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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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Showing most liked content since 07/12/2016 in all areas

  1. 2 likes
    Announcement As the darkness comes nearer and halloween approaches slower than ever i finally present you my map nmo_shelter. This map will be part of a campaign and i hope to release more maps in the near future with the same concept of having a shelter to it. I do really intend them to be connected in one way or another. The link is at the bottom if you don't want to read through all of this Previous post with some screenshots of progress: Concept and making of I tried making some stuff for the past 2 - 3 years now, but i didn't really have the time nor motivation to do so and i was just fucking around in hammer without having the intention to actually finish a map. I never thought i would be able to make a map as i didn't took mapping very seriously, but that kinda changed in the last half year - year. That's when i really got hooked onto mapping and started getting help to become a better map, so i asked mainly Nay0r and some other cool guys for help and i got this amazing guy called Atheist to help me with my map and i'm really grateful for the help so to say. That's when i mainly started changing my mindset on how to become better and smarter in life overall. If anyone is curious, this is kinda the progress of the last 3 years, it contains screenshots of all my projects and really comes to showcase how i have grown over the course. (see spoiler at the bottom) Story 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. Main areas and screenshots In this map you basically have 5 main areas: the shelter (old underground hideout that was made in the 2nd world war), the courtyard with a lot of children, the factory + the maintenance tunnels, the submain sewers and the arena + connector hall. The Shelter + courtyard: https://imgur.com/a/JPqFh The warehouse +the maintenance tunnels https://imgur.com/a/2TWMf The submain sewers https://imgur.com/a/c2OmC The arena + connector hall https://imgur.com/a/PnxDz Download link (gamebanana) https://gamebanana.com/maps/197278 (for a zipped file) Credits Special thanks to: Atheist for helping me make the map reality Nay0r for being awesome in general and helping me with level design clutter Durkhaz for giving out free vmfs for me to learn from Kevin for being the greatest playtester there is, you truly rock Jake for being jake i guess Mabalina for taking care of the baby (prop in game, in case people are getting confused) Der Vampir for playtesting yet another map Chris teh Clue for giving me clues Porkchops servers, ??? servers and dr's server for letting me playtest my map and basically anyone who helped me making this map become reality: Bab, Soulbrother99, Bobschke, Fiona, Zombie, Sammy, Blazzestrike, Green riding hood, Evie, Freud's cat, Sophia, Ping, Lilayy, Merzarime, SPLINTERMAX and everyone else enjoying or playing the map through one of these earlier mentioned servers.
  2. 2 likes
    hei there i made some custom zombie, called doggy zombie because nmrih took so long to update i update the game self xD (JK) still in beta
  3. 2 likes
    my server's map list http://nmrih.yomox9.club/steamcmd/nmrihsrv/nmrih/mapcycle_all.txt FIle pack https://drive.google.com/open?id=0B9Zk_0HKMKNsdlAteHJxa3JiVW8
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    Hello. I want to ask the Team about a problem that irritating me the most - player colliision. When I was playing on server of my friend, I've seen a lot of situations that when some player got killed, because the guy who walked near him, pushed him towards a group of zombies. At this moment I was like: "meh, any noblock plugin can fix that!". Yeah, obviously, none of them worked. Then I tried to fix this by manually changing collisiongroups, solidflags and solidtypes, but nothing worked, except for solidflags. Even it did worked as I wanted tho, there is another problem appeared - NOTHING can hit player, other dynamic props are just going through the model. As creators, what did you actually changed in code of HL2 collision system to make it push players once they are hit? How i can fix this? I like this game as it looks now, this is the only thing i want to change. I do appreciate any help.
  6. 2 likes
    Hail to the king, baby If enough people bug me about it, I'll upload it for public use.
  7. 2 likes
    Ran through Chinatown, only for one thing. Get my melon to safety. It flew away on the helicopter with me. GG melon.
  8. 2 likes
    So basically why not make the zip lighters more useful than just providing small amount of light. For example actually lighting up stuff. There are traps for zombies in maps such as fire. But at first it only spreads gas and so. Why not make the lighter actually light it up. Optional idea tho.
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    An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include: IMPORTANT LANGUAGE CHANGE Non-English users will need to set their game language in the steam library options, see: https://support.steampowered.com/kb_article.php?ref=8487-WSCN-4121 The workshop is here! It supports custom maps and addons packaged as VPKs. 15 new achievements are now unhidden and available! Challenge/speedrun mode Improved demo recording/playback support, with additional features such as auto-record (see ds_ commands) Over 100 changes and bug fixes to the game Updates to the game's networking internals including lag compensation Various UI changes including a new background and new loading dialogs Starting with 1.10.0, Mac and Linux client builds are being moved to a limited support policy. These builds are untested and may contain bugs. We will no longer provide troubleshooting support for these OSes. To report any issue, please be sure that the problem is caused by NMRiH and not your runtime environment or the source engine. Issues outside the scope of this policy will not be serviced. Staring with 1.10.0, running the game under dxlevels lower than 90 is unsupported. An override will be required and a warning will be printed at the top of the screen. General Added "ShowDeathNotice", "ForcePracticeMode", and "KillScorePenalty" to difficulty scripts Added "player_spawn" event Added "showvphysicsclips" command for showing VPhysics clips (also has _toggle variant) Added "sv_deathnotice" which is a killfeed option intended for PvP servers Added "sv_killpenalty" which will make players lose score if they kill their healthy team mates. Set to 0 for PVP scoring. Added "trigger_nofalldamage" entity, negates fall damage when a player is inside the trigger Added "weaponid" and "npctype" values to the "npc_killed" event Added CVAR "cl_fpspanel_font" Added Discord button to main menu Added SourceTV support Added a pickup sound for items Added an example PVP difficulty script Added cheat flag to CVAR "hud_draw_fixed_reticle" Added cvar "fov_desired", allows players to change their FOV between 75 and 90 Added drowning sounds Added entity "nmrih_game_state". Helper entity for various game state functions (such as extraction, end round) Added executing of cfg/[mapname].cfg on map init (can be enabled/disabled with sv_execmapcfg) Added flesh stabbing sound when shoving with SKS w/ bayonet Added functionality for debris to hit triggers (special flag required) Added game event for Gene Therapy ("vaccine_taken") Added glow properties for entities Added keyboard input to keypads Added keypad sounds Added logo to the main menu Added map name tags to steam screenshots Added mouse inputs to the scoreboard and with buttons to mute or view a player's steam profile Added player death and drowning sounds to voice script Added sounds for fire extinguisher Added sounds for selecting and taking items from supply crate Added splash effect when player hits water Added support for custom voice sets Added the "nmrih_support_helper" command for help and support debug output. Added various fuse sounds for explosives and projectiles Added voice set preview to player's voice selection menu Adjusted cl_interp_npcs to 0.25 (fixes jittery NPC animations with high ping) Adjusted the damage of Mac10 headshots Adjusted weight and stamina costs for the leadpipe Allow client to modify player name HUD colors Allow crouching while being grabbed by a crawler Callvote console commands will no longer bypass voting cvar restrictions Changed HUD center print font to use same typeface as other HUD elements Changed the SW686 to the handguns category instead of revolver Chippants voice set will now use the correct bleeding lines Crawlers can no longer attack items, bash barricades, open doors, or climb up Fixed Maglite turning off when dropping inventory items Fixed NG zombies RNG item drops spawning under the world Fixed NG zombies not dropping grenades from their RNG item drops Fixed VGUI RichText selection not being drawn properly Fixed VPhysics clips not reloading their filters on round restart Fixed a chat-related issue which allowed servers to execute arbitrary commands on the client Fixed a crash related to round restarts Fixed a server crash caused by VGUI screens on viewmodel transmit Fixed a server crash related prop_physics and players Fixed achievements not being announced in chat Fixed alltalk not working for dead chat Fixed an issue where "12 rounds left" kept looping over and over in Chippant's voice set Fixed an issue where "grab_end" event was being fired all the time Fixed an issue where "npc_zombie_template_maker" would not free its edicts Fixed an issue where ambient_generic would not update on key value changes Fixed an issue where hitboxes desynced between the client and server Fixed an issue where phantom medical items might linger in the inventory after usage Fixed an issue where players could get stuck in spawning player-turned zombies Fixed an issue where sprinting in the water broke a client's sprinting state Fixed an issue where the Cleric voice set did not say anything for an empty gun Fixed an issue where the game would crash after changing your video resolution Fixed an issue where the health of a zone would randomly disappear Fixed an issue where the toxteth achievement would not be granted for toxtethdark Fixed an issue where thrown melees did not properly identify the inflictor Fixed an issue where you can get supply drop items without having enough weight for it Fixed an issue where you could holster dropped weapons Fixed an issue where you could infintely weld with the welder Fixed an issue where you could quickly change weapons to check different ammo counts Fixed an issue with entity glows occasionally not appearing Fixed call vote function in the main menu not resuming game Fixed certain instances where female models would have a male voice. Fixed certain occurrences where phantom name tags would randomly float. Fixed certain occurrences where zombies can grab players through solid dynamic props Fixed explosives not making an explosion sound Fixed fire kills not being credited to the attacker Fixed friendly fire damage not being taken if damage is scaled below 1.0 Fixed gene therapy not stopping the infection cure music Fixed green outlines appearing on ammo even when your inventory is full Fixed infection not killing players when sv_friendly_fire_factor is below 0.01 Fixed kid zombies T-posing when shoved from side/back and when bashing barricades Fixed main menu appearing during loading Fixed missing Cancel button on VGUI elements Fixed molotovs being able to burn in the water Fixed numerous gameplay exploits with supply drops, health stations and safe zone repair boxes Fixed numerous issues with walkie-talkie such as being used for prop surfing Fixed objective notice sound cutting off occasionally Fixed server admins being able to run arbitrary commands on the client by using an unsafe CVAR Fixed several networking issues including lag compensation not working Fixed soundscapes not loading on Linux dedicated servers Fixed various minor memory leaks Fixed viewmodel from spawning while in join game screen Fixed water occasionally flickering when players are in the view Fixed welder and extinguisher dropping carried items Game client will play a sound and flash its window when the player spawns Gene Therapy can no longer be used if you are already vaccinated Infected players will no longer turn to zombies when killed by grenades Keypad can now be closed with ENTER Lowered volume for supply box sounds MOTD will no longer load remote HTML content ( except from steamcommunity.com ) Maglite can now be equipped with Cleaver Molotov explosive item has been revamped NG zombies can now become crawlers Other various tweaks to VGUI Players can no longer avoid votekick by leaving the server Players will no longer bleedout from environmental damage Players will no longer spawn in player clips Pugman voice set has now has unique pain and bleeding lines Removed obsolete voice set code from grenades Removed particle effects on fire extinguisher after dropping it Removed phantom damage from disconnected players explosives which was typically used for griefing Removed shove delay on SKS without Bayonet Removed the ablitiy to move while using a tool Removed the ablitiy to throw items if you have unequipped them Removed various obsolete and unused code Replaced kick voting reason "Scamming" with "Griefing" Show a notice if a player can't take an item from the supply crate Show a notice if player tries to get an item they already own from supply box Suicide now emits a gunshot sound for other players Updated voice status HUD with new compact layout Usage of a medcal item will now switch back to the last used item instead of fists VGUI will now use customizable font for HUD center print instead of default Trebuchet Voice sets are now sorted alphabetically in the character select menu Voice sets can now specifiy additional custom sounds (such as pain or bleeding) Vote kicked players will now be temp banned, ban duration is set by "sv_vote_kick_ban_duration" Zombies will no longer attempt to swat health stations or supply pieces Zombies will no longer grab players who are already being grabbed Zombies will no longer try to attack barricades that are too far away Zombies will now flich from explosions Zombies will now forget their targeted physics objects and no longer return to attack them Zombies will now only deal damage to the player they are grabbing during that state Maps nmo_brooklyn has been updated: Added key model for the first objective Fixed garage door overlapping with the window Fixed lighting issue on toliet props Fixed missing glow from final cart items Fixed player respawns on the cart route Fixed various bigs with the elevator Fixed wrong reflection in police station room Various adjustments to navigation for zombies Various adjustments to clips and textures nmo_boardwalk has been updated: Added boards with arrows when there is no fence at the end of the pier Added glow for objectives Adjusted level soundscapes Fixed an issue with player spawns Various adjustments to clips and textures Various adjustments to navigation for zombie nmo_broadway has been updated: Added ammo boxes Added more player spawns Fixed a bug allowing players to remove keys from doors Fixed an issue where players could be lifted up while welding the motel door Fixed an issue with first player spawns Fixed an issue with the train doors Fixed water sound emitted by the hydrant Various adjustments to clips and textures Various adjustments to navigation for zombies nmo_chinatown has been updated: Added a new glow system for the final objective Added ammo boxes Adjusted chance of chainsaw spawns Fixed helicopter crushing players after cutscene Reduced amount of chainsaw fuel Various adjustments to clips and textures Various adjustments to navigation for zombies nmo_cabin has been updated: Added animation for the helicopter Added glow for the escape key Adjusted some objective descriptions to be more clear Fixed an issue where players could use the radio through the window Fixed an issue where the book became stuck in the safe Fixed an issue where the telegraph line cable was not sticking into the socket Fixed the kitchen lock floating in the air Various adjustments to clips and textures Various adjustments to navigation for zombies nmo_cleopas has been updated: Added ammo boses Added glow for pliers Fixed an issue where the player could become stuch while placing the ladder Fixed an issue with player spawns Pliers will now spawn when extraction begins Various adjustments to clips and textures Various adjustments to navigation for zombie nmo_fema has been updated: Added no fall damage to the vent Fixed an issue where 2 napalm canisters could be placed in the same place Fixed an issue where a napalm canister could roll through the exit door Fixed an issue where players could become stuck upon placing the crank Fixed an issue where players could break the rocks and fall into the lake without blowing up the rocks Fixed an issue where players could use the radio or fusebox before the objectives require it Player spawns have been adjusted Various adjustments to clips and textures Various adjustments to navigation for zombies nmo_junction has been updated: Fixed multiple locations objective items could be put out of reach of players Fixed players being able to interact with the func_tracktrain controlling the escape truck and thus being able to make it leave sooner than intended Fixed players being able to interact with the pawnshop keypad directly after using the correct code and getting stuck Fixed the code room and escape tunnel doors being slightly misaligned to the door frame Various adjustments to clips and textures Various adjustments to navigation for zombies nmo_lakeside has been updated: Added additional sounds to the underground part Added ammo boxes Added guide for the generator's canister Added sound to the generator button Fixed an issue where players could break boards and open the door before a code was enterd Fixed an issue where the game would become stuck upon extraction The chopper will now deal damage Various adjustments to clips and textures Various adjustments to navigation for zombies nmo_quarantine has been updated: Added a rope to the inner quarantine gate Added guides on where to place the propane Adjusted player spawn postions Changed a ladder into a ramp which allows players to climb into the construction area Fixed an issue where players could dying during the white fade after entering the quarantine Fixed an issue where players in the graveyard could spawn multiple shovels Fixed jittery camera movement while at the bottom of a grave Fixed misplaced items that were stuck inside various props Fixed the radio sound effect being too loud in the inner quarantine Fixed various visual glitches in the sewers Various adjustments to clips and textures Various adjustments to navigation for zombies nmo_shelter has been updated: Added loading screens Added new spots for objectives Added various new details and level design improvements Rebalanced the amount of zombies spawning, especially during the finale Various adjustments to clips and textures Various adjustments to navigation for zombies nmo_suzhou has been updated: Finale dock doors will now open after the boat appears Fixed a few model fading and "pop-in" issues Added a system to destroy prop boards outside of evac station Increased the density of spawns in a number of areas Players can now respawn when approaching evac station Added a system to stop props, objective items, and weapons getting stuck behind the evac station healthbox Fixed glowing ghost barrel Reduced the height of the counter in the evac center Fixed ancestor shrine secret Collapsed env_soundscapes using soundscape triggers whenever possible to reduce entdata problems that may arise from playing in nightmare mode Modified evac station dock layout to fix issues with zombies from detecting survivors Reduced wait time of final "SURVIVE!" objective Various adjustments to navigation for zombies Various adjustments to clips and textures Various adjustments to lighting nmo_toxteth and nmo_toxtehdark have been updated: Added loading screen Fixed an issue where players could activate the pipes trigger Fixed an issue where the extraction would only work from certain sides Fixed an issue where the helicopter's path would end prematurely Fixed an issue where zombies failed to open a door Fixed an issue with player spawns Fixed players getting stuck in doors Various adjustments to clips and textures Various adjustments to navigation for zombies nmo_underground has been updated nmo_vertigo has been removed, check the workshop for this map nmo_zephyr has been updated: Added a delay between the time when the Engineer ends his speech and when the door code is set Added blocking damage to turntable, in addition of visual cues to warn players after another player inevitably gets crushed Added new "default" code for the station keypad Added new spawn locations for new weapons Added slope to the caboose interior to reduce "bumping" Added support for newer weapons Added trigger_hurt to locomotive Adjusted item spawns in starting area Adjusted warehouse secret cache button to only fires its output once Fixed an issue causing ammo boxes to not spawn Fixed bug that caused the brake release objective to be completed by waiting for the brake wheels to "reset" Fixed minor door clipping in the respawn room Made station warehouse welding less glitchy Moved some boxes around to not block a corner Moved some of the barbed wire in the warehouse loading entrance around Relocated objective boundary entities for clarity Removed deadend output on the last objective Removed deadend output on the station keypad Various adjustments to clips and textures Various adjustments to navigation for zombies nms_arpley has been updated: Added ammo boxes Adjusted damage of the electric trap Disabled collision for some glowsticks Fixed ammo boxes blocking the gate under the bridge Fixed an issue where players could extract before the train stops Fixed fade distance of various props Fixed flags of some weapon spawns in armory Various adjustments to clips and textures Various adjustments to navigation for zombies nms_campblood has been updated: Fixed some issues allowing infintie respawns after the extraction cutscene Fixed some issues with soundscapes at zone B Various adjustments to clips and textures Various adjustments to navigation for zombies nms_favela has been updated nms_flooded has been updated Adjusted level soundscapes Fixed an issue where players respawned during extraction Fixed displacement hills surrounding the playable area not actually connecting to the ground fully Fixed the safe zone extending to outside the building Fixed various locations players could boost up to and be out of reach of zombies Fixed zombies being unable to hit players through the railing Various adjustments to clips and textures Various adjustments to navigation for zombies nms_isolated has been updated: Added various props Fixed an issue where players became stuck in the roof Fixed an issue with pliers Removed legacy sounds Various adjustments to clips and textures Various adjustments to navigation for zombies nms_midwest has been updated: Fixed an issue where "survivors withstood the horde" even when they were left behind Flare guns will now spawn with zero ammo Improved some cubemap visuals near the warehouse Opened up the tables and chairs on the ground floor of safezone B Players can no longer spawn in the last round Removed collisions from lights in Safezone B Truck outside of the warehouse is now inaccessible Various adjustments to clips and textures Various adjustments to navigation for zombies nms_northway has been updated: Added ammo boxes Added glow to the finale buttons Added indicator of how many doors are left during the finale Added weapons Adjusted number of zombies during the later waves Fixed an issue where zombies became stuck behind zone B Various adjustments to clips and textures Various adjustments to navigation for zombies nms_notld has been updated: Added ammo boxes Adjust various props to become static Fixed an issue where empty canisters can be used to refuel traps Various adjustments to clips and textures Various adjustments to navigation for zombies nms_ransack has been updated nms_silence has been updated Engine Improved Steam Voice support Removed sv_use_steam_voice convar. Steam voice is now selected via sv_voicecodec steam Fixed demos not properly recording Steam Voice status, resulting in potential corrupt voice in demos with differing default settings Will now use the native Steam Voice sampling rate, instead of clamping to 11kHz Improved compatibility with Steam client beta Added CELT audio codec currently in use in TF2 and CS:GO Server operators may enable use of this codec via sv_voicecodec vaudio_celt Steam voice remains the default voice codec Updated spec_player command to match recent improvements in TF2 Now accepts partial player names, Steam IDs, etc. Fixed security issue reported by Amat Cama via GeekPwn Fixed security issues reported by Justin Taft from One Up Security, LLC Updated engine with recent stability and bug fixes from TF2 Other various security and stability improvements Fixed physics not operating at the correct tickrate when specifying non-standard -tickrate options on the command line Fixed viewing demos recorded at a non-standard tickrate causing the next listen server hosted to be at that tickrate Updated the localization files Special thanks to Dysphie for the death notices icons and Winning117 for various improvements and fixes to the collisions and origins of props and weapons. Special thanks to our 1.10.0 testing team (in no particular order): Dysphie, Holy Crap, Ryan, Winning117 and to all of our GitHub contributors.
  11. 1 like
    Some screenshots here: DOWNLOAD: https://www.dropbox.com/s/i2cw6u6wj0exf76/NMRiH_TheWalkingDead.zip?dl=0 README.txt in the zip file Credits: Ported to NMRiH by dewobedil Rigged by shaklin Original models from The Walking Dead Mobile Game (No Man's Land)
  12. 1 like
    [WiP] nmo_decay A group of test participants taking part in a classified project known as LIMB which aims to develop human-robot connection system. As a side product, neuro-interface is developed so that a chip computer can form a GUI in a person's perception and interact with I/O from his/her brain. After the testing phase goes wrong the participants tries to find a way out after the whole place melts down. In order to survive they will need to fight the infected staff and scientists along with the infection thats growing inside them. -full details coming soon- GameBanana : https://gamebanana.com/wips/48862 We're having a hard time finding playtesters and players who can provide feedback. if that is something you would be interested in then add us on steam lazrdisc | Merz Screenshots
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    > install map > 1st load > gets stuck in pyramid entrance due to huge |||| pillars after the sliding door > 2nd load > dies at the yellow artifact trap (kek) > 3rd load > stuck again at huge |||| pillars after sliding door in pyramid entrance > 4th load > game just closed, much zombies to load (more than 500) yup, there are issues that prevent this map from going onto me server.
  16. 1 like
    Pretty much just completed it solo (couldn't get to the chopper rope at the end) after a few attempts and I really like it but came across a few small problems. The First issue was an unclear objective towards the end of the boardwalk. The objective was telling me to start a strong fire. I was unsure for a good while where to go and launched my flares and c4 at the blockade. Perhaps you should make it clearer that they need to go in search of fuel supplies to start a fire or something. The final issue I encountered was at the finale. I had comfortably cleared away the zombies on the boardwalk but was unable to jump over the fence to get to the chopper rope. If the players need to go to the underside of the pier to climb the rope perhaps make it a little clearer to the players. (I had the feeling that perhaps I blew up a ramp with the c4 I used earlier in an attempt to light the blockade, thus making it impossible to get to the rope) Anyway as I said great map which I enjoyed as much, if not more than some of the official maps. Great setting and feel. I loved the idea. Nice job!
  17. 1 like
    I've been waiting a very long time for walking dead player models in nmrih, thanks.
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    https://forums.alliedmods.net/showpost.php?p=2517029&postcount=14
  20. 1 like
    Never mind! Fixed both of these issues!
  21. 1 like
    Thats cool, when can i download it?
  22. 1 like
    So for the last few maps, I've been working on a custom map I'm calling "nmo_quarantine". The story, right now is pretty basic at the moment; the survivors start in several buildings surrounding a parking lot (similar in style to Toxteth), get into the sewers, break into a military quarantine and help out the surviving soldiers, who eventually commandeer a helicopter and evac the survivors. At the moment, not a lot is done as I'm not focusing on the entire map at once, rather, I'm creating each of the four sections (spawn, then sewers, then quarantine, then escape) in separate vmfs, which should help ensure the final layout is as best as it can be. Here are some screenshots of spawn. The layout of this area is still very early, but I think it will work for the most-part; for the moment there is only one building players spawn from, but there will be at least one other building to spawn from eventually. Some pictures of the sewers I recorded some of the play-testing as well. And last, but not least, the quarantine! Not a lot of progress has been made with the quarantine layout-wise, though I have play-tested a few versions of it and when I get around to it, I'll get the entire section playable and put up a video. I'll try to keep this up to date, I swear.
  23. 1 like
    Hey guys, here is new update made by Extragamer and me. Old post: Extragamer and Drunk_Steep are busy now in real life, so I'll post their map here Screenshots : http://imgur.com/a/zP7rc Changelog: a10 a11 - Fixed bugs v1
  24. 1 like
    Change map name from nms_unhealthyv3.1 to nms_unhealthyv31. Anyway, you should remove "." ( dot ) from map name. Otherwise Player can't download your map from server. Because error occure with "Map is missing".
  25. 1 like
    In the year 2375
  26. 1 like
    lol, dead labz is still kicking
  27. 1 like
    Why would you already tell it's garbage making people not want to see it or click it. You should definitely change the title to something more appealing :l
  28. 1 like
    My computer decided to want to re-install windows now i have to start over. Alpha of map will be released soon hopefully
  29. 1 like
    nms_campblood is entirely based on the Friday the 13th movies. Yet, it doesn't have an enemy based on the main villain of Friday the 13th. That seems a little weird to me. I agree that it would not work well if a Jason Voorhees zombie appeared in every level, but it makes perfect sense to feature a Jason zombie in nms_campblood. Jason is after all, very zombie-like in appearance, when he doesn't have his mask on.
  30. 1 like
    I know, and I care little about it. They gave you that little teaser trailer to keep your from noticing that they missed yet another chance, Halloween, to release an update they have been telling us we would be getting soon since end of 2014, 2 full years ago. I kept quiet when they released the trailer because I would have been the only dissenting voice complaining about NMRIH1 while everyone was pissing themselves excited with NMRIH2. What happened to that Resident Evil 2 RPD map that was being worked since 2011 or so? To that map in China, Suzhou? Wasn't nay0r working on some Broadway 2, and something else? What about those new weapons? It's not that they don't release the update, it's that they don't even talk about it, there's no news or list of changes, not even the info to keep you from believing that something is moving. I love the game and I support the devs, I know they do it for free and all the usual stuff, but I can't deny that I'm just a frustrated fan who has been waiting for years now and they say they're still on it but it never comes out.
  31. 1 like
    Shout out to the classics! Since this map is a bit of a goof, I'm combining elements of maps I enjoy. You may notice some similarities from maps such as zpo_harvest (zps) and hard rain (l4d)
  32. 1 like
    Well I say the game is pretty active, there are 864 people playing it right now and if you want to see it yourself just check the no more room in hell community hub on steam.
  33. 1 like
    Some more glitches I discovered: 1. After boarding the train, the zombies got stuck at the loading dock. http://steamcommunity.com/sharedfiles/filedetails/?id=754092483 2. I don't know if it is glitch or I just didn't figure it out, but after turning on the switch and power goes out, there is nowhere to go. 3. After hacking computer, finding a way to escape, or flipping switch, if you push e (use command) it has the option to do it again and again. 4. Impossible to pick items up in the train, moving or not moving.
  34. 1 like
    When I reach the part where I started, it is much to difficult. Maybe it is because I played solo, but I cannot imagine how you can defeat this hallway with the limited weapons, inadequate lighting, and narrow maneuvering. I tried leading them out to the lighted area but they kept on spawning in. May I suggest either spawning a fixed number of zombies (if that is possible) or significantly lowering the amount of zombies that respawn? It may be easier if you have partial lighting in other areas. Or if you like it this dark my opinion is to spawn less zombies in it.
  35. 1 like
    Where PC which I have to hack?
  36. 1 like
    is it actually crashing or just freezing? if you upload your vmf ill take a look for you
  37. 1 like
    i didnt spot that radius culling was on, the troubles with viewing images on my phone haha least your sorted now
  38. 1 like
    I waant to see Remain time / Must kill number of zombies
  39. 1 like
    A strange and spooky map. It's fairly complicated but once you figure it out it's pretty interesting. Got some major Call of Duty vibes playing, and the Cry of Fear album is a nice touch although I'm not certain it's worth the file size. I hope your future maps are a little more traditional in my opinion. You mentioned you did this in 4 days so I can't wait to see how the final product looks.
  40. 1 like
    Simply report the post and describe the problem. We'll take care of it.
  41. 1 like
    Whoops, this escaped me. Either way, fun's over boys. Also, I'm gonna leave this here:
  42. 1 like
    For the love of it, and you're welcome.
  43. 1 like
    Defending a zone in Northway with only about 5% health and every other zone dead. It was around wave 5 too and usually just 2 or 3 remain alive including myself. (This is what I get when playing in public servers with brainless people...) That was one hell of a day though. I got frustrated but I also enjoyed some of it. We eventually won the map too.
  44. 1 like
    it's interesting when u dont know that gun is loaded or not
  45. 1 like
    and he decided to take over the Website's forums, and crowning Joe as the ultimate admin.
  46. 1 like
    CRAAAAAAAAAAAWWWWLIIIING IIIIIIIIIIIIN MY SKIIIIIIIIIIIIIIIIIIIIIIIIIIIN THESE WOUNDS THEY WILL NOT HEAAAAAAAAAAAAL
  47. 1 like
    Перевел статью на Русский язык. Article translated into Russian. http://www.mczone.ru/reviews/dobavlenie-skins-models-personazhey-na-server-no-more-room-in-hell-1513
  48. 1 like
    Or you know, you could like, play the game.
  49. 1 like
    Doesn't really seem like spam. More like a newbie member trying to fit in with the group here.
  50. 1 like
    i use a BlackBerry 8300 Curve