No More Room in Hell

No More Room in Hell

nmo_lotr_mines_of_moria_v3
31 Comments
smitertimel 30 Jul @ 10:39am 
сп за карту
CyberNinja 28 Jul @ 11:47am 
топ
MarinerVoid 20 Jul @ 7:09am 
Nice Map )
Ky1 12 Jul @ 8:29am 
Hey, just a suggestion for more clarity: You can also edit the title of this workshop post to reflect the change of the map name, it will be less confusing for admins who are trying to install the map.
КнязьПельмень 12 Jul @ 3:07am 
+ Rep классика от ZE теперь в NMRIH )
kira55s2 10 Jul @ 1:31am 
+ Top map
Max Miller 9 Jul @ 6:18am 
+ REP
Vika 9 Jul @ 1:36am 
Nice Map:steamthumbsup:
Vittor.Jubat 8 Jul @ 1:29pm 
nice map
Den 7 Jul @ 11:52am 
+ REP
Anton 5 Jul @ 4:10pm 
Nice Map !
Dina 5 Jul @ 3:09pm 
Топовая карта из детства
Ice 4 Jul @ 5:02pm 
Thanks for taking the time to listen. Map is beautiful the general gameplay design not so much.
Mouse  [author] 4 Jul @ 4:56pm 
@Ice I respect your opinion and will take it into account.
Mouse  [author] 4 Jul @ 4:54pm 
@Ice I understand you. Maybe in the future we will reconsider this. Thanks for the comment.
Ice 4 Jul @ 4:52pm 
The same can be said if there were shamblers and all the runners are dead. Walking around not looking over your should for runners is a good break. Having 0 zombies at all in those areas is good for afking.
Ice 4 Jul @ 4:51pm 
Func_zombie_spawns when used in lets say a vanilla map. Isnt connected to any triggers normally. Isnt enabled when a certain obj is done. Its just sitting there waiting to detect if a play is in range to spawn or despawn zombies. Vanilla style placement of func_zombie_spawns is what im trying to say.
Mouse  [author] 4 Jul @ 4:50pm 
@Ice Only before the first mission with defense there are places where it is empty with zombies, this is so that the player can rest and calmly go part of the way
Ice 4 Jul @ 4:39pm 
A balance of forced spawns and func_zombie_spawns would make it better. The forced spawns are static and the same everytime. Depending on the size of the func_zombie_spawn will allow zombies to be in rng spots every single time. Forced spawns are the same every single time tho.
Ice 4 Jul @ 4:37pm 
Those arent normal func_zombie_spawns tho. Those are layered func_zombie_spawns that are enabled when a certain trigger or obective is done. I'm talkin about just 1 func_zombie_spawn trigger here and there not multiple layers of zombie spawns enabled for a mega horde. Just wanted a few sprinkled around so back tracking doesnt feel bland. Having a hard time understanding that last point you made. If youre talking about objectives getting lost off the cliff a vphysics clip can help with that.
Pla3  [author] 4 Jul @ 2:57am 
@Ice I thought so too at first. But now I’m thinking: Why fill every corner with zombies? - people need a break from zombies in some locations. So I added zombies to the map "nmo_bomj", as you said, and all the players felt stuffy. In general, that’s not the point. It’s just that players need a break from the zombies at some points while passing the map. There, even without zombies, these objects are dropped into cliff - but what will happen to the zombies?
Ice 3 Jul @ 6:25pm 
Would be nice to see some func_zombie_spawns used so that theres kids, runners and shamblers/walkers all mixed together. Also gives you zombies to avoid when you need to get certain obj items.
Mouse  [author] 3 Jul @ 5:13pm 
Фикс обновление nmo_lotr_mines_of_moria_v2

Исправления:
-Исправлены ключевые предметы которые наносили урон игрокам
-Исправлена оборона которая начиналась раньше времени
-Созданы клипы что бы ключевые предметы не могли застрять
-Поправлены некоторые текстуры
-Исправлен урон от огня на большом растояние

Fix update nmo_lotr_mines_of_moria_v2

Fixes:
-Fixed key items that were causing damage to players
-Fixed defense that started early
-Created clips so that key items could not get stuck
-Fixed some textures
-Fixed fire damage at long range
Letiszlates? 3 Jul @ 1:14pm 
обязательно поиграю):rm_heart:
K.NEMO 3 Jul @ 12:24pm 
Играл в оригинальную карту ещё в CSS (Zombie Escape) — рад был поучаствовать в бета-тесте её порта для No More Room in Hell.
Отличная работа от Mouse и Pla3 — атмосфера Мории передана круто, есть напряжение, командная игра и даже секреты.
Sen 3 Jul @ 11:43am 
:melon:
Nevol 3 Jul @ 6:19am 
Я в неё ещё не играл, но в бета-тестерах Алиантин есть, так что подписка и лайк
Mouse  [author] 3 Jul @ 6:18am 
@Endus Bloodspell
Это мой первый опыт в этом деле. Я учту все ваши сообщения и постараюсь исправить в следующем фиксе.
This is my first experience in this matter. I will take into account all your messages and will try to fix it in the next fix.
Endus Bloodspell 2 Jul @ 5:43pm 
if its not on purpose: also the skull have a strong physics able to push players
Endus Bloodspell 2 Jul @ 5:37pm 
great port
here my first reports:
-bonfire dealing damage on player even far from the it right before the skull from the first objective
wandinha 2 Jul @ 5:35pm 
cool map :GG_m: