I am nearly positive that this question was asked, and answered in the HL2 editing forums.
Player equip or some such perhaps. Search it out.
I am nearly positive that this question was asked, and answered in the HL2 editing forums.
Player equip or some such perhaps. Search it out.

UPDATED BOTH DOWNLOADS to Version 5!
Your Download-Link:hospital_beta5.bsp http://www.sharebigfile.com/file/69827/hospital-beta5-bsp.html
Your Download-Link:hospital_beta5.nav
http://www.sharebigfile.com/file/69824/hospital-beta5-nav.html
This latest one is nearly ALL textured with MORE models. Still not finished but nearing 65% complete I'd say. I've added:
-Tons of textures (most thresholds still need work and 1 area is untex)
-More spawn points (16/16)
-added some much needed lights w/models, will probably STILL add even more before final release so dont worry.
-refined some areas in terms of available cover
-added furniture to side hall "sitting area"
I got TONS of new Screens for you to drool over (hopefully).
ENJOY!
Two overviews

Basement is TRASHED!

Side Hall
Near T Spawn entrance










Until Next Time....

Recently got this put up on my clan's server and did some playtesting of the version pictured above (v5) and was getting some RAVE reviews from my clanmates and some other people who just happened to be in the server at the time. Yeah they are my friends but they can be tough critics let me tell ya.
FPS were good for everyone and the map provided fast paced gameplay with a VERY even balance of T/CT wins. I think by the time we moved on to a new map it was somethign like 22/24, very close.
The only complaints that came in was that the map IS still pretty dark, and I do plan on putting in MORE lights still. The only other complaint was that it wasnt finished! They liked it that much! Praise for a map by fellow players who are on the game day in and day out really is the payoff for all the time you spend clawing your way through the map-making process, Feels Great!
Some loose ends still to tie up over the next couple months and this project will be in the books. (Lights, models, minor brush work, sounds...**sigh, I wanna be done!)

Ok haven't had much time to update things in the hospital but i have spent most of my free time the last couple days making some changes and adding more goodies.
-ITS SNOWING! I added a func_precipitation brush snow in the map. Its now gently snowing in all outdoor areas of the map. KEWL
-Added 3d Skybox although alignment and models/textures/lanscape within still need adjusting
-add half a fence in front of the building by CT spawn
-Completely textured two staircases (main lobby and stiars going up by T spawn) added alight by the same T spawn stairs as well
-Added bathroom with blown out wall by T spawn, that square opening now looks blown to pieces. SWEET!~
-Began dressing up exterior of building by CT spawn (windows, concrete abutments...). There was too much white before, too plain.
-Added broken halfwall along roof top so you dont have to stare into the void now
-extended walls near rooftop eliminating wall "see thru" exploit.
That pretty much sums it up for now. Not much major stuff left to do. A few more staircases need texturing and the room off the courtyard is still bone empty and in gray_measure texture still. not sure what to do with that room yet. Added some screens to spice up this post. enjoy!
Its Snowing!

Textured stairs

Blown out wall
Broken halfwall on roof
Just cuz i thought this screenshot was cool all red n such
till next time....
BENDER OUT!

not really what i was thinking, but i will attempt to give the roof some more character. The exterior of the bldg needs more immediate attention thatn the roof does imo. But its a good poin tworth making, i hadnt considered the roof. my reference shots for this map were mostly flat roofs i guess thats why.
anything else?

Too blocky. I'd advise adding in some chairs too, if you haven't already- I mean the strap down dental type chair, with examination rooms. Also think about if it was real:
Power sockets. Skirting boards, emergency lights, ventilation, structural support, exits, etc.
These need to be mapped in, for instance, on some tall ceilings you may have a support holding the ceiling up, like a beam or several, and then a ventilation duct (not one you can get in) can be suspended. With it can then be a nice model of of those ceiling mounted fire extinuishers. You could even make it so you could trigger them off...
Also think about signage- very important for locating yourself with radio commands and just general orientation and spacial awareness. Emergency lights (not necessarily on), and emergency exit signs.
Think about what your making again and look at your map, you'll just see what I mean. Also, CRATES?! Bigger than the doors in some places...
Finally, scale. Some of your rooms look far too huge, you might need to chop them down to size.

I'm not sure how blocky the levels feels when you are in it, but it does feel sparse in areas and is in need of the items already mentioned above. I consider most real buildings and structures to be quite blocky. I know the proportions arent perfect, but they work well enough for the game IMO, and at this point in development, are too involved/integrated to be changed. And i dont mind the crates at all really. they work well as cover and i dont think they look horribly out of place.
Thanks for the feedbakc i really appreciate it and will make some improvements from your comments!


Enjoy the new screenies! Critics always welcome!









till next time kiddos...



Too much new stuff added to list. Check it out for yourself. In my opinion its damn near finished. Some very minor details left at least for me to be happy with. I'd like some collegue opinions. bsp and nav zipped up for your pleasure at the link.
******de_mentalhospital_beta DOWNLOAD HERE******
-Bender
decent advice/critique will get credit in map .txt file i appreciate the feedback. some of you will already be listed.

I thought I would post a pretty thorough review from a friend of mine on another board. He's an excellent player, and been playin awhile. He makes some good points. Thought it might be a good jumping off point to get some discussion started. I responded to some of his comments at the end that i thought were valid. check it out.~BENDER
-------------------------------posted by ten animals
played both T and CT (20 rounds each) and here's my initial impressions:
The level of detail in this map is unreal. The sound effects are great, and totally add to the overall level of immersion (the screams of the patients are one of my faves). While the map itself is overall VERY dark it uses light sources in a clever way so as not to have too many hidden camper areas. Just keep an eye out and make sure to look in the corners.
Upon first playing it, I thought the map was too large, due to the large number of access points and back ways which connect points on the map. However, as I grew to know it better I was surprised at how quickly you could travel from one part to another. If the bomb was planted up top and I was below, I could get to it with plenty of time to defuse.
The upper bomb site is about perfect, what with the large number of access points to it, choke points (not the same as access points), and the HUGE number of spots to either cover the bomb (T) / cover the bombsite (CT). A fast rush will get to the bombsite just as the opposing team gets there, which makes for some interesting firefights what with the large amounts of cover.
However, the basement area needs work. Due to the large number of choke points, stairways, and camper spots the T's would almost always win when bomb is planted down there. As an experiment I did the following: mp_limitteams "9" , mp_autoteambalance "0" , bot_difficulty "3" , then played alone as T against 9 CT's while planting only in the basement. I went 67-4. Very very easily defensible - the only hope the ct's have is to stop the rush to the basement. BUT I may be wrong - I want to play with human teams to see for sure - the bot CT's almost never rushed basement well, so maybe against humans the timing would be different enough to give the CT's more of an edge.
Here's a small thing I noticed which made me a fan: the back stairway which leads to the second floor (near the bloody "experiment" chair"). It was hard to defend from inside and above (camped near the chair/in the hallway/near the windows). The rusher coming up the stairs has a clean field of view, plus can move side-to-side and up-and-down, while a person camped above the stairs is pretty much stuck in place due to the large amount of debris and small doorways. At first this frustrated me, but then I realized the camper too often has the advantage, so kudos to you for not using a ladder at that point and ruining people's stairway rush. If people are always camped out above the courtyard the back stairs are the way to go to get to them!
Overall I would say the map is designed for experienced players. Newer and/or worse players will quickly get overwhelmed and frustrated. It is also the kind of map where if one guy is left alive it could literally take the clock running out to end the round, as hiding and avoiding is easy as hell on this map. I would also recommend playing with at least 5-7 people per team MINIMUM. Also be aware there is a learning curve due to the large number of pathways.
8/10
----------------------------------------
ok couple comments from me
my overall goals were to give experienced players a challenge while offering the newbie some shadows to creep around in, all he while giving everyone something "new" for counterstrike, namely, a map with some atmosphere and spook.
~BENDER

Lots of updates to the map lately. Many new light sources have brightened up main combat areas, and a bunch of minor (but much needed) cosmetic touch-ups. In preparation for a map release in september, i made a brief promo/teaser/trailer video that i will be putting up at bunch of CSS forums to begin pimpin my work out. enjoy the video! I had fun making it. lata!
de_mentalhospital Teaser Trailer
New Promo Pics too:




~BENDER



