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Coolz D

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About Coolz D

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  1. I spent most of today working on the loading screen for the map! It's still pretty rough, but it's a start.
  2. So, as of late I've been working on the ending of the map. My plan for the ending is that essentially, the soldiers are stuck in a building surrounded by zombies with no real way to get out alive. So the players have to activate a siren to draw the zombies away to allow the soldiers to escape, and eventually commandeer a helicopter. However, the siren draws a horde of zombies to the players, who have to hold out for around 2 minutes, similar to nmo_chinatown. After those 2 minutes are up, the survivors 3 minutes to push through the horde, blow up a wall (maybe extinguish a fire), get to a rooftop, and then light a fire, after which the helicopter arrives and they escape. If the survivors fail to complete the sequence in 3 minutes, they are over-run. As you can tell, the ending will be quite intense , and I'm putting extra care in the layout to make sure it doesn't end up too hard to complete and remains fun. On a side-note, ThoughT remade one of my themes for use in the map! (what a nice guy!) Hopefully I'll have some screenshots of the layout next time.
  3. 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.
  4. Thanks for the feedback! I wanted to keep it short and more to the point rather than making it potentially too large.
  5. Hey again. I'm applying to voice act some Zombies for NMRiH2; below is a reel of my zombie impression, if its good enough to get into the game, you decide! https://www.mediafire.com/?xfc57h46e9bcw7p The first ones are for the shamblers, then runners, then a reaction to being shoved away from players, and then something for when players are grabbed for a zombie (just an idea). The demo reel has not been edited in the slightest, and I use a Blue Yeti Microphone. Let me know if you need more VA done. You can contact me at Email: ChrisDeryals@Gmail.com Steam: Coolz™ (I have the Coach avatar) Phone: Inquire via email Or this thread.
  6. Hey everyone! It's been quite a long time, and once again, I'm applying for the Level Design position, as well as a composing position now. For a few years now, I have been practicing with Source Engine Level Design, slowly getting better. I've recently gotten into contact with Nay0r, who has encouraged me to re-apply, so here's what I've got. Click Here For the screenshots Music Composition Moving on to composing, I have been creating ambient music for around 1.5 years now, starting out creating small tracks for Dead End for the hell of it, however, composing has grown to something much more than just a random hobby at this point. While I'm sure, with Thought, you're perfectly all set, I thought I would apply for this anyway. Here are a few examples of my works. Here is a link to my Soundcloud profile as well, if you want to see the rest of what I have, music-wise. In addition to encouraging me to reapply, Nay0r also told me that, for 1.10, you guys were looking into getting the public to finish off some of the old No More Room in Hell maps that were left unfinished. I am willing to participate in this, if needed. I can be contacted at "ChrisDeryals@Gmail.com", and if necessary both Nay0r and Thought have me added on steam. Thank you for considering my application.
  7. Feel like I'm spamming this thread with stuff, but one last update before I get off.
  8. Hope I got the mood right this time
  9. Revamping the layout a bit and experimenting with the art-style. What do you think?
  10. So, its basically been a century since I last updated this, a lot has been happening and I have had to focus on Dead End once again, however I do have time to pick this map back up (hopefully for a while now) While I do not have any map-related progress at the moment, I do have some early pieces of custom music for the level. Some of them are tracks I made a really long time ago and never used, and some of them were made specifically for the map. Heres a link to them. Keep in mind, this is very early and criticism is welcome.
  11. Sorry I haven't updated the map-- Dead end is still in progress, and I've been working on getting it released lately, so I can focus more on this map. I've created zone B, and made more of the layout. Zone B Since the balcony is overpowered, I've made it so there is only one entrance and one exit, if they get stuck between zombies and the exit, they're in trouble. Players could be smart and jump off the railings, but the fall damage just barely doesn't kill players, so that isn't too smart a move. I've also added a second-floor spawn point right next to zone A, which is very risky, but I think it'll make the map more difficult.
  12. Did a quick compile and took some in-game screenshots
  13. How about this? As for the storage area, I'll probably put a lot of clutter around to filter the zombies (and survivors)
  14. Allright, so I took some screenshots of the map's layout currently, and here they are. Top-down view of the level Side view Zone A I feel right now that zone A is too generic, but for now it's fine.
  15. So, I saw a few threads in this category followed a blog-esque style, and I thought, "Hey, I'm making a map and I like that style, I'm gonna do that!". You may be wondering why I am creating this survival map, and to put simply, I'm making it to get better at detailing industrial areas, which I can't currently detail realistically. As a person who has lived in pretty much the middle of nowhere for most of their life, my personal experience with cities and their buildings fall very short, and pictures off the internet can only help so much. An example of my, while pretty, very limited knowledge on detailing in a L4d2 project (is it just me or is this stormy picture a ton like nms_notld?) Moving on to the Nmrih related stuff, the concept for my nmrih map is simple. First off, the story: "The city is falling to the hordes of the undead. The National Guard, failing to contain the hungering zombies, are forced to pull out, leaving what remains of the living to fend for themselves. The survivors hear through the radio of this, and, predicting the route the National Guard will take to leave, the survivors head them off and take shelter in a long-abandoned warehouse. Their plan? hold out until the remnants of the National Guard arrive, hopefully stopping long enough for the survivors to leave with them. How long is it going to take? Has everyone died? Worst of all, what if they already passed by?" And now the 'unique' gameplay feature: There are no supply drops. Supply drops would make no sense if they were included. Everything the survivors need to hold out is already spawned inside the map, and it is up to them to ration what they have correctly in order to survive the horde. This feature leads to my working name, "nms_scarcity" There is probably a reason such a thing hasn't been done before that I'll find out down the road. I already thought of a few reasons, but honestly I want to see how such a map would play out. Currently I'm working on the layout, and I'd show some pics of that but its pretty late and I probably should go to bed. I'll take some and show em off tomorrow. What do you think of the concept? (Also, I commend you if you actually read through that wall of text)