de_mentalhospital_beta by Bender

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Map Info

  • 0 ratings
  • 3110 views
  • 269 downloads
  • added Tue Oct 2nd 2007
  • updated Sun Oct 26th 2025
  • more content for: Counter Strike Source

Map Description

Terrorists have discovered a weakness in the power grid that supplies power to a nearby nuclear weapons facility. A main power feed that runs through an old abandoned mental hospital has been targeted for destruction, to cut power to security and backup systems, and give an opportunity to comrades to break in. Counter-Terrorists have intercepted this intelligence and will attempt to thwart the deadly bombers.

This map will be the second map I have/will spend major time on. The goal of this map is to create a Counter-Strike map that is truly eerie and creepy for both teams to navigate through. Set at night, in the ruins of an old abandoned mental hospital, this map will incorporate spooky lighting, scary sounds and overall immerse the player in a very haunted, uninviting and uncomfotable surrounding. Real atmosphere and depth are what i'm striving for becuse i feel that there arent enough counterstrike maps that have that dramatic feel that do a good job of providing exciting gameplay. My map aims to accomplish both as best as possible.

***DOWNLOAD UPDATED OCT 1, 2007***

Discussion

Posted by G4MER on Fri Nov 9th 2007 at 11:21pm

BENDER.. I have this map on the OBC custom map server.. its pretty cool. It will be on my server as soon as I get it up and running.
Posted by $loth on Sun Sep 23rd 2007 at 6:04pm

Very good progress Bender, i'm impressed :smile:
I wouldn't say it's too dark, I think the darkness gives a great atmosphere.

Keep up the good work :smile:
Posted by Captain P on Mon Aug 13th 2007 at 11:16pm

I think the map is still quite dark, even though you've added more lights to it. A bit of a dilemma probably because the athmosphere looks good, but, it's gameplay that keeps a map living longer, so yeah.

A note on your screenshots: the shiny title overlay makes them look darker than they are. Tone it down to give a better impression. :smile:
Posted by Bender on Sun Aug 12th 2007 at 3:52pm
[Author]

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:

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~BENDER
Posted by Bender on Sun Jul 8th 2007 at 4:49pm
[Author]

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
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).
This is something that i was TOTALLY attempting to achieve with this map. Immersive is definitely what i was going for. looking at this map day in and day out I always feels it to be UNDERdetailed, but 3rd party perspective is nice to hear that its VERY detailed. There will be some more sounds coming in the final release (basement, sidehall sitting room, T storage area...). The "patient screams" are just fun fluffy stuff that can take a first timer by surprise, i thought it'd be fun (but not annoying when played many times) thats key.
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.
I think the map is deceptively large, as you said getting from one place to another (especially bomb areas) is essentially quick. I personally think the learning curve for the ins and outs of the map is pretty swift. I purposely didnt want it too complex, or to have players pidgeon-holed in to the same thing every time.
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.
I agree. There was a lot of time spent getting that interaction point just right. and there are a million ways to defend and attack the courtyard bombsite.
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.
Hmmm. I havent noticed this issue, but will possibly try your approach and see what happens. I've noticed personally that the bots do not make proper use of things like, flash, smoke and nades in quite the same way as real people do. and I think those weapons are the key to a successful defusal in the basement. MY logic too has been that with all of the entrances and such to cover down there, it is difficult to cover and "seal" all areas, CTs can leak in from many different directions. its one of those things that only human player will be able to flesh out (pardon the pun).
I realized the camper too often has the advantage
Ahh, so true. This map could be a camper heaven or hell. lots of opportunity, but plenty of vulnerability to possibly offset. Snipers can have some fun too, but with equal consequences. I would also like to stress the importance of smoke, nades, and flashes. A personal fav move of mine is (when going T) to toss a smoke grenade right onto the courtyard A bombsite and plant in the haze. no one has a shot and when the smoke clears, the bombs tickin away.

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
Posted by Bender on Sat Jul 7th 2007 at 10:32pm
[Author]

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******[url]http://A href=[/url]http://www.mercex.net/SMF/index.php?action=tpmod;dl=item36

-Bender

decent advice/critique will get credit in map .txt file i appreciate the feedback. some of you will already be listed.
Posted by Bender on Thu May 17th 2007 at 7:46pm
[Author]

oops
Posted by RedWood on Wed May 2nd 2007 at 11:49pm

Ahh... Yaa, there it is. Allll the way up there. My bad.

FYI: Don't try mailing a kitten. It turns out the receiver just receives a "mess". Poor little guy.
Posted by Riven on Wed May 2nd 2007 at 12:01pm

He already noted that the DL links were gone, and if you wanted a copy, you must "express interest" which I take to mean asking him through a nicely titled PM with a cute kitten or something enclosed.
Posted by RedWood on Wed May 2nd 2007 at 5:36am

I can't download it. The link your site said file not found.