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!BN2_water1 +0BN2_water +0WATERFADE +0~BN_stereo1 +1BN2_water +1WATERFADE +1~BN_stereo1 +2BN2_water +2WATERFADE +2~BN_stereo1 +3BN2_water +3WATERFADE +4BN2_water +4WATERFADE +5BN2_water +6BN2_water +7BN2_water A6_front A6_hinten A6_kuehler2 A6_scheibe A6_seite BN2_bar1 BN2_bar2 BN2_barchair2 BN2_barsign1 BN2_barsign2 BN2_brick1 BN2_brick1b BN2_brick3 BN2_brick4a BN2_brick4b BN2_brick4c BN2_carpet1a BN2_carpet1b BN2_carpet1c BN2_carpet1d BN2_carpet2a BN2_carpet2b BN2_ceil1 BN2_coll1 BN2_collbase2 BN2_container1a BN2_container1b BN2_container1c BN2_crate3a-2 BN2_crate3a BN2_crate3b-2 BN2_crate3b BN2_crate3c BN2_crete1c-3a BN2_crete1d-2 BN2_crete1d BN2_damwood BN2_darklight BN2_door1 BN2_door12 BN2_door13 BN2_door2 BN2_door3 BN2_door4 BN2_door5 BN2_door7 BN2_door8 BN2_duct1 BN2_duct2 BN2_fabric1 BN2_fabric2 BN2_fabric3 BN2_fan1 BN2_fan2 BN2_fence1 BN2_file1a BN2_file1b BN2_file1c BN2_file1d BN2_flower BN2_glass1 BN2_grass1 BN2_grass1b BN2_grass2 BN2_grass2b BN2_gravel1 BN2_gravel1b 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BN3_copy1 BN3_copy2 BN3_couch1 BN3_couch2 BN3_cubicle1a BN3_cubicle1b BN3_cubicle1c BN3_cubicle1d BN3_desk1 BN3_desk2 BN3_door2 BN3_door3 BN3_door4 BN3_floor1 BN3_floor2 BN3_fridge1 BN3_furn1 BN3_fusebox BN3_grammo1 BN3_grammo2 BN3_grammo3 BN3_heat1 BN3_heat2 BN3_lamp1 BN3_misc1 BN3_misc11 BN3_misc5 BN3_misc6 BN3_misc7 BN3_misc8 BN3_misc9 BN3_monitor1a BN3_painting1 BN3_pool1 BN3_pool2 BN3_pool3 BN3_pool4 BN3_rooftile2 BN3_rust1 BN3_screen1 BN3_screen2 BN3_shelf1a BN3_tiles1 BN3_tiles2 BN3_wall11a BN3_wall11b BN3_wall12a BN3_wall13a BN3_wall13b BN3_wall14 BN3_wall15 BN3_wall16 BN3_wall17 BN3_wall17b BN3_wall1a BN3_wall1b BN3_wall1c BN3_wall2b BN3_wall3a BN3_wall3b BN3_wall3c BN3_wall4 BN3_wall5a BN3_wall5b BN3_wall6a BN3_wall6b BN3_wall6c BN3_wall7a BN3_wall7b BN3_wall7c BN3_wall7d BN3_wall7e BN3_wall8 BN3_wall8b BN3_wall8c BN3_wall9 BN3_wall9b BN3_wall9c BN3_wall9d BN3_wall9e BN3_wall9f BN3_wcooler1 BN3_wcooler2 BN3_wcooler3 BN_N1b BN_N2 BN_N3 BN_ark1 BN_bed1 BN_bottle1 BN_bottle2 BN_bottle3 BN_bottle4 BN_bottle5 BN_bottle6 BN_brick2b BN_build3 BN_build4 BN_castle2 BN_castle2b BN_castle2c BN_castle2d BN_castle3b BN_castle3c BN_castle3d BN_clock1 BN_container1a BN_container1b BN_container1c BN_container2a BN_container2b BN_container2c BN_container3a BN_container3b BN_container3c BN_crate1a BN_crate1b BN_crate1c BN_crate4a BN_crate4b BN_crete5 BN_crete5b BN_crete6 BN_door11 BN_door12 BN_door13 BN_door1c BN_door3 BN_door5 BN_door7 BN_dumpster1a BN_dumpster1b BN_dumpster1c BN_dumpster2a BN_dumpster2b BN_floor6 BN_floor7 BN_fridge1 BN_lamp1 BN_markise BN_paintbord BN_painting2 BN_painting3 BN_piano1a BN_piano1b BN_piano1c BN_pool1b BN_rails1 BN_rock1 BN_rock1c BN_shine1 BN_sink1 BN_sink2 BN_speaker1 BN_table1 BN_trim4-b BN_trim4 BN_trophy1a BN_trophy1b BN_trophy1c BN_trophy1d BN_trophy1e BN_wall2 BN_wall4 BN_wall4b BN_wall8 BN_wall8b BN_wallp1 BN_wallp2 BN_wetfade BN_wheels1 BN_wheels1a BN_wheels1b BN_wheels1c BN_window4 BN_window5 BN_wood3 BN_wood4 BN_wood5 BN_wood6 BN_zugseite1b BN_zugseite2 BN_zugseite3 BN_zugtuer CAR_drunter CAR_drunter2 HK_Fenster HK_Fenster2 HK_Licht HK_Seite HK_Vorn VMETALBORD action_peeps bn1_armchair1 bn1_armchair2 bn1_c64a bn1_c64b bn1_cabinet1a bn1_cabinet1b bn1_carpet1 bn1_carpet1b bn1_chalkboard1 bn1_crete1 bn1_crete2a bn1_crete2b bn1_crete2c bn1_crete2d bn1_crete3 bn1_crete3a bn1_desk1a bn1_desk1b bn1_desk1c bn1_door1 bn1_door2 bn1_floor1 bn1_lab1 bn1_light1 bn1_metal1 bn1_metal2 bn1_metal3 bn1_metal4 bn1_metal5 bn1_metal5b bn1_metal5c bn1_metal6 bn1_metal7 bn1_metal8 bn1_poster1 bn1_poster2 bn1_poster3 bn1_poster4 bn1_poster5 bn1_poster6 bn1_poster7 bn1_poster8 bn1_sign1 bn1_tiles1 bn1_tiles2 bn1_wall1 bn1_wall2a bn1_wall2b bn1_wall3a bn1_wall3b bn1_wood1 bn2_barchair2b bxbn_stone1 mlobn_brick14 mlobn_rtile2 mlobn_wall8 mlobn_wall8b mlobn_wall8c {BLACK {BN2_fan3 {BN2_grate2 {BN2_ivy1 {BN2_ivy1b {BN2_jungle1b {BN2_maidcart {BN2_manhole1 {BN2_palm2 {BN2_palm4 {BN2_shark1 {BN2_shark2 {BN2_shorts {BN2_swim {BN2_tennis {BN2_wood1 {BN3_2dtree1 {BN3_LADDER1 {BN3_afro1 {BN3_afro2 {BN3_afro3 {BN3_antlers {BN3_carpet1 {BN3_carpet2 {BN3_chair1 {BN3_clock1 {BN3_cobweb1 {BN3_cobweb2 {BN3_cobweb3 {BN3_cross {BN3_gas1 {BN3_gas2 {BN3_gate1 {BN3_grammo3 {BN3_hook1 {BN3_linedglass {BN3_misc2 {BN3_misc3 {BN3_misc4 {BN3_shelf1b {BN3_wheel2 {BN_ark2 {BN_chain1 {BN_fan {BN_gate1 {BN_gate2 {BN_grate1 {BN_ladder2 {BN_lamp1b {BN_lamp2 {BN_lamp2b {BN_markise {BN_rail1 {BN_table1 {BN_tree3 {BN_trees1 {BN_wall2 {BN_window2 {BN_wood6 {bn1_grate1 {bn1_rungs1
 
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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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