No More Room in Hell: Difference between revisions

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!Title
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|No More Room In Hell
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| '''Title'''
!Developer
| No More Room In Hell
|NMRiH Team
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| '''Developer'''
!Planned Release
| NMRiH Team
|TBA
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| '''Planned Release'''
!Genre
| TBA
|Survival Action game
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| '''Genre'''
!Mode
| Survival Action game
|[[Multiplayer]]
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| '''Mode'''
!Ratings
| [[Multiplayer]]
|[[ESRB]]: Mature 17+ (M)
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| '''Ratings'''
!Platform
| [[ESRB]]: Mature 17+ (M)
|[[Personal computer|PC]]
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| '''Platform'''
!Recommended
| [[Personal computer|PC]]
System Requirements
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| '''Recommended System Requirements'''
|   
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* 2GHz Dual Core processor
* 2GHz Dual Core processor

Revision as of 09:34, 11 January 2012

Development.png

This multiplayer mod for Half-Life 2 is currently in closed beta development.

NMRIH.jpg


Title No More Room In Hell
Developer NMRiH Team
Planned Release TBA
Genre Survival Action game
Mode Multiplayer
Ratings ESRB: Mature 17+ (M)
Platform PC
Recommended

System Requirements

  • 2GHz Dual Core processor
  • 2048MB RAM
  • DirectX 9+ GPU with at least 512MB VRAM
  • Windows XP/Vista/7
  • Mouse
  • Keyboard
  • Broadband Internet connection

Overview

NMRIH.jpg

No More Room in Hell (NMRiH for short) is an unreleased modification for Half-Life 2. It will feature support for 8 unaffiliated human players who must cooperate or die against a waves of NPC Zombies, It has been in development for several years and will most likely release in public beta by December 2011.

Gameplay

The mod is planned to have two core gameplay modes, Escape and Barricade Survival. The first beta releases will consist solely of Barricade Survival, with Escape being added at a later date.

Barricade 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 a location of their choosing for a 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 effort if the players ever hope for any chance of survival. Barricade Survival rounds may last from four to ten minutes.
Escape
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 twenty minutes.

Maps

Note.pngNote:The map list is incomplete, more will be added as they become known.
Queens
Set in Gantry Plaza State Park, Queens, New York City, "Queens" takes place mere hours after the outbreak has begun, and chaos and terror have torn apart one of the greatest cities in the world. Across the river from the Gantry Plaza docks you can see downtown Manhattan plunged in to living hell. The undead pour out from the subway entrances in massive numbers, the cordons imposed by the National Guard and FEMA do nothing to contain the inexplicable phenomenon. You're trapped by fire and catastrophe on a few city blocks, and you have no choice but to survive.
Last Transit
This level is set in an underground subway station and the area above it, fight in and around subway cars and stations. Hoping to escape the city on the last subway out of the metropolitan area, you learn to your horror that the subways are out, the stations overrun.
Complex
Survivors are trapped inside two multi-floor office buildings, too many floors up surrounded by undead down below and the only way across is through the single glass bridge connecting both structures. You can see your friends fighting for their lives across in the other building, but can you make it to them in time?

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.
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.
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 equivelant 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 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.
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

"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 of 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 16th.
//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!"

Developers

Mod Team Leaders
Matt 'Maxx' Kazan
Designers
David 'Dman757' Meade
Julien 'Murdok' Gagnier
Sound
Richard 'Beckett' Douglas
Dave 'DaveOfDefeat' Smolanowicz
Luke 'StringedEvil' Hatton
Xerxes 'XerxZz_' Noble Dennis
David 'InstantSonic' Spencer
Voice Actors
Chris 'Captain Munky' Adams
Joseph 'Bingo Bango' Bracken
Richard 'Cleric' Heller
Art Lead
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
Jethro 'Jister' Volders
Animations
THECOUNTER
Cra0kalo
Slayback
Kevin 'BlindSide' Sredzinski
Niklas 'NoZTriX' Hammarström
Matthew 'WrestlingMatt' DeAraujo
Models & Skins
Ian 'Surfa' Beecraft
Michael 'RawMeat3000' Kato
Alexander 'LSR' Eskin
Elliot 'Meotwister' Boyette
Public Relations
David 'Dman757' Meade
Chase 'Xendrid' Asch
Lead Mapper
Toni 'Sotapoika' Seppänen
Mapping
Nathan 'Nay0r' Goulden
Chris '2d-chris' Kay
Vincent 'vincent024' Boer
Thomas 'RC' Hinding
Sander 'skoften' Ferdinand
Will 'Vilham' Josephy
Calum 'Malfuncti0n' Boyes
Lead Programmer
Andrew 'ssba' Orner
Programming
James 'Pongles' Mansfield
Aditya 'HeavyHelmet' Gaddam
Steven 'Terrorcell' Belmans
Lead Tester
Riley
Testers
Andrew 'ACallander' Callander
William 'Batley' Batley
Cannabis Corpse
James 'Comrade Merf' Benzel
Cheque
cyanyde
DarkWarrior
Gothic
Jeremy 'Apa/Pizzaboy/Infr4mer' Ferretti
Nick 'InZaneFlea' Eichenberg
Jerky_San
KentKarma
Malkavia
Massacrman
Mayday
Moody
Raijian
The Reverend
Frank 'Shogun_01' Meli
themanofwar


Contributors

Design
Nick 'InZaneFlea' Eichenberg
Maps
Jacob 'darth_brush' Wawer
'slimz'
Jason 'Generalvivi' Mojica
'PogoP'
Blink
Atrocity
Animation
Chad 'chad509' Pippenger
Rutger 'SharkDog' Weg
Conceptual Artwork
Video Teaser
Jabba
Character Modeler / Skinner
Spajsat
Models & UVMaps
wRy
Level Design & Website/Forum
Josiah
Mobius
Models & Skins
Morgan
Models
Sonk
wchamlet
Finchy
Fiblah
Skins
Stab
Sound
Hermann Rauth
Dimitris Plagiannis
Vance Dylan

External links