Two Point Hospital

Two Point Hospital

View Stats:
Hitopopamus Sep 1, 2018 @ 11:53am
Two doors in one room?
Is it possible to make two enterances to a room? After placing the first door it doesn't let me place another. Is there a way around this?
< >
Showing 1-15 of 25 comments
Djayc85 Sep 1, 2018 @ 11:55am 
Nope
SecondLich Sep 1, 2018 @ 11:56am 
staff rooms, cafe, wards would be so much more easier to place with more doors
ErickaUnlimited Sep 1, 2018 @ 12:06pm 
Sadly, no. It'd be a nice addition since limiting each room to one door is just silly.
Jeruzalem Sep 1, 2018 @ 12:07pm 
maybe they will add it in a future update, but right now, the game needs optimization. after a huge wave of patients coming in, i too noticed a slight lag. if you add doors before optimizations, the increased pathfinding will also increase lag.
krashd Mar 16, 2019 @ 11:18pm 
How about now then? I'm playing the free weekend and it's a bit annoying that you can't have two doors in a room, especially like a staff room, I have a room that has a corridor on both sides and so would obviously be better if it could be entered on both sides. Is this really such a difficult thing to add to the game?
Talo Mar 17, 2019 @ 12:08am 
It's a bit easier if you make the rooms smaller. Instead of making giant wards, make several small ones
Mr. F Mar 17, 2019 @ 3:09am 
Playing the game on the free weekend for a few hours now, and I recently thought about starting the same topic.

I wanted to optimize my hospital a little bit and stumbled upon only being able to have one door in a room aswell.

In my opinion, multiple doors; especially "staff-only"-doors would be neat to avoid long pathways.
Last edited by Mr. F; Mar 17, 2019 @ 3:09am
IndianaJones Mar 17, 2019 @ 3:15am 
Yeah, the game is very arcade with simplified (shallow) mechanics. One door per room is just another limitation, that makes me think this game is overpriced for the content and quality it delivers.
Originally posted by Deadlock:
Yeah, the game is very arcade with simplified (shallow) mechanics. One door per room is just another limitation, that makes me think this game is overpriced for the content and quality it delivers.

It's far from shallow just because you can have only one door per room. And really, the only rooms this really affects are Wards. This is easily bypassed by making multiple smaller wards. Wards with four beds and two-three screens work far better than one large ward. It also has the added benefit of allowing you to micromanage Treatment only and Diagnostic only wards.
KickAir8P Mar 17, 2019 @ 9:10am 
Originally posted by Jonathan J. O'Neill:
Originally posted by Deadlock:
Yeah, the game is very arcade with simplified (shallow) mechanics. One door per room is just another limitation, that makes me think this game is overpriced for the content and quality it delivers.

It's far from shallow just because you can have only one door per room. And really, the only rooms this really affects are Wards . . .

And training rooms. And staffrooms. And restrooms -- I'd especially like to make a long narrow restroom with a door at each end, there are several spots where I'd find this helpful. As for wards, two doors designated In-only and Out-only would be useful IMHO.
Originally posted by KickAir8P:
Originally posted by Jonathan J. O'Neill:

It's far from shallow just because you can have only one door per room. And really, the only rooms this really affects are Wards . . .

And training rooms. And staffrooms. And restrooms -- I'd especially like to make a long narrow restroom with a door at each end, there are several spots where I'd find this helpful. As for wards, two doors designated In-only and Out-only would be useful IMHO.

I'm not sure how you have your training, staff and restrooms designed but in all of my levels, I've never seen them bottle necked like you can see wards bottleneck.

A classroom has, at most six chairs in my hospitals because I'm rarely teaching more than four people the same thing at the same time. I place multiple four stall bathrooms around the hospital to minimize travel time and none of those are ever filled to capacity. Same fro staff rooms. I have one in every building so only staff in that building use it and they rarely bunch up and go on break at the same time.
KickAir8P Mar 17, 2019 @ 9:33am 
Originally posted by Jonathan J. O'Neill:
Originally posted by KickAir8P:

And training rooms. And staffrooms. And restrooms -- I'd especially like to make a long narrow restroom with a door at each end, there are several spots where I'd find this helpful. As for wards, two doors designated In-only and Out-only would be useful IMHO.

I'm not sure how you have your training, staff and restrooms designed but in all of my levels, I've never seen them bottle necked like you can see wards bottleneck . . .

Bottlenecking isn't the only reason to want multiple doors to a room -- having a single long narrow restroom with a door on each end could be placed in a long building with corridors going around both long sides -- the doors on each end would allow it to serve characters coming from each direction without half of them having to go to the other end, significantly improving transit time. And I gather my trainees/trainer and drop them in front of the training room before starting the class -- that saves transit time, but would save more if there were multiple doors they could enter the room by (granting that improving the enter/exit sequence would help too, the current one's pretty clunky IMHO, obviously so when watching trainees queue to enter a training room one. At. A. Time.).
JYPAPI Mar 17, 2019 @ 9:43am 
i think same. it more convenient if room can make more than one door.
Originally posted by KickAir8P:
Originally posted by Jonathan J. O'Neill:

I'm not sure how you have your training, staff and restrooms designed but in all of my levels, I've never seen them bottle necked like you can see wards bottleneck . . .

Bottlenecking isn't the only reason to want multiple doors to a room -- having a single long narrow restroom with a door on each end could be placed in a long building with corridors going around both long sides -- the doors on each end would allow it to serve characters coming from each direction without half of them having to go to the other end, significantly improving transit time. And I gather my trainees/trainer and drop them in front of the training room before starting the class -- that saves transit time, but would save more if there were multiple doors they could enter the room by (granting that improving the enter/exit sequence would help too, the current one's pretty clunky IMHO, obviously so when watching trainees queue to enter a training room one. At. A. Time.).

If you're already picking up your students and trainer, you may as wells drop them in the room. They'll go straight to their desks/lectern. Then they don't use the door. Also, to get them out quickly, you can just edit then cancel editing the room to throw them out immediately.

I could see the bathroom thing being useful but still not that important, to me at least.
Bo^slim Mar 17, 2019 @ 9:55am 
Originally posted by Jonathan J. O'Neill:
Originally posted by KickAir8P:

And training rooms. And staffrooms. And restrooms -- I'd especially like to make a long narrow restroom with a door at each end, there are several spots where I'd find this helpful. As for wards, two doors designated In-only and Out-only would be useful IMHO.

I'm not sure how you have your training, staff and restrooms designed but in all of my levels, I've never seen them bottle necked like you can see wards bottleneck.

A classroom has, at most six chairs in my hospitals because I'm rarely teaching more than four people the same thing at the same time. I place multiple four stall bathrooms around the hospital to minimize travel time and none of those are ever filled to capacity. Same fro staff rooms. I have one in every building so only staff in that building use it and they rarely bunch up and go on break at the same time.

I think people want to just play it / design their hospital a different way to you. It is all about creativity and seeing what works or goes wrong. I also think adding a 2nd door to rooms would be a great addition. Not even talking about wards but for bathrooms and breakrooms that would be amazing. I really like Mr. F's comment about staff only doors. Nice thinking.
I am about 20 hours through my first playthrough, just picked it up from the store.
< >
Showing 1-15 of 25 comments
Per page: 1530 50

Date Posted: Sep 1, 2018 @ 11:53am
Posts: 25