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Found 7 results

  1. "Pirates are coming to take our castle! Grab your gear and head to the towers! An epic battle is coming for all of us, only one team can take the throne!" Download & Screenshots: https://steamcommunity.com/sharedfiles/filedetails/?id=2040089546 >>> Subscribing automatically update & place this map in: ...\steam \steamapps\workshop\content\... Optional: - Plugin "nmrih_team_deathmatch" Features: - Defenders (BLUE) must eliminate all attackers - Attackers (RED) have to complete objectives and kill defenders - Breakable props to trigger traps - Bow and arrow as main defense weapon - Fast paced team deathmatch - Hidden special weapons - Ending cinematic *** Map created by Ulreth *** Special thanks to: + EscuadrĂ³n BATATA Server (Holy Crap, Mr Cat, Wabein, Ruso and their players)
  2. Volleyball - Team PvP A simple but deadly volleyball match to challenge random people, throw grenades at opposite players and help your teammates reach victory! Download & Screenshots: https://steamcommunity.com/sharedfiles/filedetails/?id=1604833330 >>> Subscribing automatically update & place this map in: ...\steam\steamapps\workshop\content\... Features: - 2 players minimum - Stadium decoration - Small sized arena - Teams of 4 players max - Random teammates - Zombie crowd - Respawn after round end - Grenades & molotovs - Last team standing wins - Round end cinematic Version 2 - 29/12/2018 + Added color to crowd stands + Added grenade dispenser system + Added zombie bots for offline training + Added molotov text + Increased size of field + Fixed critical win bug + Fixed sensor trigger bug + Fixed camera bug + Fixed minor decoration issues * Map created by Ulreth * NOTE: In case of having an empty side then use manual round restart until map randomize player spawn
  3. PvP (Player vs Player) - Inferno Cage Step inside this torture chamber created for both demons and humans, here you can lose your mind trying to survive while the cameras watch you. You will have to kill all your oponents to claim your freedom. Can you survive in this true inferno cage? Features: - Medium size arena with metal platforms - Creepy environment with lots of details - Crates, barricades and more - Different types of weapons to fight with - Special weapons at the center of the arena - Explosives traps for humans - Triggers inside the arena - Dynamic scenario with re-spawning items & traps - Zombie traps inside the arena USEFUL COMMAND: sv_respawn_time_notoken 10 Download: https://steamcommunity.com/sharedfiles/filedetails/?id=1590026739 Hope you enjoy it! Any suggestion, bug or feedback that you find to improve this map will be appreciated, Ulreth. Version 5 - 13/12/2018 + Workshop publish + Changed time between traps supply + Improved laser trap + Fixed zombie horde bug + Added minor details + Added teleport for crates Version 4 - 16/04/2018 - Added loading screen - Added flare gun as special item - Added lasers, boulders, corpses & barrels as special traps - Increased amount of mele weapons - Fixed cubemaps issue
  4. PvP (Player vs Player) - Colosseum Hello everyone! Let me introduce to you my new map for NMRIH based on a coliseum The Colosseum was more than just a pile of big rocks, it can hold thousands of spectators and still be considered a magnificent stadium ideal for shows and epic fights to death. Now is your time, enter this gladiator arena and be the last man standing in order to reach the glory and freedom that you seek! Don't be afraid of the zombies as they will be watching you the whole time... Download & Screenshots (workshop): https://steamcommunity.com/sharedfiles/filedetails/?id=1589533501 - Medium size arena - Coliseum environment - Walls and pillars with details - Different types of weapons to fight with - Special weapons at the center of the arena - Zombie traps inside the arena - Zombie crowd NOTE: This map does not include navigation file as it is supposed to used only with a PvP mod USEFUL COMMAND: sv_respawn_time_notoken 10 Hope you enjoy it! Any suggestion, bug or feedback that you find to improve this map will be appreciated, Ulreth. Version 8 - 13/12/2018 + Workshop publish + Added new weapons + Added new obstacles + Fixed zombie spawn bug + Fixed player clip bug Version 7 - 16/04/2018 - Added loading screen - Added some pillars to climb - Added breakable rocks - Removed collisions with broken props - Reduced time limit - Fixed health crate bug - Fixed cubemaps issue
  5. Hi, I'm in a lan party and I would really like the map "pvp_southpark" to work. I know it can work cause I played online the other day on this map. How ever, when I create it in LAN, we can all join the game, but ww are stuck to "Waiting for spawn" just like the guy explain here : http://www.nomoreroominhell.com/forums/index.php?showtopic=6881 What Can I do to make it work? I'm not a map designer, but I can handle my way really well with the game console. For exemple, pvp_dodgeball does work and some other pvp map do, but a lot down. Is there something to do? Thanks for answering us I can you the map his file if you want.
  6. Hello nmrih! I want to suggest a free for all gamemode to this game, with a medium/large sized map with 12/20 players. A lot of open buildings. Zombies Kinda "strongest survives", the last survivor wins. This would be so awesome. ^^
  7. 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! ^^