de_mentalhospital_beta by Bender

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Map Info

  • 0 ratings
  • 3109 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 Bender on Wed May 2nd 2007 at 12:55am
[Author]

Enjoy the new screenies! Critics always welcome!
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till next time kiddos...
Posted by Bender on Mon Apr 30th 2007 at 8:21pm
[Author]

Figured I'd post a brief update since i have been spending a considerable amount of time working on this map again. I am at work right now so i cant post screens of this progress, but will do so when i get the chance. Here's whats new:

-Skybox is 90% finished and lined up
-added second upper hall (not accessible, just for looks and to add depth to map)
-finished texturing 2 more sets of stairs
-textured and added models to t spawn
-added models and decals to back-way dead end that is adjacent to courtyard
-added security room that is attached to area described above. no access, is there only for show and depth. if you look in the security window you can see the security station model, blood and a dead body. Uber spooky
-extended t bathroom to include shower area
-added electro-shock type chair to one room in upsstairs hall complete with blood trail and wires. Uber creepy.
-added window sills and details to courtyard windows
-Enlarged t spawn
-added some door threshholds

What next?
-complete skybox
-complete large sideroom near courtyard (its still untextured and lit only with light entities (no models) UGH)
-SOUNDS (there will be tons, I'm not looking forward to that, but i am in a way)
-Minor details, trim, more threshhold work, add some "brokenness" to some walls, door details, add more props, add graffitti, add debris, dirty the place up quite a bit more.
I have been optimizing as i go, so i dont think that will be a separate activity in of itself, but ya never know.

Like i said before i will post some new screens in a day or so when i get around to it.
I am pushing final release back to July 4.
Beta version by June 1. -PEACE

Those that express interest can receive advanced copies of test versions in progress (current links to DL map r gone). Any and all help during development is best, I will even put you in the map's credits. thanks.
Posted by Bender on Mon Feb 12th 2007 at 5:53pm
[Author]

<DIV class=quote>
<DIV class=quotetitle>? quote:</DIV>
<DIV class=quotetext>Power sockets. Skirting boards, emergency lights, ventilation, structural support, exits, etc.</DIV></DIV>All excellent points. the entire level needs those kinds of details everywhere. I have plans to add vents and the ceiling support beams you mentioned too. I like the exit signs idea too. I want to grafitti up the walls as well, add garbage to the floors and other nitpicky props.The dental chair is sweet i forgot about that prop.

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!
Posted by Myrk- on Mon Feb 12th 2007 at 2:54pm

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.
Posted by Bender on Mon Feb 12th 2007 at 6:21am
[Author]

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?
Posted by Stadric on Sat Feb 10th 2007 at 10:56pm

You really need some slanted roofs for those buildings.
Posted by Bender on Sat Feb 10th 2007 at 9:41pm
[Author]

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!
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Textured stairs
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Blown out wall
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Broken halfwall on roof
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Just cuz i thought this screenshot was cool all red n such
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till next time....
BENDER OUT!
Posted by Bender on Wed Jan 31st 2007 at 5:45pm
[Author]

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!)
Posted by Bender on Sat Jan 27th 2007 at 4:12pm
[Author]

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
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Basement is TRASHED!
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Side Hall
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Near T Spawn entrance
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Until Next Time....
Posted by FatStrings on Thu Jan 25th 2007 at 1:20am

why bother, it would ruin the whole idea if everyone had nightvision, the poor unfortinates who forgot would just be s**t outa luck :evil: