No More Room in Hell

No More Room in Hell

Dead Center(The Hotel)V0.5
26 Comments
george_miller 27 Jun @ 5:55am 
请问地图叫什么
Blaine  [author] 16 Apr @ 5:12am 
@Raz sorry man.but I'm only in charge of map transplantation, and maybe it won't be changed:MiyukiShock:
Raz 16 Apr @ 4:43am 
fun but that last area with the flaming section is some sadistic bullshit
Blaine  [author] 7 Nov, 2024 @ 5:29am 
@EXE 我们已经了解这件事,很快修复它
EXE 7 Nov, 2024 @ 5:26am 
进去玩这图的服务器就闪退 单人也闪退
Blaine  [author] 26 Oct, 2024 @ 2:43pm 
@The Renegadist I will graduate from university soon, and I don't have much time to complete everything.
The Renegadist 26 Oct, 2024 @ 1:07pm 
That would be cool, sounds fun to play through ported Left 4 Dead campaigns but slow and hardcore where searching every room for loot is needed. I hope you also incorporate this into the Dead Center maps as well.
Blaine  [author] 26 Oct, 2024 @ 12:59pm 
@The Renegadist The recent plan is to transplant the map made by Chinese map makers, 'Nanning', and perhaps add the feature you mentioned to the new map
The Renegadist 26 Oct, 2024 @ 12:36pm 
Is this something you can do so we can enjoy your port as one long campaign?
Blaine  [author] 26 Oct, 2024 @ 12:35pm 
I didn't have this feature when I was making the map, and I don't think I would have added it either.
The Renegadist 26 Oct, 2024 @ 12:33pm 
Didn't they add the ability to connect maps into each other to set up campaigns?
Blaine  [author] 26 Oct, 2024 @ 12:33pm 
As for the random loot, I did not consider this issue when I first transplanted it. Perhaps there will be many hidden supplies (such as rifles or sniper rifles) in the new map I am about to transplant
Blaine  [author] 26 Oct, 2024 @ 12:32pm 
@The Renegadist I don't understand what you mean, if you're asking if this map will jump to the next map after completing all the routes. I will tell you that it won't be like this.
The Renegadist 26 Oct, 2024 @ 12:27pm 
So will this map end and load into the next map you've ported campaign style? Also did you set up random loot spawns all over the map rewarding exploration or is it pretty straight forward?
翎落 7 Sep, 2024 @ 3:29am 
坐电梯下楼的时候会闪退,可能是启动火焰效果的时候出了问题,我用自由视角进入有火的楼层也会闪退,按照l4d2的经验将画质等选项调到最低也会闪退。
Blaine  [author] 25 Jun, 2024 @ 11:11am 
If there are any areas that need improvement on the map, you can tell me directly in the comments section
Rachel Ferrier 🏳️‍🌈 31 May, 2024 @ 8:59pm 
I gotta say man this was actually a pretty legit campaign map I love this Good work
BBF1 18 May, 2024 @ 9:24am 
disable it before you start the map
Stelient 17 May, 2024 @ 2:48am 
remove loop spawn, it's stupid when i clear room from zombies and after 5 sec i return and there zombies here again
Blaine  [author] 16 May, 2024 @ 5:06am 
To be precise, I spent three days learning how to create a mission map, and then transplanted this map into the game.
Unheimlich 15 May, 2024 @ 9:52pm 
имба
xkarma123x 12 May, 2024 @ 3:36pm 
I'm curious on how long have you been working on this? I've been doing my own port of this chapter. I have 2 maps finished and been working on the 3rd map. I only stopped because of level transitions not working on some dedicated servers.
Blaine  [author] 12 May, 2024 @ 9:06am 
The maps of this chapter series are all being transplanted, waiting for our news.
SAUNABALLS 12 May, 2024 @ 9:00am 
we need more l4d maps
Blaine  [author] 12 May, 2024 @ 7:48am 
Thank you for your suggestions on the map. Regarding the difficulty of the map, this is a guide level. Therefore, the difficulty will not be very high. In addition, regarding the unnecessary blocks on the map, I tried to remove them as much as possible. I am not sure if there are any blocks that are "unnecessary". Finally, regarding the flame particles, they were enabled, but for some reason they were not rendered. I am trying to solve it. At the same time, I am trying to port other maps from this series.
Ky1 12 May, 2024 @ 5:10am 
In my opinion, the difficulty was 3/10. I think you could easily add more runners or shamblers. The navigation could use some improvements, there are a lot of blocked "roads", where the navigation is "continuous", meaning that the NPC will think there's a way for him to get to the player but there's props in his way so he just gets stuck. (Where you block the road, you should also cut the navigation) There's also some left-overs l4d2 entities that you forgot to delete : "trigger_hurt_ghost, logic_director_query, info_survivor_rescue, info_elevator_floor, info_changelevel, func_nav_attribute_region, weapon_melee_spawn, weapon_spawn, weapon_item_spawn, info_game_event_proxy". And there's some problems with the fire particles from the kitchen causing them to be invisible which confuses players. Looking forward for your next work :direyes: