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krisives

Hellbound Online: A large expansion of maps that are connected together

33 posts in this topic

For the last week or so I've been working on some of the proof-of-concept ideas for a project I'm calling Hellbound Online. It's simply a set of NMRIH maps combined with a network of servers to form a survival MMORPG of sorts. The idea is that each player has a "saferoom" where they can save items kinda like in the old Resident Evil games. Saferooms are placed around various maps (touching the door will teleport you to the safe room) and the idea is that they are there to let players save their progress (in terms of items) and if they die they still have access to their "stash"

Our hope is to provide a large array of difficulty in various areas and allow more experienced players over time to tackle harder areas. For example, players newer to the world will not have a lot of weapons and no cache of ammo stashed in their saferoom. Whereas a player that has built up an ammo cache from previous adventures is able to venture into more dangerous parts of the world.

So far we have our first city and it needs lots of improvement, but we have a basic floor plan to work with now. My thinking is we can divide the work up to people to each get their own building / area. The idea is that the game world can grow overall as we add new parts little by little.

You can download the super early version of the city map here:

See the Github below link for maps

and a compiled version:

See the Github README for getting pre-compile BSPs

To keep things to scale you can select the building you want, copy it, then start a new map and paste it. What you do with the inside of the buildings is really up to you once we decide on what the various buildings are overall. I have a few ideas that match the buildings in the city:

Tunnel (Not started)

There is an area where players can reach a tunnel, this would take them into a tunnel going into a completely new area I've not thought up at all yet :)

Burger Shack (Mostly done)

There is a small building with a rooftop. Here I want players to enter the building, it may have a few basement levels, and the players can exit back onto the roof (which will put them back into the city)

School (Not started)

There is a building near the tunnel with red brick. This could be a school with lots of children zombie spawns.

Warehouse (Not started)

There is a white brick building near the tunnel that could be a generic warehouse. Great for getting some supplies.

Motel (Not started)

There is a building with a motel sign right now that I think could be a motel.

Prison (Mostly done)

The big white building with a skybridge would be the prison.

Apartments (Not started)

TBD

---------------

I am still working on the Sourcemod scripting to synchronize the player data between various servers, but I wanted to see if anyone wants to get started helping me. If you have servers to donate that would be excellent as well. Simply respond here with whatever you can do to help or which portion of the map you would like to work on and get started!

Cheers,

Kris

----

There is a Github project I am using to keep track of the maps and sourcemod scripts:

Github Project: https://github.com/hellboundonline/hellbound

-----

Here is an updated floor plan overview:

nmo_hb_city.png

Edited by krisives

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I like that idea. A lot. But that would require a lot of servers, powerful ones too - when it's open world. Players will most likely spread out over the whole map, reaching the maximum zombie amount quickly, and lowering overall difficulty because there are less zombies per player.

Open world doesn't work so well in this game - see cleopas.

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Launched 4 test servers to monitor CPU and network load:

Unrelated server IPs removed as they no longer point to the test

They are currently just running stock maps to test some settings. The tick rate has been lowered. The results are promising. We hope to get others to help provide servers, but in the meantime it seems we can scale up to at least 48 players or so.

It's possible we can monetize through donations the support for players to ensure they are sent to the same server, probably for parties larger than 2.

Edited by krisives

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I'm going to keep an eye on this.

Either it works, and something interesting happens.

Or it fails spectacularly.

Either way, I look forward to any updates with great anticipation.

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Some work was done on the "master server" and I created an API that the sourcemod plugin will use to coordinate all of the servers. The master server is written in PHP and uses a MySQL database, and it's job is to track the servers and players, such as how many are in each server for load balancing and what items players have.

Since nobody wanted to help with creating maps I have moved forward with the "prison" area, which is probably the hardest of all the maps to make in terms of size compared to the actual city. It's about 5 stories large and has two sides to it with a sky bridge. I'm on version 8 of the map right now, you can download it from here:

http://knimb.us/hellbound/maps/nmo_hb_prison_a8.vmf

There is still a lot of work to be done on this map. My current thinking is that I will probably block the streets in such a way that getting through the prison, crossing the skybridge, and going down would get them past that street blockade

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I completed the 11th version of the prison. Some highlighted changes:

  • Split the prison into two maps separated at the skybridge
  • Fixed a lot of lighting bugs
  • Added health to areas
  • Added side door
  • Fixed some bugs with the floor and walls being too big and lighting weird
  • Added a kitchen area on the top floor
  • Added some areas that require a bit of trickery to get to that have weapons

So now there are two ways into the prison from the city, and the skybridge.

Started work on what I am now calling the bruger shack, which is a small building near the tunnel that has roof access and a back door. This is a simple building but enables the player to go into the back alley of the city, something they can't do from the ground level without going through this building.

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My biggest gripe, is well the size. The map you posted looks to be a lot of open areas, which wont be able to be detailed very well. Most of tgise heartpumping noments come in areas of tighter spacing/chokepoints/etc. Otherwise your just skimming around a pack of 35 zombies which is a total snorefest. If broadway, junction, etc didnt have all that detail and clutter in the streets then the naps would have been a lot easier in those more open areas.

With that being said, good lucj. And i hope you are able to get somewhere with your project

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My biggest gripe, is well the size. The map you posted looks to be a lot of open areas, which wont be able to be detailed very well.

That map is supposed to be large and connect the other maps, but it won't get any bigger. We add more maps instead of them getting bigger. It may lack detail now, but that's because it's very early in development.

Most of tgise heartpumping noments come in areas of tighter spacing/chokepoints/etc

Try playing the prison map it's much more like that. The city is designed to be a "puzzle centerpiece", not the action itself.

Otherwise your just skimming around a pack of 35 zombies which is a total snorefest.

The city will most likely have a lot of runners, making travel through it not desired compared to a relatively safer building.

If broadway, junction, etc didnt have all that detail and clutter in the streets then the naps would have been a lot easier in those more open areas.

Nothing stopping me from adding clutter :) I just have not done so yet. You are welcome to help add some!

With that being said, good lucj. And i hope you are able to get somewhere with your project

Thank you!

Edited by krisives

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Maybe you should move all the building interiors onto seperate maps, to allow the lobby (in this case the city) to be more populated. This would make sure the group stays together, and it would also allow much more graphical fidelity in each area. So if the group decides to enter the prison, they just all get in front of the door, and then the server switches the map to the prison part, and locks itself with a password, so no new people can join. Maybe you could also add some kind of timelimit to each looting session to make sure they don't stay in there for too long. After they won, died or the time ran out, the server will then switch back to the city map, and they will be teleported back in front of the prison (and receive their loot if they found any)

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Maybe you should move all the building interiors onto seperate maps, to allow the lobby (in this case the city) to be more populated.

That's exactly what I've been doing / the entire point of this :D I must have explained it wrong.

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Oh nice! How is looting going to work exactly? You don't have a backpack or anything where you could store stuff in, that isn't going to end up being part of your current inventory. Do you just carry crates around?

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Regarding the question about loot, if you look at the city map you can see I created the "safe room"

Each time a player gets to a safe room it allows them to drop any item within there and it always loads your items (the safe room is copied to each map 8 times so each player gets their own safe room through sourcemod scripting)

Safe rooms are where you save your progress / respawn from. Exiting the safe room brings you back into wherever you entered from (there are doors in various maps that will take you to a safe room)

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Is that prison in the middle of the city?

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Is that prison in the middle of the city?

Yeah. Prison was a bad name, I think it's more of a jail than a prison :( I actually live in a city where the county jail (which is a big building) is downtown in the city here, so I for sure know cities have relatively large jails in the middle of them (I live in a pretty small city)

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A lot of work has been done! Some nice updates:

  • Transfering players between servers/zones is working. You go up to a new area, press E, and a dialog is displayed saying you can go to the new area.
  • Each level now has an area where players spawn in darkness
  • Players now automatically join the game (dont have to click Join Game when transfering)
  • Inventory saving has started

To put a door to another server create an info_target entity in your map that has the name:

hb_door_zone_room

The hb_door part is what the plugin looks for, the zone part is the name of the map basically, and the room is where to spawn within that map. Each map needs to also have corresponding info_target entities called:

hb_spawn_room

So if you have a door saying hb_door_city_sidewalk1 you need to have a hb_spawn_sidewalk1 spawn point in the city map. Pretty simple, right?

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I would work on this project more but nobody ever wanted to get involved or help so I gave up and to be honest the NMRIH community seems pretty dead.

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