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SPEEDRUN_TEXX.
07-30-2020 by Cupe
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Baaeaeaeaeae Maroon amari_p amarillo amarillo_reg azaazaz azul_reg backpanel backpanel2 black black_floor_met black_wall10 black_wall2 black_wall4 black_wall7 black_wall8 black_wall9 black_wall_meta blacktile blacktile2 blacktilequant bluetile bluetile2 bluetile_bad bluetilequant c21_brown_c1 c21_brown_c2 c21_brown_wc2 c21_green c21_greeng c21_greyf celeste clip crema_reg ctonpeach cyantile cyantile2 cyantilequant darkwhitetile darkwhitetile2_ darkwhitetile_q darkwhitetilequ dev_02 dev_03 dev_04 dev_06 dev_07 dev_09 dev_10 dev_11 dev_12 dev_13 dev_14 dev_15 dev_16 dev_17 dev_18 dev_19 dev_20 dev_21 dev_22 dev_23 dev_24 dev_25 dev_26 dev_27 dev_28 dev_29 dev_30 dev_31 dev_32 dev_33 dev_34 dev_35 dev_36 dev_37 dev_38 dev_39 dev_40 dev_41 dev_42 dev_43 dev_44 dev_45 dev_46 dev_47 dirtfloor004 dwt_lights enemytile enemytilequant generic glass_bright glass_dark glass_med glassblue1 greentile greentilequant grey_white greytile greytilequant gris griss_b_white griss_b_yellow griss_bblue griss_black griss_white griss_y_black ilm_blue_texx1 ilm_blue_texx2 ilm_blue_texx3 ilm_text_lightn lightgreytile lightgreytilequ lightning_1 lightning_2 med_green naranja_reg null orange orange_white orangetile orangetilequant origin overlay purple quant_black quant_black1 quanttile redtile redtile2 redtilequant rojo rojo_reg rosa rouge sasiad1 sasiad10 sasiad11 sasiad12 sasiad13 sasiad14 sasiad2 sasiad3 sasiad4 sasiad5 sasiad6 sasiad7 sasiad8 sasiad9 shark1 shark10 shark10x shark10xx shark10z shark1x shark1xx shark1y shark1z shark2 shark2x shark2xx shark2z shark3 shark3x shark3xx shark3y shark3z shark4 shark4x shark4xx shark4z shark5 shark5x shark5xx shark5y shark5z shark6 shark6x shark6xx shark6y shark6z shark7 shark7x shark7xx shark7y shark7z shark8 shark8xx shark8y shark8z shark9 shark9xx shark9z siata siataquant silver slam slam1 slam2 slam3 slam4 slam5 slam6 slam7 slam8 slam9 solid_brown1 solid_green-blu solid_green1 solid_green2 solid_green3 solid_green4 solid_grey1 solid_grey2 solid_grey3 solid_orange1 solid_orange2 solid_purple1 solid_red1 solid_red2 solid_red3 solid_white1 solid_yellow-gr solid_yellow1 solidblue_1 speedrun_glass1 speedrun_glass2 speedrun_glass3 speedrun_glass4 speedrun_glass5 speedrun_glass6 speedrun_glass7 speedrun_glass8 speedrun_glass9 speedrunglass10 speedrunglass11 speedrunglass12 splashtornado1 splashtornado2 splashtornado3 splashtornado4 szlaczeq testr tex1 tex10 tex11 tex12 tex13 tex14 tex144 tex15 tex155 tex16 tex17 tex18 tex19 tex1_1 tex2 tex20 tex21 tex23 tex24 tex25 tex26 tex27 tex28 tex2_2 tex3 tex4 tex5 tex6 tex7 tex8 tex9 tex_black tex_blue tex_dark_blue tex_green tex_grey tex_light_blue tex_light_blue1 tex_orange tex_pink tex_purple tex_red tex_red1 tex_yellow text1 text10 text11 text12 text13 text14 text15 text16 text17 text18 text2 text3 text4 text5 text6 text7 text8 text9 texx1 texx10 texx11 texx12 texx13 texx14 texx15 texx16 texx17 texx18 texx19 texx2 texx20 texx21 texx22 texx23 texx24 texx25 texx26 texx27 texx28 texx29 texx3 texx30 texx31 texx4 texx5 texx6 texx7 texx8 texx9 tony1 tony10 tony11 tony12 tony13 tony14 tony15 tony16 tony17 tony18 tony19 tony2 tony20 tony21 tony22 tony23 tony24 tony25 tony26 tony27 tony28 tony29 tony3 tony30 tony31 tony32 tony5 tony6 tony7 tony8 tony9 tornados256x128 tornados512x256 tridi verde verde_reg violeta_reg violettile violettilequant whitetile whitetilequant whitewalltill3 whitewalltill4 whitewalltill5 whitewalltill6 whitewalltille x1 x2 x3 x4 x5 x6 x7 x8 x9 yellowtile yellowtilequant {blue {chainlink {fence {fence3 {invisible {trol_256
 
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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
Forum
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  04-27-2025 at 5:53 PM by qoLmE
void Map Cs 1.6 Sur Serveur Cz
  04-17-2025 at 1:35 PM by David Menk
void Hlbox17b Download - Virus?
  04-16-2025 at 4:52 AM by bevisandrew
void Map Name?
  03-29-2025 at 6:40 PM by Dolixec
void Need .rmf File ♡ De_dust2_2020 .bsp
  01-09-2025 at 9:29 AM by ullonto
void Searching For Old Css Map
  01-09-2025 at 9:27 AM by ullonto
void Waypoints For Dod_kort_b4
  12-29-2024 at 9:43 AM by INsane_dod
void Can't Update A Map
  11-25-2024 at 1:41 AM by FIXXOR
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