No More Room in Hell the long awaited Source zombie modification.

Report RSS NMRiH Audio Commentary & More!

Greetings weary travelers, I bring you tidings from the the nmrih development team. If you follow the mod you may have noticed we haven't done an audio update in a while. So this past weekend I called upon Maxx and told him its time to talk to the internet again. Thus an audio commentary for our objective video was born!

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Commentary Video:

Greetings weary travelers, I bring you tidings from the the nmrih development team. If you follow the mod you may have noticed we haven't done an audio update in a while. So this past weekend I called upon Maxx and told him its time to talk to the internet again. Thus an audio commentary for our objective video was born!


Small Audio Sample:

In other news we recently had a new addition to our sound team. David "InstantSonic" Spencer. Who has worked on such mods as Pirates, Vikings, and Knights 2, as well as audio for many, many Sonic the Hedgehog related fan works, such as Sonic Robo Blast 2. He is outlining his recording process on his devblog which you can check out on our forums.



Links:

If you would like to see more commentaries on future gameplay videos lets us know in the comments below! And as always here are some links to other stuff:

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RocketSurgery
RocketSurgery - - 181 comments

nice work

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WarlockSyno
WarlockSyno - - 226 comments

Epic job guys!

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HounderKnight
HounderKnight - - 1,660 comments

The video is definitely much better with the commentary added in, and it's nice to know the zombies' staggering and follow paths will be more zombie-like in the future. Also, it's awesome to hear that objectives for a map will randomize; nothing kills the mood faster than objective multiplayer maps that have the same tasks every single time.

Bravo guys, and hopefully we'll get to see a bit more of that cabin map down the line. :)

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Xendrid Creator
Xendrid - - 145 comments

Maxx forgot that the lever for one of the objectives randomly spawns sometimes in the apartment building that we entered.

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Verendus
Verendus - - 184 comments

Omg this looks so good.

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KEEP_IT_UP!
KEEP_IT_UP! - - 1,444 comments

must... play... this... now. :D
great work, guys! keep it up.

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uo1DDayDodger
uo1DDayDodger - - 41 comments

is the hl2 telekinesis when u pick up objects gonna be replaced with an animation like in l4d? other than that looks ammmaaazzin, can't wait

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Vcc2cc
Vcc2cc - - 492 comments

As usual, good quality. I hope you guys will eventually get the resources to get rid of all the stock textures and reskin, if not replace, stock props.

The only real issues, were as said above, about the HL2 grabbing of objects. And I really think that they Objective hud text needs to be slightly bigger, and perhaps a very transparent box around it.

Also, is the mod gonna be less linear comapred to l4d? As in go down the alley or up the fire escape, not l4d's go through door or other door 5 feet away.

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[nmrihdev]-Maxx Creator
[nmrihdev]-Maxx - - 1,041 comments

That map, Broadway, uses almost no HL2 textures (only a handful at most) so I have no idea why people keep thinking that. As for "reskinning" props, (improper terminology, but I'll forgive you!) we are focusing on major assets that we need and large detail pieces, and working downward from there to the smaller and less important props and pieces. One little bit at a time!

The objective HUD has been slightly altered and is much easier to read in-game.

As for being less linear than L4D, that is a definite yes. There will be more branching paths and alternate routes and areas to explore that may have supplies.. or more zombies lol

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parker_uk
parker_uk - - 28 comments

zombie a.i needs improving then i see a winner

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[nmrihdev]-Maxx Creator
[nmrihdev]-Maxx - - 1,041 comments

Zombie AI is continuously being improved, a little bit at a time :)

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