No More Room in Hell

No More Room in Hell

nmo_Ishimura_task_v1_3
Cpt.Haxray 3 Jan, 2024 @ 11:35am
Nightmare Playthrough + Feedback
https://www.youtube.com/watch?v=2BssPY2LhTw

Completed on Nightmare with All-Talk enabled. No other mutators, mods, or plugins.

An utterly fantastic experience all-round and the improvements from your previous big nmo map project for NMRIH, Base, are apparent. Honestly the amount of effort it must have taken to get the map to even function with source limit impresses me but it also plays really well.

The pacing is overall well done, majority of the map is well balanced where it is not unreasonably difficult and doesn't rely on cheap runner spam just to add difficulty. The custom exploding zombies and gas zombies are a nice touch too.

I love the effort on the custom assets and the map overall looks fantastic. The only bit i would call lacking in visuals would be the long staircase/ramp area, but I imagine that was more due to hitting hammer limits than anything else.

I particularly like the set-up for both the Exploders and the Breakable vents in the first segment with the Green Beta runners(for lack of a better name), allowing you to get a clear idea of the upcoming danger or a new mechanic without just getting caught off guard(Having first vents open up infront of the players with a layout where dealing with the runners is at it's easiest, having the exploders approach from a distance in a dedicated encounter with telltale ticking and beeping).

There is a few things I think could still be improved but they are minor issues overall. I personally feel the Lockdown room is way too difficult for how early it is into the map, and how its set directly after the long section with the breaking vents, with the respawn only happening after. It felt basically impossible especially on Nightmare if we didn't get enough fuel in the chainsaw. It might be worth considering either adding guaranteed fuel spawns inside the room, adding a respawn before the Lockdown, or reducing the amount of waves.

Gas Zombies could use a proper introduction prior to the Marker encounter, as they caught people off guard. I imagine them appearing from the crates were meant to be this, but due to the layout players are unlikely to learn/tell what they actually do until they appear during the push the marker segment.

The Crane controls felt really awkward. Sometimes they would bug out and cause all 4 directions to just move the crane the same way?(Ex: Crane refuses to go right up or down, only Left, and keeps going left until it hits the side before allowing the other controls to work again), and they were inverted. Idk if there is much that could be done here, but making them non-inverted and perhaps less floaty would help.