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DE_HOUSE.
07-26-2022 by Freimaurer
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!K_water1b !K_water1d !k2_donnerwater !k2_wtr1 !mtxwater !ruin_mag01 !water2 -0_brik3 -1_brik3 -2_brik3 1212 64crate0 64crate1 64crateTop AzStatC BCRATE02 BCRATE03 BCRATE04 BCRATE05 Blaz_cobk1 Blend4 Blend5 C3A1_CRATE1B C3A1_CRATE2B C3A1_CRATE3B CastFlt CastTower CastWind CastWll HINT IR_13remake IR_6bremake IR_6bremake2 IR_Idid IR_Nbrick1 IR_Ncobble IR_NcobbleL IR_Ntut2 IR_Nwallz1 IR_Nwood1 IR_Street IR_alomo IR_alomo2 IR_badboy IR_badboy603 IR_bewithyou IR_churchdown IR_churchn1 IR_churchn2 IR_churchn3 IR_churchn4 IR_cobt2 IR_cobtside1 IR_curnzyes IR_dontcome IR_drunkwall1 IR_drunkwall2 IR_easyily IR_glass IR_goods IR_haven IR_hotel2 IR_itagain IR_luv1 IR_luv2 IR_luv3 IR_luv4 IR_may IR_meubels IR_oops IR_out_hay IR_pipem8 IR_remake2001 IR_remake2002 IR_roofless IR_rotwall IR_sawya IR_scratchy IR_shop IR_shop2 IR_shop3 IR_shop_R4 IR_shop_r3 IR_shoptop IR_sidewalk1 IR_soze1 IR_soze3 IR_soze4 IR_soze5 IR_sumhouse2 IR_sumremake121 IR_sumwall2 IR_tehforce IR_theriver IR_tilegood IR_wall4 IR_wall5 IR_wood43 IR_words IR_yoyo K_books1 K_bottom4 K_brick13b K_brick24 K_brick47 K_brick9b K_bridge1 K_building10 K_building13 K_building13b K_building15b K_building15bc K_building15bd K_building19 K_building19c K_building24 K_building32 K_building6b K_castle4 K_castle5b K_cement10b K_cement11b K_cement12 K_cement128 K_cement12c K_cement4 K_cement5 K_cement9-3 K_cement9 K_cement9c K_cement9c2-blu K_cement9c2-red K_cement9c2-whi K_cement9c2 K_chimney3 K_chimney5 K_church1 K_church3b K_church3f K_cobble11b K_cobble11c K_cobble3 K_crate1 K_crate75 K_dirt3 K_door11 K_door12b K_door12c K_door12d K_door15 K_door15b K_door17 K_door18b K_door19 K_door1c2 K_door2 K_door20c K_door21 K_door6 K_door7 K_door9 K_frenchH1 K_frenchH2b K_frenchH2c K_glass5 K_grass7b K_gravel3b2 K_gravel4 K_gravel5b K_jam1 K_metal1 K_metal3b2 K_road3b K_roof11 K_roof15 K_roof15b2 K_roof2 K_roof4 K_rope1 K_rubble1 K_rubble2 K_rubble2b K_rubble3 K_rubble5 K_rubble5a K_rubble7 K_rubble8 K_sand2 K_sandbag1b K_sandbag2 K_sandbag2b K_shudder3 K_shutterz K_sidewalk1 K_sidewalk1b K_stone12b K_stone13 K_stone13b-2 K_stone1b K_stone4 K_stone6 K_stonew1 K_stonew4b K_stonew5c K_stucco10 K_stucco10b K_stucco10b2 K_stucco10b3 K_stucco2b K_stucco8b K_stucco8d K_stucco9 K_stucko8 K_trenchwood1 K_vat1a K_vat1c K_wall12b K_wall13 K_wall14 K_wall29b K_wall33 K_wall33b K_wall35 K_wall35b K_wall35c K_wall38 K_wall40b K_wall40bb K_wall42 K_wall47 K_wall54 K_wall55 K_wall7 K_wallpaper1 K_wallpaper2 K_wallpaper3 K_window11b K_window5 K_window6 K_wood1 K_wood10 K_wood10b K_wood11 K_wood11b K_wood11c K_wood1a K_wood3 K_wood4 K_wood5 K_wood7b K_wood7d K_wood8 K_wood9 K_wood9b K_wood9c K_woodb1 K_woodwindow1 M_Building M_building10 M_building26 M_building27 OUT_WD OUT_WLK SandCrtLrgSd aaatrigger aqua avafloor1 avafloor2 avafloorw avaoutwall5w avaoutwall5wo avarailing1 avaroad avarooftile1 avarooftile2 avarooftile3 avasidewalk avastairf1 avastairt1 avastairt2 avastairt3 avawindow1 avawindow2 avawindow3 avawindow4 avawindow5 avawindow6 bStuccoBrdr bStuccoPost bStuccoTrim bakeryWindow barrel_exp03 beach bhdc_dirt1 bido_barber bido_roof1 bido_wall1 bido_wall10 bido_wall13 bido_wall14 bido_wall15 bido_wall16 bido_wall17 bido_wall19 bido_wall2 bido_wall20 bido_wall3 bido_wall5 bido_wall6 bido_wall7 bido_wall8 bido_wall9 bigCrate0 bigCrate1 bigCrate2 bigCrateTop billy_base black blaz_cobk2 blchrchw1 blchrchw2 blueHangingRug blueRug bluewater botte botte_top brickGrass brickPath c2_bricktrim3b c2_door c2_sideLight canyonssand1 carving04 carving04b ccWall ccb_outwall2 cf_roof02 ch_trim chair chestDrawers clayRoofSide cliff2 clip cob1 colum concrete cr_matmetal crateBox crateBoxLabel crate_wood crate_wood3 crate_wood4 crete cstrike_fj2dk cugroundi cupictc cxbrickfbrkn_2 cxbrickfbrkn_3 cxbrickfcrk_2 cxbrickfcrk_3 cxbrickfcrk_4 cxbrickftrim_2 cxbrickftrim_3 cxbrickftrim_4 cxbrickftrimc_2 cxbrickfwdwb_2 cxbrickfwdwb_3 cxbricki cxcrptb desert_ach53 desert_ach54 desert_ach55 desert_ach56 desert_ach57 desert_ach58 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po_cntlfrnt po_cntlside po_cntltop po_concretefl po_concretwal2 po_cratencrc po_crateside po_cratetop po_crtlowmans po_crtlowmant po_factrimbsel po_facyltrim po_glassdrkdrt po_metlcontfrnt po_metlcontside po_metlconttop po_subhndrl po_winindus4 poolrules prodwllb psresidwall05 psresidwall05a psresidwall05b redHangingRug redRug residBwall01 residBwall01a residBwall01b residBwall02 residBwall02a residBwall02b residBwall03 residBwall03a residBwall03b residBwall04 residBwall04a residBwall04b residwall01 residwall01a residwall01b residwall06 residwall06a sign_forest_rig siteBwall01 siteBwall01a siteBwall01b siteBwall02 siteBwall05 siteBwall05a siteBwall05c siteBwall08 siteBwall08a siteBwall08b siteBwall10 siteBwall10a siteBwall10b siteBwall11a siteBwall11b siteBwall12 siteBwall12a siteBwall12b siteBwall13 siteBwall13a siteBwall13b siteBwall14 siteBwall14a siteBwall14b sky smoe_brick2 smoe_brick3 smoe_cretewall smoe_rckwall smoe_wdbx_side sndcblStone spadish sporkybroken stair01sd stair01top 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tk_greenshutsid tk_greybrick tk_greyroof tk_kazakRug tk_lamp tk_lampout tk_lionfountain tk_litecrate1 tk_litecrate3 tk_mod-wood tk_mod-wooddrk tk_opencrate1 tk_opencrate3 tk_opencrate4 tk_pillar tk_pipe tk_plantbox tk_pooltile tk_purpledoor tk_railingGen tk_redgrndoor tk_redshutside tk_redshutter tsbgvent tscables tscprflr tscrtesd tscrtetp tsvent wall4a wall_ruined wall_tileBlue wall_tileRed white wood3 wood45 wood_floor2a wood_old15 wood_plank_7 wood_rotted2 woodcssd2 x_hay2 x_potatostone1 x_potatostone2 x_rubbel x_snowroof2 x_snowwall1 x_sporkywall_1 {F15undertrans {IR_Nwindow1 {IR_Nwindow2 {IR_Nwirez {IR_pewpwindow {IR_thingy {IR_wirez2 {K_barb1 {K_fence2 {K_fixed1 {K_hedge1 {K_hedge2 {K_ladder2 {K_ladder3 {K_lattace1 {K_outline1 {K_outline2b {K_outline4 {K_outline5 {K_railing2 {K_railing4 {K_railing5 {K_window11 {K_window4b {K_window6 {balcone {bido_hang {blue {bs_wladder {cailadder {cancello {chain {cxcrtnf {cxgate {cxivyb {desert_matal01 {desert_panel51 {desert_panel52 {desert_wall03 {desert_wall04 {desert_wire51 {desert_wire52 {desert_wire53 {dmcgrassb {eastline2 {eastline3 {eastrail1 {eastwndwn2 {egyptwine {farmedge {fd_gliderwin {fd_ladder3 {flash2_tree3 {flo_grass {for_for01 {for_for02 {forest_tol_xer {forgrass1 {fortop1 {fortop2 {glider1 {grass2 {grassplz {grate2 {grate2a {grate4a {gratestep1 {grid2 {hanging {hangingIvy1 {hangingIvy2 {hedge2 {icicle1 {ikcanopt {invisible {inw_radar1 {inw_radar2 {iz_weeds2 {k2_fenceT1b {kl_billgates1e {kl_blah1d3b[1] {kl_blah1dens {kl_electroshit {kl_ladder1 {kl_littal-ive {kl_met0lgaet1 {kl_nbars1 {kl_shittywirez {kl_wwwirecom {ladd {ladder_old {m_funkyladder {m_headboard1 {m_lattice {m_railing1 {m_zalecfnc1 {m_zalecfnc2 {m_zwire1 {nazi_crate_fd {nmww_skull1 {nmww_treeline1 {nmww_treeline2 {old-ladder4a {ornateGate {ouitz_hedge1b5 {pi_ivy {pk_dodforest04 {pk_dodwin01 {po_tension {railing_01 {razor1 {razor2 {rustyrungs {sheepy {shot5 {siteA {siteB {tel-thing01 {tel-win01 {tension5 {tension6 {timorbroadcast {timorfence01 {timorstuff01 {timorstuff03 {timorthingy01 {timortreeline5 {tk_grate {tk_plantLG {tk_plantSM {tk_railing {tk_steeldoor {tk_wwheel {vol-fence {wflash2_hedge {x_fence2 {x_gate1 {x_trenchbarb {x_wire1 {x_wire3 {x_wwindow {x_wwindow1 ~blueRug ~fd_light_red ~kl_idwin1
 
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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
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