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{{alphamodsmall|engine=Source|download=}}
{{LanguageBar}}
[[Category:HL2_Third_Party_Mods]]
{{needs infobox game}}{{Software status
| appid = 224260
| type = games
| free = yes
| status = released
| os = Windows Linux
| deck = playable
| chromebook =  
}}{{Underlinked|date=January 2024}}


[[Image:NMRIH.jpg]]
<div style="clear:right; float:right"></div>
{{ModStatus|engine=Source|game=Half-Life 2|mode=mp|status=released|download=http://www.moddb.com/mods/no-more-room-in-hell/downloads|image=NMRIH.jpg}}


== Overview ==
[[File:NMRIH.jpg]]


No More Room in Hell is an unreleased modification of the best selling game "Half life 2" by Valve software. It will feature a team of human players cooperating against a team of NPC (Non Player Character) Zombies, It has been in development for several years and will most likely release in the near future. (Summer 2006)
{{nmrih|4}} (2011) - '''NMRiH''' for short - is a survival horror modification, running on {{src|4}} engine. It featured support for 8 unaffiliated human players who must cooperate or die against waves of [[NPC]] Zombies. It has been in development for several years (and later fully restarting from scratch in 2009) and was first released on October 31, 2011.


A sequel running on {{ue|nt=5|2}}, '''[[WP:No_More_Room_in_Hell#Sequel|No More Room in Hell 2]]''', has been released under early access.


== Gameplay ==
== Gameplay ==
The mod currently has two game modes; Survival and Objective.


"No More Room in Hell" will have three core gameplay modes, Escape, Barricade, and Extermination.
;Survival
:The survivors (players) find themselves in dire straights as they are pitted against a seemingly endless horde of zombies. A survivor's worst nightmare, they must barricade and defend their hideout. Depending on the scenario and the skill level of the survivors, their ultimate fate will either lead to salvation (extraction) or an inevitable demise (death or the undead overwhelming the hideout). This gameplay mode is not for the lone-wolf player, as it will require a strong co-operative effort if the players ever hope for any chance of survival. Survival rounds may last from four to fifty minutes.


===Extermination===
;Objective
The survivors (players) must hunt and eliminate all the zombies infesting the area, incinerating the corpses in a bonfire. There will be two modes of play. The first involves players competing in two teams to see which side can kill, collect, and burn the largest number of zombies. With players using several different means of getting the corpses to the bonfire, such as dragging by hand or using vehicles (i.e. pick-up truck). The second mode involves co-operative teamwork, as the players all work together to destroy every zombie plaguing the area and burn their corpses to remove all traces of the deadly infection. Of course the zombies are more than capable of coming after the players to dine on their flesh...
:The survivors (players) have found themselves hounded wherever they go and are now on the run. As the horde of zombies close in on them they desperately seek to escape to safety. Players can either start in the same location or in different locations, depending on the map. Along the way players will need to complete objectives in order to proceed. If killed, players can respawn at certain checkpoints in the map. Regardless, the survivors will need to team up and move fast to stay one step ahead of the zombies. Escape rounds may last up to forty minutes.


===Escape===
== Maps ==
The survivors (players) have found themselves hounded wherever they go and are now on the run. As the horde of zombies close in on them they desperately seek to escape to safety. Players can either start in the same location or in different locations, depending on the map. Along the way players will need to complete objectives in order to proceed. If killed, players can respawn at certain checkpoints in the map. Reagrdless, the survivors will need to team up and move fast to stay one step ahead of the zombies. Escape rounds may last up to twenty minutes.
{{note|The map list is incomplete, there are total of 33 maps in the game.}}
{{Nmrih|4}} features total of 33 maps. Here are the descriptions for the following four maps:
;Broadway
:This small strip of metropolis looms in the shadow of a central New York railway. And in those shadows are countless numbers of the infected. A light sheet of rain blankets the streets as helicopters roar in the heights. Sirens from multiple sources are wailing in the distance as if the world hasn't yet ended. The military has come and gone leaving survivors trapped in Broadway. Held up in an abandoned building across from an aged and fabled theater, the survivors wait in bleak anticipation while dead hands claw at the doors of their safe house. When it becomes clear that help is not coming, the group is faced with the terrible notion that rescue is solely up to them.
;Chinatown
:Welcome to Manhattan's Chinatown. A bustling web of city streets that inspires tourism with the charming wonders of multiculturalism. Congested in nature, the shop laden streets quickly fell to the outbreak. What little survivors made it out alive were rescued in the Wallabout Bay by the remnants of the Coast Guard. Now the dead writhe along the streets; crowds that once had a taste for the oriental now feast upon human flesh. The neon signs and paper lanterns of Chinatown give off an enchanting glow that is almost beautiful among the debris and gore. A small group of survivors in the deepest part of Chinatown took refuge in the subway. Their only chance is to leave their dank sanctuary and reach the bay in hopes of finding rescue.
;Cabin
:On the outskirts of the city lies a cabin, home to many a drunken college party. However, instead of laughter and good times, there are now cries of pain and death. Those that have resided in the cabin before the outbreak have now barricaded themselves up onto the attic. Sooner or later, as supplies dwindle, they must make the tough call of remaining in the attic (and dying from potential starvation) or leaving their gilded cage and risking their lives in an attempt to call for help.
;Flooded
:Survivors are trapped in a flooded area.
 
== Features ==
No More Room in Hell will feature many interesting gameplay elements:
 
[[File:Nmrihmaxx.jpg|right|thumb|240px|One of several zombie models, based on team  member Maxx.]]
[[File:Nmrihcopcar.jpg|right|thumb|240px|1960's police car]]
[[File:Nmrihingamezomb.jpg|right|thumb|240px|In-game zombie and weapon models]]
 
;Co-Op Gameplay
:Teamwork is the key to survival against the zombies, and to this end players will be able to do everything from sharing weapons, ammo, and equipment with other survivors to working together to help barricade a building and fight off zombies. Players are not on a set team, and if they are not careful, they can be just as lethal to one another as the Zombies are to them.
;Voice and Text Communications Limited by Distance:
:The further you're away the harder it is for other players to hear you. Keep those walkie talkies close!
;Dynamic Objective Maps
:The next playthrough may not be the same as the last!
;Survival Mode:
:Defend and maintain your shelter against the undead in the hopes of getting extracted to a safe area.
;New Models
:A sweeping series of changes have been made to give the mod the look and feel of modern survival horror game. Players will be given access to all new weapons (melee/firearm/explosive), new equipment, new vehicles, and even new character and object models, each based on realistic expectations. What would be available to the average citizen during the outbreak? The in-game content is overwhelmingly made of custom content; from textures to props to ambient soundscapes.
;A Realistic Approach
:In short, no crosshairs with limited "only when you want it" HUD. In addition, ammo and weapons are extremely scarce. With that in mind, aim down your sights and shoot for the head!
;Barricading
:Lock those doors and bolts the windows. Not enough? Don't worry players will be able to board-up windows and doors to keep the zombies out. But the question is: for how long?
;Zombies
:Far from just the classic "Shuffler" zombies that slowly stumble towards survivors, there will also be the fast-moving "Runner" zombies as popularized in the movie, {{wiki|Dawn of the Dead}}. The fresher the infected corpse, the faster the zombie will still be able to move, but as the infection spreads so too does the rot and decay that turns the zombies into a shuffling and clawing hoard.
;Zombie AI
:Far from the simple Headcrab zombies of Half-Life 2 fame, the zombies in "No More Room in Hell" will possess a different set of hunting skills to bring them closer to their horror movie brethren. Zombies will hunt by hearing, sight, and smell. Zombies may have poorer eyesight than they did in life, but a player who makes noise will draw a zombie's attention and with their keen sense of smell, although working only at a short range, they can detect a player hiding nervously inside a closet or from behind a barricade.
;NPC Military Personnel
:At times players might encounter NPC military personnel, either National Guardsmen or Marines (or equivalent if the map is set outside of the United States). NPC soldiers have their own agendas that can sometimes even work at cross-purposes to player survival. National Guardsmen will man barricades, holding back Zombie hordes, but will fire upon the player if they come to close. Those are their orders, they can't be too careful. Marines, on the other hand, are given the orders to search and destroy... Everything. They will patrol their area, opening fire on anything that moves, acting as an even greater threat than the Zombies, forcing the player to stay out of sight.
;Infection
:Every zombie is infected and they carry that infection within them. The infection is passed to a survivor through a zombie's bite. A single bite is a death sentence as there is no cure, only time before the player dies and joins the ranks of the living dead. The healthier a player is, the longer they will resist the infection. As death nears a player will hear and see the symptoms marking their imminent demise.
;Minimal HUD
:In order to immerse players into the action many of the gauges and counters that normally clutter Half-Life 2's FPS view will be removed. Instead players will need to rely on innate skills, actions, and visual/audio cues to realize their situation.
;Darkness & Light
:Players will carry hand-held flashlights in addition to any weapon they might choose to hold, but should that weapon require two hands to hold, it will require the player to sacrifice using their flashlight (unless the weapon generates its own light) and dark areas become that much more menacing. Of course other players could help light the way with their flashlights...
;Iron-sights
:The players are survivors, not trained marksmen or combat specialists, and as such their aims are natural and unskilled. When you fire it is down the length of the barrel of your gun. Also, the less time taken to brace for your shot, the sloppier your aim will be over longer distances.
;Locations
:Whether exotic, countryside, urban, or just down the block, players will find themselves in a wide variety of locations from around the world as they fight, or flee, from the living dead.
 
== History ==
{{update}}
;"4554" May 16, 2008
On Friday may 16th 2008 an early test build version of NMRiH and the entire mod teams FTP files were leaked to the public. The hacker, BosmouZ, explained on the cs.rin.ru forums how he and another unnamed individual first gained access to the entire forum db though the user 3pidemic's forum account which had a very weak password of 4554. At the time 3pidemic was the mods public relations representative and had access to all sections of the NMRiH forums. BosmouZ gained FTP access through a post on the private developer sections of the NMRiH forums. He then proceed to download an old build version along with all the other files hosted on the FTP server. In April 2008 the NMRiH forum database moved and transferred accounts to a new forum base in which the infamous 4554 password was changed, yet the damage was already done.
 
*BosmouZ claimed to have access to all of the NMRiH files for four months before finally going public on May 16.
<pre>
//Quote By BosmouZ from the CS.RIN.RU forums:
"We sat on it [game files] since jan '08. since we didn't think it was decent enough to release yet. But now the time has come!"
</pre>
 
; No More Room in Hell 2
A sequel of {{nmrih|4}} developed by Torn Banner Studios. The game was first teased in July 25th, 2017. First trailer was released in 2021 at the MathChief's Game Expo.
 
No More Room in Hell 2 has been released in early access on Halloween 2024 (Oct 31, 2024), after the early access release date was announced during Summer Game Fest 2024 live event.
 
== Developers ==
{| width=100%
|- style=vertical-align:top
|
;Project Manager
: Matt 'Maxx' Kazan


===Barricade===
;Design
The survivors (players) find themselves in dire straights as they are pitted against a seemingly endless horde of zombies. A survivor's worst nightmare, they must barricade and defend a location for set duration. When this time has elapsed the survivors will either have succeeded in their goal (win) or be required to complete secondary objectives and/or reach an escape location on the map (i.e. a helicopter evacuation zone). This gameplay mode is not for the lone-wolf player, as it will require a strong co-operative team effort if the players ever hope for any chance of survival. Barricade rounds may last from four to ten minutes.
: Matt 'Maxx' Kazan
: David 'Dman757' Meade


== Maps ==
;Sound
''(Map list is incomplete, more will be added as they become known)''[[Image:nmrihdawn.jpg|right|thumb|240px|City of the Dawn]]
: Tom 'rezOnance' Wright
: Alexander '.sverek' Honda
 
;Music
: Garrett 'ThoughT' Lindquist
: Bryn 'TheForgotton' Schurman
 
;Voice Actors
: Joseph 'Bingo Bango' Bracken
: Richard 'Cleric' Heller
 
;Lead Artist
: Matt 'Maxx' Kazan


===City of Dawn===
;Textures, Concept Art, Particles and GUI
Urban Area, Abandoned and destroyed cars litter the streets and skyscrapers loom in the backround as you fight for survival in this concrete jungle. Board yourself up in a multitude of stores or make good your escape from the city of the damned.  
: Joseph 'SickJoe' Gay Jr.
: Kyle 'Bucky' Clark
: Nicholas 'Jangalomph' Seavert


;Characters
: Matt 'CrazyMatt' Fagan
: Alex 'CYN' R


===Last Transit===
;Animations
This level is set in an underground subway station and the area above it, fight in and around subway cars and stations. Will you catch the train to salvation or be devoured by the undead hordes?
: Miguel 'Se7en' Félix
: Unkn0wn
: Cra0kalo
: Niklas 'Slayback' Lemper
: Rock


;Models & Skins
: Ian 'Surfa' Beecraft
: Michael 'RawMeat3000' Kato
: Dmitri 'SoJa' Terskov


===Outpost 31===
;Public Relations
Inspired in part by the John Carpenter classic "The thing", Even an arctic outpost is not safe from the zombie invasion. Bitter cold and isolation make this a challenging map for even the most seasoned survivors.
: David 'Dman757' Meade
: Chase 'Xendrid' Asch


;Lead Mapper
: Toni 'Sotapoika' Seppänen


===Stranded===
;Mapping
This takes place in an underground office building which is overrun by the undead. Employees must fight  back and escape to see the light of day once again (if it even exists anymore).
: Nathan 'Nay0r' Goulden
: Vincent 'vincent024' Boer
: Jun 'Juniez' Choi
: MacKenzie Shirk


== Features ==
;Lead Programmer
: Andrew 'ssba' Orner
;Programming
:Brent 'Brentonator' McAhren


No More Room in Hell will feature many interesting gameplay elements:
;GCC Wrangling
[[Image:Nmrihmaxx.jpg|right|thumb|240px|One of several zombie models.]]
:James "Pongles" Mansfield
[[Image:Nmrihcopcar.jpg|right|thumb|240px|1960's Police Car]]
[[Image:Nmrihingamezomb.jpg|right|thumb|240px|Ingame zombie and weapon]]
{| bgcolor="#f7f8ff" cellpadding="5" cellspacing="0" border="1" style="font-size: 95%; border: #cccccc solid 1px; border-collapse: collapse;"
|- bgcolor="#eeeeee"
! Feature
! Description
|-
| '''Co-Op Gameplay'''
| Teamwork is the key to survival against the zombies, and to this end players will be able to do everything from sharing weapons, ammo, and equipment with other survivors to working together to help barricade a building and fight off zombies.
|-
| '''New Models'''
| A sweeping series of changes have been made to give the mod the look and feel of modern survival horror game. Players will be given access to all new weapons (melee/firearm/explosive), new equipment, new vehicles, and even new character and object models, each based on realistic expectations. What would be available to the average citizen during the outbreak?
|-
| '''Barricading'''
| Lock those doors and bolts the windows. Not enough? Don't worry players will be able to board-up windows and doors to keep the zombies out. But the question is… for how long?
|-
| '''Zombies'''
| Far from just the classic "Shuffler" zombies that slowly stumble towards survivors, there will also be the fast-moving "Runner" zombies as popularized in the movie, [[Dawn of the Dead]]. The fresher the infected corpse, the faster the zombie will still be able to move, but as the infection spreads so too does the rot and decay that turns the zombies into a shuffling and clawing hoard.
|-
| '''Zombie AI'''
| Far from the simple Headcrab zombies of [[Half-Life 2]] fame, the zombies in "No More Room in Hell" will possess a different set of hunting skills to bring them closer to their horror movie brethren. Zombies will hunt by hearing, sight, and smell. Zombies may have poorer eyesight than they did in life, but a player who makes noise will draw a zombie's attention and with their keen sense of smell, although working only at a short range, they can detect a player hiding nervously inside a closet or from behind a barricade.
|-
| '''Dismemberment'''
| Players can dismember a zombie's body, taking it apart limb by limb. Remove a leg or two and they will collapse, but be careful though, as they will still come crawling after you…
|-
| '''NPC Survivors'''
| At times players might encounter NPCs (computer-controlled, "Non-Playing Characters" or simply "bots"). Whether acting as additional support for maps where minimum players requirements have not been met or as helpless civilians seeking rescue during the chaos of the zombie apocalypse. Some NPCs survivors will arm themselves, or already be armed, with weapons while others will only cower in fear… following closely behind you in hopes of finding salvation. NPCs will follow player commands… with the exception of the military. NPC soldiers have their own agendas that can sometimes even work at cross-purposes to player survival.
|-
| '''Infection'''
| Every zombie is infected and they carry that infection within them. The infection is passed to a survivor through a zombie's bite. A single bite is a death sentence as there is no cure… only time before the player dies and joins the ranks of the living dead. The healthier a player is, the longer they will resist the infection. As death nears a player will hear and see the symptoms marking their immanent demise.
|-
| '''Minimal HUD'''
| In order to immerse players into the action many of the gauges and counters that normally clutter Half-Life 2's FPS view will be removed. Instead players will need to rely on innate skills, actions, and visual/audio cues to realize their situation. This extends to health aspects, such as: drowning, injury, infection, fatigue, and hypothermia.
|-
| '''Classic Movie Mode'''
| Feeling a bit nostalgic for zombie movie classics like, "Night of the Living Dead"? Not anymore. You will have the option to activate a movie filter mode. This mode will transform your screen into a grainy black and white motion picture straight from a 1960's horror flick. Once selected from the menu options, even the menu will change to reflect the classic horror theme and a 1960's style of orchestral music will play in the background.
|-
| '''Darkness & Light'''
| Players will carry hand-held flashlights in addition to any weapon they might choose to hold, but should that weapon require two hands to hold, it will require the player to sacrifice using their flashlight (unless the weapon generates its own light) and dark areas become that much more menacing. Of course other players could help light the way with their flashlights...
|-
| '''Iron-sights'''
| The players are survivors, not trained marksmen or combat specialists, and as such their aims are natural and unskilled. When you fire it is down the length of the barrel of your gun. Also, the less time taken to brace for your shot, the sloppier your aim will be over longer distances.
|-
| '''Locations'''
| Whether exotic, countryside, urban, or just down the block, players will find themselves in a wide variety of locations from around the world as they fight, or flee, from the living dead.
|}


==Developers==
;Lead Tester
: Riley


{| bgcolor="#f7f8ff" cellpadding="5" cellspacing="0" border="1" style="font-size: 95%; border: #cccccc solid 1px; border-collapse: collapse;"
;Assistant Lead Euro Tester
|- bgcolor="#eeeeee"
: Gothic
! Position
! Name
|-
| '''Mod Leader/Founder'''
| Coleman 'Cs42886' Sweeney
|-
| '''Consultant'''
| 'Josiah'
|-
| '''Lead Music Composer'''
| Rich 'Beckett' Douglas
|-
| '''Voice Actor'''
| Tyler '3p!demiC' Grohoski
|-
| '''Voice Actor'''
| Chris 'Captain Munky' Adams
|-
| '''Lead Artist'''
| David 'ReK0' Shearer
|-
| '''Modeling'''
| Matt 'Maxx' Kazan
|-
| '''Modeling'''
| 'BrigadierWolf'
|-
| '''Modeling'''
| 'requiem2d'
|-
| '''Modeling'''
| Colin 'cjsitter' Merrick
|-
| '''Modeling'''
| Johnny 'pow89' Holloway
|-
| '''Modeling'''
| Jeremy 'Slum' Mitchell
|-
| '''Mapper'''
| Nicholas 'Dark' King
|-
| '''Mapper'''
| Jacob 'darth_brush' Wawer
|-
| '''Mapper'''
| 'slimz'
|-
| '''Mapper'''
| Jason 'Generalvivi' Mojica
|-
| '''Mapper'''
| 'PogoP'
|-
| '''Programmer'''
| 'Termi'
|-
| '''Programmer'''
| Andrew 'ssba' Orner
|-
| '''Programmer'''
| Cory 'cvogel' Vogel
|}


===Contributors===
;Testers
: Andrew 'ACallander' Callander
: William 'Batley' Batley
: Cannabis Corpse
: cyanyde
: Jeremy 'Apa/Pizzaboy/Infr4mer' Ferretti
: Nick 'InZaneFlea' Eichenberg
: Malkavia
: Raijian
: The Reverend
: themanofwar
: Paladin
: Raserisk
: Chubaka
: vreaker
: WhiteCoal
: Eskill
: Bard


Blink : Maps
|
=== Contributors ===
;Design
:Nick 'InZaneFlea' Eichenberg
:Julien 'Murdok' Gagnier


InZaneFlea : Maps
;Maps
:Jacob 'darth_brush' Wawer
:'slimz'
:Jason 'Generalvivi' Mojica
:'PogoP'
:Blink
:Atrocity
: Chris '2d-chris' Kay
: Thomas 'RC' Hinding
: Sander 'skoften' Ferdinand
: Will 'Vilham' Josephy
: Calum 'Malfuncti0n' Boyes
: Ryan 'DeadHand' Maclean


Atrocity : Maps
;Animation
: Chad 'chad509' Pippenger
: Rutger 'SharkDog' Weg
: THECOUNTER
: Kevin 'BlindSide' Sredzinski
: Niklas 'NoZTriX' Hammarström
: Matthew 'WrestlingMatt' DeAraujo
: Javid 'Sn1pe' Ali
: Vok


Blink : Maps
;Conceptual Artwork
:Kiung 'Kynde' Yoo


SickJoe : Conceptual Artwork
;Video Teaser
:Jabba
;Character Modeler / Skinner
:Spajsat
:Jethro 'Jister' Volders


Jabba : Video Teaser
;Programming
: James 'Pongles' Mansfield
: Aditya 'HeavyHelmet' Gaddam
: Steven 'Terrorcell' Belmans
: Takhiarel
: Dec1234


Spajsat : Character Modeler / Skinner
;Models & UVMaps
:wRy


wRy : Models & UVMaps
;Level Design & Website/Forum
:Josiah
:Mobius


Mobius : Level Design & Website/Forum
;Models & Skins
:Morgan
;Models
:Sonk
:wchamlet
:Finchy
:Fiblah
: Alexander 'LSR' Eskin
: Elliot 'Meotwister' Boyette
: Artis 'Machine' Lapsin
: Alex 'NeoGod' Hollenbech
:BrigaderWolf
:Sporkeh
:kan3
:Dr. Robot
;Skins
:Stab


Morgan : Models & Skins
;Voice Actors
:Chris 'Captain Munky' Adams


Sonk : Models
;Music
:Richard 'Beckett' Douglas
:Aaron 'Aaronwildemusic' Wilde
:Xerxes 'XerxZz_' Noble Dennis
:Robert Lindquist


wchamlet : Models
;Sound
:Herbann Rauth
:Dimitris Plagiannis
:Vance Dylan
:Dave 'DaveOfDefeat' Smolanowicz
:Luke 'StringedEvil' Hatton
:David 'InstantSonic' Spencer
:Jan-Kristian 'Soulspray' Koivukangas
:Ryan 'Ghostie' K
:Kirt 'kMoon' Moon


Finchy : Models
;Community Mappers
:lou_saffire


Fiblah : Skins
;Server Owners
:DarkWarrior
:MadMan
:ZombieKillah
|}


Stab : Skins
== System Requirements<span id="Sysreq"><!--Used by Sysreq template, clicking on "See system requirements" will send you to this section.--></span> ==
{{Sysreq
|OSfamily = Windows


==See Also==
|minOS    = {{winvista|4.1|nt=Windows Vista}} or later
*[[Zombie_Survival_Guide]]
|minCPU  = Dual core 2.4 GHz processor or better
*[[List of Half-Life 2 mods|Other Half-Life 2 mods]]
|minRAM  = 2GB
|minHD    = 10GB
|minGPU  = Radeon HD 5000 Series or NVIDIA GeForce 200 series or better
|minother = {{Winxp|1|nt=WinXP}} are no longer supported.


==External Links==
}}
*[http://nomoreroominhell.com/ NMRiH's Website]
*[http://nomoreroominhell.com/forums/ NMRiH Forums]


{{moddb|1834}}
== External links ==
*[http://nomoreroominhell.com/ No More Room in Hell] - the official website.
*{{Steam store|app/224260|{{nmrih|name}} on Steam Store}}
*{{Steam community|app/224260|{{nmrih|name}} on Steam Community}}
**{{Steam community|app/224260/workshop|Steam Workshop}}
*{{moddb|page=other|mods/no-more-room-in-hell|{{nmrih|name}} on ModDB}}
{{SourceBranchCategory|2013mp}}

Latest revision as of 21:08, 14 March 2025

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January 2024

Icon-Released.png

This multiplayer mod for Half-Life 2 has been released! Download it now.

NMRIH.jpg

NMRIH.jpg

No More Room in Hell No More Room in Hell (2011) - NMRiH for short - is a survival horror modification, running on Source Source engine. It featured support for 8 unaffiliated human players who must cooperate or die against waves of NPC Zombies. It has been in development for several years (and later fully restarting from scratch in 2009) and was first released on October 31, 2011.

A sequel running on Unreal Engine Unreal Engine 5, No More Room in Hell 2, has been released under early access.

Gameplay

The mod currently has two game modes; Survival and Objective.

Survival
The survivors (players) find themselves in dire straights as they are pitted against a seemingly endless horde of zombies. A survivor's worst nightmare, they must barricade and defend their hideout. Depending on the scenario and the skill level of the survivors, their ultimate fate will either lead to salvation (extraction) or an inevitable demise (death or the undead overwhelming the hideout). This gameplay mode is not for the lone-wolf player, as it will require a strong co-operative effort if the players ever hope for any chance of survival. Survival rounds may last from four to fifty minutes.
Objective
The survivors (players) have found themselves hounded wherever they go and are now on the run. As the horde of zombies close in on them they desperately seek to escape to safety. Players can either start in the same location or in different locations, depending on the map. Along the way players will need to complete objectives in order to proceed. If killed, players can respawn at certain checkpoints in the map. Regardless, the survivors will need to team up and move fast to stay one step ahead of the zombies. Escape rounds may last up to forty minutes.

Maps

Note.pngNote:The map list is incomplete, there are total of 33 maps in the game.

No More Room in Hell No More Room in Hell features total of 33 maps. Here are the descriptions for the following four maps:

Broadway
This small strip of metropolis looms in the shadow of a central New York railway. And in those shadows are countless numbers of the infected. A light sheet of rain blankets the streets as helicopters roar in the heights. Sirens from multiple sources are wailing in the distance as if the world hasn't yet ended. The military has come and gone leaving survivors trapped in Broadway. Held up in an abandoned building across from an aged and fabled theater, the survivors wait in bleak anticipation while dead hands claw at the doors of their safe house. When it becomes clear that help is not coming, the group is faced with the terrible notion that rescue is solely up to them.
Chinatown
Welcome to Manhattan's Chinatown. A bustling web of city streets that inspires tourism with the charming wonders of multiculturalism. Congested in nature, the shop laden streets quickly fell to the outbreak. What little survivors made it out alive were rescued in the Wallabout Bay by the remnants of the Coast Guard. Now the dead writhe along the streets; crowds that once had a taste for the oriental now feast upon human flesh. The neon signs and paper lanterns of Chinatown give off an enchanting glow that is almost beautiful among the debris and gore. A small group of survivors in the deepest part of Chinatown took refuge in the subway. Their only chance is to leave their dank sanctuary and reach the bay in hopes of finding rescue.
Cabin
On the outskirts of the city lies a cabin, home to many a drunken college party. However, instead of laughter and good times, there are now cries of pain and death. Those that have resided in the cabin before the outbreak have now barricaded themselves up onto the attic. Sooner or later, as supplies dwindle, they must make the tough call of remaining in the attic (and dying from potential starvation) or leaving their gilded cage and risking their lives in an attempt to call for help.
Flooded
Survivors are trapped in a flooded area.

Features

No More Room in Hell will feature many interesting gameplay elements:

One of several zombie models, based on team member Maxx.
1960's police car
In-game zombie and weapon models
Co-Op Gameplay
Teamwork is the key to survival against the zombies, and to this end players will be able to do everything from sharing weapons, ammo, and equipment with other survivors to working together to help barricade a building and fight off zombies. Players are not on a set team, and if they are not careful, they can be just as lethal to one another as the Zombies are to them.
Voice and Text Communications Limited by Distance
The further you're away the harder it is for other players to hear you. Keep those walkie talkies close!
Dynamic Objective Maps
The next playthrough may not be the same as the last!
Survival Mode
Defend and maintain your shelter against the undead in the hopes of getting extracted to a safe area.
New Models
A sweeping series of changes have been made to give the mod the look and feel of modern survival horror game. Players will be given access to all new weapons (melee/firearm/explosive), new equipment, new vehicles, and even new character and object models, each based on realistic expectations. What would be available to the average citizen during the outbreak? The in-game content is overwhelmingly made of custom content; from textures to props to ambient soundscapes.
A Realistic Approach
In short, no crosshairs with limited "only when you want it" HUD. In addition, ammo and weapons are extremely scarce. With that in mind, aim down your sights and shoot for the head!
Barricading
Lock those doors and bolts the windows. Not enough? Don't worry players will be able to board-up windows and doors to keep the zombies out. But the question is: for how long?
Zombies
Far from just the classic "Shuffler" zombies that slowly stumble towards survivors, there will also be the fast-moving "Runner" zombies as popularized in the movie, Wikipedia icon Dawn of the Dead. The fresher the infected corpse, the faster the zombie will still be able to move, but as the infection spreads so too does the rot and decay that turns the zombies into a shuffling and clawing hoard.
Zombie AI
Far from the simple Headcrab zombies of Half-Life 2 fame, the zombies in "No More Room in Hell" will possess a different set of hunting skills to bring them closer to their horror movie brethren. Zombies will hunt by hearing, sight, and smell. Zombies may have poorer eyesight than they did in life, but a player who makes noise will draw a zombie's attention and with their keen sense of smell, although working only at a short range, they can detect a player hiding nervously inside a closet or from behind a barricade.
NPC Military Personnel
At times players might encounter NPC military personnel, either National Guardsmen or Marines (or equivalent if the map is set outside of the United States). NPC soldiers have their own agendas that can sometimes even work at cross-purposes to player survival. National Guardsmen will man barricades, holding back Zombie hordes, but will fire upon the player if they come to close. Those are their orders, they can't be too careful. Marines, on the other hand, are given the orders to search and destroy... Everything. They will patrol their area, opening fire on anything that moves, acting as an even greater threat than the Zombies, forcing the player to stay out of sight.
Infection
Every zombie is infected and they carry that infection within them. The infection is passed to a survivor through a zombie's bite. A single bite is a death sentence as there is no cure, only time before the player dies and joins the ranks of the living dead. The healthier a player is, the longer they will resist the infection. As death nears a player will hear and see the symptoms marking their imminent demise.
Minimal HUD
In order to immerse players into the action many of the gauges and counters that normally clutter Half-Life 2's FPS view will be removed. Instead players will need to rely on innate skills, actions, and visual/audio cues to realize their situation.
Darkness & Light
Players will carry hand-held flashlights in addition to any weapon they might choose to hold, but should that weapon require two hands to hold, it will require the player to sacrifice using their flashlight (unless the weapon generates its own light) and dark areas become that much more menacing. Of course other players could help light the way with their flashlights...
Iron-sights
The players are survivors, not trained marksmen or combat specialists, and as such their aims are natural and unskilled. When you fire it is down the length of the barrel of your gun. Also, the less time taken to brace for your shot, the sloppier your aim will be over longer distances.
Locations
Whether exotic, countryside, urban, or just down the block, players will find themselves in a wide variety of locations from around the world as they fight, or flee, from the living dead.

History

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"4554" May 16, 2008

On Friday may 16th 2008 an early test build version of NMRiH and the entire mod teams FTP files were leaked to the public. The hacker, BosmouZ, explained on the cs.rin.ru forums how he and another unnamed individual first gained access to the entire forum db though the user 3pidemic's forum account which had a very weak password of 4554. At the time 3pidemic was the mods public relations representative and had access to all sections of the NMRiH forums. BosmouZ gained FTP access through a post on the private developer sections of the NMRiH forums. He then proceed to download an old build version along with all the other files hosted on the FTP server. In April 2008 the NMRiH forum database moved and transferred accounts to a new forum base in which the infamous 4554 password was changed, yet the damage was already done.

  • BosmouZ claimed to have access to all of the NMRiH files for four months before finally going public on May 16.
//Quote By BosmouZ from the CS.RIN.RU forums:
"We sat on it [game files] since jan '08. since we didn't think it was decent enough to release yet. But now the time has come!"
No More Room in Hell 2

A sequel of No More Room in Hell No More Room in Hell developed by Torn Banner Studios. The game was first teased in July 25th, 2017. First trailer was released in 2021 at the MathChief's Game Expo.

No More Room in Hell 2 has been released in early access on Halloween 2024 (Oct 31, 2024), after the early access release date was announced during Summer Game Fest 2024 live event.

Developers

Project Manager
Matt 'Maxx' Kazan
Design
Matt 'Maxx' Kazan
David 'Dman757' Meade
Sound
Tom 'rezOnance' Wright
Alexander '.sverek' Honda
Music
Garrett 'ThoughT' Lindquist
Bryn 'TheForgotton' Schurman
Voice Actors
Joseph 'Bingo Bango' Bracken
Richard 'Cleric' Heller
Lead Artist
Matt 'Maxx' Kazan
Textures, Concept Art, Particles and GUI
Joseph 'SickJoe' Gay Jr.
Kyle 'Bucky' Clark
Nicholas 'Jangalomph' Seavert
Characters
Matt 'CrazyMatt' Fagan
Alex 'CYN' R
Animations
Miguel 'Se7en' Félix
Unkn0wn
Cra0kalo
Niklas 'Slayback' Lemper
Rock
Models & Skins
Ian 'Surfa' Beecraft
Michael 'RawMeat3000' Kato
Dmitri 'SoJa' Terskov
Public Relations
David 'Dman757' Meade
Chase 'Xendrid' Asch
Lead Mapper
Toni 'Sotapoika' Seppänen
Mapping
Nathan 'Nay0r' Goulden
Vincent 'vincent024' Boer
Jun 'Juniez' Choi
MacKenzie Shirk
Lead Programmer
Andrew 'ssba' Orner
Programming
Brent 'Brentonator' McAhren
GCC Wrangling
James "Pongles" Mansfield
Lead Tester
Riley
Assistant Lead Euro Tester
Gothic
Testers
Andrew 'ACallander' Callander
William 'Batley' Batley
Cannabis Corpse
cyanyde
Jeremy 'Apa/Pizzaboy/Infr4mer' Ferretti
Nick 'InZaneFlea' Eichenberg
Malkavia
Raijian
The Reverend
themanofwar
Paladin
Raserisk
Chubaka
vreaker
WhiteCoal
Eskill
Bard

Contributors

Design
Nick 'InZaneFlea' Eichenberg
Julien 'Murdok' Gagnier
Maps
Jacob 'darth_brush' Wawer
'slimz'
Jason 'Generalvivi' Mojica
'PogoP'
Blink
Atrocity
Chris '2d-chris' Kay
Thomas 'RC' Hinding
Sander 'skoften' Ferdinand
Will 'Vilham' Josephy
Calum 'Malfuncti0n' Boyes
Ryan 'DeadHand' Maclean
Animation
Chad 'chad509' Pippenger
Rutger 'SharkDog' Weg
THECOUNTER
Kevin 'BlindSide' Sredzinski
Niklas 'NoZTriX' Hammarström
Matthew 'WrestlingMatt' DeAraujo
Javid 'Sn1pe' Ali
Vok
Conceptual Artwork
Kiung 'Kynde' Yoo
Video Teaser
Jabba
Character Modeler / Skinner
Spajsat
Jethro 'Jister' Volders
Programming
James 'Pongles' Mansfield
Aditya 'HeavyHelmet' Gaddam
Steven 'Terrorcell' Belmans
Takhiarel
Dec1234
Models & UVMaps
wRy
Level Design & Website/Forum
Josiah
Mobius
Models & Skins
Morgan
Models
Sonk
wchamlet
Finchy
Fiblah
Alexander 'LSR' Eskin
Elliot 'Meotwister' Boyette
Artis 'Machine' Lapsin
Alex 'NeoGod' Hollenbech
BrigaderWolf
Sporkeh
kan3
Dr. Robot
Skins
Stab
Voice Actors
Chris 'Captain Munky' Adams
Music
Richard 'Beckett' Douglas
Aaron 'Aaronwildemusic' Wilde
Xerxes 'XerxZz_' Noble Dennis
Robert Lindquist
Sound
Herbann Rauth
Dimitris Plagiannis
Vance Dylan
Dave 'DaveOfDefeat' Smolanowicz
Luke 'StringedEvil' Hatton
David 'InstantSonic' Spencer
Jan-Kristian 'Soulspray' Koivukangas
Ryan 'Ghostie' K
Kirt 'kMoon' Moon
Community Mappers
lou_saffire
Server Owners
DarkWarrior
MadMan
ZombieKillah

System Requirements

Windows Windows
Minimum
Operating system (OS) Windows Windows Vista or later
Processor (CPU) Dual core 2.4 GHz processor or better
System memory (RAM) 2GB
Hard disk drive (HDD/SSD) 10GB
Video card (GPU) Radeon HD 5000 Series or NVIDIA GeForce 200 series or better
Other Windows XP are no longer supported.

External links