No More Room in Hell

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Revision as of 12:53, 14 June 2006 by StukaAce (talk | contribs) (updated to current status, added many more sections.)
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NMRIH.jpg

Overview

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)


Gameplay

"No More Room in Hell" will have three core gameplay modes, Escape, Barricade, and Extermination.

Extermination

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...

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. 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.

Barricade

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.

Maps

(Map list is incomplete, more will be added as they become known)

City of the Dawn

City of Dawn

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.


Last Transit

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?


Outpost 31

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.


Stranded

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).

Features

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

One of several zombie models.
1960's Police Car
Ingame zombie and weapon
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

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

Blink : Maps

InZaneFlea : Maps

Atrocity : Maps

Blink : Maps

SickJoe : Conceptual Artwork

Jabba : Video Teaser

Spajsat : Character Modeler / Skinner

wRy : Models & UVMaps

Mobius : Level Design & Website/Forum

Morgan : Models & Skins

Sonk : Models

wchamlet : Models

Finchy : Models

Fiblah : Skins

Stab : Skins

See Also

External Links

1834 ModDB page