Amanderino thanks for taking the time to do such a thorough intial review of my map. I'd like to respond to several of your comments to clear up some issues you noticed.
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<DIV class=quotetext>I think you might have to scrap the night idea, if you want a realistic map. This mental hospital is supposed to be abandoned, right? Well.. that would probably mean that the lights inside the hospital wouldn't be on. The same goes for exterior lights that would be on the building. Please, don't just take out all the lights in the hospital to fix this. I don't think many people want a Counter-strike map that you have to use the flashlight for the whole map duration. It'd be awful if the Admin wasn't in the server and flashlights aren't enabled.
</DIV></DIV>This is one of those details that i'm sorry to say will just be overlooked. Obviously if the building were truly abandoned, it's lights might not be turned on, but perhaps the T's upon entering flipped its power back on. A completely dark map is OUT OF THE QUESTION, but honestly i dont think many people would wonder too terribly how the lights got on. I dont think the night idea is worth scrapping over that, I want atmosphere and fright, night does that, questionable light sources?... to me...who cares.
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<DIV class=quotetext>The bomb sites.
A. Is this a courtyard area, and what's the purpose of blowing up a courtyard? The terrorists plant a C4 explosive, and the size of the one they plant isn't big enough to level that hospital (or at least the important part). </DIV></DIV>You did pick up on the fact in your review later on that both bomb sites are above one another. The underground basement makes sense because there would obviously be mechanicals and conduits underground, my thought was to have a transformer model above ground and maybe an electrical conduit exposed above ground too that would be "vulnerable" to a bombing.
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<DIV class=quotetext>Another reason I don't like it: it's far too easy to get from A to B. </DIV></DIV>Personally I DONT think its THAT close, but i feel that this speeds up gameplay and doesnt require either team to go trucking all the way across the map to defend/defuse. Excellent defense in that whole area is what will win rounds.
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<DIV class=quotetext>Stairs.
The stairs are, simply, too big. Try using the
dev_measurestairs01a texture to help you with stairs. Also, resizing the stairs will help you with texturing. Open your materials browser and filter: stair. The textures will look strange, but if you mess with the alignment of them, you will get some beautiful looking stairs.</DIV></DIV>I am very interested in attempting to use this texture to refine the stairs. I figured somethign like this existed, but hoestly i didnt think me stairs were that GROSSLY out of proportion. However, if the resizing helps with texturing down the line, it will be worth the effort.
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<DIV class=quotetext>The Lobby
I'm talking about the one at CT spawn. It's designed awkwardly. Try looking up photographs of hospital lobbies. Reference shots are always good, but don't copy them exactly. If you do, it's not very original, and you'd probably want to stick your legs inside a wood chipper from the frustration of trying to recreate it.</DIV></DIV>The Lobby still needs TONS of work. There will be door textures, and some columns and other things that fill it up and give it a much more authentic look. The style was actually derived from photos as you mentined of a hospital (I KID YOU NOT)


Both of these shots WERE/will be used as a reference/inspiration for the main lobby.
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<DIV class=quotetext>The Roof?
T spawn. A roof? If not, then it really doesn't make sense. If it
is a roof, then the walls are too high and the location itself is not high enough. If it were a roof to a hospital, I assume it would be a helipad.</DIV></DIV>The T spawn is not a roof but rather a rear/side entrance to the facility, taken inspiration from the photo below of a REAL rear entrance of a haunted mental hospital in japan.
I want to sincerely thank you for your comments and hope others take the time to comment as well. I simply wanted to help you (and everyone else who checks this map out) understand what my vision is for this map. To any of you out there who play this map in this early stage I hope this helps (no pun intended) shed some light about my map.
Thank you all for you time and comments...keep em coming!
~BENDER