No More Room in Hell

No More Room in Hell

Dark Ocean
Holy Crap 3 Aug, 2022 @ 1:36pm
Dark Ocean Feedback
Hey there! I've been testing your map for a while now and I wanted to share some feedback to improve it further. It's a nice map overall, pretty difficult but with enough map knowlede it's very manageable. I also like the parkour easter eggs and the lack of invisible walls on most places, as it improves the flow of the gameplay. So, here's the feedback:


• The map shouldn’t spawn you right next to a pit at the start, players should spawn a bit further down the walkway to prevent them from getting shoved into the water by accident. This is not too likely to happen with the new collision system, but it’s possible, so it’s better to err on the side of caution.

• The barred gate at the beginning that you have to break down should be highlighted with a glow to indicate that it’s breakable since it’s the main objective.

• The wooden door where runners spawn behind you before getting close to the shop can be broken with player damage before the runners spawn. It should only break after the players cross the specific spawn trigger.

• The green key that you open the shop with can be dropped anywhere and easily cause a softlock. Since solving this involves adding vphysclips everywhere, which is a lot of work and tedious, I suggest changing the key from a prop item that you have to carry, to a simple model that you press E on and then it disappears. Then, any player would be able to open the shop door. A simple fix and nothing is lost in terms of gameplay because the key is very close to the shop door.

• I would suggest adding more randomized spawns for the key and the glow should only appear when players get close, just like you did with the 2 blue plugs. This is to reward scavenging.

• The metal doors that have a gap on the top (it’s a Half-Life 2 model) should all have buttons on the side with a small light, which would be the controls to open them. This is to properly convey to players that those doors can be opened and are not just map décor. Having to walk into them is not too intuitive.

• The two blue plugs that you have to replace in the generator can also be thrown down to inaccessible places. In this case, turning them into an item that the players interact with once and disappears (as if it was grabbed by the player) wouldn’t work because you reduce the challenge of having to walk with the item in your hands. Thus, the only way to fix this that I can think of without too much hassle, is adding vphysclips on the hangar doors so that players don’t take the plugs outside and throw them over the railings.

• The bridge that you lower down after conecting the 2 blue plugs, can be interacted with an infinite amount of times. This means that a player spamming E on the button is able to keep the bridge up indefinitely, causing a softlock.

• The green window in the “Flip the switch and open the hangar doors” objective should also be highlighted with a glow to notify players that it’s breakable and not map décor.

• Inside that same room you can see kids spawning in front of you out of thin air. I suggest moving the spawn behind the truck or somewhere similar.

• The flight control panels in the tower should be highlighted with a glow to indicate that they are the objective that you have to destroy.

• There’s only 1 welder spawn next to the helicopter. I suggest adding a crate of 3-4 of them to prevent trolls from hoarding the only welder available since it’s a required objective and also timed.

I also found some minor issues:
- Broken reflections on this building: https://imgpile.com/images/Re1ixC.png
- An invisible collision at the front of that same building: https://imgpile.com/images/Re1soS.png
- Broken water reflections: https://imgpile.com/images/T7LoKG.png
- See-through button model: https://imgpile.com/images/T7Lqqa.png
- This supply drop is flipped over and you can see the transparent underside: https://imgpile.com/images/Re1lhb.png
- This door has a z-fighting issue: https://imgpile.com/images/Re1mr3.png


If anything I said is not clear enough or you need screenshots for some of this stuff, let me know and I'll post them asap. Anyway, thanks for your efforts with the map. You should definitely keep refining it and adding more cool stuff like objective variations and branching paths if you feel like it.
Last edited by Holy Crap; 15 Aug, 2022 @ 2:28pm