de_hospital

Counter-Strike: Source CSS
de_hospital by Skals
Posted 17 years ago2007-11-12 06:48:06 UTC • Completed • Counter-Strike: Source
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Name
de_hospital
By
Skals Skals
Type
Map
Engine
Source
Game
Counter-Strike: Source
Category
Completed
Included
BSP
Created
17 years ago2007-11-12 06:48:06 UTC
Updated
17 years ago2007-11-12 11:11:40 UTC
Views
2789
Downloads
864
Comments
8
Rating
3.00 (1)
Reviews
0
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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.

8 Comments

Commented 17 years ago2007-11-12 07:32:33 UTC Comment #15944
I'll check this out when I get home from work later. :)
Commented 17 years ago2007-11-12 08:20:11 UTC Comment #15945
"What the both teams didn't know is that they will meat." Is that some sexual metaphor, or...?
Commented 17 years ago2007-11-12 09:40:41 UTC Comment #15947
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 :/
Commented 17 years ago2007-11-12 11:08:40 UTC Comment #15949
Damn i done the link wrong, let me do it again plz.

Ill update
Commented 17 years ago2007-11-12 14:31:06 UTC Comment #15952
well this shot looks a hell of a lot better than the ones you posted in the compo thread, that's for sure.
Commented 17 years ago2007-11-12 15:33:58 UTC Comment #15953
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.
Commented 17 years ago2007-11-12 16:08:32 UTC Comment #15954
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
Commented 17 years ago2007-11-12 16:22:34 UTC Comment #15955
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? :)

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