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Ghettobarney

Review for No More Room in Hell

33 posts in this topic

Hello. Today I am going to be reviewing the source engine modification called, No More Room in Hell! This mod has been a long time in development and there is a large number of fans who have been awaiting this day to come for many years! The mod has actually been through many development cycles, as I'm sure most of the community is aware. With that being said going over the past history is best left for another day, for this article is for the full review of the mod!

I will be taking a bit of a generic stance with this review, going over each section categorically.

Visuals/Aesthetics.

Visually, this is easily one of the more impressive source engine showings out there. Not just among mods, but among all games on source! The texture work and detail is fantastic, and the environs really fit the theme of despair and corruption of the world as we know it. It sets an impressive tone through out the game that makes the atmosphere just that much more eerie. That being said, there are a few issues with the animations of the models. While for the most part convincing and fluid, there are occasional animation breaks and certain transitions seem to be a bit janky, for lack of a better word. Also while texture work on the environments are great, the characters can sometimes leave something to be desired. Where the animations really shine through though is on the weaponry, of which there is a lot. It's clear that a large amount of work went into making all of the weapons in the game much like their real life counter parts.

Guns are accurate down to their reload animations. They feel like they have heft and firing a bullet from them just feels right. The action of it all adds a clear focus to everything.

Gameplay

Ahh yes, the actual play mechanics of the game. The thing that matters more than everything. At launch, there are 6 maps to choose from. Most of them are an urban setting, as the game takes place in New York, much of the action is set among city streets, back allies, subways and warehouses. It leaves a little to be desired in the variation department but as stated before the mapping work here is excellent.

The game also includes 2 modes to choose from. Survival, which is your typical find as many bullets and shoot-em-all dead as you can game mode found in practically every undead themed video game to date, and Objectives. In objective mode, you are assigned to complete just that, objectives. While not a revolution, it is an interesting implementation of the system. Games are played with a team of up to 8 survivors. The surivors must complete a series of these objectives to clear a map. Most objectives are just typical things like "find the fuel for the generator!" or "Find the key to unlock the door!" but they way they are structured forces your team to make decisions and work coherently together. Going lone wolf is a sure fire way to die in a matter of minutes. Teams can either stay as one large group for safety, or they can split up to complete multiple goals simultaneously. Some of the unique mechanics that set this up are that for one, survivors are not able to communicate with one another if they are too far away from each other. At first, I thought that this might make for a very frustrating mechanic, but it actually lends itself to the feel of the game quite nicely, another thing is that voice communication is only possible by obtaining a walkie-talkie. I find this quite welcome frankly, as having a large group of teenagers screaming at each other is much less pleasant that having a single leader with communication. Some maps do start everyone off with a walkie-talkie though, usually the larger ones.

Because the game has a heavy emphasis on realism, there is no HUD. Bullets must be checked manually (there is a button designated towards checking how many bullets you have left, which can leave you vulnerable for short period, showing your ammo numerically in the bottom right briefly) and your health must be monitored with audio and visual clues. When you sustain heavy damage from friendly, high fall heights or zombie attacks your breathing becomes heavier, you start moving slower and your aim slowly becomes less accurate the more damage you have taken. Most of the time when zombies attack, they just take swings at you. However if a zombie lunges, you are forced to fight it off. Fighting off zombies (as well as running and doing other things) uses up your stamina bar. If you are caught without any stamina, then you are bitten, and afterwards there is a small chance of becoming one of the undead. The real fun in this is that your team mates do not know you are undead (although you do start breathing differently if you are bitten, it is not a direct indicator that you are infected). The infected player can either ward his team mates of his coming demise. This can lead to some satisfying scenarios, where you wonder through a mass of zombies distracting them to save your allies. Or you can be a dick and sneak up behind your friend and watch as he gets eaten. Once turned you lost control of your character and are switched to spectator mode. You can also grisly commit suicide which will end your life and drop your inventory for your allies to use.

One thing I love about this that while you can spectate as usual, you are actually given the option to spawn in small room resembling a shooting gallery. Zombies spawn and you are given lots of guns to shoot them with, it's a great way to mess about with the inventory and to kill time while you wait for the next round. It's a large step away from the realism aspect of the game, but I'm glad the developers decided to put this feature in.

Most of the combat is melee based. There are few bullets in the game. When you do find bullets, they feel satisfying to fire and feel very powerful, especially given that you don't have 10 thousand bullets per clip as in most other action games (cough cough left 4 dead). It's much less arcade like and more visceral. Melee combat consists of swing, heavy swing and blocking. Blocking attacks uses up the stamina bar, as do heavy swings, which usually kill zombies in a single hit. Weapons vary widely, from chainsaws to bats with nails to frying pans. Just about everything you can think of that you would pick up in your house hold in a zombie invasion is in the game. One thing I appreciate is that the stamina bar is very forgiving. While it will drain rapidly while defending off attackers and heavy swings, just running around doesn't use very much. I always hated it when games would have your character get tired after running just a few steps. I don't know about game designers who make those choices, but most people are able to run down the street without passing out. So in that regard I'm very glad the designers made that choice.

Audio

Audio in this game is excellent. Bullets are loud, voice acting is excellent and very high quality, and the background noise really adds to the fun of it all. As with animations however there are a few issues. Sometimes gun sounds will break, and a few other audio bugs become apparent. It's nothing that's going to ruin the experience, but it's noticeable and it's there. Other than that there's not much to say about the audio department. I do love the opening theme in the main menu though.

In conclusion.

No More Room in Hell is a very fun, well thought out game. There are a few flaws with it, but those are mostly aesthetics that will hopefully be addressed in future patches. Also despite their attempts, there are still a few spots in survival mode and even objectives where a player can just camp on one spot whacking at zombies forever without danger. It's a bit of a buzz kill but those should also be addressed in future patches. But don't let the minor things get in the way of checking out this amazing mod. It's been many years in the making, and unlike a certain other game that took Forever to be released this one definitely shows in its polish, best of all it's free!

9/10

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But its not even out yet XD what is this.

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Ghetto also hasn't been a tester for well over a year... lol

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Maybe he is from the future telling us how people liked it before release o:

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Maybe he is from the future

Ghetto moved to Europe? :lol:

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Im surprised, did someone leak the files? Or is this just a pointless half-assed post.

Nope, interesting to read though.

Ninja'd: Voice acting is good.

Good.

Wat. More importantly, the character design is great, although it does need to be tweaked. Im generally impressed you wrote a review, without you actually playing the game.

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He actually has played the game. He used to be a tester about a year? ago.

To be honest, the game has changed a ton since he last played it so, make that 9 into a 10. ;)

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i'm pretty sure we will all be able to play soon.

We just have some animation and some audio stuff to wrap up and then it will be ready :)

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We just have some animation and some audio stuff to wrap up and then it will be ready :)

how is this not soon?

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Because its "soon" for years. Also "soon" can't be used for months. "Soon" is for minutes/hours and 6-7 days. Bigger than that - its not "SOON".

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here's my review

bad

Yeah, considering that you shoot at other survivors during the tests and said "this mod suck a deck"

Whos not a tester these days? (except me and other 1-2 guys)

Seeing as you keep posting about not being a tester all the time, here's my verdict as to why that could be:

1. I read your application and on it, you don't have any previous experience in testing source mods which is preferred, APB reloaded stuff does not cut it.

2. You applied rather late, at my time, people were being accepted more often. For those who applied later, they had things on their application that appealed to developers. If you read my application, it was actually rather poor because my steam profile was set to private, but I did have previous experience in source mod testing which I guess was the reason as to why I was picked?

3. Arguing with Riley about Valve and L4D didn't help.

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Its not so big deal for me not being in the testers row because I would rather prefer to play the final public version. I am more worried that I will feed my hunger for NMRIH for 10-15 min if I play the beta or whatever they call the tester's version. Or if it disappoint me after all this time. I have my concerns :lol: I applied rather late because for a great amount of time I thought this mod was dead, there was a big black space of updates, you know that, mate. Maybe I was too lazy to register back then or call it lost hope if you want, I thought this mod will never be released. What do you mean about my talk with Riley didn't help?? Everybody have his own opinion, nobody can change my opition about valve man! Why you have to break your own opinion and take the "STAFF" opinion? To make you cool or what? I dont think so, and its wrong. If Riley like Valve ok, its his choice. And its my choice to hate Valve.

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I was a tester for a few weeks, but never actually got to play the mod because it was IP and/or Steam account locked and we never got that sorted out for me. Then my hard-drive melted and I was basically offline for a month. I still haven't apologized for that unexplained disappearance and I guess now is as a good a time as any. This is probably why I have "derp" as my custom title.

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To Legion, the dumbass-kid:

I just don't fucking get it how you can criticize us about using word "soon" when we mean alot more than 6-7 days? Who the fuck are you to say that? Did you know boy, we are a mod team doing this on our freetime. We don't get paid for this, we have other projects too, usually running by the name "life". Valve, uses "soon" when they are about to go over their project and revise their stuff from scratch pretty much. They are the company you pay for your stuff and are doing projects with full-time working people.

Using word like "soon" is fucking relative to subject. Go back to school and learn some stuff, go outside and stop spending your time behind PC if it gets overhwhelming to understand development of a mod isn't just doing things you want all day long. You need to also learn how words are relative to subjects. Word "much" means different things in different situations.

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You call me a kid but I am 1 year older than you <.< I sense you are mad? Are you? Btw you can just use more describing words as "in a few months/weeks", not just "soon".

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You call me a kid but I am 1 year older than you <.< I sense you are mad? Are you? Btw you can just use more describing words as "in a few months/weeks", not just "soon".

Mental health..

Also I'm not mad, just really frustrated how you can't understand the point when we're using word "soon". You see, not everything is sure when developing mod.. free of charge on freetime. It's more promising to say "soon" (as it's more of a floating time) than following weeks/months when things aren't sure. You've seen what shitstorm stirred up because BMS/any game or mod had 2009 (or whatever year) in their trailer but still not out? We try to avoid such things. You get the point now?

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Nothing ever goes as planned irl + people generally read things and take whatever words they see in literal terms; we generally say "soon" instead of "in a few weeks/months" because people then assume lots of things which then leads to horrible miscommunication and then eventual disappointment lol

As for testers I do read all the apps; most of them aren't good because they generally exhibit this attitude that they really just want to play the mod and will disappear after a few days due to disappointment and not realizing it's a WIP project :( I look for those who won't drop out and are aware that it's a continuously evolving mod (hence I tend to go for ppl who already tested things) and I've been generally successful with that selection process, with 1 or 2 oddballs

Basically I just read between the lines for each app I see and then choose accordingly lol

----

Anyways I'd be happy to see reviews for our mod when it comes out, even if they're genuinely negative ;)

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