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LESTOR.
06-27-2020 by Ailestor
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!z_blood 256white 64crate0 64crate1 AAATRIGGER FIFTIES_FLR03 GENERIC015R GLASSBLUE1 GLASS_BRIGHT GLASS_BRIGHT1 GLASS_BRIGHTl1- GLASS_BRIGHTl1 GLASS_BRIGHTl2- GLASS_BRIGHTl2 GLASS_BRIGHTll GLASS_BRIGHTxp1 GLASS_BRIGHTxp2 GLASS_BRIGHTxp4 GLASS_BRIGHTxp5 GLASS_DARK LAB1_COMP2 NULL OUT_MUD1 OUT_PAVE2 Parpaings TNNL_FLR4 TrainTop01 TrainTop02 WATER4B black bleu_banc bleu_cadreporte bleu_canape bleu_ccf-vio bleu_celierb bleu_cendrier1 bleu_cendrier2 bleu_damier bleu_herbe2 bleu_herbe3 bleu_lampe bleu_marbre1 bleu_marbre2 bleu_mur5 bleu_mur6d bleu_mur7 bleu_murblanc bleu_murmatelas bleu_pilier bleu_pilier1 bleu_porte_aaa2 bleu_porte_ad bleu_porte_esl bleu_porte_gp bleu_porte_mp bleu_porte_mv bleu_porte_sb bleu_porte_so bleu_porte_vb bleu_porte_wc bleu_porte_ym bleu_pourtour1 bleu_pourtour2 bleu_pourtour3 bleu_pourtour4 bleu_tapis_use bleu_test_4 blueRug blue_beam blue_distrib blue_dossier1 blue_dossier2 blue_exit blue_logoa blue_logob blue_noir blue_pillar blue_spot blue_tec_pub1b blue_tec_pub2b blue_tec_pub3b blue_tec_pub4b blue_tec_pub5b blue_tec_pub6b blue_tile blue_voltage bois3 carton1 carton3 carton4 ccf_ee1 ciel01 ciel02 ciel03 ciel04 ciel06 ciel07 ciel09 ciel10 ciel14 ciel15 ciel16 ciel17 ciel18 ciel19 ciel20 ciel21 ciel22 ciel23 ciel24 ciel27 cielESL clip concrete_01 cstrike_CE2X1 cstrike_CE2X2 cstrike_CE2Xd2 cstrike_CE2Xdl cstrike_CE2Xl1 cstrike_CE2Xl2 cstrike_CE2Xlp cstrike_CE2Xlu cstrike_CE2Xlw cstrike_CE2Xx1 cstrike_CJ2B1 cstrike_CJ2B2 cstrike_CJ2B3 cstrike_CJ2Bd1 cstrike_CJ2Bd1n cstrike_CJ2Bd2 cstrike_CJ2Bd3 cstrike_CJ2Bd3n cstrike_CJ2Bd4 cstrike_CJ2Bd5 cstrike_CJ2Bd6 cstrike_CJ2Bd6n cstrike_CJ2Bd7- cstrike_CJ2Bd7 cstrike_CJ2Bd8 cstrike_CJ2Bd9 cstrike_CJ2Bf1 cstrike_CJ2Bf1n cstrike_CJ2Bs1 cstrike_CJ2Bs2 cstrike_CJ2Bs3 cstrike_CJ2Bsl1 cstrike_CJ2Bsl2 cstrike_FH4WtTl cstrike_ME1Grat cstrike_OE2Vent cstrike_OE4Vent cstrike_fe2gtng cstrike_me2drst doorjam_01 extincteur ikgrndj iw_ivy lampe1 lampe2 lampe3 mapby marbre metalbleu2 metalbleu3 metalbleu4 metalbois metalgris mur_bleu mur_bleub mur_bleuc mur_gris_bois origin pi_buckett plakat1 plakat10 plakat11 plakat12 plakat13 plakat14 plakat4 plakat6 plakat7 plakat8 plakat9 plancher_blue plancher_blue2 plancher_norm3 porte porte3 pot1 pot2 redRug sky snow trim_bleu tuyau tuyau3 z_door_ex z_floor1 z_floor1_new z_floor2 z_floor3-1 z_floor3 z_floor4 z_floor5 z_floor6 z_floor7 z_kab_shkaf1 z_kab_shkaf2 z_kab_shkaf3 z_kab_shkaf4-1 z_lift_but z_lift_but2 z_map_f1 z_map_f2 z_mramor z_o6ou1-1 z_o6ou1 z_o6ou1n z_o6ou1n2 z_o6ou2 z_o6ou3 z_shkaf_tryp z_shkaf_tryp2 z_shkaf_tryp3 z_stend z_up1-2 z_up1 z_up2 z_up2_new z_up3 z_up3_new z_up4 z_up4_new z_up5 z_up_tkn z_wall1-1 z_wall1 z_wall10 z_wall11 z_wall12 z_wall13 z_wall2 z_wall3-1 z_wall3-2 z_wall4 z_wall5 z_wall6 z_wall6_new z_wall7 z_wall7_new z_wall8 z_wall9 z_wall_crazy z_wall_crazy2 z_wall_tkn {LADDER1B {blue {feuille1 {feuille2 {grillage {www {z_perila {z_perila2 {z_resh {z_sh {z_tr9pka2
 
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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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