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Sanatorium
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Apr 6, 2013 @ 10:01am
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Description
de_sanatorium - By Alexandrovich
This map is a made-from-scratch map I started last year, and I decided to finish it, bug-test it, and finally send it to CEVO/Gamebanana Contest.
The map is set at night-time, in an abandoned and condemned mansion/sanatorium with two principal floors and one unused roof stage. The map has its own custom radar and contains a few custom textures. And no, it's not as dark as the screenshots show it. If you turn your brightness up ((Help/Options > Video Options > Brightness) just a bit, you will be able to see clearly if you didn't before.
IMPORTANT: It is appreciated to report any bugs (Missing textures, unintended zones, clip bypass...) Thank you! :)
The Counter-Terrorists and Terrorists...
...are trapped inside the mansion, with no possibility of escaping, except blowing a weak part in the top structure of the left semi-destroyed building and escaping through the destructed building (Bombsite B). There's also another bomb target, the right building where the CT spawn is located.
Terrorists:
The objective is to blow up all the medical supplies in Bombsite A, or escape from the whole building by destroying Bombsite B. It is optional to eliminate the CT team to prevent the mission fail.
Counter-Terrorists:
The objective is simple, eliminate any hostile unit and prevent the destruction of any medical supply, and prevent the Terrorists from escaping.
It took me ages to release this map, but as this is a good oportunity, I have a bit of hope after all, so it looked like a good idea to share it with you!
Enjoy! :-)
-Alexandrovich
10 Comments
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{=Corrosion=} Jul 1, 2013 @ 2:36pm 
map sucks.....spawns are f'd up and bots dont know what to do....good idea....must be worked
Alexandrovich  [author] May 12, 2013 @ 12:48pm 
The ambience must be dark and a bit blue, as I mentioned before. To add a more nighty effect I recommend using fog (dark, black fog) so it will make it even darker at a distance.
George Armstrong Custer May 12, 2013 @ 12:45pm 
And the brightness? I'll be in a city so I'll be using some lamps and such to add light.
George Armstrong Custer May 12, 2013 @ 12:44pm 
Thanks a lot! What about the ambient light settings?
Alexandrovich  [author] May 12, 2013 @ 4:00am 
Some tips:

If you're gonna turn some lamps on, make sure they have a turned-on skin that will change the glass texture to light. Adding an env_sprite and a light_spot won't make it that realistic!
You need to change the skin of the lamp/light model :)

If you're gonna add some fake-windows inside the buildings, make sure they have a light_spot oriented just as the light_environment, with the same colour. That will make the players know it's at night outside.

Good luck with your map buddy! :D

-Alexandrovich
Alexandrovich  [author] May 12, 2013 @ 4:00am 
I will gladly help you!

The light environment should be very very dark, but keeping a bit of blue-green colour.
For example: For a new night map I would use this color: 5 10 20
But that would be very dark for a night map, so if it was in a house or in a city, I'd add lamps and streetlights on to light up the zone. In the case that there's no such thing (a forest, a mountain, etc...) I would light it up for a bit so players can see properly without auxilliary light, but keeping in mind it's at night. Example: 10 30 45

Always keep the blue value higher than the rest, because this adds a barely observable dark-blue tone to the ambience. In the case of Sanatorium, I decided to add a bit more of green to make it look more scary.

About the skybox, I'm using a mix between green 2d skybox fog and the original HL2 skybox used back in Ravenholm chapter. I just added this skybox to the map with pakrat.
George Armstrong Custer May 11, 2013 @ 12:54pm 
Hey, I'm working on a night map myself and I'm having trouble getting the lighting to come out. If you don't mind helping me out, what skybox are you using and what are the settings on your light_environment? You really got the night lighting down.
kHAN Apr 12, 2013 @ 3:57am 
There are some issues with the lighting in areas where you added flicker effects, If you do flicker effects you will get errors if the light happens to hit the same surface as a different light.
Alexandrovich  [author] Apr 11, 2013 @ 7:13am 
In fact, this map is not like every other map. As the map is kind of dark, the players have cover in dark spots. Also, ninja/knife players will love this map due to the amount of hiding spots.
But anyway, I must admit it doesn't feature so much cover zones for battle, but scary moments and shitstorms when you and an enemy encounter suddenly.

Hope you like it by the way! :)
Hellkitty Anarchy - HiperZ Apr 11, 2013 @ 1:52am 
Whilst it's certainly nice looking and has an amazing atmosphere I can't see it working as a map all that well, due to lack of cover and emptyish rooms