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BARNEY.
03-07-2020 by X-RAY
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!coolant5 !floor_rob !mwater +0_coolant +0aux_pwr +0ba_oldmed +0coolant +0ele_cntrl +0game +0hand_lock +0~TRK2_LIGHT1 +0~ba_elev2 +0~ba_elev_pan +0~ba_gad01 +0~battery1 +0~battery2 +0~fgen_sw2 +0~payload +0~pipe_blow +0~pwr_ind_01 +0~screen_01 +0~tele_light +1game +1~ba_elev2 +1~ba_elev_pan +1~screen_01 +2game +2~ba_elev2 +2~ba_elev_pan +2~screen_01 +3game +3~ba_elev2 +3~ba_elev_pan +4game +5game +6game +7game +A~TRK2_LIGHT1 +A~ba_gad01 +A~fgen_sw2 +A~pwr_ind_01 +A~screen_01 +a_coolant +aaux_pwr +aba_oldmed +acoolant +aele_cntrl +agame +ahand_lock +a~ba_elev2 +a~ba_elev_pan +a~payload +a~pipe_blow +a~tele_light 0c2a4_cor2 0drkmtls1 0generic86 0genpipe1 0gymlight 0light4a 0light5a 0light6a 0tnnl_lgt4 18whl_floor 18whl_outside 18whl_small 1c2a4_cor2 2out_rk3 Gravel01 SIGN_machinery ba_babtech8 ba_barrel_01 ba_barrel_02 ba_barreltop_02 ba_baseblue ba_basewall_04b ba_books ba_c1a0_c1 ba_c2a4d_panel ba_cargo_01 ba_cargo_02 ba_cargo_03 ba_cargo_04 ba_ceramic ba_co2_sign ba_cola_01 ba_crate_01 ba_crate_02 ba_crate_03 ba_crate_04 ba_crate_05 ba_crate_06 ba_crete_01 ba_crete_flr ba_crete_flr3 ba_crete_trim_1 ba_cttnk ba_door_split_1 ba_dr_cntrl_01 ba_fgen_01 ba_fgen_02 ba_fgen_03 ba_fgen_04 ba_fgen_05 ba_fgen_06 ba_fifties_cse2 ba_fifties_cse3 ba_fifties_lgt2 ba_fifts_lght01 ba_fifts_lgt01 ba_flatbed_01 ba_fntn_drain ba_focuser_01 ba_focuser_02 ba_focuser_03 ba_food_01 ba_freezer_01 ba_freezer_02 ba_frost_01 ba_gamepanel ba_gastank_01 ba_gen_01 ba_gen_012 ba_gen_metal_01 ba_gen_metal_02 ba_gen_metal_03 ba_lab3_flr4 ba_labflre ba_lamp01 ba_light01 ba_light_yellow ba_manhole_01 ba_names1 ba_names2 ba_names3 ba_names4 ba_ngin_side ba_oil_01 ba_oldmed_side ba_oldmed_top ba_out_crt2a ba_out_cuby ba_out_cuby1 ba_out_w3 ba_padlock_02 ba_padlock_02a ba_padlock_02b ba_pguage ba_pizzamenu ba_plywd ba_pow_reactor1 ba_pow_reactor2 ba_power_03 ba_propaganda1 ba_propaganda2 ba_propaganda3 ba_pwr_01 ba_pwr_02 ba_pwr_04 ba_pwr_05 ba_rail_cntrl_1 ba_rechargea ba_rechargeb ba_rechargec ba_roof_01 ba_sign_01 ba_sign_02 ba_sign_03 ba_sign_05 ba_sign_08 ba_sign_11 ba_sign_12 ba_sign_13 ba_sign_14 ba_sign_15 ba_sign_16 ba_sign_17 ba_sign_18 ba_sign_20 ba_sign_21 ba_sign_23 ba_sign_26 ba_sign_27 ba_sign_28 ba_sign_29 ba_sign_30 ba_sign_31 ba_sign_32 ba_sign_33 ba_sign_34 ba_sign_35 ba_sign_40 ba_sign_dan_01 ba_sign_elevato ba_sign_press ba_sign_wall1 ba_sign_wall2 ba_sign_wall3 ba_sign_wall4 ba_silo5 ba_snacks_01 ba_steel_01 ba_strwell_01 ba_strwell_02 ba_swheel ba_tacomenu ba_tankrear ba_telepanel1 ba_telepanel2 ba_telepanel3 ba_telepanel4 ba_telesign1 ba_telesign2 ba_tire_02 ba_tnnl_flr ba_tnnl_flr2 ba_tnnl_lgt1 ba_track_out_1 ba_track_out_3 ba_track_out_4 ba_track_out_5 ba_track_out_6 ba_tracks_02 ba_train_parts ba_trn_lt1 ba_truck_engine ba_wd_crate_01 ba_wd_crate_02 ba_wd_crate_03 ba_wd_crate_04 ba_wire3 barrel_blu_01 barrel_bttm_01 barrel_grn_01 barrel_org_01 barrel_org_02 barrel_red_01 barrel_red_02 barrel_top_01 battery1 battery2 battery3 blk_trk_bed blk_trk_caback blk_trk_dash blk_trk_indoor blk_trk_rim blk_trk_shocks blk_trk_tire brrl_bot_02 brrl_cool_01 brrl_cool_02 brrl_cool_03 brrl_cool_04 brrl_cool_05 brrl_top_01 brrl_top_02 c2a4_wav_off cat_front cat_inside cat_side cat_side_02 caution_org_01 caution_org_02 comp_02 crate_01 crate_02 crate_04 crate_05 crate_06 crate_07 crate_08 crate_09 crate_unbrk_01 crate_unbrk_02 crate_unbrk_03 crate_unbrk_04 crate_unbrk_05 crate_wd_01 crate_wd_02 crate_wd_03 crate_wd_04 crete_wall_01 crete_wires1 crete_wires2 door_big_01 door_green door_green_02 door_grmy_01 door_grmy_02 drawer_metal dynamic_duo ele_panel_01 elev_door_01 game_01 game_02 game_04 hand_lock_01 hint in_out_butt laptop_1 light1_dead locker_pic1 locker_pic2 machine_base1 machine_base2 manhole_cover metal_a_01 metal_a_02 metal_a_03 metal_a_04 metal_ccu metalwall_01 mil_crate_1 mil_crate_2 payload_01 payload_02 payload_03 pic_02 pic_03 pipe_red_01 pipe_rusty_01 power_meter_01 red_fade_01 s_locker scroll_water_05 scroll_wtr_grn scroll_xen_fall scrollclnt5 scrollwater4b sec_monitor1 sec_monitor2 sec_monitor3 sign_acc_pnt_b0 sign_aux_gen_01 sign_aux_react sign_b03 sign_bridge_01 sign_cool_pmp sign_direct_01 sign_direct_02 sign_displc_01 sign_drain_exit sign_east_01 sign_elev_01 sign_exp_mat_01 sign_flood sign_gen_y sign_lift_contr sign_n_tnnl sign_n_tnnl2 sign_out_a_or sign_pizza_01 sign_press sign_pwr_01 sign_pwr_cell sign_s_tnnl sign_s_tnnl2 sign_small sign_taco_01 sign_tnnl_01 sign_tunnel sign_waste sign_waste_02 silo2_p2b silo2_pan2 spinner stucco_01 sub_lt_off table_01 testify tire_01 tire_02 tire_03 tnnl_w12d4a towels_front towels_side tram_map_01 tuner_01 wall_brick_drk_ wall_fade_01 wall_fade_02 wall_green wall_gry_pnt_01 wood_panel_01 wood_spool wood_spool_02 wood_trim_01 xcrate_exp_01 xcrate_exp_02 xcrate_exp_03 xeno_tile_01 yellow2 yellow3 yellow_fade {ba_pizza {clothes_01 {clothes_02 {fence {gate_01 {grate_04 {labbrd4b {pallet_01 {railing_04 {sign_pizza_02 {sign_taco_02 {water_fntn7 ~scope_crys4
 
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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
*
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
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