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!db_water03 !water !water9 !watergreen +0button2 +0crete_swtch1a +0elev_up +0flickermon +0kzdots +0lab1_cmpm2 +0lab1_cmpm3 +0lab1_comp10b +0lab1_comp10c +0lab1_comp10e +0lab1_comp9a2 +0lab1_comp9b2 +0~elev1_pan +0~fifties_lgt2 +0~fifts_lght01 +0~fuse +0~lab1_sw1 +0~light3a +0~tnnl_lgt1 +0~tnnl_lgt2 +0~tnnl_lgt3 +0~white +1flickermon +1kzdots +1lab1_cmpm2 +1lab1_cmpm3 +1lab1_comp10b +1lab1_comp10c +1lab1_comp10e +1lab1_comp9a2 +1lab1_comp9b2 +1~elev1_pan +2flickermon +2kzdots +2lab1_cmpm2 +2lab1_cmpm3 +2lab1_comp10b +2lab1_comp10c +2lab1_comp10e +2lab1_comp9a2 +2lab1_comp9b2 +2~elev1_pan +3flickermon +3kzdots +3lab1_cmpm2 +3lab1_cmpm3 +3~elev1_pan +4flickermon +4kzdots +4lab1_cmpm3 +4~elev1_pan +5flickermon +5kzdots +5lab1_cmpm3 +6flickermon +6kzdots +7flickermon +7kzdots +8flickermon +8kzdots +9flickermon +9kzdots +abutton2 +acrete_swtch1a +aelev_up +a~elev1_pan +a~fifties_lgt2 +a~fifts_lght01 +a~fuse +a~lab1_sw1 +a~light3a +a~tnnl_lgt1 +a~tnnl_lgt2 +a~tnnl_lgt3 AAATRIGGER CLIP CLYTRIM01 NULL PRXCARGO1B PRXCRATE2B PRXCRATE2C PRXDOOR4 PRXMETAL13A PRXMETAL6A PRXMETAL6B PRXMETAL7B SKIP aaa_bubbles abyss3_metal02 abyss_floor01 abyss_floor04 abyss_floor05 abyss_gr01 abyss_table04 abyss_wall13 almostblack assault_brick2a assault_brick2c assault_metal7f assault_metalc4 assault_metalc5 assaultmetalcr3 barrel_exp03 basetrim02 bcrate02 bcrate12 black blockpartbyPaty blockpartbyan[d blockpartbybran blockpartbybyob blockpartbycind blockpartbycraz blockpartbydubs blockpartbyfunn blockpartbyhamm blockpartbyhm blockpartbyjust blockpartbykra4 blockpartbymarq blockpartbysant blockpartbyspid bm_door_1a_d c1a3secdr02 c1a4b_w2 c2a3turbine4 cardbox2 cardbox4 cardboxbot1 ceiling_10 con1_wall01p concretefloor03 concretefloor04 concretefloor4 concretefloorz3 container_red cosy crate02b_hd crate08b crate10 crate24 crate27 crate_04 crate_gunF01 crate_gunF02 crate_gunS012 crate_wpn1 crate_wpn2 cratebarrel1a cratebarrel1b credits_neophyt crete2_flr01 csswood_1 cxwoodm danbox1 door_07 doorhebus4 duct_flr02a elev2_dr_sp fifties_ceil01 finishcc generic009 generic012 glassblue1 glasswindow2 hd_metal_floor hd_metal_floor3 hd_metal_floor4 hl2_1002 hl2_1003 hl2_1018 hl2_1019 hl2_1041 hl2_124 hl2_1397 hl2_1433 hl2_1435 hl2_1444 hl2_1445 hl2_1456 hl2_1457 hl2_1462 hl2_15 hl2_1522 hl2_1525 hl2_1528 hl2_1539 hl2_1556 hl2_17 hl2_2 hl2_20 hl2_21 hl2_22 hl2_225 hl2_226 hl2_23 hl2_231 hl2_234 hl2_24 hl2_25 hl2_2w hl2_301 hl2_340 hl2_341 hl2_342 hl2_343 hl2_348 hl2_350 hl2_352 hl2_355 hl2_356 hl2_357 hl2_359 hl2_360 hl2_362 hl2_363 hl2_371 hl2_374 hl2_378 hl2_392 hl2_393 hl2_395 hl2_40 hl2_407 hl2_408 hl2_409 hl2_41 hl2_415 hl2_416 hl2_42 hl2_428 hl2_429 hl2_434 hl2_435 hl2_441 hl2_447 hl2_447elevdr hl2_471 hl2_476 hl2_478 hl2_48 hl2_480 hl2_482 hl2_483 hl2_506 hl2_509 hl2_511 hl2_519 hl2_520 hl2_521 hl2_522 hl2_523 hl2_528 hl2_529 hl2_530 hl2_531 hl2_532 hl2_533 hl2_56 hl2_56w hl2_573 hl2_575 hl2_579 hl2_58 hl2_586 hl2_589 hl2_58w hl2_597 hl2_601change hl2_603 hl2_604 hl2_607 hl2_608 hl2_612 hl2_613 hl2_618 hl2_621 hl2_622 hl2_623 hl2_626 hl2_644 hl2_648 hl2_661 hl2_675 hl2_676 hl2_678 hl2_679 hl2_681 hl2_682 hl2_684 hl2_699 hl2_702 hl2_705 hl2_706 hl2_707 hl2_710 hl2_711 hl2_712 hl2_714 hl2_720 hl2_749 hl2_750 hl2_754 hl2_755 hl2_760 hl2_762 hl2_766 hl2_767 hl2_787 hl2_789 hl2_792 hl2_798 hl2_806 hl2_807 hl2_811 hl2_812 hl2_831 hl2_878 hl2_887 hl2_888 hl2_955 hl2_barrel01a hl2_barrel01b hl2_barrel01c hl2_barrel02a hl2_barrel04a hl2_barrel05a hl2_barrel06a hl2_barrel06b hl2con_10 hl2con_13 hl2con_29 hl2con_36 hl2con_8 hl2met_11 hl2met_20 hl2met_4 hl2met_46 hl2met_47 hl2met_50 hl2met_55 hl2met_56 hl2met_57 hl2wood_2 hq_crate1 hq_metal_trim hq_metal_trim3 hq_nuke_yel hq_nuke_yel2 hq_nuke_yel9 hq_rust industri_door2 industri_metal6 industri_metal8 industri_sement industri_sign kzdot kznum0 kznum1 kznum2 kznum3 kznum4 kznum5 kznum6 kznum7 kznum8 kznum9 l_crate lab1_comp10a lab1_comp10d lab1_comp9e2 lab1_gear2 lab1_gear3 lab1_trim3 lab3_brd4b labibma lj_conc_trim lj_light_yellow lj_met_pipe metal03 metal_blu2 metal_bord01 metal_bord021 metal_bord05 metal_bord08 metal_rusty metaldoor metaldoor017a metaldoor042a metaldoor046a metalfloor007a metall1 metalpipe01 metaltrack001a misc_radcas_fr misc_radcas_sd misc_radcas_tp misc_wpn_crate3 mod_labtrim8a mod_lbmetal1b mod_light1a mod_metdoor1a mod_thinlightb mod_vents1b mod_vtrim01a nature015 origin p_CRATE22 partsby pfab_bks3a pfab_bks3b pi_grnmetal pi_grnmetalp picrate1 pk_light1a pk_light1a_off po_rope po_rustbridge po_rustmetalred po_ventsdrust scroll_dbwater scroll_dirtywat sign50a sign73 silo2_wall2a sky specialthanxtoc startcc stripes2 stripes4 tdk_door_18 tr_barrel2a tr_barrel2b tr_barrel2c tr_barrel4a tr_barrel4b tr_barrel7a tr_barrel7b vent vent_01 white xcrate10a xcrate10b xcrate10c xtrj yellow zp_brickwall03 zp_door03 zp_door15 zp_metal04 zp_metal05 zp_wood04 zp_wood12 {Bilding_Train3 {door {duct_vnt2 {grid1 {hq_met_grate {hq_metal_gate {hq_metal_rail {ironGrid01bc {lj_wall_grate {metal04 {metal_02 {metal_03 {pallet_side1 {pallet_side2 {pallet_top {pkf_fence2b {po_fencerst {po_freecsrl {po_ventfrrst {rail3 {razor1 {rustyrungs {steeldoor {tension5 {tension6 {vine1 {zm2_etc51 {zm3_wall58 ~lab1_comp3b ~lab1_comp3c ~lab1_comp3d ~lab1_comp3e ~lab1_comp3f ~lab1_comp7 ~lab1_comp8b ~trn_lt1
 
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Community 17b
Shoutbox
@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
@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?
Yesterday 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
Yesterday 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)
Yesterday 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
Yesterday 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
Yesterday 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
Yesterday at 7:00 PM
@blackcock: Did you change the author on this and this map?
Seems more like the server name, no?
*
Today 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".
Today at 2:49 PM
Forum
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