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Level: Lost Hospital back home search
Author(s): mattlsu
total rating:4.93 Gameplay &
Puzzles
Enemies,
Objects &
Secrets
Atmosphere,
Sound &
Cameras
Lighting &
Textures
Blue43 4 5 6 7
CC 3 4 6 5
Colin 6 8 9 8
EssGee 3 5 7 7
eTux 2 4 5 5
Gerty 3 4 7 6
Jay 3 5 8 6
JesseG 3 7 6 7
Jose 3 3 6 6
Kitkat 3 5 8 6
Kristina 3 4 4 4
manarch2 2 4 4 4
MichaelP 3 5 8 5
Mulf 4 3 5 4
Neso 3 5 6 6
Orbit Dream 3 5 7 8
Ryan 3 6 5 5
Spike 3 5 7 6
Treeble 2 3 3 4
category averages
(19 reviews)
3.11 4.74 6.16 5.74

Reviewer's comments

"The quirkiness of the beginningâ€"you open the obvious door to exit the first room, only to find a tiny room, in which, to add insult to injury, there is nothing but an empty shelfâ€"was spoiled for me because of the distracting presence of a pair of the well-known pushable pillars from the Catacomb wad and the clearly discernible trapdoor under one of them. Spectacularly ill-fitting as these pillars are (unless that hospital has been lost since Roman times, an assumption for which further indications are lacking), they revealed the true exit before I even opened the decoy door.
The quirkiness of the endingâ€"you enter a room with explosives in them, which go off and kill you; thus ending the levelâ€"was spoiled for me because the explosives sign effectively stopped me dead in my tracks before I reached the dead zone. The mine went off regardless; then I went in, ran around a bit and even shot the shatter object that had mysteriously survived the explosion intact.
Yes, the ending was supposed to be that you get blown up because, as the author admits, he couldn’t get the finish trigger to work. From this you might easily extrapolate that there are other things in this level that might not work, but it’s not all that bad. Some attempts have been made at creating a gloomy atmosphere, and the zombies, who chase Lara (or slouch after her) through this abandoned hospital for 10 or 15 minutes while she runs from room to room operating various switches, are effectively creepy. The switches work, there are no game-stopping bugsâ€"though glitches occur in the shape of those primitive objects from jliboy’s ‘bonus wads’ (as he called them when he bestowed them on the TRLE world), the collision of which is miles off most of the timeâ€", and you don’t even get lost between all those rooms and corridors, although this is probably due mostly to the fact that the level happens to be so small.
A minor diversion without major sources of irritation, then, but one that fails to realise its potential." - Mulf (01-Jan-2018)

"The setting excels more than the gameplay in this little taster of a level. A short 15 minute sprint through a spooky hospital full of drunken zombies (well, not that there's any other kind), pulling levers, kicking open doors and finding a gem. There is no normal finish trigger, the level simply ends with Lara chancing upon a minefield. Oh, and in the first room with the movable pillars, DON'T stand on the side of the trapdoor handle, otherwise the pillar will fall through the trapdoor when it opens, and you'll be stuck." - Ryan (04-Mar-2017)

"An intended horror level that does not even manage to be spooky or atmospheric so even in those regards it was quite a disappointment. Didn't expect much from the gameplay which was nearly non-existent, just run through a few corridors, pick up and use a gem and use a couple of levers. The choice of enemies, objects, textures and even a bit the use lighting shows the builder is capable of more though, but it's all very simplistically and not very coherently presented either. No secrets to find in 6 minutes before you reach the final room - there's no finish trigger though." - manarch2 (17-Aug-2015)

"In this short and easy level it is all about evading the walking dead, opening several doors and pull a few levers. Too bad that game play falls completely short in this one, as the atmosphere was nice and spooky. There are even a few camera hints here and there. Tons on ammo pickup but the all-important shotgun to use it in, was never to be found. The texturing looked actually quite nice and the lighting was also well done, although a little flat. I failed to trigger the explosion because I shot the barrel in the end and therefore ended the level without a finish trigger. I recommend this for playing if you feel the need for a quick run as a distraction, when you are stuck in a big complicated level. (15 minutes)" - Blue43 (13-Jan-2011)

"This level is balanced by some great things and some disappointing things. I'll start from the worst up: Gameplay has nothing more than a few minutes of running down a few corridors, pulling a few switches, using a gem, and pushing a few objects. The level "ends" abruptly by Lara getting a mine in the face when a room explodes - unless you avoid it, then you can step in and make the explosion loop much to your delight until you're ready to quit. The cameras were poorly setup and only show the general area where the door is located, though at least they exist. I appreciated the work put into the objects to give the place a creepy aroma, especially the bloodied men dragging themselves away from the zombies in vain. The textures help add to the creepy feeling well. The author had a creative display here for players to enjoy, but I'm afraid they will not a substantial level to go with it." - SSJ6Wolf (20-Jan-2009)

"What you actually do here is spend a couple of minutes running through narrow corridors looking for a gem and then a lever to open the exit door that ultimately leads you to an explosive mine -- the end of the level, according to the readme. There's a distinct lack of windows, wonder just what kind of hospital this was supposed to be. A few zombies lurk around, but not much else. 10 minutes. 11/08" - Treeble (10-Nov-2008)

"This could be classed as a joke level. Very short, with Lara running around what might be called a hospital, only to end up as a permanent resident herself as there is no escape. OK, maybe not a joke. Perhaps better to call it a demo. The place has long since ceased to be a hospital, and the last unfortunates are the living dead... lots of them. An attempt has been made at a spooky dark atmosphere, a couple of levers, doors to open, objects to push around, trapdoors, find a gem, open a door, and that's about it. Lara looks good though. It all looked and felt more weird than scary. None the less, hats off to the builder for having a go." - CC (12-Nov-2007)

"As you'd expect from the name "Lost hospital" is set in a medical center. The level designer has done a good job in designing the look of a dark, spooky, abandoned hospital. Zombies are scattered all around who can be destroyed by several shot gun blasts (the designer gives you many shot gun shells thankfully). Also, you'll see several shuffling corpses *Shiver*. There is an office, a dorm, a bathroom, a padded cell, a cafetreria and so on. The goal of this level is to find the end trigger which is a blast that kills Lara (I find that a bit strange). Puzzles aren't too tough and most players will breeze through the rooms and find the ending quickly. My only gripes over this level are a few objects and doors that seem to have collision beyond their normal width and the ending makes you think you need to avoid the explosion some how to get to the finishing trigger. I was stuck for a while trying to avoid being blown away until I learned on a walkthru that the fatal explosion IS the end. Although the lost hospital is a fairly small level, I found it to be well worth the download." - Colin (28-Sep-2007)

"Not much to do that finding a gem and opening doors. The last one you open is the finishing trigger though, so when Lara get blown to smithereens.... that is the end. The zombies you met here can be shot with the Shotgun, and there is more than enough ammo to collect, to do just that. The atmosphere is quite good in this lost hospital, a pity that it is so short and has no puzzles and traps. Nice use of the camera though, so now built us a bigger level with lots more to do in it as you've shown us that you know how to use the LE." - Gerty (01-Sep-2007)

"Few things to say about this small level, only running through the square rooms of an hospital picking up shotgun shells to kill some zombies, pull a couple of levers and place a gem. No more. The best for me were the textures. Ah! There are some danger musics in some places. That's all." - Jose (17-Aug-2007)

"It's not just a hospital, the areas don't exactly look like wards but there are some beds and many dead around, but a haunted hospital. Lara's face is ugly and there are zombies everywhere but fortunately you can kill them. It is under fifteen minutes, with a gem to find and a lever or two to push so you can go further. I am not fond of such levels with zombies so I didn't like it." - Kristina (16-Aug-2007)

"I see dead people....Lots of dead people...Clearly this hospital's residents didn't get looked after too well, coz they're all zombified now. The level is a deserted dark hospital that needs its dingy hallways explored whilst brushing off an endless swarm of undeads. Note that the author warns of a unreliable finish trigger, and instead a mine will blow up Lara up to finish the level. However the mine can be avoided and leaves you wondering where to go next, when in fact you have finished the level. In its favour, the level has a suitably spooky feel to it, but is over quite quickly. Not bad for a quick raid." - EssGee (13-Aug-2007)

"Ooh, a zombie level, haven't had one in a while. But even if so - this one doesn't add much novelty to the concept - or to any other concept for that matter. The trickiest things might be finding the trapdoors or realizing when the level is over, since the finish trigger doesn't work. The setting actually seemed well done for such a compact one and the atmosphere shows promise of better things to come, but the zombies - since so easily avoided were not much of a threat - if more an atmosphere device, and though the corpses that moved on their own added to it too the first time round - I thought that as an effect it was overused. The level is more on the dark side, but fortunately there are sufficient flares to get through this 5 - 10 minute adventure relatively unaffected by that. As far as the objects go - some had major collision problems, thus you either kept bumping into invisible walls or running through objects that obviously were there! Even though the duration in this case wouldn't warrant a very high rating anyway, it was kind of disappointing that all you really had to do was run around, flick some levers, find a (incorrectly named) gem, thus having really not much to sink your teeth into the first place, bar the ending when you have to figure out whether there is a way to disarm the mine or (as the author states in the readme) actually the end of the level. It's not a bad little zombie experience as it is, but the author definitely needs to work on his experience and skills for the basics of level building as he builds more adventures, and then I'm sure we'll get some more substantial gaming experience." - eTux (07-Aug-2007)

"10 minutes. I'm not sure I have understood the end of the level. Are we supposed to die ? Anyway, that gloomy hospital is not difficult, however the RE-like atmosphere is well done. The rooms are a bit disproportioned (the corridors in the hospitals are wider, and there are individual bedrooms) but who cares ?" - Neso (06-Aug-2007)

"This is one creepy hospital, full of zombies and dead bodies and some oddly chosen catacomb style objects, which seem totally out of place. It's a very short level with very rudimentary gameplay - explore the gloomy hospital, avoid the zombies, find a gem and throw a few levers. Also, there's no finishing trigger so the builder arranged for Lara to be blown up instead. Actually, I thought that was rather funny. Good atmosphere and I liked the examination room with the medical charts on the walls, but it really feels more like a demo than a finished level." - Jay (15-Jul-2007)

"You simply can't score a 15 minute level highly,which is a pity as this was really good fun.Gameplay consists of running from zombies,kicking open doors,avoiding crawling rotting corpses (a little too overused),searching for one Diamond and running from even more zombies;but it's fast,furious and builds to a ludicrous but hilarious Finale - an afterthought,I gather(as the builder couldn't get his 'finish trigger' to work)but a serendipitous one,as this particular style of ending has only been used in a handfull of other Custom levels and always comes as a surprise. If this level is expanded - all well and good. But as it stands,it's a hilarious and enjoyable little entertainment." - Orbit Dream (14-Jul-2007)

"Not much to do here other than run around shooting zombies, and crawl through some tunnels in order to move around the hospital. The atmosphere is nice, and the texturing is decent, although there is nothing particularly special here in terms of gameplay." - Spike (09-Jul-2007)

"This is very short and if it is a demo I am interested to see the finished level. I'm a big Silent Hill fan. If you've got a hospital full of zombies, I'm there! And although this isn't 'scary' as in 'big shocks that make you jump out of your chair' it was building apprehension up quite nicely. It always makes me nervous when I start collecting lots if shotgun ammo early on in a level - What is waiting for me? As it happens, nothing except a mine signifying the end of the level, all it took to get there was a pushable, two trapdoors, two levers and a gem. Oh, all the while keeping the zombies off my tail. The textures were chosen and applied well, it had quite a decaying look to it. I hope Matt does release a full version {with more puzzles and traps, please.} Now I have all that shotgun ammo I'm very curious as to what monster lurks in the depths of the hospital!" - Kitkat (09-Jul-2007)

"This is quite a short level with about 10 minutes of running around in a deserted hospital, well, deserted except for a series of zombies (mummies) that you collect and that follow you around. Gameplay is almost not there, except for a gem to pick up and place and two levers to use, but the overall 'Resident Evil' type attempt at atmosphere actually works quite well, so let's hope the author continues to work on this. As it is, it has more demo like quality." - MichaelP (08-Jul-2007)
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