How Protection Works

BSP ii Protect combines client/server separation and irreversible geometric alterations to permanently neutralize map decompilation and intellectual property theft.

1. The Two Protection Modes

This mode applies the strongest defense paradigm of the Source Engine: players do not need map logic to play on your server.

  • Server File: Retains 100% of triggers, doors, events, Lua inputs, and game entities. Stored safely on your dedicated server and never distributed to players.
  • Client File: Distributed via FastDL or Steam Workshop. Sensitive entities are completely stripped, geometry is altered, and textures are scrambled. Players experience fluid collisions and visuals, but the map cannot be run or stolen outside your server.

Workshop / Solo Mode

Tailored for creators wishing to publish a protected standalone map on the Steam Workshop without managing dual files. Generates a single protected .bsp file embedding geometric obfuscation against decompilers (BSPSource, Hammer).

2. Active Protection Layers

A. Brush Geometry Alteration

The mathematical brush planes and BSP node structures are permanently altered. Decompilation tools fail outright or output an unreadable, corrupted .vmf file in Hammer Editor, while retaining normal collisions and performance in-game.

B. Texture Obfuscation

Texture lump allocations are scrambled. In-game surface physics properties (footstep sounds, bullet ricochets) remain authentic, but decompiled output displays a chaotic patchwork of textures that cannot be reused.

C. Logic Stripping & Troll Decoys

In Server mode, critical game logic is stripped from the client file. Decoy entities are also injected to trigger fatal exceptions in unauthorized Hammer or local game sessions.

D. Official Signature & Studio Tag

Every protected map includes an embedded BSP ii Protect digital watermark. For Studio license holders, a custom Studio Tag bearing your brand or network name is embedded directly into the BSP internal headers.