• No More Room In Hell released on Steam
    136 replies, posted
[QUOTE=layla;42714741]Who are you to decide there are too many games of a certain genre? Even if there is too many, how is that a bad thing? Pick the one you want to play. If it gets you that upset then why don't you get off your arse and make a game yourself? until then you have no say in what developers should be making.[/QUOTE] Not saying he's right, but if a lot of developers go to making the same genre of game over and over, sorry but it's not as simple as "Pick the one you want to play". I would much rather some of those developers make a different genre of game, because when it gets to the point where there are so many games as one type of genre, then a lot of people are going to flock to certain ones and leave others untouched. This means a lot of developers work goes to waste when they could have been making a different game that not only gives people a different game to play that people will probably have a higher tendency to buy, it means the developers make more profit. That being said, if you take the genre and add your own touch to it, a way to make it different while still keeping the theme, then you should go right ahead. NMRiH is a good example of this.
[QUOTE=J!NX;42714385]Another zombie game? Come on then again, free to play, who can complain? Still.[/QUOTE] dude, [B]what the heck.[/B] did you just imply zombie games are a cliche, tired, unimaginative genre that everybody's just convinced themselves to always be a huge fan of without question? not cool!
[QUOTE=JaegerMonster;42714490]Article doesnt mention it but iirc there was a huge update with this steam release.[/QUOTE] [QUOTE]1.07 Changelog NMRiH wrote: Art New Weapon: CZ858 7.62x39 rifle New Weapon: PSE Deer Hunter compound bow New Weapon: Molotov Cocktail New Weapon: Military Grade TNT New Weapon: Glock 17 New Item: Zippo Lighter New residential props for Toxteth, NotLD New Commercial props for Toxteth, Ransack New misc props added Added loadscreen art for NotLD, Ransack 3 new skins for "Jogger" zombie model 2 new skins for "Casual" zombie model Removed "Lisa" zombie model Reskinned the following survivors: Bateman, Hunter, Molotov, Jive, Wally Reskinned the following weapons: Kitchen Knife, S&W686, New texture for 1st person player hands Removal of outdated props/textures Updated bbox on w_me_kitknife.mdl Added optimized lod models for zombies Added more props in models/props/electronics Added more props in models/props/misc Added more props in models/props/rural Converted a crap ton of old props into prop_statics Added army_barrier_hesco model Added various props from grasn Updated/Optimized various particle effects Updated character select images Updated Broadway movie screen texture Added preliminary zombie crawling animations (not in game just yet :P) Added Coast Guard Cutter ship model by Maxx Code and Gameplay Ported game from Source 2007 to Source 2013 Linux Client support added Mac Client support added Multi Core support added Experimental Oculus Rift support added Moved all files except for maps into .vpks Added new dynamic music system. Music is split into various "tension" levels based on how many zombies are nearby, pursuing, or attacking the player Hand and weapon bloodiness separated so that hands will continue to be bloody after switching weapons (and vis versa if picking up a bloody weapon) Added new melee hit detection system to a couple of melee weapons: (fire axe, hatchet, crowbar, spade, sledgehammer, baseball bat, machete, maglite, lead pipe) Added motion blur swing trail for melee weapons Players can once again lose Survival maps if all zones are lost FEMA Repair bags now replenish 25% zone health (previously it healled up to 10%) Reduced drain speed of zone health in Survival Mode from zombies Removed flare guns from helicopter supply drops Screen no longer goes black when dying due to fall damage Added new class of weapon: Bows They have their own unique controls, physics and behavior Added PSE Deer Hunter. Arrows may penetrate a zombie, will stick to walls / zombies / players, and are recoverable Added CZ858 Added 'motion disabled' flag for single weapons in FGD Medkit will always stop bleeding when used, and heal 30HP Bandages will always stop bleeding when used, and heal 15HP Medkit weight reduced by 15% bandage weight reduced by 50% Pills weight reduced by 30% Added glow effect to items that can be picked up / used. Items that glow red cannot be picked up. Items can now be +USE'd through player clips Extraction entities are no longer preserved across map reset in order to prevent extraction events from happening after a reset Zombies are no longer limited in number of randomized textures Fix broken "Join Game" button if at join game screen during a new wave in survival mode Made loading screen music volume affected by music volume setting Switched muzzle flashes to be dlights instead of elights (TODO: should we make this a convar?) SUPER FUCKING STUPID RAGDOLL CRASH FIXED Added runner_chance_modifier & child_chance_modifier on func_zombie_spawn in Hammer Added inputs to control the runner/child modifier variables: InputSetRunnerChance & InputSetChildChance Corrected runner chance for use as runnerModifier on instant_zombie_spawn in Wave mode Fixed wave spawning to be fully random among the active zombie zones Switched from FMOD Studio to FMOD EX Updated collision on w_me_kitknife.mdl Fixed typo in random_spawner for shotgun ammo Added some randomization to zombie sounds Pulled the First Person camera back a bit on the following weapons: fa_m92fs, fa_sw686, fa_1911 Renamed weapon_grenade to exp_grenade Added Molotov Cocktail Added Military Grade TNT Added Glock 17 Added 360controller.cfg by YahJ Removed team switch/spec console commands You can now only carry one grenade, one molotov, and one TNT at a time Reduced blast radius of Grenade Increased Grenade damage to 250 (from 150) Weapons and items from Supply Crate won't spawn inside the ground if you try to pick them up with no inventory space left Fixed sprint occasionally breaking after using the Supply Crate Fixed an uncommon grab bug where you'll still get grabbed if you shove a zombie right on its grabbing animation frame func_vphysics_clips are no longer deleted and recreated on round reset Added a 10 second grace period for survivors to board up and prepare for zombies at the start of each new wave Added 68 unlockable achievements into the game Fixed fire effects randomly going out and crashing Game now stores data in .vpks for potentially faster loading speeds Animations will no longer glitch up after the extraction vehicle cutscene plays Converted music files from .wav to .ogg to decrease file sizes Fixed neck blood squirting particle effect for female zombies Fixed mass of zombies to prevent death by watermelonz Made zombie sounds positional Updated character select font sizes Level Design - nmo_chinatown updated Retextured gunshop interior Reworked gunshop's entrance Added physicsclip in car repair shop Added physicsclip in the entrance of the subway Replaced ticket machine and trashbin props with updated ones Fixed miscellaneous small issues Updated nav mesh - nmo_broadway updated Updated nav mesh Tweaked zombie spawn areas Redid the extraction phase (you'll escape by train) Moved the cinema restrooms into a different area Fixed a bug where you would get stuck inside the FastEx truck doors if you stood in front of them Clipped off various god spots Added phys clip to truck "barricade" by diner to prevent players from tossing objective items into unreachable areas - nmo_cabin updated Made some of the doors flip the opposite direction and added some trigger_push on a few (like the 2 front doors) to make sure zombies are not blocking it when it opens. Replaced 40 or 50 prop_physics_mulitplayer with prop_static of the all props_c17 props grasn recompiled as $staticprop. There is still 210 prop_physics in the map. Optimized visleafs for Vvis.exe. PortalFlow compile time went from 4 minutes to 1 minute on my machine ( 4.2ghz quad). (should make the map less annoying to compile for others) Changed the evac radio with the new HAM Radio prop made by Guessy (aka MrCJ). Tried fixing the book safe door going through the painting (when you get the book). Seems the input "Wake" though it still not working for it maby. Updated tonemap controller with SetAutoExposureMax 5 , SetAutoExposureMin 0.8 (Now one should be able to see properly without the lighting/HDR fucking with their eyes. ) Fixed the window out front that was not actually sealed but was actually func_detail with still an areaportal in it. Fixed this annoying collision around the sitars out the basement from a garbage pile that would stop you near the stairs. Added a ambient light around the helicopter so you can actually see it Evac music now works. Added InputTriggerEvac Changed basement ladder model Added a chance where some of the water in the catacombs can be electrified, you can turn it off by finding a generator somewhere in the nearby area Changed lighting of the front porch of the cabin Basement/catacomb lighting has been changed to be darker - nms_isolated updated Replaced some of the current art with updated models/textures. Clipped off/fixed some god spots. Improved optimisation. Restored foliage. New map textures. Reduced number of zones to 3. Relocated FEMA bags to work with survival gameplay. Added PSE Deer Hunter spawn possibilities. Increased the zombie increment from 11 to 13. Supply drops now come at wave 4 and 8. - nms_northway updated Made the breakroom a little bit more spacious by arranging furniture, which also means the godspot on the table is gone (hopefully). Added the dinertrashcontainers to the diner. Closed off 2 of the large windows in diner, to reduce the visibility a little bit. Fixed most of the reported god spots Updated nav mesh - nms_isolated updated Replaced some of the current art with updated models/textures. Clipped off/fixed some god spots. Improved optimisation. Restored foliage. New map textures. Reduced number of zones to 3. Relocated FEMA bags to work with survival gameplay. Added PSE Deer Hunter spawn possibilities. Increased the zombie increment from 11 to 13. Supply drops now come at wave 4 and 8. - nms_ransack added - nms_notld added - nms_silence added - nmo_toxteth added - nmo_lakeside added Audio All new music for the OST built in to the dynamic music system: tension levels 1 2 3, pursuit, attack, evacuation, and more. Rerecorded lines for Cleric and tFg voice set. New voice sets: Bingo Bango, James Rossi and The League of Cloaks Updated firearm sounds for pistols, rifles, shotguns, and more. Added sounds for CZ858, PSE Deer Hunter, Glock 17, TNT & Molotov Cocktail . Added Nation guard survival lines, these will play every wave and alert players if a zone is being captured. Updated chainlink footstep sound. Updated Main Menu UI Sounds. Remastered Chainsaw Sounds. Replaced Helicopter Rotor Sound. Fixed a bug where the Rotor sound would stop looping. Converted all sound files to .wav for Linux compatibility Animation Updated Ruger Mk III Animations Fixed missing animation events for fa_sw686 (sounds for SW686 + Flashlight Combo & SW686 Dryfire now work as intended) Fixed missing/unfinished animations for Flare Gun New melee tracer system for: Fire Axe, hatchet, spade, crowbar, machete, kitchen knife, baseball bat, sledge, lead pipe, wrench, barricade hammer New set of machete animation New set of lead pipe animation New set of fire axe animations New set of wrench animations Updated spade charged attack animation Updated 3rd person idle animation New Runner Zombie moving animation Updated Winchester 1892 ironsight animation Increased Winchester 1892 lever action animation speed by 28% Moved the M9/1911/SW686/Mark 3 pistol ironsights further away Zombies Improved navigation. The conga line is now strictly banned. Walk animations will not jutter at nav joints. Velocity is now used to predict player location. Objective mode enables collisions between zombies (except for runners). Spawn brushes now allow mappers to customize child/runner chance. Survival allows spawn brushes to be enabled/disabled and respects that change. Survival requires one enabled spawn brush at map load. Compiled skins of identical zombie models into one model for optimization. Zombie bones optimized for improved performance. Zombie LOD added (Level of detail). General overlord_wave_controller now has an I/O for wave complete events. Random weapon spawners have options for spawning with physics to avoid bugs with ammo/pills falling at odd angles and blocking nav. Random weapon spawners have an input to spawn on I/O.[/QUOTE]
For some reason the whole "Steam" being a gaming platform didn't click in my head right away and so I took the title literally without reading it all the way, and what occurred to my brain was "No more room in Hell because of Steam".
I played the closed beta after the project lead gave me a key. It's pretty cool but you need people to play with and the mapping documentation could be a bit better last time I looked at it.
Damn, getting a server is turning out to be quite a challenge. First server shuts down as soon as we get in, second server works but then the admin says he's closing it not 10 minutes into the game. Every other server just gives errors or is full. I looked forward to playing this, but it didn't look forward to having me.
[quote]Converted music files from .wav to .ogg to decrease file sizes[/quote] [quote]Converted all sound files to .wav for Linux compatibility[/quote] Huh [editline]1st November 2013[/editline] Oh wait, music and sounds are different things. My mistake.
a while back when I was a big fan of l4d, I met one of the people working on this. He streamed a little bit of it since me and him were good friends. Cool to see it made it to steam! [B]Voice and Text Communications Limited by Distance:[/B] The further you're away the harder it is for other players to hear you. Keep those walkie talkies close! Wow. [editline]1st November 2013[/editline] Any chance of a thread in GGD?
[QUOTE=Griffster26;42716635][/QUOTE] [QUOTE]The conga line is now strictly banned. [/QUOTE]
The fuck does that even mean anyway, congo line? :v:
This looks a lot better then left 4 dead.. more serious. I think the shit that came out from left 4 dead destroyed its image to me.
[QUOTE=Mr. Someguy;42720690]The fuck does that even mean anyway, congo line? :v:[/QUOTE] I think it means the zombies would just end up lining up together and follow you in a big bloody conga line.
It's a fun mod, but my favorite zombie-themed source mod still remains Zombie Master. I just wish people still played it.
[QUOTE=DemonDog;42723541]It's a fun mod, but my favorite zombie-themed source mod still remains Zombie Master. I just wish people still played it.[/QUOTE] I'm guessing you already know Contagion?
[QUOTE=LaTrefle;42723568]I'm guessing you already know Contagion?[/QUOTE] But contagion is the successor to Zombie Panic. Also, I thought this was the Out of Hell mod for UT2004 that died a long time ago :v:
[QUOTE=Tetsmega;42723912]But contagion is the successor to Zombie Panic. Also, I thought this was the Out of Hell mod for UT2004 that died a long time ago :v:[/QUOTE] Oh fuck. I remember the Master one. Shit. Is it really dead? [editline]1st November 2013[/editline] Aw man all i remember is a gray/orange map and the two entrances of the two elevators filled with tank zombies
There was the Zombie Master 2 beta a while back, but it was a very unbalanced and patchy piece of work still.
[QUOTE=RikohZX;42724035]There was the Zombie Master 2 beta a while back, but it was a very unbalanced and patchy piece of work still.[/QUOTE] The beta wasn't much more than the original zombie master with a few new guns and some new skins for the zombies.
Got images from a session last night: [IMG]http://cloud-2.steampowered.com/ugc/738882403597378319/2D000EC49BC47372B482BC14838256A71F9865F8/[/IMG] [IMG]http://cloud-2.steampowered.com/ugc/738882403597332072/CD5093C8EF671D66B079E9718D06EF0BEABD1E11/[/IMG] [IMG]http://cloud.steampowered.com/ugc/738882403597348440/689BAF2135BC6FB680DB40687941180F7CAB2C44/[/IMG]
I tried the game today but I literally couldnt join a single multiplayer server. On every single one it either said Server is full (when it really wasnt) or Lan Class C
Yeah I tried getting on earlier as well and got LAN servers or somehow maps being mismatched.
[QUOTE=LaTrefle;42723929]Oh fuck. I remember the Master one. Shit. Is it really dead? [editline]1st November 2013[/editline] Aw man all i remember is a gray/orange map and the two entrances of the two elevators filled with tank zombies[/QUOTE] There [I]may[/I] be one or two servers still active but that was how it was when I last played years ago. It's a real shame. More games should mix RTS and FPS modes.
Problem with that is that not every FPS gamer wants RTS in his game and vice versa...
Glad this got released, NMRIH is probably my favorite Zombie thing out there. I love how tactical it feels.
I played this a while back and thought it was meh tbh
[QUOTE=Valiantttt;42725486]Problem with that is that not every FPS gamer wants RTS in his game and vice versa...[/QUOTE] That's why it's a niche kind of thing, so that people who like those things, y'know, buys them on their own choice. No one says to slap RTS mechanics into all FPS games, just that DemonDog thinks it should be done more often.
Oh it is finally on Steam! Unfortunately all servers I join are full despite being listed as 7/8. Yeah all servers are saying they are full. Anyone else getting this bug?
[QUOTE=matt000024;42726465]Oh it is finally on Steam! Unfortunately all servers I join are full despite being listed as 7/8. Yeah all servers are saying they are full. Anyone else getting this bug?[/QUOTE] Im getting this and Lan Class C
It's really hard to get a server in this game - most of them are unjoinable.
[QUOTE=DemonDog;42725361]There [I]may[/I] be one or two servers still active but that was how it was when I last played years ago. It's a real shame. More games should mix RTS and FPS modes.[/QUOTE]Zombie Master is how I originally found out about Left 4 Dead, back before Turtle Rock got absorbed in to Valve. I spent pretty much every day playing that with a community there. We even had the guy who made Diamond Lagoon, which was a great map, as a pretty active member in the community. I miss Zombie Master. Seriously, you want the absolute best cooperative zombie mod? Zombie Master, hands down. It wasn't just the game going off what it was programmed to do and the AI making a few basic decisions, you actually had someone else who was actively planning against you and who controlled literally the world itself. So if you didn't know a map, every step was terrifying because you didn't know if you were going to trigger a trap and suddenly the roof would collapse, or a car would come careening down the road at you, or a couple of hulks might burst out of a wall. And the maps in that were some of the best ever. You'd have really good and detail, atmospheric ones like Diamond Lagoon to ones that just used dev textures but were really well done and often exceptionally massive. Pretty much Counter Strike and Zombie Master were the only times it was ok to make a map with dev textures alone. Too much nostalgia.
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