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+0~light4a +0~white +a~light4a Crackdown14a Crackdown15 Crackdown16 Kar_storefront0 NTDM1_cont02 NTDM1_cont03 NTDM1_cont04 NTDM1_cont05 PR_door01 TWall T_garagedr Window03b Window03c Wood01 abyss_floor05 arcade_tv bansig4 bansig8 bazooka_w01 bazooka_w09 bazooka_w13 bazooka_w13_01 bazooka_w14 bazooka_w15 bazooka_w19 bazooka_w22 bazooka_w38 bcontainer1 black bn_30 bot_wall01 br_bk-win02 br_win01 camo_wall09 camo_wall11 champ_roof01 chrome_trim02 cr_dirt2 crate4 crate5 crate_gunF01 crate_gunF02 cuwllg cuwllt cuwndh d2wood5 de_san_wall_11 desert_floor52 desert_quard02 desky_bottome02 desky_wall04 djEstWll2W22 djEstWll2W2Dr djEstWll3b djEstWll5W2Dty djGrass1 dt_car2back dt_car2side exttrim03_spec flatbed_engine glass_dark govenrcar1 governcar2 governcar3 governcar4 governcar5 groundc_spec hidden_floor03 hidden_metal01_ hidden_wall05 hidden_wall05_0 hidden_wall08 hidden_wall08_1 hs_door02 hs_fence01 hs_wall11 hs_wall12 hs_wall13 hs_wall22 hs_wall23 hs_wall26 hs_wall27 i_floor2 in_wall27 in_window1 india_wall03 indonesia4 ka_champ_win01 kart_pipe01 lab1_comp3d lab1_comp8 lab1_flr4b light05a line_Bwall15 line_Bwall_50 line_door02 ma2_wall06 marketwall01e matt_outwooden metal_bord01 metal_bord03 metalwall005b metalwall085a metro_cont01 misc_table2 miwoodm out_w6b pa_wall06 pa_wall06_1 pa_wall07_1 pdoor1 pi_floorst4 pi_floorst4g pi_pota pi_ticketwnd pi_wood3 pilar2 plasterwall003a plasterwall008f plywood_ext_01 police_line pve11p_door01 pve11p_door02 pve11p_door03 pve11p_wall03 pve11p_wall03_1 pve11p_wall04_3 pve11p_wall04_5 pve11p_wall04_7 pve11p_wall04_8 pve11p_wall06 pve11p_wall13_4 pve11p_wall18 pve11p_window07 pve_11lwall01 pve_11lwall13 pve_11lwall17 pve_11lwindow05 pve_Halone26 pve_Halone28 pve_Halone34a pve_Halone34b pve_Halone36 pve_Halone37a pve_Halone37b r_pewseat01 rs_floor07 rv_Bcobble rv_BrnBrick2win rv_lamp sb_box01a sb_box01b sb_box03b sb_floor01 sb_floor02 sky sp_onibus2-f sp_onibus2-l1 sp_onibus2-t start_floor_02 swatvan1 swatvan2 swatvan3 tankside tanktop tanktrak tanktur tcar tdm01_brick02 tdm_truck01 tdm_truck02 tdm_truck03 tdm_truck04 ticket_mach tnnl_w5f2 tomb_wall02 trk2_back trk2_front trk2_hood trk2_roof trk2_side trk_bed trk_bumper trk_canvas trk_door trk_grille trk_hood trk_rim trk_side trk_tire trk_tread truth2_wall_01 tshull9 tun_door01 tun_wall01 tun_wall03 tusc_floor32 tusc_wall17d tusc_wall32a2 van_floor01a vo_door04 vo_win1_02 vo_win1_03 vo_win5_01 vo_win6_01 vo_win7_01 wall04pnltrim_s windunis wmsh69 wood_holy_non woodstair02_spe woodwall011a ws_wall06_2 ws_wall08_1 ws_wall08_3 ze1_ground06 ze_door02 ze_v_win01 zm3_wall59 zm_line_wall09a zs_02_bot01_2 zs_5wall01 zs_5wall07 zs_5wall22 zs_floor_14 {Veranda03 {_arrow_02 {ae_ladder01 {arrow_l {bad_matal_01 {bam_trees03 {barbwire-g7 {barbwire-g8 {bot_fence02 {cable {cufence {decals01 {decals03 {desert_panel51 {desert_wire53 {fence {fortop2 {graf_1 {invisible {ladder2 {metro_Sfance01 {pi_benchside {pv_antenna2 {railing2_1 {rv_lampiron {trace_inwall01 {treeorz {treeorzzzz {tun_line01 {tusc_door01 {zb_flag {ze_v_fence01 {ze_window_1 {zm_shopdoor_01 ~light3c ~light5a
 
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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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