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+0jpnvend5 +ajpnvend1 +ajpnvend3 +ajpnvend4 +ajpnvend5 CONC014 CONC023 CW006 Doorside_dark01 FLR021 H_ceiling3 MTL35 Mdoor018 TileBlack Vendor03 Wall_beatup_Fla Wall_beatup_bri Wdeco12b anime-strfront bk_wht_clean01 brick2_4 brick2_8 brk_2wet brk_3 brk_8wet brk_8weta brk_jpn_new6 brk_jpn_new7 brk_jpn_new8 brk_jpn_old1 brk_jpn_old2 brk_jpn_old4 bunk_metl1_1 bunk_trim2_1 bunk_wall6_1 canal_flr2_1 canal_flr4_1 candy1_1 carpet-sn02 cem_bldg_apts3 cem_bldg_apts4 cem_bldg_apts5 cem_inrcity1 cem_inrcity3 cem_jpnbldg2_1 cem_jpnbldg2_2 cem_jpnbldg2_3 cem_jpnbldg2_5 cem_jpnbldg3_1 cem_jpnbldg3_2 cem_jpnbldg3_2a cem_jpnbldg3_4 cem_jpnbldg3_5 cem_jpnbldg_1 cem_jpnbldg_4 cem_railjpn1 cem_sewer5 cem_wall_wt1 cem_wall_wt2 cem_wall_wt3 cem_wall_wt7 cem_wall_wt8 clip cntner_glue cntner_glue2 comp4 conc034 conc_bld_wwp_1 conc_flr_crck conc_lnd_crete conc_lnd_prk_3 conc_strt_drt_1 conc_strt_drt_2 cr_miscwood2 cr_moss1 crimesc01 dbl_drs1_1 door_plain drkmtlt_bord11 duct_vnt duct_wall03 duct_wall04 fireescape3 flr_tile2_1 generic45 generic46 geno_door1 geno_door2 geno_parking7 genoflr45b glass_a_03 glass_b_01 glass_c_01 glswin43a grass1_2 hankagai1 i_wall_base2 in_door6 in_door7 in_door8b interior1_1 jpntempceil jpnvend1 jpnvend2 jpnvend3 jpnvend4 jpnvendb jpnvendb1 jpnvendb2 jpnvendb3 jpnware4_2 jpnware4_3 jpnware4_4 lab1_trim3 lit_2 lite_flo_01 misc_carp1 misc_carp3 misc_carp31 misc_ch_sign_1 misc_doortr_1 misc_floor_rib misc_grg_dr misc_lght_yel misc_pipe01 misc_scumflr1 misc_shopfron3a misc_shopfron3b misc_shopfront1 misc_shopfront3 misc_shopfront4 misc_wallp_1 mtl32a mtl40 mtl_barrelcr8tp mtl_crane_1 mtl_dmd_tr mtl_flrgrt mtl_gen mtl_gen_rst1 mtl_jpnwalk_3 mtl_jpnwalk_4 mtl_jpnwalk_5 mtl_jpnwalk_6 mtl_jpnwalk_7 mtl_jpnwalk_9 mtl_roof mtl_rst_rf mtl_rst_roof mtl_rst_roof2 mtl_rst_roof_1 mtl_vess_pipe mtl_wall1 mud1_1 out_dirt2 out_pave2 outterwall23 pipe_trim1_1 pipe_wall1_2 pipe_wall4_1 pipe_wall4_3 plstr_walls2 rdCarp1 rf_tile_1 rt_claytilerf2 rt_concbuild rt_concbuild2 rt_signspanky rt_signsushi rt_signswitchb rv_brick1_1 sbwy_wintrim1 shop_closed1 shop_closed2 shop_closed3 shop_closed4 sidewalk1_1 sign-06 sign_clothes01 sign_emr_exit sign_gen01 sign_gen02 sign_gen03 sign_jpn1 sign_jpn2 sign_jpn_1 sign_jpn_10 sign_jpn_12 sign_jpn_15 sign_jpn_15a sign_jpn_2 sign_jpn_3 sign_jpn_3b sign_jpn_4 sign_jpn_5 sign_jpn_6 sign_restroom01 sing-noruntrain sky tiles_red1 tl_gry_clean01 tl_gry_clean02 trim_plas_blk01 wall_paper4 wall_t6_3 wall_t6_4 wall_t7_1 wall_t7_2 wdoor010 winind24a wood_doors_dz_2 wood_holy_non {arrow2cBLACK {arrow2d {awning1 {blinds_horiz01 {blinds_horiz02 {blue {cable {crack2 {crack3 {crack4 {eastline1 {eastline2 {eastline3 {fence_02 {fence_rust {fireescape0 {fireescape2 {fireescape4 {glswin43b {grate4a {misc_grate {misc_ironwin {misc_pane1 {misc_wd_fence {mtl_grate {rollgate01 {rst_railing {shot5 {signstrut {siteA {siteB {target {tk_grate {trlr_awning2 {trlr_awning3 ~light3c ~light3c_off ~light3e
 
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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
void Map Summary
  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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