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RECOIL.
07-28-2022 by Freimaurer
Hits: 19
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(scrubbase_01 (scrubbase_02 (scrubbase_03 +0misclight AAATRIGGER FLR011 FLR011b ORIGIN bhawk_side1 bhawk_side2 black blackhawk boxsides03 boxsides_d03 boxsides_d031 boxtops03 boxtops_d03 boxtops_d031 bunk_facade0_1 bunk_facade1_1 bunk_facade1_2 bunk_facade1_3 bunk_facade1_4 bunk_facade1_5 bunk_facade1_6 bunk_facade1_6a bunk_facade1_7 bunk_facade1_8 bunk_wall2_1 bunk_wall3_1 bunk_wall4_1 bunk_wall5_2b bunk_wall6_1 bunk_wall6_2 bunk_wall6_3 cem_wall_ora1 cem_wall_ora3 cem_wall_rst_4 chopper_dash2 chopper_dash2fx chopper_dash3 chopper_dash3fx chopper_lng3 clip cr_bed1 cr_shack1_1 cubldb cubldc cublde cubldf cugena cugenb cugenc cuiceila cuiceilb cuiwllc cuiwlld cuiwllg cuwlla cuwllb cuwllc cuwllf cuwllg cuwllh cuwllm cuwlln cuwllt cuwllu cuwnda cuwndb cuwndc cuwnde cuwndh cuwndi cuwndib cuwndm cuwndp cuwndq d_voltage daank_grass dahab_gen dam_brick1_1 dam_brick1_2 dirt_dry01 dirt_dry02 dirt_dry03 door_ornat01 door_wood01 door_wood02 edge2_1 edge3_1 glassblue2 hint lightbeams1 logo1 logo2 metl_corr01 misc_hay misc_wpn_crate misc_wpn_crate2 misc_wpn_crate3 misc_wpn_crate4 misc_wpn_crate5 moveside_d movetop_d msc_rtls_wthrd mtl_door_blckd mtl_fnc_orna mtl_ibeam45b mtl_machinery1 mtl_rst_rib_2 mtl_rst_roof mtl_rst_roof2 mtl_rust_tube1 out_hay1 out_snbag p_aoffice p_trim1_4 pipe_wall5_1 plaster_wall1_9 plaster_wall2_2 plaster_wall5_3 plasterwall1_11 plasterwall1_12 plasterwall1_13 plasterwall1_5 plasterwall1_5a plasterwall6_1 plasterwall6_2 plasterwall6_4 poster_mine01 poster_mine02 poster_mine03 reinf_sided01 reinf_topd01 rug01 sidewalk1_1 sidewalk1_18 sidewalk1_3 sidewalk1_4 sky skycull undertile01 van_side01 wall_facade1_1 wall_facade1_2 wall_facade2_1 wall_facade2_2 wall_facade3_1 wall_facade3_2 wall_tilearch01 wall_tilearch02 wall_tilebrdr01 wall_tilebrdr02 wall_tilebrdr03 wall_tilebrdr04 wall_tilebrdr05 wall_tilebrdr06 wall_tilebrdr07 wall_tilebrdr08 wall_tilebrdr09 wall_tilebrdr10 wall_tilebrdr11 wood_brwn_wt wood_door_plnk wood_door_yel wood_drbrn_or wood_drkbrwn wood_orna_dr1 {awn_large {awning01 {awning02 {awning03 {awning04 {awning05 {bloodtrail01 {bloodtrail011 {bloodtrail02 {blue {clutter_01 {dmcgrassb {hanging02 {hanging03 {hanging04 {hanging05 {mesh1_2 {metl_corr02 {misc_wd_fence {misc_wires {msc_clothline {mtl_fnc_orna {poster_mine01 {poster_mine02 {poster_mine03 {scrub_01 {scrub_02 {scrub_03 {splint_wd
 
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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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