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Coolz D

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Everything posted by Coolz D

  1. 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.
  2. Story- Weeks after a military occupation in New York was overrun by the dead, the survivors are clinging to life within a small laundromat. With supplies waning and tensions growing, the survivors are forced to take a risk by leaving their safe haven and getting into the quarantine, within which the last surviving soldiers supposedly still reside. With means of escape. Screenshots- https://imgur.com/a/304L9 Gameplay- Design wise, the map has many common objectives found amongst the nmo game-mode, with some new and hopefully interesting twists to objectives as well, such as defending an area from incoming hordes of zeds, requiring more tactical planning and teamwork than normal objective mode in some cases (though its certainly not impossible). Download (current version) https://www.mediafire.com/file/4666s8dm428kepi/nmo_quarantine_v2.zip Update- * Added more detail to inaccessible areas * Clipped off the dumpsters and whatnot you could previously climb onto * Removed a custom texture that I had thought I had already removed and thus hadn't included with the map * Removed specular mapping on the brick trim seen on many buildings around the level; too shiny. * Tweaked the z-spawns * Fixed several texture issues within the sewers * The overpass goes somewhere now * Tweaked the nav mesh * Fixed soundscapes * melon * Added more detail into the quarantine and overall made it harder to defend while closing the gate * Added that one guy who boarded all the doors up from the outside, only to be unable to get back inside after barricading it. :> * Pretty much fixed all the bugs listed in the comments so far Special Thanks to Askia- Playtesting Suspicioustoad- Lagging during the playtesting, and showing me exactly how hard the map can be. Fersigal- Playtesting; being really helpful Nay0r- really cool guy , let me use some of his models ThoughT- if only I could have gotten those custom music tracks to work for everyone lol And of course You Download (old): https://www.mediafire.com/file/btnbb67r5dbb0ag/nmo_quarantine.zip
  3. Bump; Updated the map. Download - https://www.mediafire.com/file/4666s8dm428kepi/nmo_quarantine_v2.zip
  4. Map Name: Nmo_Quarantine Description: Hard map without coordination; Pretty large map too. Contains two different locations; the city streets, a large sprawling sewer system, and... more city streets converted into a make-shift quarantine. Examples of some objectives are: Digging up peoples graves to find gas, defending an area for two minutes before rescue arives, and listening to npcs talk because why not >:) One paragraph long backstory: Weeks after a military occupation in New York was overrun by the dead, the survivors are clinging to life within a small laundromat. With supplies waning and tensions growing, the survivors are forced to take a risk that will either save them or kill them; leaving their safe haven and trying to get into the quarantine, within which the last surviving soldiers supposedly still reside. With means of escape. Link(s) to at least 3 screenshots: https://imgur.com/a/304L9 User names of everyone who has worked on it and a link to their Steam account: My steam ID http://steamcommunity.com/profiles/76561198085019947/; Nay0r allowed me to use some of his models as well, and as DrHammer put it, hopefully you know how to contact him A list of all who contributed assets and how we can contact them: See above Download link for a zip file containing all necessary files to run the map: https://www.mediafire.com/file/btnbb67r5dbb0ag/nmo_quarantine.zip Link to thread on this forum or our steam one that is about your map:
  5. I spent most of today working on the loading screen for the map! It's still pretty rough, but it's a start.
  6. 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.
  7. 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.
  8. Thanks for the feedback! I wanted to keep it short and more to the point rather than making it potentially too large.
  9. 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.
  10. 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)
  11. Feel like I'm spamming this thread with stuff, but one last update before I get off.
  12. Hope I got the mood right this time
  13. Revamping the layout a bit and experimenting with the art-style. What do you think?
  14. 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.
  15. So I couldn't sleep last night, and rather than do absolutely nothing lying in bed, I decided to actually do something productive and spent the rest night making a song. I've been playing a lot of No more room in hell lately, as well as listening to a lot of it's amazing soundtrack, and it rubbed off on this song quite a bit. What do you think about it? Click here for The song
  16. 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.
  17. Did a quick compile and took some in-game screenshots
  18. How about this? As for the storage area, I'll probably put a lot of clutter around to filter the zombies (and survivors)
  19. 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.
  20. So I was screwing around in my music software (that I mess around on when I have spare time and am bored of mapping) and I think I got some good music for the loading theme of No more room in hell Though its not really consistent with the existing themes...but what the heck, I'm posting it here anyway so people can enjoy it. Please let me know what you think of it. http://www.mediafire.com/listen/mg9yp1marddlafg/ADyingWorld_flute.ogg
  21. Well, I'm pretty late in replying here... To be honest, I half expected the comments to be pretty negative. But ThoughT wants to put this in the game? Never in a million years. Of course I'll give you the file. I used REAPER to make it so it'll be in MIDI format. I'll message it to you. I also have a couple of themes (mostly ambience) I was planning to use in my custom map (when that's ready for release-- I'm taking a lot of effort into pre-planning) But I'm only currently planning on using one. Let me know if you'd like to take a listen to those as well, because I really don't have a use for them anymore.
  22. Allright, so since no one said anything to my last post and after a year of gaining some more experiance, I'm back. Previously I failed to include a portfolio mainly because I had nothing really to show, although I do now. Here are my portfolios: http://www.gamemaps.com/details/9435 and http://coolredpanda10.deviantart.com/gallery/50118544/Mapping The first one is a bit out-dated with the photos because I've been working way more on the mapping of the final level than actually updating the pics of that page, but heres a video of the current version: Its still a WIP and it probably wont take too much longer to finish because it is near done as the 4 remaining maps are near-fully functional. Needless to say the only problem at this point is the custom tank and melee I want to add holding it back. But back to the point, what working for NMRiH would accomplish is basically I'm seriously considering a serious level design career and this'd be practice for that career. EDIT: Forgot to put a place you can contact me at. You can contact me at ChrisDeryals@Gmail.com
  23. Allright, well at this point in time it probably feels unfinished because well, it is unfinished, as I said. But at least its pretty close to finished at this point. "I want to see you put more time into your projects, and fully implement your ideas first.", That seems easy enough, as I already dont have very much to do, so I'll get right on that. " Yeah you've developed a decent flow for gameplay but your art still leaves much to be desired. You need to practice with grounding, prop placement and more realistic architecture. It's a solid start but Level design on Source requires an LD to do all the jobs, it's tough." Sad day to be an LD, but oh well, I'll figure that out sooner or later. Hopefully sooner.
  24. Ever since I've downloaded the game one kill with any melee weapon causes blood spatter onto it. Only since I've downloaded the steam version has the melee weapon dissapearing when you kill a zombie with it, to be replaced with blood stains you can use as a weapon. Its OK by me but i'd still like to report it.
  25. Hi guys. Im appointing for Level Designer, which is what im currently best at doing. I've been mapping for quite a while now, past experiences with other mapping programs helping me along the way until I started mapping for team fortress 2., which was a few years ago. I've been mapping in and out to pass the time until a year ago when I got serious and started developing tf2 maps for a mod, and then, I found NMRiH. It was a good serious zombie survival game and I liked it a lot. I started mapping for it for fun and stuff and I've got a basic idea of how the SDK works. If you want pictures of my work, here. Sorry about the map lacking roofs, at the time the map was 75% finished and I hadn't finished the roofs and certain areas yet. Currently it is done but im too lazy to go in tf2 and get more screenshots of it. But if you really need me to I can go to tf2 and take some more up to date pictures of it. You can contact me at ChrisDeryals@gmail.com