By continuing to use the site, you agree to the use of cookies. You can find out more by following this link.
Page:
Search
1 Items
HOGWARTS1.
08-18-2021 by LiveWire
Hits: 13
6 498 KB
Click on "Content" above to see images
3rdWood1_B 3waycolumn Arch2WoodDoor Arch2_Drunner Arch2_wood_1 BTrailing BlueCarp_lev1 BottomRunner_D Bubing_Wood CP128 CVbrick2 Carp_D CastleExtRunner CastleExteriorR Ceiling_lev1 Column_01 Column_01_1 DC_Hat_128 DFinside DLvisitor128 DStoneLedge DcenterCol_D Dchimneywall Dfurnace ES104 E_door1_1 Epost_A_1 Erail_1 ExWallBorder Exteriorwindow FLR_T1_1_B FLwall2 Fatlady_GS Forestgrass Fountain2_D GreenCarp_lev1 Grif_A HGFireplacefron HWStone_B H_Bedrm_7 Hogfloor_B Huf_A JumpBookshelf LNSC_Cas2_176 LbrownExterior Lev_Tut1_inside LumosColumns LumosStone Owl_P1 Owl_P1_B Platedoor PotionsColumn PotionsFloor Rav_A Rm_256_1A Rm_256_1B Rm_256_2A Rm_256_2B Rm_256_3A Rm_256_3B Rm_256_A Rm_256_B Rug2a_B Sharon Sly_A_1 StainedGlassWin Stowe104 TQwoodpanel_3 Tdungeonfl Topwindow13 Topwindow13_B WD_arch2 Wceiling_02_B Win12A_B Win13bot1_B Win13short Win13top1_B Win14_T1 Win15_A_1 Win7_T2 Win7_T2_B Win9_T2 Win9_T2_B WoodColumn_lev1 WoodTrim_1 Woodwall_1 arch1run_soot_C arch1runner_B arch2R_01 arch2R_02 arch2R_03_B arch2_03_B arch2_D arch3_03 arch3_03a_CV_B arch3_03b_1 arch3_03c_1 arch3exterior arch4_column aspen128 bHWrunner_1 benchtop_128 blackIron_D blankdoor bookslf1_128 bookslf2_128 bottomextwindow brooms2_1 brownExterior brownExterior_0 butt castlefoundatio ceilingrunner_t circleceiling_l cstrike_CJ2Bwrf dan104 devilface_B dungeonf_Dl edgefloor exteriorborder falls fathead_B fireplacerim flagstone_D flipendoswitch floor_D foundation-02 fountain3_D fountain_D frazier128 frontstep_3 glen88 hagrid hallwaycarp_1 hallwaycarp_A_1 harrywall1 innerarch_1 insidearch_D lake landscape1 lumossquares metalring_D monkeyman_B niusha_port owltorch_B paintedTree partwall_D potionshex_D railing reading rug_01 rug_01_B runnerA_B secretstone shingles2 strail tabletop_128 tallStainedBot tallStainedtop tap1_7 topExtWindow topHwR topcolumn trim_A_B trumbledoreGone wdflrdark_B window2 window2a_B woodceil woodceil_B woodflr_01_B woodpanel2_B {BTrailing {BannerMoon {BannerStar {GargGate {Treetops {arch2Irongate {bush {tap2 {woodcarving_le
 
Sort by in with results by page
Random Maps
 
Community 17b
Shoutbox
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
@FIXXOR: Thanks for the explanation.
P.s.: While going through the byplt-maps, I came across this map and decided to give you credit for it.
You'll probably agree with it, right?
Yesterday at 4:26 PM
I only edited the MaxRange on that one in the entity list, I'm technically the "creator" of that version of the map I guess, but it's pretty superfluous accreditation
Yesterday at 6:40 PM
in the message field of the game_text entity I left: "Mapped by Spoon & Chris | Infected-Servers.com | Edited to increase Max Range" (this text displays upon launching the map)
Yesterday at 6:44 PM
technically you can just edit the maxrange property and not even rename the map since it shouldn't cause a mismatch, so it's a useless edit for any savvy host
Yesterday at 6:47 PM
basically entity properties are decided by the entity configuration of the host, you can outright remove entities such as doors and breakables this way and play with someone who has the original version of the map, because removal in this context just means they won't load, they are still stored in the map file
Yesterday at 6:54 PM
in the case of the MaxRange property, this just tells the game at which distance from the player's pov the map should no longer be rendered, in-game it will vanishpast that point
Yesterday at 7:00 PM
@Blackcock: Did you change the author on this & this map?
Seems like the server name rather than the actual
Today at 2:42 PM
Forum
void Map Summary
 Today at 11:56 AM 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
Donations
Ads
Statistics

764 visitor(s) during the last 15 minutes:

289 guest(s), 4 member(s), 471 bot(s).

Our site hosts 36580 registered members.

916 absolute unique visitors today (1058 yesterday).

Connected Member(s)
Belgium
qoLmE 
2:42:50 PM
Germany
moot 
2:40:09 PM
Lithuania
2:38:54 PM
Ukraine
2:30:46 PM

17Buddies's website offers at this time 107 945 total uniques and verified maps including 59 063 HL1 maps, 45 579 HL2 maps and 3 303 CS:GO maps, representing 372,47 GB disk space.

There were today 377 maps downloads (607 yesterday) representing 1,47 GB transfered (2,34 GB yesterday).

This page was generated in 0.49 s and required 587 SQL queries.

void
void