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Fersigal

Zombies
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About Fersigal

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    Zombie
  • Birthday 11/30/1998

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    Male
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    Belgium
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    Searching Sum Salty memes

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  1. http://steamcommunity.com/app/224260/discussions/1/1489987634016867316/ Edit: see 3rd reply
  2. 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
  3. Dat necrobump though, anyways nice stuff, maybe have some fog working in on the map (P.S.: how do i like your post ?)
  4. 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, dropbox) https://gamebanana.com/maps/197278 (for a zipped file) https://www.dropbox.com/sh/vz0pqyhhqj099pt/AADjoFRqyidRKirauf75UfeLa?dl=0 (for downloading every single file if you happen to have downloaded some of the files on a public server so to say) 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.
  5. Looks like a pvp map that i might actually give a swing at, seems like very good work to me, edit: gives me some flashbacks to Half-life deathmatch
  6. Update of progress: https://imgur.com/a/egxW9
  7. would be cool if you could add this kind of variety: It's up to you though, but it would make the level visually more enhanced, have different kind of hallways and will add some more atmosphere to the design, that's probably one of the last things i want to see in this map and then it'll be perfect
  8. Yes, it's not publically released yet so, it's currently only on Porks, "???" and "Dr's" if i recall correctly, i just want it to be a decent release with very minor issues in it, without having to deal with people calling them major gamebreaking bugs, like some which are entitled in the official maps, official first alpha release will be called nmo_shelter_subterranean_a1, you can always hit me up on steam if you want to if you're interested or just want to talk about it.
  9. hmmm just to know that i'm also ready to release shelter by Halloween and a small extra map that's supposed to be fun for some time (basically a kind of fun modification) oh well https://imgur.com/a/5w3gT
  10. So a quick update going on, i made some major adjustments according through flow and gameplay and added some nice little details to the map like a more realistic appeal and a better 3D skybox to fit the theme better, the current map version is at test version 10b and i'm planning on getting this map more shiny and polished with lighting and details as it approaches halloween, so you all can be a little bit less sad. That's all for now, the first alpha version will be called nmo_shelter_subterranean_a1. I'm planning on doing some series with the vmfs of Durkhaz and make a cool storyline with all of that, stay tuned ;). P.S.: you'll be able to play test version 10 b on "???" servers and porkchops if you really want to play them, i don't really intend to put them anywhere else to be fair for now.
  11. Hi Gilbert, nice to meet you, hope you'll be having a good time at this very spontaneous and obviously not dead forum. Peace out :à
  12. - (need to be worked on) * suggestion -Zombies tend to get stuck on ceiling from time to time (when they drop from there) * Add a breaking noise at the part where u have to jump over a way to high gap (and pls make something so players don't die instantly instead of them dying (or add a respawn ahead to make it easier for the player to escape) * Needs more visual NPA (non playable areas) in the map to limit the feel of the map being boxed in (big windows at stairs (could be barricaded or you could put the setting of the skybox at night or make it that the sun doesn't shine onto the windows but is facing the other direction meaning if the sun were to be there it would shine the same direction as the window is pointed at and you would barricade the other side if there were an area which didn't have that *Might have suggested this earlier, but ur map would really stand out with a 3D skybox (you don't really have to see the streets, just make sure that people can identify that this is indeed an appartment block *Remove the rocks barricading some of the parts as it seems a bit unnatural and wonky how such big rocks would get there in the first place and maybe do something in a similar fashion as in Cabin where u would use a wooden table or a metal table so to say to barricade the place up (Use like some wooden boards or use some tables to barricade the other side and make like a door inbetween it instead of a open hallway so it doesn't feel like ur not really accomplishing a lot *Add sprinklers at the fire part (close to the elevator or a way to put the fire off e.g= You have to use e on a crank and the fire will go off (think about nmo_broadway (where u have to use the sprinklers), same kind of fashion). It's a decent shortcut and it doesn't unnecessarily makes the map longer whereas it could've made the map shorter most of the times Seeing the nature as some parts can be very frustrating (the breaking plank at sewer, the death pits, the zombies spawning into sight or behind you does make the map very unpleasant for a huge part of the active player base), could help if you either make a way around where a player can complete the parkour and the other players can unlock the shortcut, let's say someone gets over a certain part, so you can remove the barricades from a certain door and Unlock it for the players Also keep up the great work, but also don't make the updates come to quick as some players might experience that as nothing really changing, make sure u really notify the players or make notable changes so people know u put some decent effort to it, the last thing i want to see is that this map reaches over 10 alpha versions (instead of using nmo_vertigo_v4 next maybe use v3b to indicate small changes,just a suggestion though or just make the updates come out a little less speedy).
  13. Also try imgur for all ur screens (works better and it's completely free and easy to use) Also you'd have to put the elevator gate a bit more in the wall so it doesn't align with the other brush texture Elevator also could use a metal fence to make it look cooler and pls clip the front of that elevator it interacts very weirdly :l, just some second thoughts Also about the heaven zeds (aside from the one spawning onto you), there's also zombies spawning inside of you on different parts, i do like the zombies coming from the ceiling though, but sometimes it can be a bit trollish, so either move the trigger a bit back (from the player's perspective) or have like decals or overlays indicating that it doesn't look that stable I suggest you to actually make like sidespawns instead of making them spawn inside of the players, overall i thought it was a great and challenging map, just wished there was another respawn for the players, since game can take a long while (i've seen 1 respawn, but map could easily take 2 respawns) I got to the welder objective whilst playing with 6 other people, my main issue with the map is the small corridors and people bumping into eachother, but then again i don't know how you would fix that, as that's an issue that occurs in almost every map except for the ones that you can easily rush thru Edit: Suggestion: *put a save on the extinguisher thing *Make the death pit (with the small thing surface and kinda rework it, so you can drop down from the levels (which are burning) Also the last part is kinda hard to get to the roof, because of unlimited runners, maybe instead of having the runners spawn in when you are about to go up, make the runners spawn when you pass the exit of the roof, but put it a bit more forward so it only triggers when players get to a certain point (no clue how long you actually have to hold that, since i died there, it was almost impossible getting out of that building, instead make like a way to get up there or atleast make it so we have another escape route, i'll give this map a solid 7/10 since i think it could be slightly better with minor effort put into it
  14. Ok so some first thoughts on this map, i'll put my pros first: + cool map idea + cool atmosphere + Nice hard difficulty + Logical objectives + Good brushwork + Lighting / darkness was ok, eventhough soloing might become a bit annoying without a flashlight (so 1 would be cool atleast) - I feel like a lot of the clips were unnnecessarily made (like spots were zombies could easily attack you, but i feel like they shouldn't have been clipped) - There was a lot of backtracking with the key (which made certain parts a lot longer, could be cool if you could extinguish the elevator and take a shortcut there - The light on the 2nd or third floor had a very nasty pulse to it ( it flickered way to fast, maybe add some electricity sparks onto that) Some suggestions: * A 3D skybox could serve well ( similar to the style of Mirror's edge / GTA V / Watch Dogs [if you mix that together obviously] ) * Some easter eggs (ya boy likes easter eggs, example: having to weld an area to get extra guns like a ruger), i dunno maybe i missed some, only some first thoughts * The hallway could look a lot cooler with some railings on the side to it or some emergency materials to it (i liked the window neithertheless, but it could feel a lot more like appartments) * Clipping the stairs is a must have (it's the part i died at) I didn't really get that far, but i think the map looks cool and i think you could make it look a lot cooler, seeing that you don't go the same route as panel and you have a lot of style and thought behind it
  15. Main ideas for improvements atm in the sewer