No More Room in Hell

No More Room in Hell

Pharmacy
Holy Crap 25 Jul, 2022 @ 12:45pm
Pharmacy feedback
Hey there. I just did a quick match in Pharmacy and I wanted to give a bit of feedback so that it plays a bit better. Overall it's a long and varied map that's not too difficult, so nice job there.

• It doesn't seem possible to reach the secret stashes near the start of the map. The obvious way is to try to climb down to the basement through the broken grate but your character can't fit through. Am I missing the real way to access the stashes or is the space just too small for NMRiH's character dimensions?

• The green cabinet that you have to move out of the way next to a few broken pipes should be highlighted with an objective glow, as there's no indication that can be interacted with. This might not be clear enough for some players and they will end up stuck until they start spamming E on everything.

• Several objective progress bars don't save your progress, such as the underground generator or the first door that you have to weld open. Extinguishable fire should remain as is.

• The climbable sink that lets you into the vents before the runner spam section should be highlighted appropriately as it's impossible to tell it's climbable unless you touch it. It would just be better if you add a ladder there so that it's more obvious.

• The runners in that hold out section get stuck constantly outside of the room with the blinking lights, thus it's trivial to kill them all.

• The broken windowsill inside the burning building is a bit too difficult to find. It's the one that lets you walk outside of the building on top of some metal beams. The issue is that the hole is too close to burning furniture, so players are less inclined to search there logically, as if it were just map décor. Maybe move back the fire and furniture a bit so that the hole is easier to distinguish from regular décor.

• After that you have to detonate an explosive barrel, but it's outside of your reach, so you have to use bullets to do so. You should be able to punch it to detonate it and progress, and that explosion should deal little damage, otherwise players can get stuck if they run out of ammo.

• Same thing to break the boards that hold the secondary ladder. I tried breaking them by throwing my melee weapon and it's very slow and my melee also ended up on the top floor after bouncing, effectively preventing map progress if you're out of ammo. You'd have to backtrack and find extra melee weapons to keep throwing.

• The yellow glowstick is nice to be able to see but it's hiding under a body, making it not visible. It should be moved slightly so that it's visible. Also, its collision is wonky and it blocks player movement. It should be changed to "debris" type.

The ladder that you use to go down to the fountain in the "Use the 2nd interface to power up the door" objective is very finicky to get on. It should be taller so that it's easier for players to latch on.

• On that same objective, the computer should also be highlighted with a glow to properly mark that it's interactable.

• During this objective you can also visually see kids spawning inside that room. It should be better masked, but I also understand that the AI pathing is really bad, so maybe this is not viable.

• The console in the "Find a way to call for help" objective should also be highlighted". Also, for some reason the metal door next to the radio seems to open after a long delay, thus it led me to think that it was another door that was supposed to open.

• There is no ladder next to the broken cable that powers the radio. There's no visual indicator that you can climb the wall.


Please let me know if something I mentioned is not clear enough or if you need screenshots. Also, I may be wrong in a couple of points, so let me know and I'll rectify my feedback on that. Thanks for porting the map!
Last edited by Holy Crap; 25 Jul, 2022 @ 12:45pm