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
CZ_SILOX.
07-28-2022 by Freimaurer
Hits: 19
5 607 KB
Click on "Content" above to see images
1genpipe1 BR_elev_PAN CONC023 Crate_snow Crate_snow_top GAR002 MDOOR025 ORIGIN Pipeline2_2 Silo_Giantlockf Silo_Giantlocki Silo_elev_wall Silo_pushable_c Silo_pushable_t Silocrate_back Silocrate_frnt Silocrate_s_bac Silocrate_s_frn Silocrate_s_sid Silocrate_side aaatrigger aeration1 black blacktop1_4 blacktop1_6 blacktop1_7 blastwall_cent blastwall_h01 blastwall_v01 cem_flr_2x2 cem_flr_seam clip cmp_mainfr_bk cmp_mainfr_fr1 cmp_mainfr_fr2 cmp_mainfr_sd cmp_pnl1 cmp_pnl2 cnc_labentdoor cnc_tiretr cnc_tiretrtr1 cnc_tiretrtr2 cnc_trn_ftpr1 cnc_trn_ftpr2 cnc_wll_gr_out cnc_wll_gr_tr1 cnc_wll_gr_tr2 cnc_wll_gr_vr1 cnc_wll_yeldrt cratehell cratehell3 cstrike_me4metl door_base door_bunker door_bunker2 door_control door_decon elev-floors-pan elev2_dr flr_mud_snow fuelpipe fueltanker gaisma generic006 generic46 geno_parking3 geno_parking7 geno_parking8 glass_bright in_window2 lab1_gad2b lab_flr_white labibma launchsign lgt_neon_bl3 lit_2 lockers-top lockers02 misc_drt_mach1 misc_flooring misc_garage1_2 misc_pipe1 misc_radcas_fr misc_radcas_sd misc_radcas_tp moveside_c moveside_d movetop_c movetop_d mtl_bolts2 mtl_bolts5 mtl_caution mtl_cont_frnt mtl_cont_side mtl_dr_outs mtl_dr_outskc mtl_dr_silo mtl_file1 mtl_file2 mtl_flr_dmdlt mtl_flr_dmdsm mtl_flrgrt mtl_flrgrt_gen mtl_gardr_out mtl_gen_stl1 mtl_guard mtl_labjunk mtl_lb_dr_2 mtl_raingutter mtl_silout_rst mtl_titanhull1 mtl_titanhull2 mtl_trim_fnc mtl_wll_crsht1 mtl_wll_crsht2 mtl_wll_silo null p_cabinet_side p_comps_side2_1 p_garage2_6c p_rug1_1 rocketendet rocketennoz rusted_mtl1_2 saftglass01 ship_pipe_1 silo2_cor silo_comp03 silo_comp09 silo_comp10 silo_panel03 silo_panel13 silo_panel15 silo_panel16 silocrate_s_top silocrate_top sky sliees snw_grnd_1 snw_grnd_cnc1 stc_wll_drt train_und2 traina trk_fender van_floor01 van_floor01a wfall wll_mtl_tch1 wll_mtl_tch1_1 wll_mtl_tch1_2 wll_mtl_tch2 wll_mtl_tch2_1 wll_mtl_tch2_2 {blue {fence {fence_rust {fireescape0 {girder1 {grate2 {grate4a {grate_3 {grt_caution {icicles01 {kuul {mtl_handrl1 {mtl_ldr_rst {mtl_tension1 {palletside {palletside2 {razor1 ~light5a
 
Sort by in with results by page
Random Maps
 
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
Donations
Ads
Statistics

788 visitor(s) during the last 15 minutes:

299 guest(s), 3 member(s), 486 bot(s).

Our site hosts 36579 registered members.

670 absolute unique visitors today (1331 yesterday).

Connected Member(s)
Lithuania
TerryA 
8:20:27 PM
Lithuania
8:19:00 PM
Russia (Russian Federation)
8:18:29 PM

17Buddies's website offers at this time 107 944 total uniques and verified maps including 59 062 HL1 maps, 45 579 HL2 maps and 3 303 CS:GO maps, representing 372,42 GB disk space.

There were today 420 maps downloads (558 yesterday) representing 1,79 GB transfered (2,22 GB yesterday).

This page was generated in 0.50 s and required 684 SQL queries.

void
void