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      Hello everyone and welcome to the No More Room In Hell Forums! We greatly appreciate your interest and support. Please feel free to begin post and become a part of this community. But please make sure that you read and understand the following rules so things can stay as clean and as orderly as possible around here. These rules are expected to be follow by any and all members at all times. Disobeying these rules will result in disciplinary action by a moderator. #1. Off color remarks are acceptable but can be deemed inappropriate at the discretion of the moderators. #2. Flaming and disrespecting other members of this community or this mod is strictly prohibited. #3. Please do not post links relating to warez or illegal downloading. #4. No offensive content is to be posted (gore, dead babies, porn). #5. Please do not spam topics to increase your post count. #6. No excessively large signatures. Signatures that violate this will be modified. #7. Signatures are not to be used as a spamming tool. If your signature's sole purpose is to annoy or distract other members, it will be removed. #8. Please do your part to be as friendly, respectful, and helpful to anyone and everyone on this forum. #9. Your posts may be removed at any time at our sole discretion. #10. Remember the terms of your registration...a copy is posted below but may not represent the latest version of our terms of use. #11. No advertising other communities or products. Have fun.

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  1. Today
  2. While Skyward Sword was mostly well received, it also felt a bit tired. It was the latest in a long line of games closely aping the successful format of the N64’s Ocarina of Time, and things were beginning to feel a bit stale. Nintendo was clearly listening, and Breath of the Wild feels like nothing more than a response to that criticism. Instead of a slow tutorial, you’re thrown straight into the world and told to fend for yourself. Instead of picking up a specific item that you use to solve puzzles in each dungeon, you get a range of powers right at the beginning of the game and have to figure out which to use when. And, perhaps most importantly, instead of a rigidly structured set of environments, you’re thrown into a massive open world that you can explore with almost total freedom. To anyone who played A Link Between Worlds on the 3DS, some of these changes will feel familiar. That game also allowed you to tackle dungeons in any order, and gave you access to almost every item early on, but Breath of the Wild pushes things even further. For one thing, your puzzle-solving tools are no longer tied to specific items like the Hookshot or Bombs. Instead , they’re split between your normal weapons and the Runes - a selection of abilities on the Sheikah Slate, a small tablet-esque device that Link discovers at the beginning of the game. For more you can check whiteboard animation
  3. Why create a new simulator when Train Simulator is so well established? One of the main reasons is that the game engine in the older game is limited compared to the Unreal Engine 4 used in Train Sim World (TSW). The aim of the new game is to take the level of detail and realism to a “new level”. The switch also allows much more interactivity, not just with the controls in the locomotives, but the ability to leave the cab and roam around the railway at will, much like a first-person shooter. That means you can do more than driving trains in TSW. You can switch points, operate turntables, refuel locos and more. Unlike in Train Simulator, virtually everything in the cab and around the locomotives is interactive. You can (and must) flip switches and use the digital screens to drive the train, which is much more realistic. Although you’ll have an advantage if you’re coming to TSW from Train Simulator or another rail sim, there are half a dozen tutorials which do a good job of introducing the controls, keyboard shortcuts and the game mechanics. For more you can check whiteboard videos
  4. Yesterday
  5. Last week
  6. Earlier
  7. looking great that abilities
  8. dat detail tho, love when people bring up tiles from the floor.
  9. Bumping because 'tis the season
  10. Pretty close to final, but WIP. Also, the scale of some of the sprites have been fixed since this pic. Got a good amount of secrets / ways to change up gameplay hidden in there..
  11. I already posted this to the steam post, but for consistency's sake: Map name: BoardwalkType: Objective (NMO)A challenging map with a ton of randomized elements, taking place above, under and around a damp, decaying, fog-covered boardwalk. You’ve been on the run for what feels like an eternity, the undead always on your heels. There’s rumor of a safehouse not far from here that might be your only chance at salvation. With a poisoned ocean on one side and the merciless horde on the other, it’s either fight to survive, or give up and accept your inevitable undeath.More information, including images, a list of testers, and a download link, can be found here:https://forums.nomoreroominhell.com/index.php?/topic/12810-nmo_boardwalk/Custom Assets were courtesy of Demo and BillionLioe. I would hope you chaps would know how to contact them, since they’ve both contributed to the game in the past. If not, I can provide contact info, but I’d rather not do it via public forum. Gotta respect that privacy yo!Also, fun factoid here, Demo and I have been working on a halloween-themed version of this map that we can get done lickity split, should you desire something with a more festive feel
  12. Just an update, we're making the cut off date for this update the 24th so the team has time to test the maps. Feel free to post past that date though for the next update
  13. It's looking wicked! Keep it up!
  14. You know it! Just tell me what you need, and I'll provide.
  15. rip

    i wish i was dead
  16. Map Name: nms_camilla Description: Average map size, pretty hard, two zones, urban setting, random trains, many secret places to explore Story: WIP Screenshots: https://imgur.com/a/wED8M Authors: - Extragamer http://steamcommunity.com/id/extragamer - Atheist http://steamcommunity.com/id/atheistnmrih Custom assets: - loading screen (WIP) Download link: https://www.dropbox.com/s/xcnwgbxtamfik66/nms_camilla_v3_1.rar?dl=0 Link to the thread on forum: https://forums.nomoreroominhell.com/index.php?/topic/12103-nms_camilla Some things, that could be changed on the map : - already deleted custom songs because they very heavy increased size of the map
  17. http://steamcommunity.com/app/224260/discussions/1/1489987634016867316/ Edit: see 3rd reply
  18. This is some excellent work! Would you be interested in having your map included in the Halloween map pack?
  19. Map Name: nmo_underground Description: Players need to proceed through 3 underground tunnels to the cave and get out of the underground by using an elevator. Then they should find 3 items — battery, paint can and smoke grenade, transport all stuff with a cart and call for the helicopter. Story: WIP (translating) Screenshots: https://imgur.com/a/zP7rc Authors: - Extragamer http://steamcommunity.com/id/extragamer - Drunk_Steep http://steamcommunity.com/id/drunk_steep - Atheist http://steamcommunity.com/id/atheistnmrih Custom assets: - 3 pillar props by me (could be removed with rebuilding tunnels) - loading screen (WIP) Download link: https://www.dropbox.com/s/9tesrz32qsv3urm/nmo_underground_v1.rar?dl=0 Link to the thread on forum: https://forums.nomoreroominhell.com/index.php?/topic/12675-nmo_underground-update Some things, that could be changed on the map : - remove Cart objectives, make something different - rebuild 3 tunnels ( make them with the same design and size) - increase overall brightness on the map
  20. Here is my application for my objective map: Map name: Shelter Type: Objective (NMO) Authors: Fersigal and Atheist Description / Features: - Very hard difficulty - Large map - Average gameplay time: 45 minutes - Underground sewers - Factory themed - Cooperation intensive map - Side objectives - 2 Respawn points - Halloween theme orientated - Old shelter dating back from world war 2 - Secrets - Side objectives ensure that you have enough loot, guns - Chokepoints - Storydriven - originally intended to be part of a 4 part campaign Backstory: This map's story is basically you and 7 other survivors hide in a world war 2 shelter in Europe, to be specific in Belgium Wallonia at the border with France and you try to get from an old bomb shelter to a nuclear plant, but you encounter some problems on your way to the nuclear plant in order to destroy certain parts of the world which don't hold any survivors at all. Your only cure in order to survive is to get asap to the nuclear plant and nuke large parts of the world in order to save the world as the world slowly decays into madness. It is stated that you are in the year of 2042 and the apocalypse started 5 years ago when all the governments collapsed and suddenly someone thought he had made a medicine to cure everyone from every disease, but instead of curing it infected most of the people, they had tested the medicine on animals. Everything seemed to be in order at first glance, but as they tried it on a human, at first glance it worked perfectly, but after several months the medicine started to mutate with the brain cells and caused an effect which turned him into a zombie. Several months had passed and suddenly every city would collapse in no time and 4 years later from that point in 2042 the normal population was merely < 1000. Custom assets: None Official thread: https://forums.nomoreroominhell.com/index.php?/topic/12811-nmo_shelter_subterranean/#comment-178976 Download & Screenshots: https://gamebanana.com/maps/197278 Edit: Note: * working on lighting atm * Working on adding more detail to make the environment look more realistic, appealing for the eye * Optimizing the gameplay and flow to make it less confusing
  21. rip

    oh hey it's been almost a year sine i last logged in and everyone is still dead RIP make me admin of this forum
  22. Thanks for the opportunity Wazanator, here is the form for my custom map: Map name: Vertigo Type: Objective (NMO) Author: Ulreth Description / Features: - Hard difficulty - Large and tall building - Only 1 respawn after round start - Logical objectives - Broken areas that need parkour basic skills - Lighting effects - Different types of rooms, hallways, ladders, sewers and more. - Dark areas and secret rooms to explore - Useful items and weapons available - Ending scene including a rescue chopper Backstory: We all think that big skyscrapers are secure and have everything necessary to survive a zombie apocalypse. The problem is that this huge building is now surrounded by dead hordes aproaching to your location, so you will have to carefully rise to the top of it in order to be rescued if you want to live. Be careful, watch your steps as you can fall to death in this old skyscraper, sounds simple but it is not. Can you escape from this vertigo nightmare? Custom assets: None Official thread: https://forums.nomoreroominhell.com/index.php?/topic/12794-new-nmo_vertigo/ Screenshots: https://gamebanana.com/maps/196539 Download: https://gamebanana.com/maps/196539 Beta testers: Holy Crap Dani Fantasma FeRcHaLa Gizmo Juan Mr.Cat Ruso Wabein Xnauta Note: The map name "Vertigo" is due to the old counter-strike map based in a skyscraper where you could fall to death, but the design and esthetic of this building is totally different from that map.
  23. Hey there aspiring level designer, do you have an awesome map you think should be included in the game? Do you look at our stuff and go "I bet I can do that"? Well you're in luck because we are looking to start adding in community maps so everyone can enjoy your work! To submit your map for consideration please fill out the following: Map Name: Description: One paragraph long backstory: Link(s) to at least 3 screenshots: User names of everyone who has worked on it and a link to their Steam account: A list of all who contributed assets and how we can contact them: Download link for a zip file containing all necessary files to run the map: Link to thread on this forum or our steam one that is about your map: By submitting your map you are telling us that you are not using any stolen work and that if selected would be okay with giving us the VMF (for bugfixing, optimization, etc). Once we have made a decision about your map we will respond in your thread along with some constructive criticism. Please understand that we're a busy bunch so it might take us some time to get everyone who's making this decision to play the map and voice their thoughts internally. A map that is rejected does not mean it is permanently rejected. If you update your map after a decision has been made, please post a change log in your maps thread and post a comment here saying "Updated" along with a link to the thread. Understand though that unless we feel there has been significant changes made we will not look at it. So really put some work in to to make that map shine! This is to keep this thread from becoming overly cluttered and from turning us into your personal Q&A team. For this update the cut off date is the 24th so that we have a week to go over submissions
  24. Hey everyone Wazanator here and I would like to let everyone know that we are hoping to get a map pack out this Halloween! We had lofty goals for 1.10, but our plans scaled back as our focus shifted to the future with NMRiH2, new technologies and the promise of delivering an amazing successor for all of you. The one thing we can do, though, is bring you some excellent new maps! While we will be adding in some new maps of our own we thought it might also be a good time to start looking at getting some of our more active community members that have been making custom maps involved. If you are interested in having us look at your map to see if we can add it to the main game please see this thread. Never made a map before but would like to? Check out this tutorial! So what does this mean for future No More Room in Hell 1 patches? As most of the team has shifted it’s focus to the sequel we are looking at freezing features. What this means is instead of new gameplay mechanics you can instead look forward to things such as new maps, new art assets, and bug fixes. We are not abandoning NMRiH, we love this game and the community it has attracted to it too much to let that happen. Going forward we would like to have the occasional update where we put out a call for community made content so that others who don't check out our forums where people post really cool maps can get a chance to play them in addition to anything we've been working on. We will of course be giving these contributors credit where credit is due. If you have any questions about this or want to express any concerns please leave a comment and we will try to address them.
  25. its been so long!! i'll try it out
  26. looks rather nice my friend
  27. hey gilbert! nmrih is a wonderful game and i met a lot of great people playing it. hope you continue to enjoy it
  28. Dat necrobump though, anyways nice stuff, maybe have some fog working in on the map (P.S.: how do i like your post ?)
  29. (WIP of course)
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