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CZCS_ITALY.
11-02-2019 by mikado
Hits: 26
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-1sandyBrick AAATRIGGER CastFlt Concrete1_1 Door_sn01 T_bench1 T_bench2 T_bench3 T_bench3_base T_btm_ex_14 T_btm_ex_17 T_btm_ex_3 T_btm_wall10_10 T_btm_wall10_12 T_btm_wall10_9 WOOD_SHTTRZ_1 bath-sn03a black boxsides03 boxsides_T01 boxsides_d03 boxtops03 boxtops_T01 build-mia1 carpet-sn01a carpet-sn03 chestDrawers clay_tiles_XL_1 clip cobbles01 conc_bdr_1 conc_brdr_1 conc_or_bld_3 cr_miscwood2b crown-mld1 cubldb cubldc cudra cudre cudrh cufountaina cugena cugend cugroundi cuiceila cuiflra culighta cupllra custairsa cutrmc cutrme cuwlla cuwllb cuwlle cuwllf cuwllg cuwllh cuwllj cuwllk cuwllm cuwlln cuwlls cuwllt cuwllu cuwnda cuwndb cuwndf cuwndg cuwndib cuwndl cuwndn cuwndq cxbarrela cxbrickj cxcrptb cxcrptc fishBox framed01sn framed02sn framed03sn framed04sn framed05sn generic64b gryStuccoTrim hint lath_sn03 misc_fr00t_1 misc_fr00t_2 misc_fr00t_5 oakDoor oldDoor oldRadio origin p2wal1 p3wal1 p3wal2 p3wal3 p3wal4 p4wal1 p5wal1 p5wal2 p5wal3 p5wal4 p5wal5 p6wal1 p6wal2 p6wal3 p6wal4 p6wal5 p6wal6 pcobb1 pcon1 pcon2 pcon2trim pcurb1 pcurb2 pdoor1 pflor1 pflor2 picrate1 picrate2 pipe_wall1_2 pipe_wall4_3 pipe_wall5_1 plaster_wall2_1 plaster_wall4_1 plaster_wall4_2 plaster_wall4_4 plaster_wall4_7 plasterwall1_3 ptilefloor1 pwal1 pwal2 pwal3 pwal4 pwal5 pwal6 pwal6d pwal7 pwal8 pwin1 pwood1 pwtrim1 pwtrim2 reinf_sideT01 reinf_sided01 rust_stuc_base rv_BrnBrick rv_brickwall rv_stucc sheepKing shutteredWindow sideLight skip sky skycull spanish_roof1_1 spanish_roof1_2 spanish_roof2_1 spanish_roof2_2 stair-r01 stair-t01 steel tan_stuc_base tk_barrel2 tk_barreltop trrm_wood2 wBarrelTop wallpap03a wallpap03d wallpap04b wallpaper1 wfloor-sn00 wfloor-sn01 wfloor-sn01a wfloor-sn02 wfloor-sn05 white white_stuc_base winware5 yellow {awning1 {blue {cable {canopy_gr2 {cuivy {culaundryb {cxcrtna {invisible {misc_ironwin {mtl_fnc_euro {mtl_fnc_gt {mtl_lnt_deco {rustyrungs {tk_plantLG1 {wineRack {winerack1 {winerack2 ~bluerug
 
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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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