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CZCS_OFFICE.
11-02-2019 by mikado
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+0ELEV_DOWN2 +0jpnvend1 +0jpnvend4 +0jpnvend5 +0~ELEV2_PAN +0~FIFTIES_LGT2 +0~FIFTS_LGHT01 +0~LAB_CRT1 +0~sp_lock +3~LAB_CRT2 +A~sp_lock AAATRIGGER AMMO01 AMMO02 AMMO03 AMMO04 BABTECH_DR1C BABTECH_DR4C BLACK C1A1_DR2 C1A4I_C1A CARDBOX1 CARDBOX4 CARDBOXBOT1 CARDBOXTOP1 CARDBOXTOP2 CLIP CLOCK2A CONC023 CONCRETE01 CONCRETE02A CRETE2_FLR03C CRETE3_WALL01 CRETE4_FLR03 Crate_snow Crate_snow_top DRKMTLT_BORD11 ELEV1_TRIM ELEV2_DR EXIT1 Elevatorswitch FADE2 FIFTIES_CEIL01 FIFTIES_DR1K FIFTIES_DSK1 FIFTIES_DSK5A FIFTIES_DSK5B FIFTIES_DSK5E FIFTIES_WALL14U FIFTIES_WALL14Y FREEZER_BX7 GAR002 GENERIC105 GENERIC105A GENERIC105B GENERIC108A GENERIC110 GENERIC114 GENERIC120 GENERIC44 GENERIC45 GENERIC46 GLASS_BRIGHT GLASS_MED HINT LAB1_FLR7A LAB1_MAP1 LAB1_MAP2 Mon_Back Mon_screen Mon_side Mon_top OUT_PAVE1 PAPER3 PAPER4 PAPER6 PFAB_BKS1A PFAB_BKS1B PFAB_BKS2B PFAB_BKS3B PFAB_TRSH1A PFAB_TRSH1B PFAB_TRSH1C PFAB_TRSH1D PICTURE5 PICTURE8 POSTER13 POSTER14 POSTER15 POSTER18 PREFABBOOK1 PREFABBOOK2 PREFABBOOK3 SIGN13 SIGN29 SIGN31 SIGN73 SIGN73B SIGN87 STRIPES5 TNNL_FLR4C WAREHOUSEDOOR XCRATE10A XCRATE10B XCRATE10C XCRATE10D apc_back1 apc_btile1 apc_frnt1 apc_side1 asphalt_1 boxsides_T01 boxsides_d03 brownbricks_1 brownbricks_2 brownbricks_3 brownbricks_4 build_g2 build_gr_win2 candy1_1 cardboard_1 cardboard_2 cardboard_3 cardboard_4 carpet20001 carpet_border ceil01_a1 ceil_1 ceil_2 cement2_1 cement3_1 cinder_1 cinder_2 cinder_3 cinder_4 cnc_tiretr cnc_tiretrtr1 cnc_wll_gr_out comp_1 comp_2 comp_3 comp_front comp_side comp_top corpart01 corpart02 corpart03 corpart04 corpart05 couch_1 couch_2 couch_3 couch_4 cr_matbark crate3_1 crate3_2 cutegf_2 door_2 door_3 elev2_dr_sp fearferret file1_sp file1b_sp file2_sp filebox1_B1 filebox1_B2 filebox1_F1 filebox1_F2 filebox1_S1 filebox1_S2 filebox1_T1 filebox1_T2 filebox2_B1 filebox2_F1 filebox2_S1 filebox2_T1 flr_mud_snow flr_tile2_3 fountain1_1 generic105_sp generic105b_sp generic89a_sp generic89b_sp geno_door23 genocomp1 genocomp2 genocomp3 genocomp4 genocomp5 genocomp9 genodoor2_1 genowall45 glswin43a graycarpet graycarpet2 graycarpet3 graystripecarpe hallway_10 hallway_3 hallway_3b hallway_base1 keyboard_white lab_door1_1 lite_flo_01 magizine_3 magizine_4 magizine_5 met_trim1 mi-build12 mi-build14 mi-build18 mi-build2 mi-build23 mi-build24 mi-build25 mi-build3 mi-build6 mi-build9 microwave misc_cubicle misc_sodamach1 of_boy_poster of_crate01a of_crate01b of_crate01c of_crate01d of_crate02a of_crate02b of_crate03a of_crate03b of_crate03c of_crate03d of_crate03top of_daddy of_got_milk painting1 painting11 painting3 painting7 painting8 r_light1_2 railing_3 redbricks_12 redbricks_13 s_whtbrd01 s_whtbrd02 sky snw_conc_trm snw_grnd_1 soda1_3 sphinx_board_1 sphinx_comp_4 sphinx_desk_2 sphinx_garage_1 sphinx_magizine sphinx_mon_2 sphinx_mon_4 sphinx_mon_5 sphinx_overhead sphinx_poster_1 sphinx_railing_ sphinx_sign_1 sphinx_sign_3 sphinx_snow_1 sphinx_snow_2 sphinx_snowrock sphinx_trim_1 sphinx_trim_10 sphinx_trim_10s sphinx_trim_2 sphinx_trim_3 sphinx_trim_4 sphinx_trim_5 sphinx_trim_6 sphinx_trim_8 stair-riser1 step_1 stn_cem_tr stn_flr_pl_trn stn_flr_plst2 ventlab1 wall_1 wall_19 wall_20 wall_21 window_1 wood1 wood2 wood2_1 wood_1 wood_crate_sd wood_crate_tp {LADDER2 {LADDER2B {RAIL1C {blinds_horiz01 {blinds_horiz02 {blue {icicles01 ~LAB1_COMP3C ~LAB1_COMP8B ~LIGHT3A ~LIGHT3C ~SPOTRED ~SPOTYELLOW
 
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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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