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KAMI-PLATINUM
08-09-2004 by Chapo
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!K_water1 !K_water1b !K_water1c !K_water1d !K_water2 !K_water2b -0K_brick9 -0K_window10 -1K_brick9 -1k_window10 -2K_brick9 KX_crate1 KX_crate1b KX_crate1b2 KX_crate2 KX_crate2b KX_crate2b2 KX_crateCanvas KX_crateCanvas2 KX_snow3 KX_snow3b KX_snow3c K_Cement12b K_bark1 K_bark2 K_barrel1 K_barrel1b K_barrel2 K_barrel3 K_barrel3b K_beam1 K_beam2 K_beam3 K_beam4 K_beam5 K_bedbar1 K_bedbar2 K_bedding1 K_books1 K_bottom1 K_bottom2 K_bottom3 K_bottom4 K_bottom5 K_bottom6 K_bottom6b K_bottom7 K_brick1 K_brick10 K_brick11-2 K_brick11 K_brick11a K_brick11b K_brick11c K_brick11d K_brick11e K_brick12 K_brick13 K_brick13b K_brick13c K_brick14 K_brick15 K_brick15b K_brick16 K_brick16b K_brick16b2 K_brick16b3 K_brick16b4 K_brick17 K_brick18 K_brick19 K_brick2 K_brick20 K_brick21 K_brick22 K_brick23 K_brick24 K_brick25 K_brick26 K_brick27 K_brick28 K_brick29 K_brick29b K_brick3 K_brick30 K_brick31 K_brick32 K_brick33 K_brick33b K_brick34 K_brick35 K_brick35b K_brick36 K_brick36b K_brick36c K_brick37 K_brick38 K_brick39 K_brick4 K_brick40 K_brick41 K_brick41b K_brick42 K_brick43 K_brick44 K_brick44b K_brick44bc K_brick44bc2 K_brick44bc3 K_brick44c K_brick44cb K_brick45 K_brick46 K_brick46b K_brick47 K_brick48 K_brick49 K_brick5 K_brick50 K_brick50b K_brick51 K_brick51c K_brick52 K_brick52b K_brick53 K_brick7 K_brick8 K_brick9 K_brick9b K_bridge1 K_bridge2 K_building1 K_building10 K_building10b K_building10d K_building10d2 K_building10e K_building10e2 K_building11 K_building11b K_building12 K_building12b K_building13 K_building13b K_building14 K_building14b K_building14c K_building14d K_building14fix K_building15 K_building15b K_building15bc K_building15bd K_building15dcb K_building16 K_building16IV K_building16IVb K_building16b K_building17-2 K_building17 K_building17b K_building17c K_building18 K_building18b K_building19 K_building19b K_building1b K_building1e K_building1eb K_building2 K_building20 K_building20b K_building21 K_building21b K_building22 K_building23 K_building23top K_building24 K_building25-2 K_building25 K_building25b-2 K_building25b K_building26 K_building26b K_building27 K_building27b K_building28 K_building29-2 K_building29 K_building29b K_building3 K_building30-2 K_building30 K_building30b-2 K_building30b K_building31 K_building32 K_building33 K_building4 K_building5 K_building6 K_building6b K_building7 K_building7b K_building7c K_building8 K_burned1 K_burned2 K_burned3 K_burned4 K_bush1 K_bush1b K_bush2 K_bush3 K_bush3b K_bush4 K_bush4b K_bush4c K_bush4c2 K_bush5 K_bush5b K_canvas1 K_castle1 K_castle2 K_castle3 K_castle4 K_castle5 K_castle5b K_ceiling1 K_ceiling2 K_ceiling3 K_ceiling3b K_ceiling3c K_ceiling4 K_ceiling4b K_cement1 K_cement10 K_cement10b K_cement11 K_cement11b K_cement12 K_cement12c K_cement2 K_cement3 K_cement4 K_cement5 K_cement6 K_cement7 K_cement8 K_cement8b K_cement9-2 K_cement9-3 K_cement9 K_cement9b K_cement9c K_cement9c2 K_cement9d K_cement9e K_chimney1 K_chimney1b K_chimney2 K_chimney3 K_chimney4 K_chimney5 K_church1 K_church2 K_church3-2 K_church3 K_church3b K_church3c K_church3e K_church3f K_cobble1 K_cobble10 K_cobble10b K_cobble11 K_cobble11b K_cobble11b2 K_cobble11c K_cobble12 K_cobble12b K_cobble12c K_cobble2 K_cobble3 K_cobble4 K_cobble5 K_cobble6 K_cobble7 K_cobble8 K_cobble8b K_cobble8c K_cobble9 K_crate1 K_design1 K_design2 K_design3 K_dirt2 K_dirt2b K_dirt3 K_dirt3b K_dirt4 K_dirt5 K_document1 K_door1 K_door10 K_door11 K_door12 K_door12b K_door12c K_door12d K_door13-2 K_door13 K_door13b K_door13b2 K_door14 K_door14b K_door15 K_door15b K_door15c K_door15d K_door16 K_door16b K_door17 K_door18 K_door18b K_door18b2 K_door18b3 K_door19 K_door19b K_door1b K_door1c K_door1c2 K_door2 K_door20 K_door20b K_door20c K_door20c2 K_door21 K_door21b K_door3 K_door4 K_door5 K_door6 K_door7 K_door8 K_door9 K_frenchH1 K_frenchH2 K_frenchH2b K_frenchH2c K_frenchstucco1 K_frenchstucco2 K_glass2 K_glass3 K_glass4 K_glass5 K_glass5b K_grass1 K_grass10 K_grass10b K_grass11 K_grass11b K_grass11c K_grass11d K_grass11e K_grass2 K_grass3 K_grass4 K_grass5 K_grass6 K_grass7 K_grass7b K_grass8 K_grass8b K_grass9 K_gravel1 K_gravel2 K_gravel3 K_gravel3b K_gravel3b2 K_gravel4 K_gravel4b K_gravel5-2 K_gravel5 K_gravel5b K_ground1 K_ivy1 K_ivy1b K_ivy2 K_jam1 K_lamp1 K_lamp2 K_mattress1 K_metal1 K_metal2 K_metal3 K_metal3b K_metal3b2 K_poster1 K_poster2 K_poster3 K_road1 K_road2 K_road2b K_road3 K_road3b K_road3c K_road3d K_rock1 K_rock2 K_rock3 K_rock4 K_rock5 K_rock6 K_rock6b K_rock7 K_roof1 K_roof10 K_roof11 K_roof12 K_roof13 K_roof14 K_roof14b K_roof15 K_roof15b K_roof15b2 K_roof16 K_roof2 K_roof3 K_roof4 K_roof5 K_roof6 K_roof6b K_roof6c K_roof7 K_roof8 K_roof8b K_roof9 K_rope1 K_rope1b K_rope1c K_rubble1 K_rubble1b K_rubble1b2 K_rubble2 K_rubble3 K_rubble4 K_rubble5 K_rubble6 K_rubble6b K_rubble7 K_rubble8 K_sand1 K_sand2 K_sand2b K_sand2c K_sandbag1 K_sandbag1b K_sandbag2 K_sandbag2b K_sandbag3 K_shudder1 K_shudder2 K_shudder3 K_sidewalk1 K_sidewalk1b K_sidewalk2 K_sign1 K_signN1 K_signN2 K_signN3 K_snow1 K_snow1b K_snow2 K_snow2b K_stone1 K_stone10 K_stone10b K_stone11 K_stone12 K_stone12b K_stone13-2 K_stone13 K_stone13b-2 K_stone13b K_stone14 K_stone14b K_stone14b3 K_stone14b3B K_stone14c K_stone14d K_stone14d2 K_stone14e K_stone15 K_stone16 K_stone1b K_stone1b2 K_stone2 K_stone3 K_stone4 K_stone4b2 K_stone5 K_stone6 K_stone6b K_stone6c K_stone7 K_stone7b K_stone7c K_stone8 K_stone9 K_stone9b K_stonew1 K_stonew1b K_stonew1c K_stonew2 K_stonew2b K_stonew2c K_stonew2c2 K_stonew3 K_stonew4 K_stonew4b K_stonew4b2 K_stonew5 K_stonew5b K_stonew5c K_stonew5d K_stonew5d2 K_stucco1 K_stucco10 K_stucco10b K_stucco10b2 K_stucco10b3 K_stucco10bB K_stucco11 K_stucco1b K_stucco2 K_stucco2b K_stucco3 K_stucco3b K_stucco4 K_stucco4b K_stucco4c K_stucco5 K_stucco5b K_stucco8 K_stucco8b K_stucco8c K_stucco8d K_stucco8e K_stucco9 K_stucco9b K_stucco9c K_stucco9d K_tile1 K_tile1b K_tracks1 K_trenchwood1 K_wall1 K_wall10 K_wall10b K_wall11 K_wall12 K_wall12b K_wall13 K_wall14 K_wall15 K_wall16 K_wall17 K_wall18 K_wall18b K_wall19 K_wall19b K_wall1b K_wall2 K_wall20 K_wall20b K_wall21 K_wall21b K_wall22 K_wall23 K_wall24 K_wall25 K_wall26 K_wall27 K_wall28 K_wall29 K_wall29b-2 K_wall29b K_wall3 K_wall30 K_wall31 K_wall32 K_wall33 K_wall33b K_wall34 K_wall35 K_wall35b K_wall35c K_wall35d K_wall36 K_wall37 K_wall38 K_wall38b K_wall38c K_wall39 K_wall4 K_wall40 K_wall40b K_wall40ba K_wall40bb K_wall41 K_wall42 K_wall42b K_wall42b2 K_wall43 K_wall44 K_wall45 K_wall45b K_wall46 K_wall47 K_wall48 K_wall49 K_wall4b K_wall4c K_wall5 K_wall50 K_wall50b K_wall50bc K_wall51 K_wall52 K_wall52b K_wall53 K_wall53b K_wall53c K_wall54 K_wall55 K_wall55b K_wall56 K_wall6 K_wall7 K_wall8 K_wall8b K_wall9 K_wallpaper1 K_wallpaper2 K_wallpaper3 K_wallpaper4 K_window1 K_window10 K_window11 K_window11b K_window11c K_window2 K_window3 K_window4 K_window4b K_window5 K_window5b K_window6 K_window7 K_window7b K_window7c K_window8 K_window9 K_window9b K_wood1 K_wood10 K_wood10b K_wood11 K_wood11b K_wood11c K_wood2 K_wood3 K_wood4 K_wood5 K_wood5b K_wood6 K_wood7 K_wood7b K_wood7c K_wood7d K_wood8 K_wood9 K_wood9b K_wood9c K_woodwindow1 K_wtr1 K_wtr1b K_wtr2 TRANSLUCENT_blu afdasfa doorsize64x96 hint skip {A_clock1 {K_bars1 {K_bed1 {K_bed1b {K_bedsprings {K_bell1 {K_bell1b {K_boards1 {K_boards1b {K_bush3T {K_clock1 {K_clothes1 {K_clothes2 {K_clothes3 {K_enforcewire1 {K_enforcewire2 {K_enforcewire3 {K_fence1 {K_fence2 {K_grate1 {K_hedge1 {K_hedge2 {K_ladder1 {K_ladder2 {K_ladder3 {K_lantern1 {K_lattace1 {K_lattace2 {K_light1 {K_lock1 {K_moss1 {K_moss2 {K_outline1 {K_outline1b {K_outline1c {K_outline2 {K_outline2b {K_outline3 {K_outline4 {K_outline4b {K_outline5 {K_outline6 {K_outline7 {K_pipe1 {K_pipe1b {K_plant1 {K_plant1b {K_plant1c {K_plant2 {K_plant3 {K_plant4 {K_railing1 {K_railing2 {K_railing3 {K_railing4 {K_railing5 {K_railing5b {K_sign1b {K_sign1part2 {K_support1 {K_tree1 {K_tree2 {K_tree3 {K_tree4 {K_tree5 {K_tree5b {K_tree5c {K_tree6-2 {K_tree6 {K_tree6B {K_tree6B2 {K_tree6b3 {K_tree7-2 {K_tree7 {K_tree7b {K_tree7c {K_tree8 {K_tree8b {K_tree8bra {K_window7cT
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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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