM
We should use the Discus chat that Arkshine setup I think, all old discussion gets preserved there smiley
Yesterday 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
Yesterday 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
Yesterday 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
Yesterday 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
Yesterday 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
Yesterday at 7:59 PM
Forum
void Map Summary
  04-27-2025 at 5:53 PM by qoLmE
void Map Cs 1.6 Sur Serveur Cz
  04-17-2025 at 1:35 PM by David Menk
void Hlbox17b Download - Virus?
  04-16-2025 at 4:52 AM by bevisandrew
void Map Name?
  03-29-2025 at 6:40 PM by Dolixec
void Need .rmf File ♡ De_dust2_2020 .bsp
  01-09-2025 at 9:29 AM by ullonto
void Searching For Old Css Map
  01-09-2025 at 9:27 AM by ullonto
void Waypoints For Dod_kort_b4
  12-29-2024 at 9:43 AM by INsane_dod
void Can't Update A Map
  11-25-2024 at 1:41 AM by FIXXOR
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