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Found 5 results

  1. Concept The concept of this map is based off older vmfs and has certain scrapped elements and areas from other maps including the earliest versions of Atex, Shelter and Copat, this map is supposed to be filled with leftovers from other maps but aspire a decent looking quality map that is supposed to be running smoothly. Screenshots https://imgur.com/a/S2PxI Download The download button can be found on the gamebanana page 7zipped, for every individual file you can always ask me on discord (Nmrih Discord, if you happened to download the bsp but not the nav nor obj) Download onto this site: https://gamebanana.com/maps/198207 Put it under Steam / Steamapps / Common / Nmrih / Nmrih / Maps Should have a bsp, nav and obj file in there in order to work properly Current version Current version is alpha version 2 , because i had put it first on "???" servers, but because of it had broken cubemaps i couldn't be forced to upload it onto gamebanana so i waited a while untill i was satisfied and certain that it would work, also i couldn't just keep it to a1, since some people don't know how to delete files :>. Known issues * Map does not have a proper ending yet and objectives aren't yet diversified as of today 23/12/2017, you can get extracted though
  2. UPDATED!! - TEXTURES NOW WORK - First realistic (In my opinion) map that I made for nmrih. Every 2 waves you'll gain a supply drop, because of how packed it can get after wave 3/4. This is my second map for nmrih, i'd love feedback! If anyone is going to do anything with the map, edit/modify/improve-upon/place onto a server or anything like that, please tell me first. For the server, please msg your server IP. Would love to play with other players on this =D! Hope you enjoy! ^-^ (IF THE MAP DOES NOT WORK FOR YOU OR CAUSES YOU TO CRASH, DELETE nms_foxstreet.bsp + nms_foxstreet.nav from your files and redownload the map) DOWNLOAD: http://www23.zippyshare.com/v/BaK1V9fA/file.html IMAGES: http://i.imgur.com/LaQfbIE.jpg
  3. RIGOR MORTIS Rigor mortis - (Latin: rigor "stiffness", mortis "of death") is one of the recognizable signs of death, caused by chemical changes in the muscles after death, causing the limbs of the corpse to become stiff and difficult to move or manipulate. In humans, it commences after about three to four hours, reaches maximum stiffness after 12 hours, and gradually dissipates from approximately 24 hours after death. MAP INFO: Trapped in a local store, a group of survivors knows (somehow) there is a boat deep in the sewers, with exit to a river. Survivors must team up to scavenge enough fuel, while bearing a gruesome thought that there's only one seat on a boat... A medium sized objective map with scavenge elements. Objectives: 4 Zombie Spawn: up to 50 Runners Frequency: normal Kids Frequency: normal Weapons, Ammo: scarse COMING SOON: - alternative way - more objectives - custom textures - color correction - more gore and drama DOWNLOAD: http://www.pinzdesign.com/nmo_rigormortis.zip MEDIA:
  4. I'm very sorry for the long read but I really hope it's worth it! (Warning: Walls of text. ; ~ This is just a concept for a gamemode, But it would be fairly cool to add a gamemode of a group of.. Lets say.. Twenty people, Ten versus Ten. For the concept there would be four rounds, Each having a different task leading up to the final round where it turns into warfare of the team that had obtained more supplies raiding the other team. Round 1: Gather resources, Combat based around the two groups having to gather as many resources as possible and bring it out to a zone with vehicles they toss the crates into the vehicles and continue the two groups can fight to intercept there should be an invisible barrier to prevent enemy players from entering the other team's drop off area. Round 1 Effect: That team is given more medical supplies and ammunition to start out the next round, And basic civilian weaponry (Pistols, Hunting rifles, Shotguns, Semi-Automatic rifles) Concepts for maps on round 1: Mall/Hotel/Supermarket/Military Barracks/Hospital/Crowded Highway?(Vehicles with supplies strapped to the roof, and incredibly backed up traffic would cause people to get out on food, This would serve well for adaptive close/long range combat and force players to climb vehicles to get from one trench to the next giving snipers a purpose.) Round 2: Crashed helicopter/Destroyed military convoy, There's a crashed helicopter, Or destroyed military vehicles with weaponry and carcasses littering the area, and military supply crates, Almost the same as round 1 but would provide more conflict to capture the supplies. Round 2 Effect: The group is provided military based items, Plate Vests and Kevlar Vests things that would provide defense against certain types of damage, From bullet to melee, Also given few military weaponry such as Automatic rifles, Uzis, Semi-automatic sniper rifles, Grenades. Concepts for maps on round 2 Helicopter: Sky Scraper(The helicopter crashed into the side of a sky scraper), Mall(Helicopter crashed into the roof or parking lot of the mall, This could give for alot more zombies to be present during this map), Forest(The helicopter is crashed in a forest area.) Convoy: Highway(The convoy is caught traffic jam), Neighborhood(Provides alot of cover and buildings players can enter to shoot from, Plenty of zombies too!), Military base(The convoy didn't even escape the military base, There should be obvious signs of a gunfight that occured prior to the current inhabitants coming to take the items.) Round 3: Attack! The team who is lacking supplies will be given an area to set up an ambush in and fortification supplies to block off certain paths, They would be given minimal supplies to start out with, There should be very minimal zombies in this area and the other ambushed team's objectives should be either attempt to make a fight and clear our the enemies or make it to the escape zone, Meaning they have to cut through barriers to progress. Round 3 Effect: If the ambushers win they earn supplies such as weaponry, more ammo, maybe two or three kevlar vests, And some medical supplies. Concepts for maps on round 3: Each map should remain linear as to avoid people getting lost and confused, A neighborhood that progresses toward a sewer, A hospital where the players must escape from the roof to the entrance, Backwoods road where the players are meant to fight their way to their vehicle from a farm house. Round 4: Retaliation! The ambushed team attacks a base with either moderate supplies(Loss) Or plenty of supplies(Win) where they are attacking the main compound of the opposing team, This would give the team being attacked two minutes to fortify the area and prepare themselves and the team that's attacking two minutes to sort of what they'll use. Round 4 Effect: End-Game. Concepts for maps on round 4: Warehouse, Military bunker, Apartment complex, Sewers, Farm house, Bank, Supermarket. For side notes, I would say each round the teams should have a certain number of respawns (30 - 60?) As for the kevlar vests is should be something that reduces combat like.. A plate vest would reduce melee based damage, And the Kevlar vest it's slightly obvious! As for weaponry it should be two classes between Civilian and Military. If you've read the entire thing I appreciate it, Hopefully you enjoyed the concept! ^^
  5. Name: nmo_darkeningdemise Players: 8 (Recommended 3 to 5) Difficulty: Normal Size: Medium Time: 7 to 14 minutes to complete (estimate) National Guard: (If they were in game and possible) friendly trying to keep back undead for you to escape Objectives: 1. Find way out of apartments 2. Get through the backalley 3. Escape the Dead Walk 4. Find way around streets of debris 5. Locate shelter 6. Find way to get through gate 7. Run for your lives Supplies: Uncommon Weapons: Uncommon (Guns) common (Melee) Ammo: Uncommon Description: This is a short objective style map (might make a nms version after.) Players will be put into part of a city where survival will become difficult. Supplies and weapons will be rare and hordes will swarm around every corner. The goal is simple, survive and find a way out of the city. But with low supplies and many undead roaming about the streets, alleyways, and buildings. Their demise seems close in these dark times. Download: Click Here! Oh wait you can't. Videos: OLD VIDEO http://www.youtube.com/watch?v=163mJobv21s&feature=youtu.be UPDATE 8/9/13 http://www.youtube.com/watch?v=etFQtcflzb0&feature=youtu.be Screenshots: OLD SCREENS Update 8/9/13