Hospital

Furex

L4: Comfortable Member
May 30, 2009
151
34
A hospital map with a heavy strapped to a stretcher instead of the bombcart! =) Push the injured heavy to the hospital and save him.

This is only beta3 so alot of changes and more detail, lightning etc is on the way. Write some feedback if u find any bugs, have any ideas or something..

Thx alot to Mic_ for creating the stretcher

Extract the rar file to
...Steam/steamapps/*YOUR STEAM ID*/team fortress 2/tf/maps



*****
updates in beta 2:
* added more props for cover
* textured the corridor going underground
* fixed the blue forward spawn
*****

*****
updates in beta 3:
* added a house at CP3 to make it less sniper friendly, the cart now
have to be pushed through the house
* changed/added some minor things
*****
 
Last edited:

Pikmin 23

L1: Registered
Mar 16, 2009
40
0
The heavy has always served as a kind of "leader" role in my mind, so this makes sense.

To me, at least.
 

DaFatCat

L3: Member
Apr 19, 2009
129
11
So does the heavy explode? Steal the l4d boomer explosion effect :p

I love your rhino sign.
 

Connect_Four

L2: Junior Member
Jan 28, 2009
57
23
After a 10 minutes gameplay of this on 2f2f, here's some rather amusing and pressing things that I noticed:

-Way too big and open. I was drawing everything from the spawn gates and my fps was down to 15-20. After CP1, there's almost no cover.

-The stairs. There's a corridor full of dev textures (in beta, should get to texturing that), and you must take a set of stairs to get up to some point. These stairs, we couldn't walk up them, so we had to jump each stair individually. Rather annoying.

-Blu Forwerd Spawn. This was by far the funniest thing that happened during the testing. People were spawning in the wooden planks and even below them. Here are some pictures:







I couldn't stop laughing. Please fix this though, was very annoying.
 

Furex

L4: Comfortable Member
May 30, 2009
151
34
updated the map with:

added more props for cover
textured the corridor going underground
fixed the blue forward spawn

continue to give me feedback! =)
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
This had better be Medic on Medic action.

Great concept, by the way.
 

Bot190

L1: Registered
Sep 25, 2008
49
4
I was able to play a few rounds of this today, It has promise but its going to take a lot of work to make it good. First, its way to big, it really sucks when you spend a minute walking to the cart only to be sniped by the snipers right outside the red spawn. The whole map felt to big, not only was it long it was also to tall. The buildings on the right outside the red spawn could be halved in size. I would also provide more cover between the red spawn and the pathway. I like the idea of being able to snipe there, but its way to easy. Speaking of sniping, the whole map is way to sniper friendly. The long sight lines with little in the way of breaking it up didn't help. Another thing, please remember to pack the heavy stretcher into the map next time, its annoying to have to push a big red ERROR. The displacements right outside the blue spawn look very unnatural and boring. Put some rocks there or something to break it up a bit.
 

Roadwolf

L1: Registered
Jun 19, 2009
2
0
Is there a new version available, and if so, is there a place other then fpsbanana to download it from? I would allow you to download it from my server if you needed a place to host it. :)