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FIREARMS.
09-15-2019 by TheScaryGuy
Hits: 16
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!poolwater !watergreen +0~tnnl_lgt5 PCG_cover PCG_logo Valve_plaque b_mf_v12b bark bark3 bark5 barrel1 beam_wood1 brickwork2a brickwork3 brickwork5 canyonasphalt canyonscliff canyonssand1 ceil_white2 clay cont_blu_end1 cont_blu_sid1 cont_grn_end1 cont_grn_sid1 cow01 crate1-a crate1 crate1a crate1b crate1c crate1d crate26 crate_lft crate_rght crate_top cratebullets cratehealth cratesideclear cratesidemissil crete4_redb crete_wallblue1 crete_wallred1 crossover04 crossover04b crossover05 dirt06 dirt1 dirt_grass1 dm_slate3 dm_slate3a door_wooden door_wooden3 emblem_blue_sm emblem_red_sm fa_crate4 fa_crate_blue fa_crate_logo fa_crate_red floodlight_sm1 floodlight_sm2 floodlight_sm2b floodlight_sm2r floodlight_sm3 floodlight_sm4 frow grass5 grassfrock herc_camo herc_camo_w herc_camo_w2 hint i_church3 i_rough1 i_roughlow1 i_wall_base1 in_floor2 in_metal_rus1 ital_wall4a ital_wall4c ital_wall5 keep01 keep05 keep07 keep09 keep09a keep10 leafs leaves3 m_floor14 m_wall8 menkey01 menkey02 menkey04 menkey05 menkey07 menkey09 menkey13 menkey19 metal_blu2 metal_old metal_rust metal_rust2 metal_sm metal_trim_1 mossyground1 mud1 mud1grass mud1green nam_crate1a nam_crate2 nam_crate2a nam_dirt1 nam_sndbg oldtree1 omaha_rock out_dirtsand2 out_dirtsand2b out_dirtsand2c out_dirtsand3 out_ground4 out_sandcliff out_sandcliff5 pebbles pebbles2 pebbles4 pebbles5 power_ceiling1 powerup_stucco2 powerup_wall1 ps_grass5 ps_grassmud2 ps_sandbag1 ps_sndbag1top radio_generic2 redtreegrass redtreegrass256 redtreemoss redtreemoss256 reflection rock-grass rock-grassbot rock-grasstop rock_cement2 rock_cement6 rock_cement7 rock_fiftsfile2 rocks7 roof1_a1 rus_ad2 rus_gerasim rus_lef6 rus_serov rus_voin7 scrollwater2 sidewalk1 sno_snd_sid2 sno_snd_top1 snow2 steal02 stone6 tree tree256 tree_bark_red tree_red tree_white treegrass1 treegrass256 treegrey treegrey256 treegreygrass treegreyplain treewhite256 wall-vines wall10a wall11a wall13a wall14a wall14f wall15a wall15b wall15c wall15e wall15g_sm wall15h_sm wall16a wall19a wall20a wall21a wall21b wall21c wall22a wall24a wall28a wall29a wall5b wall7a wall8a wall9a wall_brick1 wall_brick2 wall_brick3 wall_brick4a wall_cinder2 wall_cinder3 wall_stone1 wall_stone10 wall_stone11 wall_stone2 wall_stone4 wall_stone5 wall_stone8 wall_stone9 wall_stone_sm2 wall_white1 wall_wood1a wd_sr_m11 wd_sr_m14 wd_sr_v11 wd_st_m7s whiteboat wood1 wood10 wood11 wood17 wood27 wood3 wood32 wood33 wood35 wood37 wood38 wood39 wood40 wood42 wood44 wood48 wood6 wood9 wood_roof wood_sandblast2 {fa_bush2 {fa_tree3 {fa_tree4 {forest1 {hedge4 {ladder_silver {nm_leaves3 {palmleaf {snow_wire {snow_wire2 {tree1 {tree_c04 {vine
 
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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
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void Can't Update A Map
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