I don’t mean to be rude, but this not at all the quality we’ve come to expect from a thread
devoted to amap. I suggest you take a good look at some of the other map threads to see
what exactly I mean.
first of all, Your lighting, is… Well, it’s almost non-existant, it looks like you’ve simply put a
light entity or two there, and hit compile. There needs to be a believable level, and colour
of light, as well as sufficient attenuation to light the room, not a single spot, while the rest
of the room remains in darkness.
Secondly, your brushwork, and architecture is simple and very uninteresting, there’s
nothing going on, its a plain room, with a couple of plain corridors, with no actual doors,
door frames, windows or anything remotely interesting.
Thirdly, your texturing, well that needs some work too, you can’t just paste the same 2
textures over everything, it looks like… Well it just looks terrible. Think about braking up
repetition with architecture, try to think about using textures which complement each other,
not clash. And the decals don’t just go wherever, they look like they were painted on, that’s
not how they’re supposed to look.
Lastly, your props are awkwardly and randomly placed, and the ones that didn’t show up
are due to your placing them as prop_statics when they were designed to be prop_physics
or prop_dynamic.
In a nutshell, go look at a real psychiatry, real life interior architecture, and especially at
the quality of other threads here, which show a lot more content than a single (or 2) rooms
in their first post.
Don’t take this the wrong way, this purely for your benefit, I’m not trying to berate you,
(apart from posting your own thread when this is clearly not threadworthy) , I’m just trying
to point you in the right direction. Check interlopers for good tutorials regarding everything
mentioned above.