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CS_OFFICE
08-09-2004 by Chapo
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$10000$_SUB
$10000$_SUB
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11-05-2010 by cspion
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05-13-2015 by Ch40$
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4FUN_DUST
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06-26-2009 by Chapo
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11-18-2013 by MILBURN
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08-26-2004 by GranD_SchtrumF
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AIM_OPEN_STORAGE
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06-09-2013 by KRKE
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BF2_CASTLE
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07-27-2015 by Chapo
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11-12-2011 by Chapo
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11-30-2013 by MILBURN
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11-03-2012 by MILBURN
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01-07-2015 by Ch40$
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CONCMAP_FOREST
CONCMAP_FOREST
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03-22-2015 by Ch40$
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CSS_CASTLE_BRIDGE
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03-12-2011 by S3B
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CS_CBLOCK_B1
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06-19-2015 by Cupe
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CS_HOUSE_ELIG
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12-17-2006 by Chapo
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CS_NEW_ASSAULT
CS_NEW_ASSAULT
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01-31-2012 by Unisoldier1
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CS_SNOW_ASSAULT
CS_SNOW_ASSAULT
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10-08-2012 by pool_mail.ru
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DEATHMATCH_RAIN
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10-11-2012 by pool_mail.ru
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DEATHRUN_ASSAULT12K
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02-24-2013 by pool_mail.ru
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DEATHRUN_K002
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08-03-2013 by KRKE
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DEATHRUN_K002_BETA
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08-06-2013 by KRKE
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DE_ARCTICBASE_V2
DE_ARCTICBASE_V2
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06-19-2014 by Chapo
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DE_BREGASI
DE_BREGASI
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07-24-2013 by MILBURN
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DE_DUST_N
DE_DUST_N
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10-07-2013 by S3B
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DE_KUECHENTISCH
DE_KUECHENTISCH
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07-19-2009 by Lord Floppynator
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DE_LED_LABOR
DE_LED_LABOR
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12-17-2009 by Chapo
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DE_MAZE_BACKO
DE_MAZE_BACKO
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01-26-2014 by MILBURN
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DE_MEXICA_B3
DE_MEXICA_B3
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04-19-2008 by Sacripan
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DE_OFFICERATZ
DE_OFFICERATZ
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07-19-2009 by Lord Floppynator
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DE_OUTLANDS_CHRISTMAS
DE_OUTLANDS_CHRISTMAS
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11-24-2011 by Chapo
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DE_PHONTERA1
DE_PHONTERA1
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11-11-2023 by SILENT KILLER
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DE_PHONTERAEXTRA
DE_PHONTERAEXTRA
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11-11-2023 by SILENT KILLER
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DE_POOLESP
DE_POOLESP
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05-18-2010 by KTUPQ
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DE_RATS1338
DE_RATS1338
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07-27-2015 by Chapo
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DE_RB4_3
DE_RB4_3
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10-07-2013 by S3B
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DE_RECLUSION_V1
DE_RECLUSION_V1
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11-13-2012 by Chapo
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DM_FRAGMANIA_FOREST
DM_FRAGMANIA_FOREST
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11-18-2013 by MILBURN
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DOD_BOMASH2
DOD_BOMASH2
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06-03-2009 by Chapo
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DOD_BUZZKILL
DOD_BUZZKILL
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12-04-2014 by Ch40$
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DOD_CLUE_3
DOD_CLUE_3
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04-11-2014 by Ch40$
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DOD_DUST_REVOLUTION
DOD_DUST_REVOLUTION
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08-09-2013 by MILBURN
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DOD_HOUSES_M
DOD_HOUSES_M
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02-09-2015 by Ch40$
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DP_SNOW_FIRE!
DP_SNOW_FIRE!
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08-12-2010 by xing9634
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ENTBUG_FIXER
ENTBUG_FIXER
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01-08-2015 by Ch40$
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FUN_ALLINONE32
FUN_ALLINONE32
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07-27-2015 by Chapo
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FUN_ROOM_TKL_FINAL
FUN_ROOM_TKL_FINAL
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02-22-2011 by Chapo
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FY_BADAN
FY_BADAN
2.0/1002.0/1002.0/1002.0/1002.0/100
03-10-2013 by S3B
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FY_THEBLOCK2
FY_THEBLOCK2
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02-03-2011 by DeL
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FY_ZHEIM
FY_ZHEIM
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07-14-2013 by Chapo
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GG_DEAGLE2
GG_DEAGLE2
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02-20-2013 by pool_mail.ru
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GG_ICE_SHOT_2FUN
GG_ICE_SHOT_2FUN
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03-03-2023 by Blackcock
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GG_OFFICEWORLD
GG_OFFICEWORLD
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02-05-2011 by DeL
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JAIL_ADAMPRO_V2
JAIL_ADAMPRO_V2
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03-12-2011 by Chapo
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JAIL_ANADOLU_V1
JAIL_ANADOLU_V1
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11-30-2013 by MILBURN
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JAIL_STORM
JAIL_STORM
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09-16-2018 by totheqwe
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JB_XPRINCEISYANCILARI
JB_XPRINCEISYANCILARI
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11-10-2010 by Chapo
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JIN_GONG_BAO_LEI2
JIN_GONG_BAO_LEI2
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07-27-2015 by Chapo
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KZCN_SIMEN_JUMP_01
KZCN_SIMEN_JUMP_01
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09-01-2007 by kzpwn
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KZCN_SIMEN_SJUMP
KZCN_SIMEN_SJUMP
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09-01-2007 by kzpwn
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LM_LADDERMAZE
LM_LADDERMAZE
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02-09-2011 by Chapo
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LOT_8
LOT_8
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02-03-2009 by Chapo
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MH_DUST2_XMAS
MH_DUST2_XMAS
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12-15-2012 by MILBURN
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NOTKZ_EAGLE_IS_DEAD_LV
NOTKZ_EAGLE_IS_DEAD_LV
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01-15-2015 by Ch40$
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NWM_BUILDINGS_B2
NWM_BUILDINGS_B2
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11-10-2014 by Ch40$
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RR_2CAVES_E
RR_2CAVES_E
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01-18-2015 by Ch40$
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SCOUT_SNOWFIELD
SCOUT_SNOWFIELD
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08-27-2013 by MILBURN
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SHIZHAN
SHIZHAN
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12-14-2010 by KTUPQ
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SURF_D3S3RT
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07-27-2015 by Chapo
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SURF_DESERT
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01-14-2015 by Ch40$
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SURF_PRIMO
SURF_PRIMO
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07-24-2013 by ZZUNK
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TRENCHES
TRENCHES
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06-21-2004 by Chapo
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ZM_ANTIZM_AREA
ZM_ANTIZM_AREA
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06-02-2013 by KRKE
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ZM_ANTIZM_AREA_BETA
ZM_ANTIZM_AREA_BETA
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07-21-2013 by KRKE
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ZM_ANTIZM_AREA_FINAL
ZM_ANTIZM_AREA_FINAL
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08-03-2013 by KRKE
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ZM_BANG
ZM_BANG
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ZM_CYNATHON_FINAL
ZM_CYNATHON_FINAL
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06-25-2013 by S3B
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ZM_CYNBASE
ZM_CYNBASE
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06-25-2013 by S3B
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ZM_FORCE
ZM_FORCE
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ZM_KRKESTYLE_DUST
ZM_KRKESTYLE_DUST
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05-05-2013 by KRKE
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ZM_RATS_V2
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ZM_SNOWBASE4_ZP
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07-27-2015 by Chapo
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ZM_XEN_DUST
ZM_XEN_DUST
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02-13-2016 by S3B
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ZM_ZLM_FUN
ZM_ZLM_FUN
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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.
*
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
@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
Forum
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void Hlbox17b Download - Virus?
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void Can't Update A Map
  11-25-2024 at 1:41 AM by FIXXOR
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Lithuania
TerryA 
5:16:41 AM

17Buddies's website offers at this time 107 945 total uniques and verified maps including 59 063 HL1 maps, 45 579 HL2 maps and 3 303 CS:GO maps, representing 372,47 GB disk space.

There were today 230 maps downloads (507 yesterday) representing 986,53 MB transfered (2,03 GB yesterday).

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