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2d-chris

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Everything posted by 2d-chris

  1. Hey Steaky, neat work, can you contact me via pm please and we'll talk some need your email or steam setup
  2. This projects most time draining feature is the AI and finding good balance for gameplay, the actual environments, weapons etc are not really going to hold us back that much if at all.
  3. lul, imagine a guy like that leading a zombie mod
  4. Welcome to the team!
  5. Hi everyone, We're getting to a point where we'd like a few more talented level designers to help us out. We have a ton of assets and a dedicated art team to follow your every wish. Please send me a PM or apply on our application thread if you're interested in helping out. Proven work on Source engine is a must and it would be preferable to consider yourself intermediate to advanced with level design. Working on a modification such as this is a real advantage if you're looking to make games for your profession, you'll learn allot and have fun at the same time! Thanks and I look forward to hearing from you (PS I don't bite *sigh*) -Chris k
  6. Pretty neat stuff! I'll be getting in touch I agree with the lighting but that's the kind of thing that can be tweaked quickly!
  7. Cool stuff!
  8. I've known Kosire over the internet for many years, yes from me Infact come to think of it I pointed him in this direction.
  9. We've done way to much work to let the mod "die" but with a good programmer we could get the thing done in a few months
  10. Nice, these days I think you could add a little more poly detail even for the low detailed mesh.
  11. <3 Canada
  12. The art direction is obviously as good as it gets, however, personally I don't like it for dark and mature games like this. Developers keep with art styles, you only have to look at epic and Valve to understand that. From a design perspective it's just perfect, overall it will be a kick ass game, even if the art is a little miss matched. I'd love it if there was a post process filter option in gfx settings that changes the colour and saturation balance to some nice presets. Loads of games do that now.
  13. A boat, with supplies, can't think of a better place ... it kind of shows the weakness in the whole zombie end of the world thing i'd love to see a zombie swim a mile or captain a ship.
  14. it's safe to say the game is all about level 80 pvp, that is once your out of tortage. I'm not that motivated to continue, but I will because I know pvp will kick ass
  15. We did? I don't remember us saying it was playable. We hoped for a summer build that could be played, and still do actually. Allot more is in the build than you have seen.
  16. good =]
  17. Just to mention I play AoC on crom, I'm a hunter called Rainbringer Gd game indeedy
  18. It's finding a balance between realism and game play that we are doing, the problem with going arcade style L4D really has that swen up great. Yet, if we go too realistic it will no doubt put off most of player base. It's usually better to do as Waffles said and base the game around mechanics designed FOR a game not from real life, then once you have a direction for "fun" and game objectives you can add features in to make it more realistic. The problem with thinking the other way around is you run out of ideas very fast, you're always hit by giant restrictions and because of that the game suffers. I'd also like to point out Zombies are not "realistic" so therefore how you've previously seen zombies being killed is purely the imagination of directors and producers NOT fact In many respects NMRiH is a semi-realistic fantasy game, So it's not easy to design and certainly not keep everyone happy from the extremes of those sub-genres.
  19. You might want to explain your question a bit better? In a barricade location? We're not having "barricade" mode as it's mentioned on the website, that really needs to be updated asap. We're keeping things very simple for the first release. The design of holding a certain area as a team an till the timer runs out won't be in beta1. Barricading can be done at almost every doorway and some windows.
  20. Goverments find it hard enough to take legal action for hackers, how and why would we want to do such a thing? The content "hacked" is the property of everyone who made it, we're not a company and since nobody owns the rights to all the work it's completely useless thinking about it
  21. Spawning areas are placed throughout the environment, often in pairs of 2. So, exactly what you suggested as already been done We have a maximum of 8 players, so for now we have 8-10 spawn points in the levels. You'll get used to the areas that you spawn in, they are located at a distance from where zombies will freely roam to prevent spawning inside or right next to a zombie. That's not to say spawn camping is an option, you'll need to venture out to gather weapons/ammo or you will be found and eaten for lunch. Allot of items will be spawned at random locations so even though you will familiarize yourself with spawn locations that's less than half the puzzle. We decided on this method over a completely random system because some consistency usually helps in multiplayer games, certainly with balance and trying to make the game that little bit fairer. Also the technical issues with spawning anywhere can be a little fustrating, it's not too had in CS as you don't have tons of zombies walking around
  22. It's all good.
  23. It's a bummer, but the momment the sun comes out modding tends to slow down, just like I expect all of you are spending less time on the pc at this time of year.
  24. Boozer, INS didnt really slip up with estimates, no matter how lame it is a release date estimate will build more hype than another media update, mod teams also need motivation, a public deadline makes us work allot harder than an internal one. All that being said, without trying to break allot of your hearts a summer release is looking unlikely, it's just the way things have turned out Also Boozer, developers are self motivated, we make the mod because it's fun to do so, not to keep the community happy, yes communities have huge benifits AFTER the game has been released, but beforehand it can actually distract the vision of a development team, recently I've noticed more development teams interacting with pre release communities and in some cases it's a real benifit asking opinions, but you have to remember professional development teams will have several full time staff passing on the useful information to developers. That workflow just doesnt happen in modding, we make what we want, because otherwise why are we doing it? it's not for the money thats for sure It swings both ways, without the developers you have no community, without the community we lose some motivation to get the mod done. However we're not making this to become a legendary game with millions of players, so if I had to comment on "Developers need the community more than we need them" i'd say it's actually the other way around. You can't expect people that only play games to understand how they are built, and why certain things are done, but hey, it's worth a go Also a news flash for some of you, most developers don't bother looking at the public forums.