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DE_BADDAY.
12-13-2020 by blacktalon
Hits: 13
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0tnnl A_snow CLIP Concrete1_6 Core_Urban_026 Core_Urban_061 Core_Urban_153 GLASS_BRIGHT001 GLASS_BRIGHT002 GLASS_BRIGHT003 GLASS_BRIGHT004 GLASS_BRIGHT005 GLASS_BRIGHT006 GLASS_BRIGHT007 GLASS_BRIGHT008 GLASS_BRIGHT009 GLASS_BRIGHT010 GLASS_BRIGHT011 GLASS_BRIGHT012 GLASS_BRIGHT013 GLASS_BRIGHT014 GLASS_BRIGHT101 GLASS_BRIGHT102 GLASS_BRIGHT103 GLASS_BRIGHT104 GLASS_BRIGHT201 GLASS_BRIGHT202 GLASS_BRIGHT904 aaatrigger asfalt beton01 beton02 beton03 black but cncrt107 cncrt150 cncrt151 cncrt176 cncrt235 cncrt275 cstrike_CE2X001 cstrike_CE2X002 cstrike_CE2X003 cstrike_CE2X004 cstrike_CE2X005 cstrike_CE2X006 cstrike_CE2X007 cstrike_CE2X008 cstrike_CE2X009 cstrike_CE2X010 cstrike_CE2X011 cstrike_CE2X012 cstrike_CE2X013 cstrike_CE2X014 cstrike_CE2X015 cstrike_CE2X016 cstrike_CE2X017 cstrike_CE2X018 cstrike_CE2X019 cstrike_CE2X020 cstrike_CE2X021 cstrike_CE2X022 cstrike_CE2X023 cstrike_CE2X024 cstrike_CE2X025 cstrike_CE2X101 cstrike_CE2X102 cstrike_CE2X103 cstrike_CE2X104 cstrike_CE2X105 cstrike_CE2X106 cstrike_CE2X107 cstrike_CE2X108 cstrike_CE2X109 cstrike_CE2X201 cstrike_CE2X202 cstrike_CE2X203 cstrike_CE2X204 cstrike_CE2X205 cstrike_CE2X206 cstrike_CE2X207 cstrike_CE2X301 cstrike_CE2X302 cstrike_CE2X303 cstrike_CE2X304 cstrike_CE2X305 cstrike_CE2X306 cstrike_CE2X307 cstrike_CE2X308 cstrike_CE2X309 cstrike_CE2X401 cstrike_CE2X402 cstrike_CE2X403 cstrike_CE2X404 cstrike_CE2X405 cstrike_CE2X406 cstrike_CJ2B001 cstrike_CJ2B002 cstrike_FH4W001 cstrike_FH4W002 cstrike_wr4ccpn cuwndm doroga fade2 house1 kamaz01 kamaz02 kamaz03 null rubblebase1_1 secret sky snow sphinx_trim_6 stn_cem_pl stn_flr_pl_trn t_car_bsemi_b t_car_bsemi_s2 tirs1 trim_zd trim_zd1 trimw trk_tread trotuar wall01 wall02 wall03 wall04 wall06 wall07 wall08 wall09 wall10 wall11 wall12 wd_drk_snow {blue {cage01 {fence {fences {fireescape {grate4a {hp {mtl_tension1 {t_car_bsemi_tg {target2 {tk_steeldoor {znak01
 
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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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