Check out Half-Life Re-imagined competition results!
Check out Skewing textures in Hammer, our newest tutorial!
Welcome, akn, our newest member!

logo

Site Stuff

Reference

Maps

Community

ShoutBOX

Poll

Feeling Blue

What's your favourite shade of blue?

Azure

15

Cobalt

32

Turquoise

10

Cyan

11

Royal

9

Teal

3

Onliners

2 mins

Solokiller

20 mins

Jessie

27 mins

Windawz

28 mins

Penguinboy

36 mins

Shepard62700FR

2 hours

fighter667

2 hours

Ghost129er

Affiliates

A gaming and technology blog by TWHL admins Penguinboy and Ant. A music blog by TWHL users Ant and Hugh.

de_hospital

Map Vault > Completed Maps

map screenshot

star star star star star
(1 votes)

[More Screenshots]

Avatar

By Skals (See more)
12th November, 2007

Counter-Strike: Source
959.29KB - BSP
2094 views
585 downloads
8 comments

Last edited: 12th November, 2007

download

De_Hospital Is the Map i made for comp_24. I made it in about 25 day's. I put lots of effort in the brush work, decaling and a bit of modeling and lights. my only minus is the sounds, but its a css map, and with all the shooting it should be ok.

This isnt the original that i entered in the compo. indeed it has been modified.

The terrorist bots work OK, but the Ct's keep on jumping into the wall. So its a no for bots.

Story line:

Billions of US Dolars have been stored in the Hospital of 21st Avenue, Ready to depart for the bank of US. Some Counter-terrorist's have been assigned to guard them. Mean While, the terrorists had been payd to kill a powerfull deputat who had been placed in the hospital for unknown reasons. What the both teams didn't know is that they will meat.

Terrorists: Bomb the estate of the 21st avenue Hostpital.

Counter-Terrorists: Protect the estate by killing every single terrorist.

Comments

avatar Playbus says: 12th November 2007, 07:32 AM
I'll check this out when I get home from work later. :)
avatar Archie says: 12th November 2007, 08:20 AM
"What the both teams didn't know is that they will meat." Is that some sexual metaphor, or...?
avatar Skals says: 12th November 2007, 09:40 AM
lolz :D... i'm not that good at english sorry. but i wanned it to sound cool :( and besides i cant find a way to turbn the spell check on :/
avatar Skals says: 12th November 2007, 11:08 AM
Damn i done the link wrong, let me do it again plz.

Ill update
avatar Blitzkrieg says: 12th November 2007, 14:31 PM
well this shot looks a hell of a lot better than the ones you posted in the compo thread, that's for sure.
avatar Skals says: 12th November 2007, 15:33 PM
Yes. Those ones suck. At that moment i hadnt finished this part of it yet so those were the best i could make, and that place is updated now anyways.
avatar Playbus says: star star star 12th November 2007, 16:08 PM
I really like the effect you've used on the floor in that one room, where there are volumetric light brushes. I assume it's an overlay, and it really is a good effect. I like it. It makes the light coming through the windows very believable.

The volumetric brushes themselves are good too, but I think a slow moving subtle texture would make them look even better.

The rest of the map is nowhere near as good as that bit. The architecture is very blocky, and the texturing isn't all that good either. It didn't really look like a hospital to me. There isn't a skybox either!

The lighting, apart from the bit I already mentioned, is not very good. Try using less normal 'light' entities, and more light_spots instead. Play with them. Set the outer angle of the light spot to 89 and the inner angle to 65-70 to make a spotlight which lights a large area. Try and get more of a variation of colour in your lighting in relatively small spaces -
but always explain where lights are coming from too.

I don't know if there was any ambient sound because I played with my speakers off (the wife was watching TV) but I'd hazard a guess that there wasn't. But correct me if I'm wrong.

What you need to do now is take the attention you paid to that light effect I mentioned at the start, and apply that level of detail to absolutely every single little part and aspect of your map.

And then, it'll be really good! :D
avatar Skals says: 12th November 2007, 16:22 PM
Man, you rate all of my maps 3.

Well that effect is a func_ilusionart - textured - 15 :P

and that on the floor is a decal...

Sooo... if i get the light right, and the brushwork more exciting i'd get 5 stars? :)
You must be logged in to comment.