Decompiling Maps
Template:Otherlang2 Decompiling is the process of taking a compiled level and generating a source that can be opened in a map editor. Decompiled levels mimic the original source, they are not exact reproductions. This makes them useful for learning, measurement, and inspection, but not direct recompilation. The original source is ideal for reproductions or modifications.
Releasing reproductions, modifications, or approximations of another's work without permission nor credit is frowned upon and may be considered as a copyright violation.
Tools
- EntSpy (used to view and edit the entities of a BSP without recompiling)
- BSPSource (open source map decompiler for Source engine maps, based on VMEX)
- VMEX (decompiler for Source engine maps)
- MapFool (helps porting HL1 maps to Source)
- xwad (command-line tool to convert texture formats)
Tools for the HL1-engine:
Finding Valve Maps
Most maps do not need to be extracted, as they are located in file-system rather than VPK. The map files are normally located in a maps folder, for example common\Team Fortress 2\tf\maps\
holds all the official Team Fortress 2 maps.

Portal 2\portal2_dlc1\maps\
.Before you go
Before you take this jump to run off and decompile a map take a second or two to think, "What am I trying to learn/do?". Read the included TXT files, you may just find the creator's e-mail, and that could be more helpful than you imagine.
Some mappers will offer up help and advice, they may even go so far as to provide perfect examples of what you were trying to "borrow" from the map.