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†Blade†
03-18-2009, 04:59 PM
December 20th, 2011 Valve Maps Decompiled for easy referencing.
Map Pack is RARed for best storage making it 1/20th the actual size.
All maps have been decompiled by me(†Blade†).

http://dl.dropbox.com/u/445558/TF2Maps/OfficialValveMapsDecompiled.png

{colsp=8}Map Pack: Official Valve Maps Decompiled Pack (http://dl.dropbox.com/u/445558/ValveTF2Maps/OfficialValveMapsDecompiled.rar)

{colsp=8}
{colsp=8}
{colsp=8}
Arena|Capture Points|Capture the Flag|King of the Hill|Payload|Payload Race|TC|Misc
Badlands (http://dl.dropbox.com/u/445558/ValveTF2Maps/arena_badlands_d.rar)|5 Gorge (http://dl.dropbox.com/u/445558/ValveTF2Maps/cp_5gorge_d.rar)|2Fort (http://dl.dropbox.com/u/445558/ValveTF2Maps/ctf_2fort_d.rar)|Badlands (http://dl.dropbox.com/u/445558/ValveTF2Maps/koth_badlands_d.rar)|Badwater Basin (http://dl.dropbox.com/u/445558/ValveTF2Maps/pl_badwater_d.rar)|Hightower (http://dl.dropbox.com/u/445558/ValveTF2Maps/plr_hightower_d.rar)|Hydro (http://dl.dropbox.com/u/445558/ValveTF2Maps/tc_hydro_d.rar)|Item Test (http://dl.dropbox.com/u/445558/ValveTF2Maps/item_test_d.rar)
Granary (http://dl.dropbox.com/u/445558/ValveTF2Maps/arena_granary_d.rar)|Badlands (http://dl.dropbox.com/u/445558/ValveTF2Maps/cp_badlands_d.rar)|Double Cross (http://dl.dropbox.com/u/445558/ValveTF2Maps/ctf_doublecross_d.rar)|Harvert Event (http://dl.dropbox.com/u/445558/ValveTF2Maps/koth_harvest_event_d.rar)|Barnblitz (http://dl.dropbox.com/u/445558/ValveTF2Maps/pl_barnblitz_d.rar)|Nightfall (http://dl.dropbox.com/u/445558/ValveTF2Maps/plr_nightfall_final_d.rar)||Dustbowl(Training) (http://dl.dropbox.com/u/445558/ValveTF2Maps/tr_dustbowl_d.rar)
Lumberyard (http://dl.dropbox.com/u/445558/ValveTF2Maps/arena_lumberyard_d.rar)|Coldfront (http://dl.dropbox.com/u/445558/ValveTF2Maps/cp_coldfront_d.rar)|Sawmill (http://dl.dropbox.com/u/445558/ValveTF2Maps/ctf_sawmill_d.rar)|Harvest Final (http://dl.dropbox.com/u/445558/ValveTF2Maps/koth_harvest_final_d.rar)|Frontier (http://dl.dropbox.com/u/445558/ValveTF2Maps/pl_frontier_final_d.rar)|Pipeline (http://dl.dropbox.com/u/445558/ValveTF2Maps/plr_pipeline_d.rar)||Target(Training) (http://dl.dropbox.com/u/445558/ValveTF2Maps/tr_target_d.rar)
Nucleus (http://dl.dropbox.com/u/445558/ValveTF2Maps/arena_nucleus_d.rar)|DeGroot Keep (http://dl.dropbox.com/u/445558/ValveTF2Maps/cp_degrootkeep_d.rar)|Turbine (http://dl.dropbox.com/u/445558/ValveTF2Maps/ctf_turbine_d.rar)|Lakeside (http://dl.dropbox.com/u/445558/ValveTF2Maps/koth_lakeside_final_d.rar)|Gold Rush (http://dl.dropbox.com/u/445558/ValveTF2Maps/pl_goldrush_d.rar)|||
Offblast (http://dl.dropbox.com/u/445558/ValveTF2Maps/arena_offblast_final_d.rar)|Dustbowl (http://dl.dropbox.com/u/445558/ValveTF2Maps/cp_dustbowl_d.rar)|Well (http://dl.dropbox.com/u/445558/ValveTF2Maps/ctf_well_d.rar)|Nucleus (http://dl.dropbox.com/u/445558/ValveTF2Maps/koth_nucleus_d.rar)|Hoodoo (http://dl.dropbox.com/u/445558/ValveTF2Maps/pl_hoodoo_final_d.rar)|||
Ravine (http://dl.dropbox.com/u/445558/ValveTF2Maps/arena_ravine_d.rar)|Egypt (http://dl.dropbox.com/u/445558/ValveTF2Maps/cp_egypt_final_d.rar)||Sawmill (http://dl.dropbox.com/u/445558/ValveTF2Maps/koth_sawmill_d.rar)|Thunder Mountain (http://dl.dropbox.com/u/445558/ValveTF2Maps/pl_thundermountain_d.rar)|||
Sawmill (http://dl.dropbox.com/u/445558/ValveTF2Maps/arena_sawmill_d.rar)|Fastlane (http://dl.dropbox.com/u/445558/ValveTF2Maps/cp_fastlane_d.rar)||Viaduct (http://dl.dropbox.com/u/445558/ValveTF2Maps/koth_viaduct_d.rar)|Upward (http://dl.dropbox.com/u/445558/ValveTF2Maps/pl_upward_d.rar)|||
Watchtower (http://dl.dropbox.com/u/445558/ValveTF2Maps/arena_watchtower_d.rar)|Foundry (http://dl.dropbox.com/u/445558/ValveTF2Maps/cp_foundry_d.rar)||Viaduct Event (http://dl.dropbox.com/u/445558/ValveTF2Maps/koth_viaduct_event_d.rar)|
Well (http://dl.dropbox.com/u/445558/ValveTF2Maps/arena_well_d.rar)|Freight (http://dl.dropbox.com/u/445558/ValveTF2Maps/cp_freight_final1_d.rar)|||||
|Gorge (http://dl.dropbox.com/u/445558/ValveTF2Maps/cp_gorge_d.rar)||||||
|Granary (http://dl.dropbox.com/u/445558/ValveTF2Maps/cp_granary_d.rar)||||||
|Gravel Pit (http://dl.dropbox.com/u/445558/ValveTF2Maps/cp_gravelpit_d.rar)||||||
|Gullywash (http://dl.dropbox.com/u/445558/ValveTF2Maps/cp_gullywash_final1_d.rar)||||||
|Junction (http://dl.dropbox.com/u/445558/ValveTF2Maps/cp_junction_final_d.rar)||||||
|Mann Manor (http://dl.dropbox.com/u/445558/ValveTF2Maps/cp_manor_event_d.rar)||||||
|Mountainlab (http://dl.dropbox.com/u/445558/ValveTF2Maps/cp_mountainlab_d.rar)||||||
|Steel (http://dl.dropbox.com/u/445558/ValveTF2Maps/cp_steel_d.rar)||||||
|Well (http://dl.dropbox.com/u/445558/ValveTF2Maps/cp_well_d.rar)||||||
|Yukon (http://dl.dropbox.com/u/445558/ValveTF2Maps/cp_yukon_final_d.rar)||||||

YM
03-18-2009, 05:04 PM
Good to have all the up to date ones :)

+stickied

Armadillo of Doom
03-19-2009, 09:21 AM
Well done sir :)

†Blade†
03-19-2009, 11:45 AM
You're very welcome and thank you. :) I'll keep this updated month to month.
So any updates to any map will get included.
The only thing is... how can I edit the thread title?
So I can change it next month to Valve Maps(Decompiled) 4/1/2009

Muffin Man
03-19-2009, 04:24 PM
Nice list there.

If you'd like to add an "all Valve maps" pack to the list, click here (http://forums.tf2maps.net/showthread.php?t=4855). :)
It's got no community maps, though, but all Valve maps are up to date.

DontWannaName
03-20-2009, 05:03 PM
The hardest thing is going to know when Valve updates the maps without mentioning it in the changelog.

StoneFrog
03-20-2009, 05:05 PM
MD5 Hash?

Then again, that wouldn't work unless somebody kept periodic backups of the GCF's BSPs or VMEX somehow magically decompiled maps the same way each time. :P

Owlruler
03-21-2009, 02:39 AM
Well done

+http://forums.tf2maps.net/enlighten/buttons/post_thanks.gif

Domino
03-25-2009, 08:55 AM
Thanks both Muffin and Blade, just what I was looking for before I got started :)

†Blade†
03-25-2009, 09:12 AM
@MuffinMan - I would've used your map pack but it was missing some of the newer maps like Egypt, Watchtower, Juntion, Steel & Fastlane. So I just zipped all the current ones up that are up for individual download into one big zip.

@Don'tWannaName - Yea this is true, which is why I just plan on doing it monthly. Same day and time each month. If I happen to see valve update a map before then or a little after I might just go ahead and do it then. Not really a burden as it only took about 10 minutes to decompile, re-name, zip & upload.

@StoneFrog - What exactly is MD5 Hash? I've heard of people mentioning that program before but I never actually took the time to look it up and find out what it does.

@Domino - You're welcome! I've been using the valve maps very periodically for ideas and for making stuff look authentic lately. Hopefully it'll work out for me better this time in this competition. =)

Engineer
03-26-2009, 08:58 AM
Thanks, i allways wanted to explore valve maps in hammer.

Edit: Wow, i opened well and i was really amazed, so many brushes :o

†Blade†
03-26-2009, 09:18 AM
Yea, there is quite a bit of everything in all the valve maps.
Not gonna lie, the guy behind the wheel of making those maps is quite the talented one.

†Blade†
04-08-2009, 09:32 PM
+op updated to this months maps updates if there were any.

If a admin could change the actual thread top to what the first post says that'd be great. If there was a way for me to do it I wouldn't ask. thanks. :)

DaFatCat
04-19-2009, 10:51 PM
Thanks so much, this will hopefully make it easier to build TC maps :D

A Boojum Snark
04-19-2009, 11:00 PM
Thanks so much, this will hopefully make it easier to build TC maps :D
If all you're looking for is the game setup check my sig ;) These are good for looking at everything else though.

MigitMatt
04-25-2009, 12:50 PM
Very useful, thank you! :)

Zeewier
05-22-2009, 06:24 AM
I'm hosting decompiled versions of valves new maps for a few days:

EDIT: See thread for up-to-date maps!

There a still major (gameplay) bugs in sawmill. (shooting/seeing through walls, respawn room visualisers, playerclips, a lot if visual bugs (lights fading distances)) So I think that will be fixed in a few days. Also some visual bugs in nucleus (wrong textures on the sides) and pipeline (no real explosion! xD)

†Blade†
05-22-2009, 10:33 AM
Maaaaan, can't even give a brother a few days! :blushing:

Zeewier
05-24-2009, 09:29 AM
Hmmz are you going to upload these/yours to a real mirror BladeMasterPsi? Because a few days
have passed :P

†Blade†
05-24-2009, 11:35 PM
Well if in my defense, I had formatted to the newest W7 RC and had to let me TF2 re install and update. I will be decompiling those babies tonight and have them up by tomorrow!

DJive
06-02-2009, 11:32 AM
well if in my defense, i had formatted to the newest w7 rc and had to let me tf2 re install and update. I will be decompiling those babies tonight and have them up by tomorrow!

buzz!

bomc
06-02-2009, 11:33 AM
Because
a few days! :blushing:
have passed :P
...a few days ago

†Blade†
06-02-2009, 01:40 PM
hahaha, okay, okay, I was gone in West Virginia for some white water rafting, but the decompiled maps are on their way to uploading as I type this. I'll post an Op Update as soon as the last one has finished uploading! :)

†Blade†
06-02-2009, 02:51 PM
+Op Updated! Every get their brand new fully updated and bug fixed maps!

Sorry again for the month of slack I had to throw out there... I was quite busy though as you can see. but never again shall it happen! :)

Mar
06-02-2009, 02:53 PM
Tommorow is the longest day.

†Blade†
06-02-2009, 02:58 PM
Tomorrow is as long as you want it to be... for me tomorrow is always the next day... and for valve... tomorrow is...

Valve Time | Actual Time
Tomorrow | Tomorrow

FRICK! Okay, I give...

Burnzoire
06-15-2009, 08:46 PM
it'll be interesting to see how valve use vis groups

The Political Gamer
06-15-2009, 08:48 PM
LOL This thread is now useless.

A Boojum Snark
06-15-2009, 08:49 PM
Burn: Vis groups only reside in the VMF as they are Hammer functions, once compiled they no longer exist, so decompiles won't have them.

TPG: not at all... they didn't include all of the maps. :/

The Political Gamer
06-15-2009, 08:50 PM
TPG: not at all... they didn't include all of the maps. :/What?

A Boojum Snark
06-15-2009, 08:55 PM
Here's the list of maps that are included in the update: Lumberyard, Ravine, Badlands, Dustbowl, Granary, Gravelpit, 2Fort, Badwater, Goldrush, and Hydro.
This thread has Pipeline, all three versions of Well, arena versions of Granary and Badlands, arena_nucleus, arena_sawmill.
edit: oh and all the community maps

Burnzoire
06-15-2009, 11:09 PM
Burn: Vis groups only reside in the VMF as they are Hammer functions, once compiled they no longer exist, so decompiles won't have them.

TPG: not at all... they didn't include all of the maps. :/

Sorry I should have specified - I was referring to the latest Valve announcement on how they are releasing the .vmf's in an SDK update.

A Boojum Snark
06-15-2009, 11:21 PM
Well I don't think those have them either, at least the ones I saw, which is sad because I agree.

Burnzoire
06-15-2009, 11:34 PM
oh really? bummer...

Scruga
07-04-2009, 01:29 AM
Good idea! I'm going to make hoodoo a cp map!



(jk don't be angry :3)

†Blade†
07-28-2009, 08:08 AM
I may have skipped this month, but that's because there hasn't been any updates. So I figured if no updates are needed to be downloaded then nothing has changed with any of the map releases as well. But just in case I'll refresh the listings as of the first week in august just to be on the safe side. :)

UKCS-Alias
07-28-2009, 08:46 AM
sdk_arena_lumberyard.vmf
sdk_arena_ravine.vmf
sdk_cp_badlands.vmf
sdk_cp_dustbowl.vmf
sdk_cp_granary.vmf
sdk_cp_gravelpit.vmf
sdk_ctf_2fort.vmf
sdk_pl_badwater.vmf
sdk_pl_goldrush.vmf
sdk_tc_hydro.vmf

That are the released ones so they can be removed from your list or at least updated

The Political Gamer
08-13-2009, 06:43 PM
Update in 5...4...3...2...

†Blade†
08-13-2009, 06:50 PM
Oooooops, Sorry, was caught up in a pl map i was helping a friend make, totally slipped my mind. Once I get back from QuakeCon in Texas I'll get right on that! =)

†Blade†
08-20-2009, 06:18 AM
Done! Done! Done! :( I feel as if I let people down taking so long to update the list. Please forgive me! :)

A Boojum Snark
08-20-2009, 11:21 AM
What's up with the capitalization? viaduct = actual single word, so is sawmill. ViaDuct, SawMill and OffBlast look dumb :P

†Blade†
08-20-2009, 06:34 PM
What's up with the capitalization? viaduct = actual single word, so is sawmill. ViaDuct, SawMill and OffBlast look dumb :P

:cursing: :cursing: :cursing: :cursing: :cursing: :cursing:

Fine! Then with the gods of Jelly and Jam! :O I change back those name messups!

:facepalm:

Lol

†Blade†
08-23-2009, 04:47 PM
Sorry for the double post, but could a mod please update the thread name to show the correct and updated date of which the maps were decompiled please?

Icarus
08-23-2009, 11:12 PM
If you really want to be picky it's "Gold Rush" and "Gravel Pit"

:P

Kronixx
08-24-2009, 12:25 AM
Icarus is a title nazi

†Blade†
08-24-2009, 05:35 AM
Changed aaaand changed! :)

[O]
08-28-2009, 01:39 PM
im looking for cp_yukon decompiled. or for the resources within in it. theres the huge pipe that we walk over right outside spawn that i want.

if anyone knows where i can get that, id appreciate it

shadowfax
08-28-2009, 01:41 PM
;99696']im looking for cp_yukon decompiled. or for the resources within in it. theres the huge pipe that we walk over right outside spawn that i want.

if anyone knows where i can get that, id appreciate it

The first page of this thread?

†Blade†
08-28-2009, 03:35 PM
Yep, lol, CP_Yukon is in the op of this thread. It's under the Capture Point Category. Enjoy! :)

Peterm
09-02-2009, 07:09 AM
cant peeps just use gcf scape

†Blade†
09-02-2009, 07:16 AM
most of them no, but why take time to do it yourself and install programs you don't want when someone else can do it for you! =D aka.. ME!

Kavukamari
09-20-2009, 03:54 AM
GCF scape can't decompile maps, it can only extract the compiled maps from the archive so that someone like Blade can Decompile them :P

Jonah
09-20-2009, 04:36 AM
it can also open map files and extract the custom stuff and cubemaps from them

andriod
11-25-2009, 01:45 AM
nice, now this is what i was looking for. Great things in this to get ideas from :D

The Political Gamer
12-17-2009, 08:43 PM
Anyone decompiled the new maps yet?

YM
12-18-2009, 02:02 AM
Anyone decompiled the new maps yet?

http://dl.dropbox.com/u/2126504/newmaps.zip

Stormcaller3801
12-18-2009, 09:44 AM
Any chance we could get the harvest event maps decompiled as well? Those seem to have slipped through the cracks.

Pseudo
12-18-2009, 09:49 AM
Any chance we could get the harvest event maps decompiled as well? Those seem to have slipped through the cracks.

http://forums.tf2maps.net/downloads.php?do=file&id=2797

Mr. P. Kiwi
12-24-2009, 11:23 AM
Thank you very much!
This is the thing I was looking for!

†Blade†
12-26-2009, 10:58 AM
Sorry about not keeping this updated, I was in the process of moving and have not even had time to install Steam(over the past 4 months including a new job) let alone TF2 yet and download all these nifty updates. I also formatted my PC as I wanted the newest windows 7 on their. I will get the OP updated as soon as possible for easier referencing. =) Again sorry for the delay.

Dr. ROCKZO
12-26-2009, 10:13 PM
So Valve doesn't update the decompiled maps that they released? Poor Show. Thanks Blade, good luck.

†Blade†
02-18-2010, 06:18 PM
Okay! After a loooooong... 6 months! I have finally came back and have completely updated the decompiled maps in the +OP post. So feel free to download all the newest updated maps for your liking and Youme or any other mod that sees this can you please update the thread title date for me? =)

BoyLee
02-18-2010, 07:17 PM
uummm, the pack 404's for me. :S

†Blade†
02-19-2010, 12:23 AM
Fixed* Forgot to add pack to the end of the url. Ooops =P

BoyLee
02-19-2010, 12:43 AM
Nice one, cheers. :D

Tehrasha
02-19-2010, 01:55 AM
All of the .vmf files are .rar individually?

†Blade†
02-19-2010, 02:44 AM
Yes. I had them all in .rar format anyways after i realized that i hadn't made a pack yet and deleted just the .vmf's. Not like it matters cause you can just extract the main rar and then highlight all the other .rar files and extract them. Sure it's one additional step. But ehh... were all techy's here. =P

A Boojum Snark
02-19-2010, 10:16 AM
If it's so simply why didn't you do it to make the pack? :P Plus if you make it a solid archive it'll get even tinier.

†Blade†
02-19-2010, 10:26 PM
Ffffffffffffffffffffffffffine

EDIT: It didn't make it any smaller. Lol But I guess it did "convenience" more people. =P

EDIT PS: Also, can I get the thread title date updated please? I updated the title for it, but the actual link title didn't update with it. =(

†Blade†
02-21-2010, 04:56 PM
Man.. did think it would take so long to get a thread title updated.. Lol Thought we had plenty of forum mods here, one whom which just replied to this. xD

Maybe we can get rid of the date instead? so instead of this:

Valve Maps(Decompiled) 8/20/2009

it can be this:

Valve Maps(Decompiled)



That way in the future it won't have to be updated. =)

Tehrasha
02-23-2010, 05:30 PM
Just in time for Valve to make changes to 2fort and doublecross. :)

†Blade†
02-23-2010, 08:35 PM
Just in time for Valve to make changes to 2fort and doublecross. :)

What do ya mean? Did I miss an update or something where they changed something?

A Boojum Snark
02-23-2010, 09:44 PM
Today.

†Blade†
02-23-2010, 11:58 PM
+OP Updated for the steam 2fort and doublecross update

(,.o.,)
03-02-2010, 04:14 PM
Hmm, it seems that the Harvest maps don't open properly.

Nutomic
05-21-2010, 09:33 AM
Will you update with freight and the updated versions of pipeline and gorge?

Not that i couldnt decompile them myself, but this is way easier :D

†Blade†
05-21-2010, 11:13 AM
I'm on it ;-)

†Blade†
05-21-2010, 11:57 AM
+OP Updated to include any map updated since February of 2010

The Political Gamer
06-11-2010, 08:33 AM
/poke

add new maps please

†Blade†
06-11-2010, 03:48 PM
/poke

add new maps please

+OP Updated to include any map updated since June 11th of 2010 :O:O

• Training Maps now included
• Harvest Maps now open properly

Seba
07-08-2010, 08:02 PM
Decompiled Engineer update maps! (http://forums.tf2maps.net/downloads.php?do=file&id=3791)

Grim Tuesday
07-08-2010, 09:48 PM
Is it bad and wrong of me to look at Thunder Mountain in Hammer before I play it on a server?

†Blade†
07-09-2010, 12:34 PM
+OP is Updated

The whole map pack is still uploading as we speak, should be done in sub 10 minutes.
But if you are just looking for an individual map they are all ready to go.

†Blade†
10-15-2010, 04:53 PM
+OP Updated

All maps up to today have been updated. But for some reason I believe I will be adding a map or two here in the next few days... <.<

†Blade†
11-02-2010, 04:02 PM
+OP Updated

Mann Manor and Mountainlab have been added to the list, as well as any other fixes that may have been introduced to the other maps seeing as they were different sizes. (Maybe they are actually optimizing the maps more now!)

Crash
12-18-2010, 05:42 PM
Hoping to check out the new Degroot map, when you get a chance to decompile it.

†Blade†
12-18-2010, 06:04 PM
Yes same here, I am going to get that done actually right now.

†Blade†
12-18-2010, 07:02 PM
+OP Updated

Added DeGroot to the list along with any other updates that the maps came with. Interestingly enough I found a Item_Test map and when I loaded it up it is just the blue spawn for Gorge... Wonder what valve has going on here...

(Note: They are still uploading so if it doesn't work right away check back every now and then. They will eventually work.)

littleedge
12-19-2010, 04:11 PM
+OP Updated
Interestingly enough I found a Item_Test map and when I loaded it up it is just the blue spawn for Gorge...

Read the Update News.

†Blade†
12-19-2010, 05:39 PM
Ha, must of looked over that, I got it now though.

Mr. P. Kiwi
12-26-2010, 08:43 AM
How do I decompile .BSPs?
Lets say, for an example, of a random map I played on a random server last night and I want to know how they did thing X that looked really cool...

Engineer
12-26-2010, 11:11 AM
Here's a tutorial: link (http://forums.tf2maps.net/showthread.php?t=10549)

†Blade†
12-26-2010, 01:45 PM
Beat me to it engineer! Lol

†Blade†
01-20-2011, 01:20 AM
This will be updated tomorrow, please give me a little while on this one as my work schedule is a little odd at the moment, but it will be updated before 4pm(EST).

yyler
03-04-2011, 04:14 PM
Hey, so I guess Blade isn't around to update this anymore? I got tired of waiting for him to decompile the new maps so I did it myself.

http://calcified.net/maps/pl_frontier_final_d.rar
http://calcified.net/maps/plr_nightfall_final_d.rar
http://calcified.net/maps/koth_lakeside_final_d.rar

I always find looking at this stuff interesting, if not instructional.

Uh... Frontier had 2 invalid solids. I don't know what they were, though. The decompiled version is saved without it. If you really want the invalid solids, decompile it yourself and don't remove them when you load the map.

Edit: It's okay for someone to edit these links into the first post, too.

A Boojum Snark
03-04-2011, 04:36 PM
Uh... Frontier had 2 invalid solids. I don't know what they were, though. The decompiled version is saved without it. If you really want the invalid solids, decompile it yourself and don't remove them when you load the map.
You are one of many who has misunderstood that info box Hammer throws up. The solids are already gone at that point because they are invalid and it can't load them. It is merely asking if you want to resave the file right away without them.

yyler
03-04-2011, 04:37 PM
If by "misunderstood" you mean "didn't actually read", then yes

Vincent
03-04-2011, 04:42 PM
You are one of many who has misunderstood that info box Hammer throws up. The solids are already gone at that point because they are invalid and it can't load them. It is merely asking if you want to resave the file right away without them.

To be fair the error messages that Hammer throws up aren't exactly all that descriptive.

†Blade†
03-22-2011, 05:21 AM
I do apologize for my absence on this thread. I have been undergoing PC maintenance and have yet to re-install all of the necessary programs to fully decompile maps and the likes. I will though be getting back with this shortly here... Hopefully before the next update. Again, I do apologize.

Hell-met
06-10-2011, 04:24 PM
can you update tr_target?

it was made better and more complex with the demo/spy/engi training

Seba
06-10-2011, 05:10 PM
You know, it's possible to do it yourself. Just grab BSPSource (http://nuclearvelocity.com/barracuda/bspsrc/), extract tr_target.vmf from the appropriate .gcf, and bam.

gamemaster1996
06-12-2011, 11:16 AM
Request: Update so the birds are included please.

Leminnes
06-12-2011, 11:53 AM
Request: Update so the birds are included please.

Birds are a script. They are not actually in the map, they are added when the map is run.

Montezuma
06-13-2011, 05:31 PM
thanks dude, this is awesome

Yacan1
06-25-2011, 12:28 PM
I would like to see Barn Blitz. I'm wondering just how they did somethings on there. My func_rotating's don't work. Like my clouds in 2fort don't rotate. Thanks for putting these on here though :D

yyler
06-25-2011, 01:10 PM
http://calcified.net/maps/pl_barnblitz_d.rar

Leminnes decompiled this but I don't remember his dropbox link

†Blade†
06-29-2011, 11:29 AM
SORRY guys/gals, it has been a looooong time since this list has been updated(approx 6 months), but I have finally taken the time to get everything sorted out and back on track. As of today the whole list has been updated with the most recent versions of maps. Hope this didn't cause to much dismay and that everyone will still enjoy all the awesome new feature that have been implemented into these new maps! :)

grazr
06-29-2011, 08:07 PM
Your koth_harvest_event map is corrupt.

†Blade†
06-29-2011, 09:11 PM
Aiight, I know exactly why, will be fixing that here in a few.

†Blade†
06-30-2011, 07:10 PM
Aiight, updated a couple maps and had the overlays removed that caused the corruptness of them.

TheJoey01
07-06-2011, 07:43 PM
Why is it that none of the area portals are func areaportals anymore in these decompiled maps?

Joodude
07-06-2011, 08:14 PM
It's just the way the decompiler works, unfortunately. Some things just can't be converted back after being put into the BSP.

TheJoey01
07-17-2011, 06:22 PM
Found a problem with decompiled cp_well, when trying to compile it on a whim

"too many t-junctions to fix up! (3157 prims, max 32768 :: 65550 indices, max 65536)"

How is this possible?

†Blade†
07-17-2011, 06:23 PM
The decompiled versions are not 100% to the map of the compiled. They are as close as it can get but it does tend to split blocks up to make it more accurate. Decompiled maps are not meant to be recompiled. Lol

Barracuda
08-07-2011, 07:04 AM
It's just the way the decompiler works, unfortunately. Some things just can't be converted back after being put into the BSP.
That's right, but VMEX is also plain outdated. The last version was released 5 years ago..

BSPSource, my "extended" version of VMEX, supports areaportals, though. And it can decompile koth_harvest_event without removing the overlays.
You don't even need scripts to decompile a whole bunch of BSP files in a directory now... :)

†Blade†
10-15-2011, 07:45 PM
+OP Updated

included Gullywash and all other map updates through the Manniversary Update.
Let me know if you are having any updates with any of the decompiled maps, I went ahead and took Barracuda's advise and tried out the BSPSource to decompile all of them. :)

Hell-met
10-28-2011, 03:57 AM
Can anyone decompile viaduct_event?

I want to know the ents for the eyeball and the ubercharge triggers.

Sergis
10-28-2011, 07:43 AM
http://dl.dropbox.com/u/9180221/koth_viaduct_event_d.rar

Hell-met
10-28-2011, 12:04 PM
thank you!

Werewolf [UK]
11-05-2011, 10:28 AM
http://dl.dropbox.com/u/9180221/koth_viaduct_event_d.rar

Put this on the main list please?

Fr0Z3n
11-05-2011, 11:41 AM
Done.

Hope you don't mind Blade :P

†Blade†
11-05-2011, 10:17 PM
Done.

Hope you don't mind Blade :P

Didn't mind, had messed up my grid though!!!!!!!!!!!! :O:O:O:O:O

It's okay, I fixed it and re-uploaded all the maps anyways just like I normally do with any major update. Finally have stable internet again so I shouldn't even be late on this again. :P

†Blade†
12-21-2011, 03:37 AM
Updated All Maps as of December 20th, new map included Foundry.

Deodorant
12-30-2011, 09:39 AM
Um... Sorry if this is idiocy, but what should I do to the files so I can open them in Hammer? The .rar file format doesn't seem to work with the program.

theharribokid
12-30-2011, 09:42 AM
Um... Sorry if this is idiocy, but what should I do to the files so I can open them in Hammer? The .rar file format doesn't seem to work with the program.

.rar files are like .zip files and need to be unpacked first. Use a program like win-rar or 7zip to open them up to use the .bsps

†Blade†
12-30-2011, 12:30 PM
Yes exactly what 'theharribokid' said, you need to extract the file within the .rar and then you'll be able to open it within hammer. winrar is best for this as winzip does not associate itself with .rar extensions. You can get a free version at the following address: Winrar 4.01 Download (http://www.win-rar.com/index.php?id=predownload&dl=/rar/wrar401.exe)

theharribokid
12-30-2011, 10:10 PM
7zip does a fine job of it too and is also good as it allows you to compress using .bz2 format, which it what you'll be compressing your compiled maps into to be downloaded from tf2 servers. Didn't do a great job at explaining that but it's 4am here so forgive me and look it up.

Behind You
01-16-2012, 08:27 AM
Where's pl_upward?

EDIT: Found it under Control Points.

†Blade†
01-16-2012, 07:56 PM
Thanks Behind You, I never would have caught that if you didn't notice it! =D
It is fixed now.

MaximilianZakes
02-03-2012, 10:26 AM
When I try and open the two maps I downloaded (Hightower and Thunder Mountain), it only loads 33% of the map and then it stops, hammer stops working and I have to use "Ctrl+Alt+Del" to close it. When I open the VALVe maps that came with hammer, though, I have no problem doing so and they load in a few seconds.

Fr0Z3n
02-03-2012, 11:23 AM
Complete maps take a while to load because there is so much there. Hightower probably takes a while due to entities, and TM takes a while because it is a very large map, which lots of entities. Hammer actually isn't crashing, it's just not responding. It is still running, and your map is still loading, but hammer just doesn't want you know that it is doing work, it's kinda shy.


Let the map load run for a few minutes. I know that on my low-end laptop it took 5 minutes to open up Thundermountain, so if you have a not-so-powerful computer, you just need to be patient :/

Duffking
02-03-2012, 09:07 PM
Thanks for these; great to be able to see how the stock maps were made.

†Blade†
02-04-2012, 02:00 AM
@MaximilianZakes - Exactly as Fr0Z3n has said, these maps do take quite a bit longer to load ona PC that isn't quite at the top end of things. The ones that valve give for people to look at do not have EVERYTHING included in them, they strip out a lot of stuff that that your average user would have no idea what it would be just to help clean things up. Just give it some time and you will see it shall load It does on my PC fine, but then again, I do have one a little higher up the specs category. Lol

Hardware: i7 920@4GHz, 12GB RAM, GTX580
Hightower(took 6 seconds to load)
ThunderMountain(took 23 seconds to load)

So based on those figures with the hardware I have, comparably, most people would have to wait somewhere between 20-30 seconds for Hightower to load and possibly 60-75 seconds for Thunder Mountain to load

@Duffking - Thank broski, let me know if you find anything useful from it and share it with us, the more knowledge the better. :)

TheJoey01
02-28-2012, 12:44 PM
Thanks for the uploads again, guys. This is insightful stuff

One thing I have a question about though, if anyone can answer, is how are the ghosts managed in eyeaduct? According to the valve developer wiki, there is a "ghost" entity that is not in the original FGD, and they don't provide a custom one. The ghosts are nowhere to be seen on the map, there are no spawn points for them, and there are no pathways for them like in harvest.

are they perhaps controlled and spawned entirely by nav?