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AOMDC22.
01-10-2024 by Freimaurer
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!po_waterdrk !po_watergrndrt !r_sickwater +0MONALISA +0po_subvent +0r_bloodrinn +0r_bluehaa +0r_cdspelar +0r_cpansikte +0r_redhaa +0r_skratch +0r_tvflicker2 +0r_tvsick +0r_waf +0t_tv4 +0~white +1po_subvent +1r_bloodrinn +1r_skratch +1r_tvflicker2 +1r_waf +2po_subvent +2r_bloodrinn +2r_tvflicker2 +2r_waf +3po_subvent +3r_bloodrinn +3r_tvflicker2 +3r_waf +4po_subvent +4r_bloodrinn +4r_waf +5po_subvent +5r_bloodrinn +6r_bloodrinn +AMONALISA +Ar_bluehaa +Ar_cdspelar +Ar_cpansikte +Ar_redhaa +Ar_tvsick +At_tv4 1 2 3 K_wall7 K_wallpaper1 K_wallpaper3 K_wood10 K_wood3 K_wood7b K_wood9 K_wood9c K_woodwindow1 c0wcrete copcar_side cu_grounda cubrusha cugena cugenb cugend cugroundb cugroundd cugroundi cuiceilb culightb curda cusdwlka cuskap1 cuskap2 custovefront custovetop cuwllf cuwllp cuwoodm eastwood01 flash2_cobble flash2_ground1 for_bjork for_clock for_dromdorr for_matta for_matta2 for_tapet1 forgrass forgrassflash forh_vagg forh_vagg2 forh_vagg23 forh_vaggu forh_vaggu2 fortree2 fortree4 g_s11 g_sfloor g_swalla garagemap invr_ceil1 invr_doorwo2 invr_duct invr_glassdrkdr invr_metalsafe invr_slasphalbl invr_toildoor invr_toilfl1 invr_toilwayel invr_toilyel invr_tolista k2x_wood k2x_wood22 k2x_woodL1 k2x_woodL2 k2x_woodR1 k2x_woodR2 ms_grass mz_crckvrn_1 po_asphaltdark po_asphaltlght po_asphaltmed po_asphaltstrt po_barrelside po_barreltop po_brckwllau po_brckwllauge po_brckwllaugr po_brckwllauta po_brckwllbrwn po_brckwllbwn po_brckwllgrge po_brckwllind po_brckwllindu po_brckwlsldst po_buildgen po_ceil2x2 po_ceilindus po_ceilslumps po_concretefl po_concretwal11 po_concretwal2 po_concretwal3 po_concretwal3b po_concretwall po_concrpave po_doorbunkge po_doormetal02 po_doormetal03 po_doormetal04 po_doormetal05 po_doormetal06 po_doormetrst01 po_doormtlsubw po_doorwood01 po_doorwood05 po_doorwood06 po_doorwood07 po_drips po_electricbox po_facadebank po_facadesky1 po_facadesky2 po_facbasetrim po_facbrwngr po_facbrwngr22 po_facredslgen po_facredslm2 po_factrimbsel po_facwaredrt po_floplligr po_flrsubconc1 po_garagedoor po_genarm po_glassdirty po_glassdrkdrt po_glassdrkst po_grass po_grassbrdwn po_hardwdfloor po_hotelwin po_htlcarpet po_htlwlpflr po_htlwlproom po_laddrustsid po_lightbunyel po_lightneonsb po_lockers po_lockersi po_metlalu po_metlgreydia po_mtlalu po_mtldplrst po_mtldrkblue po_mtllrustyral po_mtlltnrst po_mtltinwll po_mud po_mudsewer po_orientrug po_panelwllblu po_posterarc3 po_posterbab1 po_posterbab2 po_posterbab3 po_red po_riverbed po_roofgravel po_roofprtgr po_roofstones po_rustheat po_rustmetalblu po_rustmetalgrn po_rustmetalred po_rustmtlblred po_rustmtlbrrd po_screwedplate po_sewerceil po_sewerfloor po_sewerwall po_sewerwall2 po_sewerwl2tr po_sewrwalldry po_sewrwallwet po_sheet po_sidewlkbord po_sidewlkgrey po_slasphalblgr po_slsidewlkg po_storefood po_stucco po_subalu po_subceiling po_subfloor po_subflrrlbr po_subtrash po_subtrindfl po_subtrindwl po_suburibtm po_subwagalusi po_subwcwlltl po_subwllwcbl po_trashcantop po_tubeblue po_tubegreen po_tubered po_tubeyellow po_ventsdrust po_ventsdrusta po_wallbeige po_wallpaper po_wallpapgrstr po_wallpapyel po_walltinyel po_wallyelmarbl po_win3x3blue po_win3x3green po_winindus3 po_wood po_wood2 r_allafonster r_asfalt r_asfalt2 r_asfalt3 r_bakblo r_bloodgolv22 r_bloodtak22 r_blueha r_burndwall r_ceil1 r_ceil2 r_ceiling r_cliff2 r_cliff3 r_con r_con2 r_concrettan r_cptavel r_cptavel2 r_crete r_creterst r_darkde r_darktpo r_ddraperi r_detonatorpapp r_doorapart r_doorapart2 r_doorblo1 r_doorhossa22 r_doorreflect r_doorwo1 r_doorwo2 r_drkwodoor r_drkwodoor2 r_duct r_dynamite r_elvatten r_exit1 r_exit2 r_face r_fade r_flhossa r_floblo1 r_flooryel r_flower_shop r_fomapo r_framblo r_garagevagga r_garagevaggagu r_garagewassa r_garagewaswe r_glgodown r_greenha r_greyguy r_greyguyslim r_guldgud r_gunnar r_hallwaywall r_hallwaywall2 r_head r_hexagonfl r_hissfl r_hissroof r_hisswa r_hospitalmap r_hossa22fl r_hossa22wa r_hosst1 r_hosst2 r_hosst3 r_hoswatile r_hoswatile2 r_hotl2 r_kontejnframm r_kontejnsida r_kruk r_lada r_marklandhospi r_matta1 r_matta2 r_matta3 r_matta4 r_meat r_metablood r_metalsafe r_metbludoor1 r_metbludoor2 r_metgrdoor1 r_metgrdoor2 r_metgrdoor3 r_metgrdoor4 r_metgrside r_metreddoor1 r_metreddoor2 r_metreddoor3 r_metredside r_metsteam r_nedanfor r_newsgud r_outwa r_overgang r_rack r_real_asfalta r_redha r_rstdoor r_rstdoor22 r_rulltrappa r_scanlineultra r_seaboat r_securitydoor r_sick2mark r_sick2vagg1 r_sickeye r_sickfloor r_sickgrind r_sickif r_sickkant r_sickman r_sickpil r_sicktree r_sickwalla r_sickwallaa r_sidablo r_sofa1 r_sofa2 r_sofa3 r_sofa4 r_speaker r_steelhosssa r_stonewalla r_super_cd r_super_market r_tapet r_tapetcrak r_tavla1 r_tavla2 r_tavla3 r_tavla4 r_tavla5 r_tavlbrdea r_tavlyelgod r_tmarkland r_todr r_todr2 r_toildoor r_toildoor2 r_toilfl1 r_toilwayel r_toilyel r_toiwallfan r_tolista r_trauma r_tringlady2 r_trkredside1 r_trkredside2 r_tskylt r_tunnelbanasvi r_tunnelbanetak r_tunnelbansgol r_tv r_tv2 r_ugleygirl r_vaggen r_valveflakt1 r_valveflakt2 r_valveroof r_valvewa r_venttt r_vitsmuts r_vitwablo1 r_wall1 r_walla33 r_warning222 r_wawetilgr r_window r_window2 r_window2li r_window3 r_window3li r_wofoll r_wood1 r_yellowha sick2vagg2 swat_caback swat_canvas swat_dash swat_door swat_grille swat_hood swat_indoor swat_side1 swat_side2 swat_side3 swat_tire t_enda t_tv1 t_tv2 t_tv3 t_tv5 t_tv6 t_tv7 t_tv8 tk_doubledoor2 trk2_side1 trk3_back trk3_front trk3_hood trk3_roof trk3_side1 trk4_back trk4_frnt trk4_hood trk4_roof trk4_side2 x_inwall1 x_inwall4 {for_gardinen {for_reslutt {for_sluttning {for_tree {forgrass1 {fortree22 {k_barbwire1[1] {po_firerail {po_freecrsl {po_laddrust {po_plantbush {po_rustygrt {po_rusygrtsm {po_ventfront {po_ventfrrst {r_brdeakey {r_facesick22 {r_facespot1 {r_facespot2 {r_facespot3 {r_facespot4 {r_fence1 {r_fence2 {r_footstep {r_gate1 {r_gate22 {r_kedja {r_kyrkstaket {r_plantagrass {r_sickfloorf {r_siflm {r_tringlady1 {r_valvesteam {r_yelgodkey {x_tree7a {x_tree8a {x_tree9b {x_tree9c
 
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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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