Valve Maps (Decompiled)

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
You know, it's possible to do it yourself. Just grab BSPSource, extract tr_target.vmf from the appropriate .gcf, and bam.
 

gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
135
Request: Update so the birds are included please.
 

Yacan1

D I G I T A L I N F L U E N C E R
aa
Nov 7, 2010
411
793
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
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
849
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! :)
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
849
Aiight, I know exactly why, will be fixing that here in a few.
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
849
Aiight, updated a couple maps and had the overlays removed that caused the corruptness of them.
 

TheJoey01

L1: Registered
May 15, 2011
3
0
Why is it that none of the area portals are func areaportals anymore in these decompiled maps?
 

TheJoey01

L1: Registered
May 15, 2011
3
0
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?
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
849
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

L1: Registered
Sep 24, 2009
42
39
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That's right, but VMEX is also plain outdated.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... :)
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
849
+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

L1: Registered
Oct 30, 2010
43
9
Can anyone decompile viaduct_event?

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