de_mentalhospital

de_mentalhospital

Re: de_mentalhospital Posted by Bender on Thu Jan 4th 2007 at 5:43pm
Bender
38 posts
Posted 2007-01-04 5:43pm
Bender
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38 posts 34 snarkmarks Registered: Aug 18th 2006 Occupation: Middle School Technology Teacher Location: U.S.A.
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.

This map is in early development stages, and would liek any feedback that can be given at this time. A brief bit about what i've gotten done so far.

There are:

-20 spawn points (10t/10ct)

-Bombsites

-buyzones

-envir. light

-light for interiors (no model sources)

-nearly NO models

-no textures (its pretty much all gray)

The point of posting this map this early is to establish whether or not the physical layout of the map will work for fun gameplay/optimization/interaction zones. I didnt want to go any further until i knew where teams will meet for the first time and interact the most.

also i want to make sure that there is enough flexibility to give players flexibility of movement through the map with out it being a maze or too simple/restrictive.

I think the map is at a very good point so far in terms of the immediate goals i've just mentioned, but would like some honest feedback and input at this early stage. She's not pretty but she is playable. I will post some screen shots at a later date.

enjoy Version 1 of de_mental hospital!

~BENDER
Re: de_mentalhospital Posted by Gwil on Thu Jan 4th 2007 at 7:03pm
Gwil
2864 posts
Posted 2007-01-04 7:03pm
Gwil
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2864 posts 315 snarkmarks Registered: Oct 13th 2001 Occupation: Student Location: Derbyshire, UK
Hi Bender, please consider including some screenshots for those who
don't own CS:S / don't have the time to download and play the .bsp.

YOu will receive a lot more help this way!
Re: de_mentalhospital Posted by Bender on Thu Jan 4th 2007 at 8:18pm
Bender
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Posted 2007-01-04 8:18pm
Bender
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Absolutely I will, however, it is a dark map and they wont be the most informative for critics to make judgements from. Playing the map will be your best bet as it always is. I will attempt to post a shot that shows a kind of top view of the level for those users who you described.
Re: de_mentalhospital Posted by amanderino on Thu Jan 4th 2007 at 9:45pm
amanderino
205 posts
Posted 2007-01-04 9:45pm
205 posts 21 snarkmarks Registered: Nov 13th 2006 Location: United States
Okay. Let's begin.
I'm typing this out as I am running through, so excuse me when I jump around.
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.
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).

B. B makes sense. It's in the basement, so if that were to explode it would be devastating. After all, that's were all the power would be.. I think. I'm not an electrical engineer or anything, so I can't say. I feel confident, though.

A second run around.
I ran through it again and looked at the bomb sites. I realized that A is directly over B. I think I still stand on my previous point about A, though. If there was a basement underneath a courtyard, there would probably be a lot of concrete and dirt separating the blast from its target. Another reason I don't like it: it's far too easy to get from A to B.
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.
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.
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.
Finally, don't forget to add light sources. I know this is an alpha map, but I'm making sure that you know. I'm sure I'm missing something that I wanted to tell you, but it's hard to keep going through the whole map when I'm getting interrupted every few minutes. I think I gave you enough, though.

EDIT: Apologies for saying things that you already pointed out. It took me nearly an hour to type all that because of all these distractions today.
Re: de_mentalhospital Posted by Bender on Fri Jan 5th 2007 at 1:32am
Bender
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Posted 2007-01-05 1:32am
Bender
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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.

<DIV class=quote>
<DIV class=quotetitle>? quoting amanderino</DIV>
<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.



<DIV class=quote>
<DIV class=quotetitle>? quote:</DIV>
<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.

<DIV class=quote>
<DIV class=quotetitle>? quote:</DIV>
<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.



<DIV class=quote>
<DIV class=quotetitle>? quote:</DIV>
<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.



<DIV class=quote>
<DIV class=quotetitle>? quote:</DIV>
<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)

User posted imageUser posted imageBoth of these shots WERE/will be used as a reference/inspiration for the main lobby.



<DIV class=quote>
<DIV class=quotetitle>? quote:</DIV>
<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.

User posted image

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
Re: de_mentalhospital Posted by amanderino on Fri Jan 5th 2007 at 2:37am
amanderino
205 posts
Posted 2007-01-05 2:37am
205 posts 21 snarkmarks Registered: Nov 13th 2006 Location: United States
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.
Actually, your stairs weren't too bad. However, I like uber-realistic Counter-strike maps. As soon as I finish the freakin' layout to one I'll be releasing one here. How long will that take? Nobody knows. I scrap almost everything.

Back on topic, you're right about the lights. They'll be overlooked if the map plays well. So far it seemed okay, I didn't get to add any bots in. Mainly because I forgot to download the .nav files and I didn't want to wait for them to build themselves in-game. I was on a bit of a time budget.

In the photo of the Japanese hospital, that side part looks like a helipad with an entrance below. Maybe that's just me, though. It's not really that important as long as it looks good.

Just a suggestion for future builds:
Since you're aiming for a spooky map, add a lot of sounds in. If you look through the sounds (I think under RAW sounds), you can find eerie sounds of children laughing (playground in c17) and some screams (from the Citadel). I think those would fit well into your map.

I don't know. It's your map.
I have to work more on mine.
Bah! :leper: I hate it.
Re: de_mentalhospital Posted by Bender on Tue Jan 16th 2007 at 3:41pm
Bender
38 posts
Posted 2007-01-16 3:41pm
Bender
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38 posts 34 snarkmarks Registered: Aug 18th 2006 Occupation: Middle School Technology Teacher Location: U.S.A.
Quick Update for everyone on the progress on de_mentalhospital.

Been busy lately but have been making some decent progress on the map. From here on out its a SLOW process. I now have the daunting task of filling up all the rooms with models and textures. Getting them to fit, making them behave correctly and so on.

Recently added:
-APC at CT spawn with headlights shinning on the building face (spooky)
-I have started to experiment with sprites and their usage to make things "glow", there is a glowing light inmain lobby w/ cool greenish matrix style light color (very spooky)
-T spawn has a floodlight spotlight lighting their entrance.
-Gazebo in courtyard
-arches in courtyard
-electronics in basement bomb site
-some boxes in basement halls
-some ceiling/wall pipes in basement
-blown out walls in side hall

I have one idea to run by everyone for something unique about this map. Ok since its an ABANDONED mental hosp, some critics have been sayin "well how is there gonna be lights on and duhhh". I dont really have an answer, but i have a few ideas to solve this so help me decide:
1. The T's bring their own generator and have run wires and set up floodlights throughout the building. ( I can do it, will require a bunch of models/cables...blah blah.)

2. The T's have plans to switch on the power from an access panel near their spawn. (This is my favorite idea. Have an access panel near T spawn and CT spawn where teams can switch on and off lighting for the entire level. It could be strategy to stay in the dark or swtich em on and off at just the right moment with the help of team mates. I will of course also incluse some perma lights just to make it playable even in the "dark".)

THOUGHTS?!?!?!?!
Re: de_mentalhospital Posted by Dark_Kilauea on Tue Jan 16th 2007 at 10:50pm
Dark_Kilauea
629 posts
Posted 2007-01-16 10:50pm
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I'll give you this ultimatum...

Show me screens and I give you comments :smile:
Dark_Kilauea
DVS Administration
http://www.dvstudio-production.com/
Re: de_mentalhospital Posted by amanderino on Tue Jan 16th 2007 at 11:01pm
amanderino
205 posts
Posted 2007-01-16 11:01pm
205 posts 21 snarkmarks Registered: Nov 13th 2006 Location: United States
I have one idea to run by everyone for something unique about this map. Ok since its an ABANDONED mental hosp, some critics have been sayin "well how is there gonna be lights on and duhhh". I dont really have an answer, but i have a few ideas to solve this so help me decide:
1. The T's bring their own generator and have run wires and set up floodlights throughout the building. ( I can do it, will require a bunch of models/cables...blah blah.)
2. The T's have plans to switch on the power from an access panel near their spawn. (This is my favorite idea. Have an access panel near T spawn and CT spawn where teams can switch on and off lighting for the entire level. It could be strategy to stay in the dark or swtich em on and off at just the right moment with the help of team mates. I will of course also incluse some perma lights just to make it playable even in the "dark".)
THOUGHTS?!?!?!?!
By critics, you mean me, right? lol I was just thinking about this map the other day. I was wondering if you had made any progress with it. I log in today and see that you have. Awesome. Anyways, I'm liking your second idea there. I always wanted to make a CS map where all the lights could be turned off and shot out.. but I never wanted to do all the work for it. However, since all your lights will be connected to the one generator, it should be no trouble at all for you.

Good luck.
I'd play the map for you again, but Steam isn't on my computer right now. I'll reinstall it sometime this week so I can play the new .bsp. It is updated, right?
Re: de_mentalhospital Posted by reaper47 on Wed Jan 17th 2007 at 1:07am
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Posted 2007-01-17 1:07am
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I'm not a big CSS expert but I read the idea about power switching and it sounds fun. But the pessimist in me sees a problem with vrad calculating 2 different lighting states for all the lamps in the map. Usually 3 dynamic (switchable) lights together can produce errors. I'm not sure what's the limit for Source games but you might do a few tests before setting this all up. It's possible the engine limitations are in the way... :/
Why snark works.
Re: de_mentalhospital Posted by Bender on Wed Jan 17th 2007 at 2:20pm
Bender
38 posts
Posted 2007-01-17 2:20pm
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reaper thank you for highlighting a potential problem. The REAList in me thanks you. It DOES sound like a lot of fun, but it could be more trouble than its worth unfortunately. This idea i realized is not new, the map mansion (i think its called that) has switchable lights, so i am guessing its possible somehow.

Yes amandarino you are my critic, but i take it all in stride and constructively. Your feedback is honestly very appreciated. ****THE MAP DOWNLOAD HAS NOT BEEN UPDATED!!!!*** I will update that soon as well.

Dark K, I WILL get some screens up for you and everyone else i promise. i just wanted to have some more stuff in the map to show before i went posting screens. They r Coming...
Re: de_mentalhospital Posted by Cassius on Thu Jan 18th 2007 at 2:02am
Cassius
1989 posts
Posted 2007-01-18 2:02am
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Beans for screens.
Re: de_mentalhospital Posted by amanderino on Thu Jan 18th 2007 at 6:45am
amanderino
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Posted 2007-01-18 6:45am
205 posts 21 snarkmarks Registered: Nov 13th 2006 Location: United States
I'm almost postive that the lights will work. I can compile something now, I have all my stuff back. :smile: I'll edit this post later and let you know.
Re: de_mentalhospital Posted by Bender on Sat Jan 20th 2007 at 9:51pm
Bender
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Posted 2007-01-20 9:51pm
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OK all you cool Cats and Kittens out there....Here are some screenies from my latest creation. Still a work in progress, still a LOT left to go but here's a taste for y'all ta nibble on. ENJOY!

CT Spawn entrance. Front of the hospital. No skybox yet, not many deatils. Needs windows n stuff. (The windows you can see were just for testing and will not stay-...bleh).
User posted image

View as CT's enter bldg. Main Lobby. I have spent the most time recently working on this main lobby room because its the first room the CT's enter and considering the T entrance is a "back" sort of entrance, this room should set the tone for the enitre map. This room still needs more detail models and maybe a light or two more. Very cool so far IMO.
User posted image

Main Lobby.
User posted image

Main Lobby again.
User posted image

Depart Main lobby through left lower side and find this room. This is actually a view from the "T" side.
User posted image

Upper Hall.
User posted image
User posted image

Bombsite A Courtyard
User posted image

Bombsite B Basement Electrical room
User posted image

T Spawn
User posted image

OK, hope you all enjoyed that little tour. Still very much a WIP, but i know many of you wanted some screens, so there ya go.

***THE DOWNLOADS HAVE BEEN UPDATED TO THIS PICTURED VERSION OF THE MAP***see profile
~~BENDER
Re: de_mentalhospital Posted by Bender on Tue Jan 23rd 2007 at 5:18pm
Bender
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Posted 2007-01-23 5:18pm
Bender
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Updated the screenies in case y'all didnt notice. I actually have done even MORE than what these screenshots show. I will post those new ones later. enjoy!
Re: de_mentalhospital Posted by Orpheus on Tue Jan 23rd 2007 at 10:54pm
Orpheus
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Posted 2007-01-23 10:54pm
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I know its early and pretty basic, but I like the stairs. Nothing flashy, just really clean and serviceable. If you can continue with that throughout the rest of the map, you'll do well.

The best things in life, aren't things.
Re: de_mentalhospital Posted by reaper47 on Wed Jan 24th 2007 at 12:00am
reaper47
2827 posts
Posted 2007-01-24 12:00am
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Hmm... it's a bit early. I think I had to download the map to really say anything but I don't have CSS installed...

But it's way too dark yet, I can tell you that :smile: You need more lights and less super-shady corners to please the people who play at daylight and with bad monitors (about 90% of people).
Why snark works.
Re: de_mentalhospital Posted by Bender on Wed Jan 24th 2007 at 1:25am
Bender
38 posts
Posted 2007-01-24 1:25am
Bender
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It is definitely dark, there ARE more lights coming and i can totally agree with the need to add more. Not only lights but i am planning on possibly using some lighter textures to "brighten" things up as well as possibly going with snow as outdoor ground. should help.

Thanks for the stairs comments. I like them as well. :smile:

I playtested about 50 or so rounds recently with bots and the fps are good to very good IMO considering my system is not very very new. (75-200fps) consistently with 9 bots runnin around. I must say too that the time was flying by. I believe the playability of this map is great, if i do say so myself. Very fun (toots own horn). lol Still needs bunches more models for cover and detail.
Re: de_mentalhospital Posted by FatStrings on Wed Jan 24th 2007 at 3:34am
FatStrings
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Posted 2007-01-24 3:34am
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wow, the whole light thing sounds awesome, night vision goggles will become useful for the first time
when i get the time i'll download it and check it out
Re: de_mentalhospital Posted by Bender on Wed Jan 24th 2007 at 2:39pm
Bender
38 posts
Posted 2007-01-24 2:39pm
Bender
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yeah and at only $1 thanks to dynamic weapon pricing...you cant go wrong!

Its funny you should mention the nightvision goggles thing because i playtest sometimes with the nightvision and it is very practical on my map.

Is it possible to spawn players with nightvision? how'd ya do that?
Re: de_mentalhospital Posted by Orpheus on Wed Jan 24th 2007 at 2:44pm
Orpheus
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Posted 2007-01-24 2:44pm
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Bender said:
Is it possible to spawn players with nightvision? how'd ya do that?
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.

The best things in life, aren't things.
Re: de_mentalhospital Posted by FatStrings on Thu Jan 25th 2007 at 1:20am
FatStrings
1242 posts
Posted 2007-01-25 1:20am
1242 posts 144 snarkmarks Registered: Aug 11th 2005 Occupation: Architecture Student Location: USA
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:
Re: de_mentalhospital Posted by Bender on Sat Jan 27th 2007 at 4:12pm
Bender
38 posts
Posted 2007-01-27 4:12pm
Bender
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38 posts 34 snarkmarks Registered: Aug 18th 2006 Occupation: Middle School Technology Teacher Location: U.S.A.
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
User posted image

User posted image

Basement is TRASHED!
User posted image

User posted image

Side Hall
User posted image

Near T Spawn entrance
User posted image

User posted image

User posted image

User posted image

User posted image

User posted image

User posted image

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Until Next Time....
Re: de_mentalhospital Posted by Bender on Wed Jan 31st 2007 at 5:45pm
Bender
38 posts
Posted 2007-01-31 5:45pm
Bender
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38 posts 34 snarkmarks Registered: Aug 18th 2006 Occupation: Middle School Technology Teacher Location: U.S.A.
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!)
Re: de_mentalhospital Posted by Bender on Sat Feb 10th 2007 at 9:41pm
Bender
38 posts
Posted 2007-02-10 9:41pm
Bender
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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!
User posted image

User posted image

Textured stairs
User posted image

User posted image

Blown out wall
User posted image

Broken halfwall on roof
User posted image

Just cuz i thought this screenshot was cool all red n such
User posted image

till next time....
BENDER OUT!
Re: de_mentalhospital Posted by Stadric on Sat Feb 10th 2007 at 10:56pm
Stadric
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Posted 2007-02-10 10:56pm
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You really need some slanted roofs for those buildings.
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
Re: de_mentalhospital Posted by Bender on Mon Feb 12th 2007 at 6:21am
Bender
38 posts
Posted 2007-02-12 6:21am
Bender
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38 posts 34 snarkmarks Registered: Aug 18th 2006 Occupation: Middle School Technology Teacher Location: U.S.A.
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?
Re: de_mentalhospital Posted by Myrk- on Mon Feb 12th 2007 at 2:54pm
Myrk-
2299 posts
Posted 2007-02-12 2:54pm
Myrk-
member
2299 posts 604 snarkmarks Registered: Feb 12th 2002 Occupation: CAD & Graphics Technician Location: Plymouth, UK
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.
-[Better to be Honest than Kind]-
Re: de_mentalhospital Posted by Bender on Mon Feb 12th 2007 at 5:53pm
Bender
38 posts
Posted 2007-02-12 5:53pm
Bender
member
38 posts 34 snarkmarks Registered: Aug 18th 2006 Occupation: Middle School Technology Teacher Location: U.S.A.
<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!
Re: de_mentalhospital Posted by Bender on Mon Apr 30th 2007 at 8:21pm
Bender
38 posts
Posted 2007-04-30 8:21pm
Bender
member
38 posts 34 snarkmarks Registered: Aug 18th 2006 Occupation: Middle School Technology Teacher Location: U.S.A.
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.
Re: de_mentalhospital Posted by Bender on Wed May 2nd 2007 at 12:55am
Bender
38 posts
Posted 2007-05-02 12:55am
Bender
member
38 posts 34 snarkmarks Registered: Aug 18th 2006 Occupation: Middle School Technology Teacher Location: U.S.A.
Enjoy the new screenies! Critics always welcome!
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till next time kiddos...
Re: de_mentalhospital Posted by RedWood on Wed May 2nd 2007 at 5:36am
RedWood
719 posts
Posted 2007-05-02 5:36am
RedWood
member
719 posts 652 snarkmarks Registered: Sep 13th 2006
I can't download it. The link your site said file not found.
Re: de_mentalhospital Posted by Riven on Wed May 2nd 2007 at 12:01pm
Riven
1640 posts
Posted 2007-05-02 12:01pm
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
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.
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: de_mentalhospital Posted by RedWood on Wed May 2nd 2007 at 11:49pm
RedWood
719 posts
Posted 2007-05-02 11:49pm
RedWood
member
719 posts 652 snarkmarks Registered: Sep 13th 2006
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.
Re: de_mentalhospital Posted by Bender on Thu May 17th 2007 at 7:46pm
Bender
38 posts
Posted 2007-05-17 7:46pm
Bender
member
38 posts 34 snarkmarks Registered: Aug 18th 2006 Occupation: Middle School Technology Teacher Location: U.S.A.
oops
Re: de_mentalhospital Posted by Bender on Sat Jul 7th 2007 at 10:32pm
Bender
38 posts
Posted 2007-07-07 10:32pm
Bender
member
38 posts 34 snarkmarks Registered: Aug 18th 2006 Occupation: Middle School Technology Teacher Location: U.S.A.
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.
Re: de_mentalhospital Posted by Bender on Sun Jul 8th 2007 at 4:49pm
Bender
38 posts
Posted 2007-07-08 4:49pm
Bender
member
38 posts 34 snarkmarks Registered: Aug 18th 2006 Occupation: Middle School Technology Teacher Location: U.S.A.
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
Re: de_mentalhospital Posted by Bender on Sun Aug 12th 2007 at 3:52pm
Bender
38 posts
Posted 2007-08-12 3:52pm
Bender
member
38 posts 34 snarkmarks Registered: Aug 18th 2006 Occupation: Middle School Technology Teacher Location: U.S.A.
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
Re: de_mentalhospital Posted by Captain P on Mon Aug 13th 2007 at 11:16pm
Captain P
1370 posts
Posted 2007-08-13 11:16pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
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:
Create-ivity - a game development blog
Re: de_mentalhospital Posted by $loth on Sun Sep 23rd 2007 at 6:04pm
$loth
2256 posts
Posted 2007-09-23 6:04pm
$loth
member
2256 posts 292 snarkmarks Registered: Feb 27th 2004 Occupation: Student Location: South England
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:
Re: de_mentalhospital Posted by G4MER on Fri Nov 9th 2007 at 11:21pm
G4MER
2460 posts
Posted 2007-11-09 11:21pm
G4MER
floaty snark rage
member
2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
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.