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DESERT.
06-10-2024 by Freimaurer
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(scrubbase_02 (scrubbase_03 +0~fifties_lgt2 +0~white +a~fifties_lgt2 -0SandRock -3Sand Brick002 CONC010 Concrete1_6 Concrete1_6D Concrete1_6H Concrete1_6L Concrete1_6V Concrete1_6W Door_wood Door_wood2 Door_wood2_side Door_wood_side FLR009 ROOF03 SKIP SandRoad SandRock0 SandRock1 SandRock2 SandTrim WDOOR003 WININD32 WOHO01 WWD009 WWD013 WWD014 Wood01 aaatrigger ammo01 ammo02 ammo03 ammo04 archway2_1 archway3_1 archway4_1 asphalt2_2 avawindow3 awn_large awning_grn bark barrel_exp01 barrel_exp02 black boxsides01 boxsides02 boxsides03 boxsides_d03 boxtops01 boxtops02 boxtops03 boxtops_d03 brck_wl2_1 brick1_5 brick_bridge2 brk_2 brk_as_bl_1 brk_jpn_new7 brk_jpn_old5 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 bunker_1 c0a0yellow c1a0_labglu c2a5_gun1 canyonssand1 cem_bldg_apts1 cem_bldg_apts3 cem_bldg_apts5 cem_bolt3 cem_bolt5 cem_wall_0 cem_wall_ora1 cem_wall_ora2 cem_wall_ora3 cem_wall_rst_4 cem_wall_wt1 cem_wall_wt2 cem_wall_wt3 cem_wall_wt6 cem_wall_wt7 cem_wall_wt8 clip conc_city2 conc_city2_1 conc_city2_2 conc_city2_3 conc_city3 conc_city3_1 conc_city3_2 conc_city3_3 conc_city3_4 conc_city3_5 conc_city4_1 conc_city4_2 conc_city_1 conc_city_2 conc_city_3 conc_drt_tile conc_drt_tstr conc_drt_wall_1 conc_drt_wall_2 conc_drt_wall_3 conc_drt_wall_4 conc_drt_wall_5 conc_drt_wall_6 conc_drt_wall_7 conc_drt_wall_8 conc_misc_1 conc_misc_glue conc_pillar_1 conc_wall_ribbe conc_words_1 cr_matmetal cr_shack1_1 crate09b cstrike_fh4wttl cstrike_me4metl d_voltage daank_grass dahab_gen dam_brick1_2 dirt1_1 dirt_crcked_1 dirt_dry01 door_ornat01 door_wood01 door_wood02 dr_oldwd01 dr_oldwd02 dr_oldwd03 dr_oldwd04 dr_oldwd05 dtrim1 dtrim3 duct1_1 edge1_1 edge2_1 edge3_1 fifties_trim1 generic89a generic89b hint hump1_1 kingkabob lab1_comp10b lab1_comp10c lab1_comp10d lab1_comp10e lab1_comp10f metl_corr01 metl_corr02 metl_corr03 misc_floor_tl1 misc_fr00t_4 misc_grg_dr misc_hay misc_mosq_1 misc_mosq_3 misc_mosq_4 misc_mosq_5 misc_mosq_6 misc_mosq_bdr misc_radtr_pip misc_roof_1 misc_sodamach1 misc_table3 misc_wpn_crate misc_wpn_crate2 misc_wpn_crate3 misc_wpn_crate5 mosque_roof1 ms_barrel_tp msc_rtls_wthrd mtl008 mtl_barrelcr8 mtl_barrelcr82 mtl_brk_wall_1 mtl_door_1 mtl_door_2 mtl_flr_dmd_bl mtl_gr8_2 mtl_rib_wl2a mtl_rib_wl2c mtl_ribbed_wall mtl_rst_pipe_2 mtl_rst_pipe_3 mtl_rst_rib_1 mtl_rst_rib_2 mtl_rst_roof mtl_rst_roof2 mtl_rst_roof3 mtl_rust_tube2 mtl_spprt_2 mtl_spprt_3 mtl_vent_1 olduct01 olduct02 olduct03 origin out_cac1 out_hay1 out_snd1 out_snd2 p4wal1 p_aoffice p_rug1_1 p_wall8_3b p_wall8_4 p_wall8_4a p_wall8_5 p_wall8_5a pfab_vent2 pfab_vent3 pi_rug1 pi_rug5 plaster_wall1_9 plaster_wall2_1 plaster_wall2_2 plaster_wall4_2 plaster_wall4_4 plaster_wall4_6 plaster_wall4_7 plaster_wall5_2 plaster_wall5_3 plaster_wall6_5 plasterwall1_11 plasterwall1_12 plasterwall1_3 plasterwall1_5a plasterwall6_1 plasterwall6_2 plasterwall6_4 poster_mine01 poster_mine02 poster_mine03 ppr_sd ppr_top rubble3_1 rubblebase1_1 rug01 rusted_mtl1_4 rv_brick1_1 rv_brick1_a sand sand_floor_1a sand_floor_2a sand_floor_2b sand_tiles1 sand_tiles2 sand_tiles3 sand_tiles4 sandtrim2a shop_closed4 sidewalk1_1 sidewalk1_18 sidewalk1_3 sidewalk1_4 sign_02_4 sign_gas01 sign_gas02 sign_mines01 sky snd_mrktpl staircarse t_gdoor3_1 thobe1 thobe2 thobe_hng tile017 tk_opencrate1 tk_wooddarkend tk_wooddarkslat wall_facade1_1 wall_facade1_2 wall_facade2_1 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 wallpaper3 wareh_ceiling wind-al01 wind-al04 wll_cin_gate wll_cin_win wll_msq_arch wll_msq_genar wll_msq_top wll_msq_trm wll_sndstn_rgh wll_stc_bluwin wll_stc_grn wood_cr8_1 wood_cr8_3 wood_door_large wood_door_plnk wood_door_sm1 wood_door_yel wood_flr24 wood_holy_non wood_misc_plnk1 wood_orna_dr1 {awning01 {awning02 {awning03 {awning04 {awning05 {blue {cage03 {canopy_gr1 {canopy_gr2 {dmcgrassb {duct_vnt {fence {grafitti_01 {grafitti_02 {grafitti_03 {grate_2 {grid2 {hanging02 {hanging03 {hanging04 {hanging05 {ladder1 {metl_corr02 {misc_wd_fence {mtl_fnc_gt {mtl_gr8_rst {mtl_ladder_2 {mtl_ldr_rst {mtl_rst_rail {pallet_side1 {pallet_side2 {pallet_top {prop_ar01 {prop_ar02 {prop_ar03 {prop_ar04 {prop_ar05 {ship_tag01 {ship_tag02 {ship_tag03 {ship_tag04 {ship_tag05 {ship_tag06 {sign_mines02 {sign_noAK01 {sign_noent01 {sign_stop01 {tele_pole_tran {telephone_wire {tk_grate {wind-al02 {wind-al03
 
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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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