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OPFOR
08-09-2004 by Chapo
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!BOSS_B !FLOOR_ROB +0CAT_FRONT +0CIV_RECHARGE +0COMP_A +0PCV +0SGN_MESSAGE +0SIGN_BRIDGE +0SIGN_GEARBOX +0SIGN_VALVE +0SIGN_VENT +0TELE_A +0TELE_B +0WALL_GRN_CMP +0XENO_WALL_A +1CAT_FRONT +1SGN_MESSAGE +1TELE_A +1TELE_B +1WALL_GRN_CMP +1XENO_WALL_A +2SGN_MESSAGE +2TELE_A +2TELE_B +2WALL_GRN_CMP +2XENO_WALL_A +3SGN_MESSAGE +3TELE_A +3TELE_B +4TELE_A +4TELE_B +ACIV_RECHARGE +ACOMP_A +APCV +ASGN_MESSAGE +ASIGN_BRIDGE +ASIGN_GEARBOX +ASIGN_VALVE +ASIGN_VENT -0BLUEWALL_PAN1 -0BLUEWALL_PAN2 18WHL_FLOOR 18WHL_INSIDE 18WHL_OUTSIDE AAA_1 AAA_2 AAA_3 AAA_HURT AAA_MULTI AAA_ONCE AAA_PUSH AAA_PUSH2 AAA_TRIGGER AAA_WALL BEDDING BLK_TRK_AXLE BLK_TRK_BED BLK_TRK_BUMPER BLK_TRK_CABACK BLK_TRK_CANVAS BLK_TRK_DASH BLK_TRK_DOOR BLK_TRK_FENDER BLK_TRK_GRILLE BLK_TRK_HOOD BLK_TRK_INDOOR BLK_TRK_PIPE BLK_TRK_RIM BLK_TRK_SEAT BLK_TRK_SHOCKS BLK_TRK_SIDE BLK_TRK_TIRE BLK_TRK_TREAD BOARD_WINDOW BOOT_DIRT_01 BOOT_GRASS_01 BOOT_GRASS_02 BOOT_GRASS_03 BOOT_GRASS_04 BOOT_GRASS_05 BOOT_GRASS_06 BOSS_LASER_01 BOSS_LASER_02 BRN_CEILING BTTN_BRK_01 BTTN_GEARBOX BTTN_WASTE BXTOP_N_BAHL BXTOP_N_DEUP BXTOP_N_FAUL BXTOP_N_HEIR BXTOP_N_MART BXTOP_N_MERT BXTOP_N_MONT BXTOP_N_PITC BXTOP_N_SHEP BXTOP_N_WARD C2A5_SIGN2 CAT_FRONT CAT_INSIDE CAT_SIDE CAT_SIDE_02 CAUTION_STRIPE CEIL_TILE_DMG CIV_EDGE CIV_RECHARGER COMP_01 COMP_02 CRATE_01 CRATE_02 CRATE_04 CRATE_05 CRATE_06 CRATE_07 CRATE_08 CRATE_09 CRATE_UNBRK_01 CRATE_UNBRK_02 CRATE_UNBRK_03 CRATE_UNBRK_04 CRATE_UNBRK_05 CRATE_WD_01 CRATE_WD_02 CRATE_WD_03 CRATE_WD_04 DIRT_01 DISPLACER_01 DISPLACER_02 DOOR_BIG_01 DOOR_BIG_02 DOOR_GARAGE DOOR_GARAGE_02 DOOR_GREEN DOOR_GREEN_02 DOOR_MTL_01 DOOR_RUSTY DOOR_SPLIT_01 DOOR_SUB_01 DOOR_SUB_02 DOOR_SUB_03 DOOR_TUNL DOOR_WINDOW_01 DRAWER_METAL EYE_CHART FANBLADE GLASS_MEASURE GORDON_01 GRND_01 GRND_02 H2OTANK_FRONT H2OTANK_SIDE H2OTANK_TOP HINT JNG_TREE_TRUNK LIGHT_BLUE LIGHT_YELLOW MANHOLE_COVER METALWALL_01 METAL_A_01 METAL_A_02 METAL_A_03 METAL_A_04 METAL_PATCH METAL_STRIPE MORTAR_CNTRL NAMEPLATE_JONES NAMEPLATE_REAR OSPREY_WING PALLET_02 PANEL_01 PCV_HANGER PCV_HANG_02 PCV_HANG_03 PCV_HANG_04 PCV_HANG_05 PCV_HANG_06 PCV_XCRATE PIC_01 PIC_02 PIC_03 PLANT__02 RADIOACTIVE ROPE ROPE_NET_01 ROPE_NET_02 SCREEN_01 SCROLL_WTR_GRN SIGN_ACCESS_01 SIGN_ACCESS_02 SIGN_ACCESS_03 SIGN_ACCESS_04 SIGN_ACCESS_05 SIGN_ACCESS_06 SIGN_ACCESS_07 SIGN_ADV_TRAIN SIGN_AIRLOCK SIGN_ARMORY SIGN_BASIC SIGN_BDRC SIGN_BDRC_02 SIGN_BIODOME SIGN_BIO_ACCESS SIGN_BIO_CONT SIGN_BIO_CULT SIGN_BIO_DRAIN SIGN_BIO_OB_01 SIGN_BIO_OB_02 SIGN_BIO_OB_03 SIGN_BIO_TEST SIGN_BRIDGE_OFF SIGN_CLNSUIT SIGN_CONT_1 SIGN_DANGER_01 SIGN_DEPOSIT SIGN_DIRECT_01 SIGN_DIRECT_02 SIGN_DRILL SIGN_ELV_LEFT SIGN_ELV_RIGHT SIGN_ELV_RT_01 SIGN_EMPLOYEE SIGN_FLAMMABLE SIGN_FLUSH SIGN_FLUSH_01 SIGN_GAMMA SIGN_GBOX SIGN_GEN_Y SIGN_H2O_LABS SIGN_HANDI SIGN_HAZMAT SIGN_HEAD SIGN_INFIRMARY SIGN_INTAKE SIGN_LAMTRAN SIGN_LIVE_FIRE SIGN_LOADER SIGN_MIRROR SIGN_NVISION SIGN_OUTAKE SIGN_OUT_A_OR SIGN_OVERFLOW SIGN_OVERIDE SIGN_PCV_EQUIP SIGN_PISTOL SIGN_PRESS SIGN_PUMP_AX SIGN_RADIATION SIGN_ROPE SIGN_SNIPE_01 SIGN_SNIPE_02 SIGN_SPILLS SIGN_SQUAD SIGN_START SIGN_STEAM SIGN_STORAGE04 SIGN_STR_02 SIGN_STR_03 SIGN_TAC_OP SIGN_TEST_FLAME SILO2_PAN2 SILO2_WALL3 SNACK_MACH_01 SNACK_MACH_02 SNACK_MACH_03 TABLE_01 TABLE_02 TARGET TARGET_25 TARGET_50 TARGET_75 TENT_SPHINK TIRE_01 TIRE_02 TIRE_03 TNNL_W5 TOOLS TUBE_01 WALL_BOOT_DMG WALL_GREEN WALL_GRN01 WALL_GRN02 WALL_GRN02_BRK WALL_GRN03 WALL_GRN03_BRK WALL_GRN04 WALL_GRN05 WALL_GRN06 WALL_GRN_MTL_01 WALL_GRY_01 WIRE_BLACK WIRE_BLUE WIRE_RED WORKBENCH XCRATE_EXP_01 XCRATE_EXP_02 XCRATE_EXP_03 XENO_BOSSBACK XENO_GRAPPLE XENO_GRAPPLE_02 XENO_GRAPPLE_03 XENO_GRAPPLE_04 XENO_GRAPPLE_05 XENO_GRAPPLE_06 XENO_GRAPPLE_07 XENO_TILE_01 XENO_WACK_01 XENO_WACK_02 XENO_WALL_01 XENO_WALL_02 XENO_WALL_03 XENO_WALL_04 XENO_WALL_05 XRAY_ZOMB {GATE_01 {GRATE_01 {GRATE_02 {GRATE_03 {GRATE_04 {JNG_TREE_01 {PALLET_01 {PLANT__01 {RACK_BACK {RACK_SIDE {RAILING_01 {RAILING_02 {RAILING_03 {RAILING_04 {ROPE_NET {ROPE_NET_02 {SHRUB_01 {SNACK_MACH {SPORESPLAT_01
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PRISONED-4
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Random Maps
 
Community 17b
Shoutbox
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
*
04-29-2025 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.
*
04-29-2025 at 7:08 AM
The author of a map is the one who compiles it, change my mind
04-29-2025 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.
*
04-29-2025 at 10:13 AM
Or can this be done with bspedit?
Or is it dependent on the destination game.
*
04-29-2025 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.
04-29-2025 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
04-29-2025 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?
04-29-2025 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
04-29-2025 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
04-29-2025 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.
04-29-2025 at 12:56 PM
We should use the Discus chat that Arkshine setup I think, all old discussion gets preserved there smiley
04-29-2025 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
04-29-2025 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
04-29-2025 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
04-29-2025 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
04-29-2025 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
04-29-2025 at 7:59 PM
@FIXXOR: Thanks for the explanation.
P.s.: While going through the byplt-maps, I came across this map and decided to give you credit for it.
You'll probably agree with it, right?
Yesterday at 4:26 PM
I only edited the MaxRange on that one in the entity list, I'm technically the "creator" of that version of the map I guess, but it's pretty superfluous accreditation
Yesterday at 6:40 PM
in the message field of the game_text entity I left: "Mapped by Spoon & Chris | Infected-Servers.com | Edited to increase Max Range" (this text displays upon launching the map)
Yesterday at 6:44 PM
technically you can just edit the maxrange property and not even rename the map since it shouldn't cause a mismatch, so it's a useless edit for any savvy host
Yesterday at 6:47 PM
basically entity properties are decided by the entity configuration of the host, you can outright remove entities such as doors and breakables this way and play with someone who has the original version of the map, because removal in this context just means they won't load, they are still stored in the map file
Yesterday at 6:54 PM
in the case of the MaxRange property, this just tells the game at which distance from the player's pov the map should no longer be rendered, in-game it will vanishpast that point
Yesterday at 7:00 PM
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