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Found 13 results

  1. Hey there aspiring level designer, do you have an awesome map you think should be included in the game? Do you look at our stuff and go "I bet I can do that"? Well you're in luck because we are looking to start adding in community maps so everyone can enjoy your work! To submit your map for consideration please fill out the following: Map Name: Description: One paragraph long backstory: Link(s) to at least 3 screenshots: User names of everyone who has worked on it and a link to their Steam account: A list of all who contributed assets and how we can contact them: Download link for a zip file containing all necessary files to run the map: Link to thread on this forum or our steam one that is about your map: By submitting your map you are telling us that you are not using any stolen work and that if selected would be okay with giving us the VMF (for bugfixing, optimization, etc). Once we have made a decision about your map we will respond in your thread along with some constructive criticism. Please understand that we're a busy bunch so it might take us some time to get everyone who's making this decision to play the map and voice their thoughts internally. A map that is rejected does not mean it is permanently rejected. If you update your map after a decision has been made, please post a change log in your maps thread and post a comment here saying "Updated" along with a link to the thread. Understand though that unless we feel there has been significant changes made we will not look at it. So really put some work in to to make that map shine! This is to keep this thread from becoming overly cluttered and from turning us into your personal Q&A team. For Halloween update the cut off date is the 24th so that we have a week to go over submissions
  2. I am quite new to mapping, and like many, have learned from YouTube and other tutorials. I started editing an open source map I am using for a server that's a WIP, and have been pasting some buildings in, changing textures, re-designing rooms, etc. Nothing too complicated but not necessarily basic either. My compile log shows a leak, so I went to the entity and loaded the but the line zig zags around and goes through a solid skybox. I tried to delete the entity (obviously, this won't work, as it just shifts to another one) and the problem of course, persisted. I have seen the same line exiting going up, down, etc. I have tried selecting all with the entity origins thing enabled, and there are none. I even at one point tried expanding my skybox as the leaks developed, but they just kept expanding. I also tried enclosing the other 3d skybox in my map's main skybox. Also, the leaks are intermittent. Sometimes the compiler won't report them, but it usually does. (I have been finding false positives, as the leaks persist when I actually load the map up in game, with typical symptoms like water problems being a giveaway) I did also try copy/paste into another vmf file. Leak persisted. Another odd thing is (as you can see, by my odd file name) I have quite a few backups of the map. The leak didn't really show itself until later stages in my map. Odd VMF: http://www.mediafire.com/file/ubzeb9pfklz8z4r/rp_nova_prospekt_v8a-7-test-backup8-2.vmf Compile log ** Executing... ** Command: "E:\SteamLibrary\steamapps\common\GarrysMod\bin\vbsp.exe" ** Parameters: -game "E:\SteamLibrary\steamapps\common\GarrysMod\garrysmod" "C:\Users\User\Desktop\rp_nova_prospekt_sources\rp_nova_prospekt_sources\vmfs\rp_nova_prospekt_v8a-7-test-backup8-2.vmf" Valve Software - vbsp.exe (May 25 2017) 8 threads materialPath: E:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\materials Loading C:\Users\User\Desktop\rp_nova_prospekt_sources\rp_nova_prospekt_sources\vmfs\rp_nova_prospekt_v8a-7-test-backup8-2.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar material "maps/rp_downtown_v4c_r7/wood/woodstair002b_2250_-1322_-140" not found. Material not found!: MAPS/RP_DOWNTOWN_V4C_R7/WOOD/WOODSTAIR002B_2250_-1322_-140 material "cs_italy/pwood1" not found. Material not found!: CS_ITALY/PWOOD1 material "metal/forest_metal01a" not found. Material not found!: METAL/FOREST_METAL01A Could not locate 'GameData' key in e:\steamlibrary\steamapps\common\garrysmod\garrysmod\gameinfo.txt Patching WVT material: maps/rp_nova_prospekt_v8a-7-test-backup8-2/nature/blendgrassgravel001b_wvt_patch Patching WVT material: maps/rp_nova_prospekt_v8a-7-test-backup8-2/nature/blenddirtmud003a_wvt_patch Patching WVT material: maps/rp_nova_prospekt_v8a-7-test-backup8-2/nature/red_grass_thin_wvt_patch Patching WVT material: maps/rp_nova_prospekt_v8a-7-test-backup8-2/nature/canal_reeds_wvt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) **** leaked **** Entity light_spot (-3519.00 2991.67 889.00) leaked! Processing areas...done (0) Building Faces...done (0) Chop Details...done (1) Find Visible Detail Sides... Merged 290 detail faces...done (1) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (1) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day02_09_hdr*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day02_09_hdr*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (1) (1473713 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Water found with no water_lod_control entity, creating a default one. Compacting texture/material tables... Reduced 6515 texinfos to 3446 Reduced 430 texdatas to 329 (21092 bytes to 16593) Writing C:\Users\User\Desktop\rp_nova_prospekt_sources\rp_nova_prospekt_sources\vmfs\rp_nova_prospekt_v8a-7-test-backup8-2.bsp 7 seconds elapsed 1.049162 -3.207047 0.000000 -1.049033 -3.207047 0.000000 -1.049033 3.206336 0.000000 1.015345 -3.207047 0.000000 make_triangles:calc_triangle_representation: Cannot convert ** Executing... ** Command: Copy File ** Parameters: "C:\Users\User\Desktop\rp_nova_prospekt_sources\rp_nova_prospekt_sources\vmfs\rp_nova_prospekt_v8a-7-test-backup8-2.bsp" "E:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\maps\rp_nova_prospekt_v8a-7-test-backup8-2.bsp"
  3. Okay, so for some reason when I posted my map 'nms_skyhigh' it had seemed to post twice, I don't know if i clicked 'submit topic' 2 times by accident or anything else. But i can't seem to remove one of the posts. Anyone able to help?
  4. I was wondering if there was a map that let me play in the sewers. If there is any, which is it? And if there's none, then can we make it? I don't think I can, cause Hammer Editor drives me nuts. So if any mapper (sorry if it's a wrong term) is looking for an idea, this could be one. Thank you.
  5. Looking for map ideas, I have some down, mostly ones that are more in the woods or have a more central area that branches out into one place. I'll take any ideas, I wanna get more involved with this community and the mapping community. Thanks!
  6. I don't know if this is the right place to take recommendations or anything, yet I'm just having such a blast with NMRIH that I want to aspire to make a map of some kind, something that adjusts to my and maybe some community taste. My main topic right now is a forest, or national park of sorts that survivors can either survive in [nms] or have todo a series of objectives to escape [nmo]. I'd love suggestions, another idea was more of an area survival, with endless waves, ammo drops and no rescue. Kinda like L4D survival. Also if anyone has an SDK guide for like mechanics that are in the SDK for NMRIH only, like how to make an objective zone or how to make a map base itself around a survival mode I'd love to have a link. Thanks for your time, I'll take all ideas!
  7. Demo's Longass Blog of Rambling in Which He Will at Some Point Ask for Feedback and/or Help with Brainstorming PROLOGUE CHAPTER 1: NMO_SPOOKINGTON
  8. I am currently having trouble making zombies unable to open certain prop_door_rotating entities that I am using for objectives. (when the zombies open the door the objective is completing itself) I also want the zombies to not break the func_breakable entities that I am currently using to board up a door, but they always break the boards before the player can get to them. If anyone knows how to stop zombies from opening certain doors or breaking certain func_breakable entities then please help. (note: players need to be able to perform the stated actions, only the npc zombies need to be prevented form doing them) Thanks in advance for anyone with information.
  9. Hi there, so I decided to make a survival map and everything was going great until I got to the actual zombie part. I'll narrow down on my specific problem and the question that I have; how do I make the zombies automatically walk or run to wherever the player is? As of right now, the zombies will only walk or run towards the player if they see him or her, that's no good and I can't seem to figure out how to solve this. Any help is greatly appreciated; I'm sure I'm just overlooking something very simple here, haha!
  10. Hello everyone I am working on a Evil Dead map for the survival mode. It still in a very early stage and lot of features are missing like the forest, fruit cellar and some props in the cabin. I still need to add more barricades, more weapons, fixing the A.I, working on the light and texturing the rest of the cabin. So i give you a little sneak peek of my work so far. Let me know what you think about. Update 1 : I made huge amount of progress since last time, the cabin is 90 % done and the forest is about 75 % done. Im still not sure if i will do the fruit cellar, ill keep thinking about it. I fixed the lightning to get close to the atmosphere of the first movie so moving in the forest will require a flashlight or a buddy with one. Here how the map look so far.
  11. Am thinking of a creating a single player horror based objective map. Need ideas for objectives, setting, etc... wanna do something different and create it as immersive as possible, dynamic lights, thrilling and sitting-on-edge moments, all that cool jazz. tell me your thoughts and POST SUGGESTIONS AND CRITICISM. hope to hear soon haha wanna start relatively soon.
  12. item_ammo_box , has no help and i can't figure out how to create any other type of ammo exclude 9mm... can you tell? Any keyvalues?
  13. Hi, Im currently making a city-style map with two parts, city/mall and hotel. Because i don't want to have both in one mapfile im splitting the whole thing in: 1. City with mall and streets and stuff 2. Big hotel interior To change from city to hotel i use the console command executed with the point_servercommand entity. It works on my local server, my questions are: do the usual dedicated servers support this? Are there any restrictions with the point_servercommand entity? Would there be a way to keep weapons and player-status like dead/living/health? #Greets