Hosted By: Trinity Gaming
6-Year Anniversary
Wow, 6 years... 6 long years... Doesn't seem like that long ago that I started this project back in high school. There's been plenty of ups and downs during the development of this project. It seems like every year something changes, goes wrong, or are more setbacks. But this time around I feel like this project is heading in a direction that will lead to a release relatively soon (end of summer I hope), which is awesome! We have an excellent and talented team backing this project and I'm sure you will agree that the wait will have been worth it when we are ready to release.
I'd like to personally thank everyone who has helped and contributed to this project, all staff past and present. NMRiH wouldn't be here if it wasn't for you. I'd also like to thank the community for sticking with us. I know its hard to wait for something that you've anticipated for so long, but without you guys we wouldn't have a reason to continue, so thanks!
NMRiH has always been a key part of my life for over a decade. I love this project and everything that has been accomplished with it to this point. I can't wait to see what happens in the next few months and I'll be sure to share our progress along the way each week in our weekly updates. So stick around, things are moving quickly and you don't want to miss it!
Thanks again,
Coleman
I'd like to personally thank everyone who has helped and contributed to this project, all staff past and present. NMRiH wouldn't be here if it wasn't for you. I'd also like to thank the community for sticking with us. I know its hard to wait for something that you've anticipated for so long, but without you guys we wouldn't have a reason to continue, so thanks!
NMRiH has always been a key part of my life for over a decade. I love this project and everything that has been accomplished with it to this point. I can't wait to see what happens in the next few months and I'll be sure to share our progress along the way each week in our weekly updates. So stick around, things are moving quickly and you don't want to miss it!
Thanks again,
Coleman
posted by: Cs42886
Weekly Update - June 29, 2009
Hey there, NMRiH Community!
Not too much to tell you about this week... but thats ok because things are still progressing smoothly. We've added a few more members to our already awesome development team! First off, we've got Meotwister, a prop modeller from Interlopers whose going to be helping us out with, well, props... but he'll be sure to make our levels look interesting and unique so keep an eye out for some of his art in the maps we will be showing off in the weeks to come. Second, we've hired Dec1234, a one-man modding machine whose sure to be a valuable asset to our team. You can check out his zombie mod "The Mortewood Plaza" for Half-Life 2 here.
Finally we have a screenshot of Nay0r's map, Northway:

That's all for this week. More news soon...
Not too much to tell you about this week... but thats ok because things are still progressing smoothly. We've added a few more members to our already awesome development team! First off, we've got Meotwister, a prop modeller from Interlopers whose going to be helping us out with, well, props... but he'll be sure to make our levels look interesting and unique so keep an eye out for some of his art in the maps we will be showing off in the weeks to come. Second, we've hired Dec1234, a one-man modding machine whose sure to be a valuable asset to our team. You can check out his zombie mod "The Mortewood Plaza" for Half-Life 2 here.
Finally we have a screenshot of Nay0r's map, Northway:

That's all for this week. More news soon...
posted by: Cs42886
Weekly Update - June 22, 2009
Today's update brought to you by Dman757! This update is a bit late but I'm doing it at the last minute because Coleman wasn't feeling up to it.
So first off I would like to formally announce, if you haven't already heard, that our ModDB page has been resurrected! I will be posting these weekly updates as well as releasing all the media posted here on our page. So if you want your one stop shop to see all the images, videos or audio released so far head on over! Click the image below or click right here to go our DB page!

Be sure to subscribe, rate, and comment!
The team is hard at work getting things ready for a release some time this summer. Recently the programming department has been working at getting our weapons in game for testing functionality. If you've seen our previous updates you will know what our mappers modelers and texture artists are hard at work creating 100% custom content for every aspect of the game. Which bring us to our audio department, not much audio has been released publicly which is just a darn shame since what our audio department has created thus far is quite amazing. They've created tons of quality work so far which shouldn't be overshadowed by our other departments. So to give you guys a little teaser of what we have in store you can check out these two never before seen samples below as well as past audio releases you might have missed.
You might hear this music if you fail to escape to some overly patient helicopter and are left stranded alone surrounded by flesh eating zombies.
Music Teaser - Failure Left Behind
I've never been terrified in a city surrounded by flesh eating savages but I think this is what it might sound like if I was.
Music Teaser - Terror
Old Music Updates:
Yes we have a theme song and sure this is just a teaser and I could have posted the entire thing but like my mother never said, "Don't count your chickens before they are hatched because birth is a tricky thing and you might want some scrambled eggs for breakfast."
Music Teaser - Theme Music
I expected more tanks, bomb shells and the gargled screams of dying young men from someone with the name DaveOfDefeat. Though I guess if you replace the screams of solders with zombies, bombshells with gunshots and tanks with cop cars this is what you get.
Music - DaveOfDefeat Ambient track
And now for some eye candy! Here is a screen cap of a map Kosire is working on at the moment.

This is a different angle from one of the maps posted last week. This map is brought to you by Nay0r!

Here's some links you might be interested in!
IRC!
Ventrilo!
ModDB!
So first off I would like to formally announce, if you haven't already heard, that our ModDB page has been resurrected! I will be posting these weekly updates as well as releasing all the media posted here on our page. So if you want your one stop shop to see all the images, videos or audio released so far head on over! Click the image below or click right here to go our DB page!

Be sure to subscribe, rate, and comment!
The team is hard at work getting things ready for a release some time this summer. Recently the programming department has been working at getting our weapons in game for testing functionality. If you've seen our previous updates you will know what our mappers modelers and texture artists are hard at work creating 100% custom content for every aspect of the game. Which bring us to our audio department, not much audio has been released publicly which is just a darn shame since what our audio department has created thus far is quite amazing. They've created tons of quality work so far which shouldn't be overshadowed by our other departments. So to give you guys a little teaser of what we have in store you can check out these two never before seen samples below as well as past audio releases you might have missed.
You might hear this music if you fail to escape to some overly patient helicopter and are left stranded alone surrounded by flesh eating zombies.
Music Teaser - Failure Left Behind
I've never been terrified in a city surrounded by flesh eating savages but I think this is what it might sound like if I was.
Music Teaser - Terror
Old Music Updates:
Yes we have a theme song and sure this is just a teaser and I could have posted the entire thing but like my mother never said, "Don't count your chickens before they are hatched because birth is a tricky thing and you might want some scrambled eggs for breakfast."
Music Teaser - Theme Music
I expected more tanks, bomb shells and the gargled screams of dying young men from someone with the name DaveOfDefeat. Though I guess if you replace the screams of solders with zombies, bombshells with gunshots and tanks with cop cars this is what you get.
Music - DaveOfDefeat Ambient track
And now for some eye candy! Here is a screen cap of a map Kosire is working on at the moment.

This is a different angle from one of the maps posted last week. This map is brought to you by Nay0r!

Here's some links you might be interested in!
IRC!
Ventrilo!
ModDB!
posted by: dman757
Weekly Update - June 15, 2009
Another Monday, another update... Nothing new, right?
WRONG!! We've got some great things to tell/show you this week!
First off, we'd like to welcome several new members to the ever expanding NMRiH Development team; BoostAbuse and SharkDog in the animation department and A-Train and m0bus in the textures and props zone! These guys are going to rock out some awesome stuff, so keep tuned for updates from them.
Next we have a brand new wallpaper! I know, it's been awhile... But Maxx has taken the liberty of creating a very kick-ass wallpaper of the NYC skyline, No More Room in Hell style. Check it out:
1680x1050

Alternate Resolutions:
1280x1024
1600x1200
1600x900
1920x1080
1920x1200
Now time for some mapping updates. Our first update comes from nay0r's map, nmrih_northway. Here are some progress shots for you guys to take a look at:


Next, we've got an excellent interior shot of one of Kosire's maps:

Finally, we've been talking a lot of trash about using as many custom textures as possible, so I guess its time to prove it. Heres a texture showcase of a few of our new custom textures created by R26 and the rest of the texture department:

And thats only the tip of the iceberg! Stay tuned, guys! More updates next week. See ya then...
WRONG!! We've got some great things to tell/show you this week!
First off, we'd like to welcome several new members to the ever expanding NMRiH Development team; BoostAbuse and SharkDog in the animation department and A-Train and m0bus in the textures and props zone! These guys are going to rock out some awesome stuff, so keep tuned for updates from them.
Next we have a brand new wallpaper! I know, it's been awhile... But Maxx has taken the liberty of creating a very kick-ass wallpaper of the NYC skyline, No More Room in Hell style. Check it out:
1680x1050

Alternate Resolutions:
1280x1024
1600x1200
1600x900
1920x1080
1920x1200
Now time for some mapping updates. Our first update comes from nay0r's map, nmrih_northway. Here are some progress shots for you guys to take a look at:


Next, we've got an excellent interior shot of one of Kosire's maps:

Finally, we've been talking a lot of trash about using as many custom textures as possible, so I guess its time to prove it. Heres a texture showcase of a few of our new custom textures created by R26 and the rest of the texture department:

And thats only the tip of the iceberg! Stay tuned, guys! More updates next week. See ya then...
posted by: Cs42886
Weekly Update - June 2, 2009
Hello NMRiH Community!
Sorry about not getting this post out yesterday, not everything can always go according to plan, I'm sure you understand... my rhymes.
Anyways, we've got a few updates for you to enjoy! But first, we'd like to remind those of you in the NMRiH community that we have tons of ways for you to participate and get involved around here. So if you're bored or just looking for something more than a forum, we suggest you check out our IRC and Ventrilo channels. They're great fun, I promise. Information on how to access both of these resources can be found HERE in the "Important Topics" section.
Next I'd like to put the call out for character animators and character artists. If you, or someone you know, has been diagnosed with character animation skills or the ability to model things, please contact our hotline located HERE. Remember, taking steps to help those with these abilities contact us will ensure tons of fun for you in the future, so put the word out!
We've had tons of progress this week on maps and custom textures. R26, our lead mapper, has been slaving away making dozens of custom textures, complete with spec/normal/ssbump maps, for various maps.
Finally we have two renders (a dumpster prop and our flashlight model), brought to you by Maxx, enjoy:


More to come...
Sorry about not getting this post out yesterday, not everything can always go according to plan, I'm sure you understand... my rhymes.
Anyways, we've got a few updates for you to enjoy! But first, we'd like to remind those of you in the NMRiH community that we have tons of ways for you to participate and get involved around here. So if you're bored or just looking for something more than a forum, we suggest you check out our IRC and Ventrilo channels. They're great fun, I promise. Information on how to access both of these resources can be found HERE in the "Important Topics" section.
Next I'd like to put the call out for character animators and character artists. If you, or someone you know, has been diagnosed with character animation skills or the ability to model things, please contact our hotline located HERE. Remember, taking steps to help those with these abilities contact us will ensure tons of fun for you in the future, so put the word out!
We've had tons of progress this week on maps and custom textures. R26, our lead mapper, has been slaving away making dozens of custom textures, complete with spec/normal/ssbump maps, for various maps.
Finally we have two renders (a dumpster prop and our flashlight model), brought to you by Maxx, enjoy:


More to come...
posted by: Cs42886
Sunday Funday
The ultimate community activity is back. Come and join vent or irc for loads of fun playing video games and watching movies. For this one, we will play Unreal Tournament 3 which is free on Steam this weekend so everyone can join the fun. For the Ventrilo info - Click here! For the IRC info - Click here!

After were done playing that, we will watch EVIL DEAD we will watch it here.

It will be on Sunday May 31st: 5:00PM PST/8:00pm EST
All of the credit for this weeks post goes to Inframer as I nearly forgot due to finals week! See ya next week!

After were done playing that, we will watch EVIL DEAD we will watch it here.

It will be on Sunday May 31st: 5:00PM PST/8:00pm EST
All of the credit for this weeks post goes to Inframer as I nearly forgot due to finals week! See ya next week!
posted by: dman757
Weekly Update - May 25, 2009
Happy Memorial Day everyone! I hope everyone had a good day remembering those that have given their lives to protect the freedom of our country, or if you're not from the USA, I hope work wasn't too bad!
This week, we have a smattering of things to show you. First off, we have almost finished animations for our M9 pistol. Keep in mind, these are still Work In Progress animations, so things are subject to change:


Up next are some awesome lighting props modeled and textured by our own Maxx.

Following shortly thereafter, is an absolutely amazing night sky, also done by Maxx! Expect to see skies like these in the...Well, skies beyond the zombies!

Lastly, here's a heavily WIP shot from resident mapper R26. Note, vehicle props are placeholders, and will be replaced by our own, more realistic, actual car, vehicle props!

Thanks for stopping by, we'll see you next week!
This week, we have a smattering of things to show you. First off, we have almost finished animations for our M9 pistol. Keep in mind, these are still Work In Progress animations, so things are subject to change:


Up next are some awesome lighting props modeled and textured by our own Maxx.

Following shortly thereafter, is an absolutely amazing night sky, also done by Maxx! Expect to see skies like these in the...Well, skies beyond the zombies!

Lastly, here's a heavily WIP shot from resident mapper R26. Note, vehicle props are placeholders, and will be replaced by our own, more realistic, actual car, vehicle props!

Thanks for stopping by, we'll see you next week!
posted by: InZaneFlea
Sunday Funday
Hey it's Dman757 here, I'm making this post to tell all of you that you're invited to this weeks SUNDAY FUNDAY. The objective is to have some fun and be more active in the community as well as a chance to meet some of the Mod team!
What is Sunday Funday you ask? Well it's a day of the week (Sunday) and on that day we have fun. Fun things like playing games and watching movies but more brutally awesome because other people are playing/watching with you! So what you need to do is get on Ventrilo if you have a microphone talk to us if you don't have one then we will deal. If you didn't know we had a vent server go check out this link
So, for this Sunday, May, 24th we will be starting at:
5:00 PST/8:00 EST With KILLING FLOOR ON A 20 SLOT SEVER! We will be playing the map The Hive which is a campaign type map based off of Resident Evil: 1 be sure to download it at this link or you won't be able to play. As well as The Hive we will play other standard maps in the rotation.
After the games are done we plan to watch THE BRUTAL FILM DRAGONBALL EVOLUTION! We will watch it here.
I hope to see you there!
Now on a side note! GET ON IRC! This isn't a joke any more here is a rundown of idlers we've got compared to some other mods.

This list was compiled Wednesday May 20th 8:00 PST
If you want to check out the numbers click here.
What is Sunday Funday you ask? Well it's a day of the week (Sunday) and on that day we have fun. Fun things like playing games and watching movies but more brutally awesome because other people are playing/watching with you! So what you need to do is get on Ventrilo if you have a microphone talk to us if you don't have one then we will deal. If you didn't know we had a vent server go check out this link
So, for this Sunday, May, 24th we will be starting at:
5:00 PST/8:00 EST With KILLING FLOOR ON A 20 SLOT SEVER! We will be playing the map The Hive which is a campaign type map based off of Resident Evil: 1 be sure to download it at this link or you won't be able to play. As well as The Hive we will play other standard maps in the rotation.
After the games are done we plan to watch THE BRUTAL FILM DRAGONBALL EVOLUTION! We will watch it here.
I hope to see you there!
Now on a side note! GET ON IRC! This isn't a joke any more here is a rundown of idlers we've got compared to some other mods.

This list was compiled Wednesday May 20th 8:00 PST
If you want to check out the numbers click here.
posted by: dman757
Weekly Update - May 11, 2009
Time for another weekly update!
First off, we'd like to welcome a new mapper, Kosire, to the team. He's from Denmark, but that's not stopping him from tackling the streets of New York City with his new map, nmrih_brooklyn! We should have some updates on his map for you in a few weeks.
Maxx has recently polished off the remaining melee weapon scheduled for release in Beta 1, the crowbar. Don't worry, there will be many more melee weapons in future releases! Here's a render of the crowbar for you to check out:

The mapping crew has been busy cranking out custom textures for our maps this week. We're trying not to use any stock HL2 textures so it will take some time, but hopefully soon we'll be able to show off our new maps and textures and I'm sure you won't be disappointed.
More strides have been made with our walkie-talkie system this week as well. We now have the walkie-talking functioning with the ability to turn it on and off to receive messages or to not create noise. Very cool.
Finally, we have a tasty little sound bite created by one of our sound designers, DaveOfDefeat. It's an ambient track which will be looped in a map to help create the feeling of a zombie apocalypse. Enjoy!
Ambient Track Audio Sample
Let us know what you think!
Until next week,
Coleman and the NMRiH Team
First off, we'd like to welcome a new mapper, Kosire, to the team. He's from Denmark, but that's not stopping him from tackling the streets of New York City with his new map, nmrih_brooklyn! We should have some updates on his map for you in a few weeks.
Maxx has recently polished off the remaining melee weapon scheduled for release in Beta 1, the crowbar. Don't worry, there will be many more melee weapons in future releases! Here's a render of the crowbar for you to check out:

The mapping crew has been busy cranking out custom textures for our maps this week. We're trying not to use any stock HL2 textures so it will take some time, but hopefully soon we'll be able to show off our new maps and textures and I'm sure you won't be disappointed.
More strides have been made with our walkie-talkie system this week as well. We now have the walkie-talking functioning with the ability to turn it on and off to receive messages or to not create noise. Very cool.
Finally, we have a tasty little sound bite created by one of our sound designers, DaveOfDefeat. It's an ambient track which will be looped in a map to help create the feeling of a zombie apocalypse. Enjoy!
Ambient Track Audio Sample
Let us know what you think!
Until next week,
Coleman and the NMRiH Team
posted by: Cs42886
Weekly Update - May 4, 2009
Hello NMRiH Community!
It’s that time again… Time for another weekly update!
We just finished playing the new build of NMRiH the other night and had a great time doing it. We are able to spawn roughly 75 zombies with minimal to no lag on the server! This is excellent news for us as we can now start focusing on how to better design the maps to improve on our gameplay with so many zombies. I’m sure we’ll discover more ways to spawn even more zombies as we continue testing each new build.
We have also begun implementing a distance based chat system. This means that the farther a player is away, the less you will be able to hear them. The same applies to ingame messaging. This will be a great way to ensure that players stick together if they want to survive.
We’ve been having a blast testing each new build and we can’t wait to show off some ingame screens and videos further down the line.
All the departments have been progressing steadily. Mappers have been adding new areas to their maps and the programmers have been updating the code and builds regularly.
Hopefully by this time next week we can show off some new media! Until then, stick around! Things are moving quickly these days and you don’t want to miss it.
Coleman and the NMRiH Team
It’s that time again… Time for another weekly update!
We just finished playing the new build of NMRiH the other night and had a great time doing it. We are able to spawn roughly 75 zombies with minimal to no lag on the server! This is excellent news for us as we can now start focusing on how to better design the maps to improve on our gameplay with so many zombies. I’m sure we’ll discover more ways to spawn even more zombies as we continue testing each new build.
We have also begun implementing a distance based chat system. This means that the farther a player is away, the less you will be able to hear them. The same applies to ingame messaging. This will be a great way to ensure that players stick together if they want to survive.
We’ve been having a blast testing each new build and we can’t wait to show off some ingame screens and videos further down the line.
All the departments have been progressing steadily. Mappers have been adding new areas to their maps and the programmers have been updating the code and builds regularly.
Hopefully by this time next week we can show off some new media! Until then, stick around! Things are moving quickly these days and you don’t want to miss it.
Coleman and the NMRiH Team
posted by: Cs42886
Weekly Update - April 27, 2009
Hello NMRiH Community,
It's been awhile! As you may have noticed, Flea and Maxx have been heading up things while I've been gone (I never left actually). Unfortunately, I haven't had much extra time for this project for awhile but I'm glad that they have stepped up and helped to keep this project going. I will still be around and will be taking care of the weekly updates from now on so I hope everyone will enjoy them!
Now for the updates... In list form:
Animations – Progressing smoothly. There should be something to show in the coming weeks.
Audio – Also moving forward at a regular pace. Beckett and Dave have been working really hard to make sure that our ambient soundscapes really bring you into the game. Very cool sounding stuff.
Programming – As usual, our trio of programmers are working diligently to make NMRiH a reality. New zombie spawning systems are currently being implemented and more weapons are being added in-game each week!
Theres been other updates in the other various departments, but nothing major to speak of yet. I know you all want to know what exactly is going on behind the scenes, but some things need to remain a secret... at least for a little bit longer.
And finally, the part you all hope and wait for each week, the media! Today we're showcasing the brand new arm models created by CrazyMatt. You can check it out below:

As always, if you're interested in this project and want to be a part of our community there are severals ways you can join! In addition to our website forums, we also have an IRC channel and our very own Ventrilo Server. Links on how to install and use these programs, as well as how to join our community can be found below:
IRC
Ventrilo
And for those of you who post on the forums, especially in the Off-Topic section, be sure to check out the new and revised posting rules that are pinned in This thread!
We always enjoy your comments and are always looking for support. If we didn't have you, the fans, we wouldn't be working on this project. So let us know what you think!
Until next week,
Coleman and the NMRiH Team
It's been awhile! As you may have noticed, Flea and Maxx have been heading up things while I've been gone (I never left actually). Unfortunately, I haven't had much extra time for this project for awhile but I'm glad that they have stepped up and helped to keep this project going. I will still be around and will be taking care of the weekly updates from now on so I hope everyone will enjoy them!
Now for the updates... In list form:
Animations – Progressing smoothly. There should be something to show in the coming weeks.
Audio – Also moving forward at a regular pace. Beckett and Dave have been working really hard to make sure that our ambient soundscapes really bring you into the game. Very cool sounding stuff.
Programming – As usual, our trio of programmers are working diligently to make NMRiH a reality. New zombie spawning systems are currently being implemented and more weapons are being added in-game each week!
Theres been other updates in the other various departments, but nothing major to speak of yet. I know you all want to know what exactly is going on behind the scenes, but some things need to remain a secret... at least for a little bit longer.
And finally, the part you all hope and wait for each week, the media! Today we're showcasing the brand new arm models created by CrazyMatt. You can check it out below:

As always, if you're interested in this project and want to be a part of our community there are severals ways you can join! In addition to our website forums, we also have an IRC channel and our very own Ventrilo Server. Links on how to install and use these programs, as well as how to join our community can be found below:
IRC
Ventrilo
And for those of you who post on the forums, especially in the Off-Topic section, be sure to check out the new and revised posting rules that are pinned in This thread!
We always enjoy your comments and are always looking for support. If we didn't have you, the fans, we wouldn't be working on this project. So let us know what you think!
Until next week,
Coleman and the NMRiH Team
posted by: Cs42886
Weekly Update - April 19, 2009
Welcome to Sunday the 19th of April! As always, it's time for your Weekly Update. This time around we have a few new things to show off you haven't heard anything about, so it's bound to be exciting.
First off, we'd like to welcome Chad509 to the team as a weapon animator! Chad has previously worked on Allied Intent xtended and Experience World War 2 for Battlefield 2, as well as some work on the Viral Outbreak mod for Source. We're super excited to bring him on, and can't wait to start showing off some weapon animations! Currently Chad509 is working on rigging up our hand model, and will be starting to get melee and firearm animations completed in the coming weeks.
Elsewhere, CrazyMatt has changed his focus for a short amount of time to finishing up our hand model now that we have an animator that can actually use them.
Myself and Maxx have been both plugging away at our levels some more, along with everyone else on the Level Design side of things, attempting to get fully blocked out levels to start testing with. We figure it's going to go smoother if we test before we spend hundreds of hours on custom textures and props only to realize half of them have to be changed to make the levels work better!
Dark and R26 have been collaborating on our new Website Re-Design (I'm sure you'll hear more about this later), and have come up with some pretty sweet looking themes so far.
Our coding trio of ssba, Takhiarel, and Big_Nah have been working hard as usual. We currently have a functioning round system in place (That will eventually control the pre,beginning,middle,end, and restarts of the maps), as well as a few more attempts at modifying the AI Netcode so we can have tons of zombies on the screen at once.
Beckett and DaveOfDefeat have been battling each other in the sound department, both pumping out amazingly high quality sound effects that range from bullet being fired to zombies dragging their feet across different types of ground. Beckett worked on what will one day be the NMRiH Main Menu Theme. You can check out a small snippet of that down past the screenshots.
For media this week we have two more melee weapons ready to show (There's one more left after these, any guesses?), as well as that theme clip from Beckett! Enjoy!


And here is that small clip of what we're working towards being our theme song! : CLICK HERE
Check back next week for more exciting news and art!
First off, we'd like to welcome Chad509 to the team as a weapon animator! Chad has previously worked on Allied Intent xtended and Experience World War 2 for Battlefield 2, as well as some work on the Viral Outbreak mod for Source. We're super excited to bring him on, and can't wait to start showing off some weapon animations! Currently Chad509 is working on rigging up our hand model, and will be starting to get melee and firearm animations completed in the coming weeks.
Elsewhere, CrazyMatt has changed his focus for a short amount of time to finishing up our hand model now that we have an animator that can actually use them.
Myself and Maxx have been both plugging away at our levels some more, along with everyone else on the Level Design side of things, attempting to get fully blocked out levels to start testing with. We figure it's going to go smoother if we test before we spend hundreds of hours on custom textures and props only to realize half of them have to be changed to make the levels work better!
Dark and R26 have been collaborating on our new Website Re-Design (I'm sure you'll hear more about this later), and have come up with some pretty sweet looking themes so far.
Our coding trio of ssba, Takhiarel, and Big_Nah have been working hard as usual. We currently have a functioning round system in place (That will eventually control the pre,beginning,middle,end, and restarts of the maps), as well as a few more attempts at modifying the AI Netcode so we can have tons of zombies on the screen at once.
Beckett and DaveOfDefeat have been battling each other in the sound department, both pumping out amazingly high quality sound effects that range from bullet being fired to zombies dragging their feet across different types of ground. Beckett worked on what will one day be the NMRiH Main Menu Theme. You can check out a small snippet of that down past the screenshots.
For media this week we have two more melee weapons ready to show (There's one more left after these, any guesses?), as well as that theme clip from Beckett! Enjoy!


And here is that small clip of what we're working towards being our theme song! : CLICK HERE
Check back next week for more exciting news and art!
posted by: InZaneFlea
Weekly Update - April 13, 2009
Roll up your sleeve and present your vein, it is time for your weekly dosage of update.
Hey everyone, lots has happened in the past week + 1 day since our last update. Our original lead programmer Ssba, and our original music composer Beckett have both rejoined the team! Beckett has already provided about a whopping 200 sounds for everything from gunshots, to footsteps, to impact sounds for the mod.
Ssba, on the code side of things, has already got the mod running with a proper damage system, our custom Tab menu screen and scoreboard, has gotten the AI down to producing very little lag, and has our custom flashlight and our walkie-talkie in game.
Sotapoika has flushed out the design of his tight urban map with a wonderful underground parking lot. Expect some wicked screenshots from this.
CrazyMatt has almost finished work on a second player character model, this one also based on the legendary SickJoe's original NMRIH concept art much like Molotov was. Unfortunately I won't say which one it is based on until we are ready to show off the model
Our faithful member R26 has rejoined our efforts to produce some high quality artwork for the mod bringing us his talents of custom texture work and awesome map design. He is the artist formerly known as "s u n r i s e", one of our mappers from long ago.
Flea and I have been busy working on the melée weapons for our first milestone, so we can focus on getting them all ready to go.
With that said, I'd like to present you with a gift, a collection of high resolution renders of some of the melée weapon arsenal including the weapons our former member Neo God had created for us in the past. Expect more of the arsenal next week!





We'll be getting even more done this week, as we are continuing to make great progress.
Although we're getting lots done, we are still hiring! We are currently looking for another animator to do both weapon animations, and character animations! Send a PM to myself or InZaneFlea if you're interested!
Oh, and get in our IRC channel everyone! It is #nmrih on Gamesurge!
Hey everyone, lots has happened in the past week + 1 day since our last update. Our original lead programmer Ssba, and our original music composer Beckett have both rejoined the team! Beckett has already provided about a whopping 200 sounds for everything from gunshots, to footsteps, to impact sounds for the mod.
Ssba, on the code side of things, has already got the mod running with a proper damage system, our custom Tab menu screen and scoreboard, has gotten the AI down to producing very little lag, and has our custom flashlight and our walkie-talkie in game.
Sotapoika has flushed out the design of his tight urban map with a wonderful underground parking lot. Expect some wicked screenshots from this.
CrazyMatt has almost finished work on a second player character model, this one also based on the legendary SickJoe's original NMRIH concept art much like Molotov was. Unfortunately I won't say which one it is based on until we are ready to show off the model
Our faithful member R26 has rejoined our efforts to produce some high quality artwork for the mod bringing us his talents of custom texture work and awesome map design. He is the artist formerly known as "s u n r i s e", one of our mappers from long ago.
Flea and I have been busy working on the melée weapons for our first milestone, so we can focus on getting them all ready to go.
With that said, I'd like to present you with a gift, a collection of high resolution renders of some of the melée weapon arsenal including the weapons our former member Neo God had created for us in the past. Expect more of the arsenal next week!





We'll be getting even more done this week, as we are continuing to make great progress.
Although we're getting lots done, we are still hiring! We are currently looking for another animator to do both weapon animations, and character animations! Send a PM to myself or InZaneFlea if you're interested!
Oh, and get in our IRC channel everyone! It is #nmrih on Gamesurge!
posted by: Maxx
Weekly Update, April 5, 2009
INCOMING WEEKLY UPDATE TAKE COVER
Shit that was close... Everyone okay? Good.
Lots to fill you in on this week, on all fronts! We now have three programmers, we've hired Takhiarel to work with Brian4 and Big Nah. Big Nah will be handling the logistics of the zombie behavior and the more complex code. Brian4 and Takhiarel will be authoring new entities for use in making maps, setting up gameplay rules in code, and adding new weapons. The three of them should get a lot of ground covered with dividing up the work between them.
We've also hired on the likes of DaveofDefeat, who single handedly defeated the Germans in 1945 and is also quite handy at manufacturing sound effects! His portfolio of both soundscapes, ambient tracks, and sound effects are all really impressive, I especially loved his firearms sounds! Expect some quality work coming out of this guy, he's going to be doing some awesome sound work for us.
While still on the topic of new hires, we've brought on long time community member Sotapoika to join us as a mapper. He is very thrilled to be joining us and we must say that the feeling is mutual. He had done up a design for his proposed map, and after playing through the rough layout I was very impressed and he has joined our team to work on this map.
We have also struck an exclusive deal with L4DMODS.com, they will be posting all of our weekly updates, media releases, and new information about NMRIH right on their front page as we post them on ours. They have an average of 300,000 unique visitors a day so expect some new faces around the forums in the near future if people come and visit, so play nice!
For those of you old school enough to remember him, our original lead mapper, Nick "Dark" King is back on board! He will be helping with design, organization, and of course, art! He is working on his original map "Last Transit", bringing it up to par with his refined skills! We're glad to have him back on our team doing some awesome work. I would also like to welcome Chris "2d-chris" Kay back on board, he will be contributing to art production and level design as well!
Flea is back from his Jamaican Island Adventure and is back at work on his map. It is coming along really well and expect some media from him and I soon. My map is shaping up very well, lots of dense buildings and alleys all coming together very nicely. The few people lucky enough to have seen it like it very much, and I can't wait to share it with you!
I would love to share shots from the map with all of you, but I don't want to be posting Work In Progress shots of any of our stuff yet and possibly give the wrong impression about our work. If you would really like to see WIP shots of our maps and such as we author them with gray and orange Dev textures and no details and buildings missing and dead end streets as we fashion it all together, make your voices heard! Otherwise, we'll hold off from posting shots until we deem them ready to post.
Things are coming together quite well, and we are all very excited with the way things have picked up. We know it has been a long time, but we promise the mod will be made ready for you all to play and enjoy someday soon
Now as a teaser, here is a render of CrazyMatt's Molotov character!

ENJOY!!
Shit that was close... Everyone okay? Good.
Lots to fill you in on this week, on all fronts! We now have three programmers, we've hired Takhiarel to work with Brian4 and Big Nah. Big Nah will be handling the logistics of the zombie behavior and the more complex code. Brian4 and Takhiarel will be authoring new entities for use in making maps, setting up gameplay rules in code, and adding new weapons. The three of them should get a lot of ground covered with dividing up the work between them.
We've also hired on the likes of DaveofDefeat, who single handedly defeated the Germans in 1945 and is also quite handy at manufacturing sound effects! His portfolio of both soundscapes, ambient tracks, and sound effects are all really impressive, I especially loved his firearms sounds! Expect some quality work coming out of this guy, he's going to be doing some awesome sound work for us.
While still on the topic of new hires, we've brought on long time community member Sotapoika to join us as a mapper. He is very thrilled to be joining us and we must say that the feeling is mutual. He had done up a design for his proposed map, and after playing through the rough layout I was very impressed and he has joined our team to work on this map.
We have also struck an exclusive deal with L4DMODS.com, they will be posting all of our weekly updates, media releases, and new information about NMRIH right on their front page as we post them on ours. They have an average of 300,000 unique visitors a day so expect some new faces around the forums in the near future if people come and visit, so play nice!
For those of you old school enough to remember him, our original lead mapper, Nick "Dark" King is back on board! He will be helping with design, organization, and of course, art! He is working on his original map "Last Transit", bringing it up to par with his refined skills! We're glad to have him back on our team doing some awesome work. I would also like to welcome Chris "2d-chris" Kay back on board, he will be contributing to art production and level design as well!
Flea is back from his Jamaican Island Adventure and is back at work on his map. It is coming along really well and expect some media from him and I soon. My map is shaping up very well, lots of dense buildings and alleys all coming together very nicely. The few people lucky enough to have seen it like it very much, and I can't wait to share it with you!
I would love to share shots from the map with all of you, but I don't want to be posting Work In Progress shots of any of our stuff yet and possibly give the wrong impression about our work. If you would really like to see WIP shots of our maps and such as we author them with gray and orange Dev textures and no details and buildings missing and dead end streets as we fashion it all together, make your voices heard! Otherwise, we'll hold off from posting shots until we deem them ready to post.
Things are coming together quite well, and we are all very excited with the way things have picked up. We know it has been a long time, but we promise the mod will be made ready for you all to play and enjoy someday soon
Now as a teaser, here is a render of CrazyMatt's Molotov character!

ENJOY!!
posted by: Maxx
NMRIH Alpha Build 1.0 Will be up on FilePlanet later tonight
We're putting up an Alpha build of NMRIH tonight on www.fileplanet.com
Grab it, test it, and tell us what you think! We're going to try and keep up with regular updates to the content so as to get new stuff to you on a regular basis.
HAAAA I'M JUST JOSHIN' I GOT YOU GOOD YOU FUCKERS
Happy April Fools
Grab it, test it, and tell us what you think! We're going to try and keep up with regular updates to the content so as to get new stuff to you on a regular basis.
HAAAA I'M JUST JOSHIN' I GOT YOU GOOD YOU FUCKERS
Happy April Fools
posted by: Maxx
Weekly Update - March 29, 2009
First off let me apologize for not putting up the news yesterday. I was in the midst of writing the post and my girlfriend showed up, then I was whisked away from the computer like it carried The Plague or something.
Anyway, in the past ten days or so we've had a few good things happen! Both Flea and my maps are coming along great, shaping up to be quite entertaining and intense. A lot of work needs to be done, still, but we're not going to sit around on the mod waiting for perfection in every corner before we let you guys play it
CrazyMatt is hard at work on some characters and zombies. He just settled in to his new place but he's already getting back to the nitty gritty of it. Expect more quality characters from him soon!
We're working on getting the first batch of melée weapons in the game, so in due time we'll have lots to show.
On the programmer front, we've brought on the help of a wonderful programmer named Takhiarel. He's dedicated and a hard worker and he's going to be getting right to work. On top of that, my personal friend whom I went to school with who goes by the handle Big Nah will be joining us as a programmer after mid April exams. He is graduating from Queen's University with a Bachelors of Science in Biomedicine Technology. Basically, he's a very good and very smart programmer who by all means should be a doctor but would rather program vidyagames.
I know things are slow but we're picking up steam and by keeping the team small we hope to be able to centralize work to a few reliable and dependable people, getting things done!
Anyway, in the past ten days or so we've had a few good things happen! Both Flea and my maps are coming along great, shaping up to be quite entertaining and intense. A lot of work needs to be done, still, but we're not going to sit around on the mod waiting for perfection in every corner before we let you guys play it
CrazyMatt is hard at work on some characters and zombies. He just settled in to his new place but he's already getting back to the nitty gritty of it. Expect more quality characters from him soon!
We're working on getting the first batch of melée weapons in the game, so in due time we'll have lots to show.
On the programmer front, we've brought on the help of a wonderful programmer named Takhiarel. He's dedicated and a hard worker and he's going to be getting right to work. On top of that, my personal friend whom I went to school with who goes by the handle Big Nah will be joining us as a programmer after mid April exams. He is graduating from Queen's University with a Bachelors of Science in Biomedicine Technology. Basically, he's a very good and very smart programmer who by all means should be a doctor but would rather program vidyagames.
I know things are slow but we're picking up steam and by keeping the team small we hope to be able to centralize work to a few reliable and dependable people, getting things done!
posted by: Maxx
Not-so-Weekly Update - March 18, 2009
Hey everyone, Maxx here.
Flea is in his week of finals at school, and I've been very busy at work, but apparently he is more busy than I so as team co-lead I have taken it upon myself to give you guys an update.
Just as a note, there is no media for you guys... Yet.
To start things off, Flea and I have been making the melée weapons and trying to get them ready in the game. We're working on getting them hooked up to the basic crowbar animation set for now, and going from there. Shots will come soon enough, but we don't want to show things that are too pre-mature.
On the map-side, Flea and I are also doing a map each right now. We don't want to give too much away, but the maps are being built in a very non-linear fashion, so the players can travel in an out of many multiple intersecting paths as they please. Flea's map is being built as the upper floors of a connecting, bridged series of office buildings with tight cooridors and unpredictable corners. My map is being built based on the topographical information I obtained from Google Earth of a strip of the shoreline of Greenpoint, Brooklyn, New York. I spent hours upon hours in Google Earth going up and down the North Atlantic Seaboard of the United States trying to find a nice location. I eventually chose a strip of land in Yonkers, New York, but recently I grew unsatisfied with the coastline and street structure and have begun making changes to bring it closer to that of Greenpoint. The map will be the streets, the docks, buildings and shops, and the player will be able to navigate all the way to the fourth floor on almost every building, as well as some rooftops.
I can't speak for Flea, but I am creating essentially 100% new content for my map. Textures, props, etc will be all custom, and until things are made, It will all be "Orange walls".
We are actively looking for any competent programmer. Know someone? Someone who isn't afraid to just jump to work and get basic gameplay going, probably from scratch.
Leave comments, and I assure you things are not dead, but without a programmer we are somewhat comatose!
Flea is in his week of finals at school, and I've been very busy at work, but apparently he is more busy than I so as team co-lead I have taken it upon myself to give you guys an update.
Just as a note, there is no media for you guys... Yet.
To start things off, Flea and I have been making the melée weapons and trying to get them ready in the game. We're working on getting them hooked up to the basic crowbar animation set for now, and going from there. Shots will come soon enough, but we don't want to show things that are too pre-mature.
On the map-side, Flea and I are also doing a map each right now. We don't want to give too much away, but the maps are being built in a very non-linear fashion, so the players can travel in an out of many multiple intersecting paths as they please. Flea's map is being built as the upper floors of a connecting, bridged series of office buildings with tight cooridors and unpredictable corners. My map is being built based on the topographical information I obtained from Google Earth of a strip of the shoreline of Greenpoint, Brooklyn, New York. I spent hours upon hours in Google Earth going up and down the North Atlantic Seaboard of the United States trying to find a nice location. I eventually chose a strip of land in Yonkers, New York, but recently I grew unsatisfied with the coastline and street structure and have begun making changes to bring it closer to that of Greenpoint. The map will be the streets, the docks, buildings and shops, and the player will be able to navigate all the way to the fourth floor on almost every building, as well as some rooftops.
I can't speak for Flea, but I am creating essentially 100% new content for my map. Textures, props, etc will be all custom, and until things are made, It will all be "Orange walls".
We are actively looking for any competent programmer. Know someone? Someone who isn't afraid to just jump to work and get basic gameplay going, probably from scratch.
Leave comments, and I assure you things are not dead, but without a programmer we are somewhat comatose!
posted by: Maxx
Weekly Update - March 1, 2009
This week, I wanted to go ahead and use this time to update everyone on exactly what we're going to be striving for in our first 'beta' release. A big part of NMRiH's downfall has been ideas. And in the good way, unfortunately. Everytime that it looked like the mod was on a good roll, everyone piped up, and came up with some fantastic ideas. So the coders went straight at implementing new features, and before you knew it, we had barricading before we had zombies. And that's just one example.
Do note, all of this is subject to change, but hopefully will not.
No More Room In Hell will be shipping with a single gamemode, based upon the 'Barricade' gamemode of the past. Players will spawn around maps of a medium size, usually by themselves, or at the most in groups of two. They will be seperated, and not geared up to defend themselves. Players will have to act quickly and find weapons and barricading supplies to try and survive through the coming onslaught of zombies. Rounds will generally last 5-15 minutes (May change, completely, absolutely, when we get into the testing phase, along with other small finite details). Players that die will be constricted to their newly risen corpse, forced to watch as their bodies seek out of the flesh of their former teammates without any control. The gameplay will be fast, frantic, and at it's core, the essential core of NMRiH's combat system.
From here, we will after release, expand into the gamemodes that we have come up with and thought of throughout the years. Namely our Objective gamemode. Once we have the core of Barricade down, we will be able to expand by adding new ways the maps handle things, and be able to get a few more gamemodes out without too much hassle. Down the line, we plan on adding in things such as supplies, and perhaps even a hunger system for humans that keeps the players having to explore the map and find food. And generates PvP conflict for when one group of survivors has food, and another doesn't. After all, the core of the problem between humans in a world without infrastructure is surviving at all costs, and everyone needs to eat!
I look forward to showing you all awesome things and telling you other awesome things next week, sorry this came 10 minutes late!
Do note, all of this is subject to change, but hopefully will not.
No More Room In Hell will be shipping with a single gamemode, based upon the 'Barricade' gamemode of the past. Players will spawn around maps of a medium size, usually by themselves, or at the most in groups of two. They will be seperated, and not geared up to defend themselves. Players will have to act quickly and find weapons and barricading supplies to try and survive through the coming onslaught of zombies. Rounds will generally last 5-15 minutes (May change, completely, absolutely, when we get into the testing phase, along with other small finite details). Players that die will be constricted to their newly risen corpse, forced to watch as their bodies seek out of the flesh of their former teammates without any control. The gameplay will be fast, frantic, and at it's core, the essential core of NMRiH's combat system.
From here, we will after release, expand into the gamemodes that we have come up with and thought of throughout the years. Namely our Objective gamemode. Once we have the core of Barricade down, we will be able to expand by adding new ways the maps handle things, and be able to get a few more gamemodes out without too much hassle. Down the line, we plan on adding in things such as supplies, and perhaps even a hunger system for humans that keeps the players having to explore the map and find food. And generates PvP conflict for when one group of survivors has food, and another doesn't. After all, the core of the problem between humans in a world without infrastructure is surviving at all costs, and everyone needs to eat!
I look forward to showing you all awesome things and telling you other awesome things next week, sorry this came 10 minutes late!
posted by: InZaneFlea
State of the Mod - February 15, 2009
Welcome to the second weekly news post! That's right, two weeks in a row. Pretty sure that's a first around here. Anyhow, this past week has been, well, interesting. We had a breakthrough of sorts, although not on the coding side, but on the content side. Apparently sometime in the past, someone leaked our FTP's information to Tatsur0 over at Zombie Panic : Source. While that could've gone horribly, it ended up helping out immensely. The build that we received from Pongles was that, a build. We were missing a lot of the models and props that had been created over the years and it was kind of starting to worry me. After a chat with Tatsur0, he broke the word that he had those files, and sent all of them our way, as a sign of good will. I would like to deeply thank Tatsur0 and the entire Zombie Panic team, not only for helping us get our models back, but for being as supportive as they are with us. It's not something you see everyday, but I get a genuine feel that they really want to see us reach a release, and I'm sure that will help a lot down the road.
About us ourselves, not a lot has happened in the past week. Mostly it's been me attempting to get the team back together, and get everyone on the same page. Things are bound to start off slow, but once we get the ball rolling we'll be fine. Here's a list of current team-members that have responded, and that hopefully should be around the forums a lot more!
Brian4 - Programmer
luke (+Sonic Valley)- Sound Design
Maxx - Modeling Consultant
Vok - Animator
Captain Munky - Voice Actor
nay0r - Level Designer
CrazyMatt - Character Artist
malfuncti0n - Level Designer
We've also said goodbye to Machine, Phreak, and Kan3, all of whom have let us use all content they made for the mod, so thanks to them as well. While I was hoping to have a beta build for you all this week (Haha), unfortunately there's no such amazing release. Sorry to ruin your dreams, but I'll keep posting these every week until one includes a download slot!
About us ourselves, not a lot has happened in the past week. Mostly it's been me attempting to get the team back together, and get everyone on the same page. Things are bound to start off slow, but once we get the ball rolling we'll be fine. Here's a list of current team-members that have responded, and that hopefully should be around the forums a lot more!
Brian4 - Programmer
luke (+Sonic Valley)- Sound Design
Maxx - Modeling Consultant
Vok - Animator
Captain Munky - Voice Actor
nay0r - Level Designer
CrazyMatt - Character Artist
malfuncti0n - Level Designer
We've also said goodbye to Machine, Phreak, and Kan3, all of whom have let us use all content they made for the mod, so thanks to them as well. While I was hoping to have a beta build for you all this week (Haha), unfortunately there's no such amazing release. Sorry to ruin your dreams, but I'll keep posting these every week until one includes a download slot!
posted by: InZaneFlea
State of the Mod -- February 2009
Hey everyone, Maxx here!
I know it has been a long time since an update regarding the mod has been posted. I assure you that the mod is not dead. It's not nearly as far along as it should be by now (il est, done), but we are working diligently on getting the project back on track. InZaneFlea has had a programmer lined up for some time but due to technical difficulties it has been delayed quite a while. Now, though, he is on board and already hard at work.
Here is an update from Flea about what's going on:
// February 8, 2009 //
Barricading is 90% in. A few tweaks and code changes, and it should be ready to go.
Weapons are being compiled and put into the build, with many changes to come to them for sure.
Currently, there are numerous weapons in game with ironsights enabled. As it is, sprinting lowers iron sights, which works quite well.
Zombie AI is on the way. There's a lot left to do, but the base is there. Including a neat feature, where the zombies will gather towards bright or loud parts of the map, if they have nothing else to do and are so inclined.
I've made a Road to Release document, that is still a WIP. It will list all things needed to be finished for release, as well as which stage each asset is in. As it is, it's fairly bare-bones, but I'll be populating it more over the next week.
Weapon sounds still need to be applied to the weapons, but all current ingame weapons have sounds ready for them.
There are currently 7 or 8 zombies ready to be put in-game.
As it is, a lot of the things that need to be done are on the coding side. However, I can attest that Brian4 has been itching to get started, and seems to be pretty motivated about this whole endeavor. I'll be updating you all more as the days go by, so keep your eyes peeled to this forum! Any major updates will make the front page, as well as news sites across the web.
I'd like to welcome Brian4 to the team. He is working hard and he's only been around for a few days so far, and good things are to come!
I know it has been a long time since an update regarding the mod has been posted. I assure you that the mod is not dead. It's not nearly as far along as it should be by now (il est, done), but we are working diligently on getting the project back on track. InZaneFlea has had a programmer lined up for some time but due to technical difficulties it has been delayed quite a while. Now, though, he is on board and already hard at work.
Here is an update from Flea about what's going on:
// February 8, 2009 //
Barricading is 90% in. A few tweaks and code changes, and it should be ready to go.
Weapons are being compiled and put into the build, with many changes to come to them for sure.
Currently, there are numerous weapons in game with ironsights enabled. As it is, sprinting lowers iron sights, which works quite well.
Zombie AI is on the way. There's a lot left to do, but the base is there. Including a neat feature, where the zombies will gather towards bright or loud parts of the map, if they have nothing else to do and are so inclined.
I've made a Road to Release document, that is still a WIP. It will list all things needed to be finished for release, as well as which stage each asset is in. As it is, it's fairly bare-bones, but I'll be populating it more over the next week.
Weapon sounds still need to be applied to the weapons, but all current ingame weapons have sounds ready for them.
There are currently 7 or 8 zombies ready to be put in-game.
As it is, a lot of the things that need to be done are on the coding side. However, I can attest that Brian4 has been itching to get started, and seems to be pretty motivated about this whole endeavor. I'll be updating you all more as the days go by, so keep your eyes peeled to this forum! Any major updates will make the front page, as well as news sites across the web.
I'd like to welcome Brian4 to the team. He is working hard and he's only been around for a few days so far, and good things are to come!
posted by: Maxx
Send Help!!

ATTENTION!! We are in need of a new programmer to help us get No More Room in Hell finished. After over five years of development, we currently have enough content to create an incredible mod, however we need a programmer who can bring it all together. Much of the code has already been done and with a skilled hand we could potentially have this project out to the public within a few months. We have a hard working and professional team who are dedicated to this project and want to see it finished. Remember, mods look great on resumes and portfolios! If you're interested in joining our team, let us know.
Requirements:
- Previous work with the HL2 engine a MUST
- Time to dedicate towards this project daily
- Must work well in a team environment
Please submit your applications at jobs.nmrih@gmail.com
posted by: Cs42886
5-Years!!
That's right, No More Room in Hell has been "in development" for 5-years! Its hard to believe, I know. Unfortunately, we do not have any new media to show you today. We have been a bit behind in development over the past few months due to the leak incident and the fact that it's summer time and people don't want to be glued to their computers. Don't worry though, we're still pushing forward towards a release. It's really great to see that people are still around giving us support after 5 years of up and down development. We wouldn't be here without you guys and I personally would like to say thank you very much. A lot can change during 5 years. I graduated high school, college is finished, and now who knows whats next. One thing is for sure, I'll still be working on NMRiH and I hope you will all still look forward to playing it!
On to business... We are currently looking for a new programmer to help us finish up this project. If you are an experienced programmer (or know someone who is), please let us know! We have tons of content just waiting to be implemented and pieced together. We're getting close to finished, we just need someone to tie up the loose ends.
Thanks again for all your support,
Coleman and the NMRiH Development Team
On to business... We are currently looking for a new programmer to help us finish up this project. If you are an experienced programmer (or know someone who is), please let us know! We have tons of content just waiting to be implemented and pieced together. We're getting close to finished, we just need someone to tie up the loose ends.
Thanks again for all your support,
Coleman and the NMRiH Development Team
posted by: Cs42886
Back Online
You may have noticed that the forums have been down for a good while. Unfortunately, we had a security breach and our mod was leaked. This is not only upsetting to the team, but we also had to take time away from development to revamp our security measures. The leak itself has many missing and old files and is essentially unplayable. We will resume out normal development schedule as soon as we redesign our security measures. Thanks for the continued support.
The NMRiH Team
The NMRiH Team
posted by: Cs42886
We'll be back soon...
Recent events have led us to close our forums for a short time while we reevaluate our security measures. We will relaunch the boards as soon as we can along with a description of whats been going on. Thanks for your support.
NMRiH Team
NMRiH Team
The Welcome Wagon!
THE WELCOME WAGON!
Hello out there!
The NMRiH team is continuing it's streak of progress and picking up new faces and talent along the way. We've managed to round out the modeling department with three new guys. Please welcome to the team: Sporkeh, Machine, and Kan3. Take a moment to give them a warm welcome and enjoy some render shots of the models that they have created so far for us:
Sporkeh

Machine

Kan3

We admit that it took quite a while, but we finally got a hold of a talented character animator. One that will be able to put all of our favorite zombie motions into virtual reality! His name is Vok and here is some of the great work that he has been doing for us:
Please keep in mind that these animations are still considered "work in progress".

The Mapping Department:
As usual, our mapping department has been keeping a steady pace in the creation and production of the wonderful environments for our game. The department has also had a leadership shakeup with Generalvivi stepping down due to his professional obligations and 2d-Chris taking control of the department. Speaking of 2d-Chris, here is a new shot of his "Citylife" map that he has just about completed:
nmrih_citylife

To accommodate our gameplay mode requirements and stressing for the most custom content possible in our maps, SlimZ has overhauled his map "Cabin Fever" and would like to show off some new shots of it to all of you:
nmrih_cabinfever
Veteran mapper; Darth_Brush has been simultaneously working on a few different maps. From the chaotic streets of "City of Dawn" to the derelict halls of the hospital in "Final Stand", he is surely keeping himself busy. Take a look at some shots of these two gems:
nmrih_cityofdawn

nmrih_finalstand

Darth_Brush also suprised the team this month with the revealing of a map that has been in the planning stages for a few years now; "The Harvest". Kan3 also helped out a great deal creating an amazing 3d skybox for this map as well. Here are some teaser shots:
nmrih_harvest:

The Programming Department:
Despite his recent move from the United Kingdom to Canada, Pongles has still given us great updates in his department. Currently he is working on:
Help Wanted:
As always, we are accepting applications from anyone that is interested in lending their talents to assist in the production of NMRiH. Please feel free to submit an application here: http://www.nomoreroominhell.com/forums/
We currently in most need of:
If you have not already done so, please visit our website @ www.nomoreroominhell.com and join our great community and keep up to date with our mod!
Thank you to all of you out there for your continuing support and we'll see you next month!
Hello out there!
The NMRiH team is continuing it's streak of progress and picking up new faces and talent along the way. We've managed to round out the modeling department with three new guys. Please welcome to the team: Sporkeh, Machine, and Kan3. Take a moment to give them a warm welcome and enjoy some render shots of the models that they have created so far for us:
Sporkeh
Machine
Kan3
We admit that it took quite a while, but we finally got a hold of a talented character animator. One that will be able to put all of our favorite zombie motions into virtual reality! His name is Vok and here is some of the great work that he has been doing for us:
Please keep in mind that these animations are still considered "work in progress".
The Mapping Department:
As usual, our mapping department has been keeping a steady pace in the creation and production of the wonderful environments for our game. The department has also had a leadership shakeup with Generalvivi stepping down due to his professional obligations and 2d-Chris taking control of the department. Speaking of 2d-Chris, here is a new shot of his "Citylife" map that he has just about completed:
nmrih_citylife

To accommodate our gameplay mode requirements and stressing for the most custom content possible in our maps, SlimZ has overhauled his map "Cabin Fever" and would like to show off some new shots of it to all of you:
nmrih_cabinfever
Veteran mapper; Darth_Brush has been simultaneously working on a few different maps. From the chaotic streets of "City of Dawn" to the derelict halls of the hospital in "Final Stand", he is surely keeping himself busy. Take a look at some shots of these two gems:
nmrih_cityofdawn
nmrih_finalstand

Darth_Brush also suprised the team this month with the revealing of a map that has been in the planning stages for a few years now; "The Harvest". Kan3 also helped out a great deal creating an amazing 3d skybox for this map as well. Here are some teaser shots:
nmrih_harvest:

The Programming Department:
Despite his recent move from the United Kingdom to Canada, Pongles has still given us great updates in his department. Currently he is working on:
- A fully-funtional random item spawning system.
- Implementing the newly-created zombie animations.
- Setting up controls and a backend for the UI menus.
Help Wanted:
As always, we are accepting applications from anyone that is interested in lending their talents to assist in the production of NMRiH. Please feel free to submit an application here: http://www.nomoreroominhell.com/forums/
We currently in most need of:
- Character Modeler(s)
- Must be able to model and skin character and zombie models.
- Being able to compile models is a plus.
- Being able to rig models is a plus.
- Strong work ethic and previous mod experience is a plus.
- Must be able to work quickly and efficiently as well as be an active member of our team.
If you have not already done so, please visit our website @ www.nomoreroominhell.com and join our great community and keep up to date with our mod!
Thank you to all of you out there for your continuing support and we'll see you next month!
posted by: 3pidemiC
Interview with Interlopers.net
Our friend Blink over at Interlopers.net recently interviewed 3pidemiC from our team and have posted it along with a few new media shots over at their great website.
Click Here for the Interview:
www.interlopers.net
Here is a little snippet from the interview:
Can you update us on the current production situation of the mod? Are you managing to implement all the features you planned to?
Honestly, we are on the most straightforward streak of progress that we have ever had in our four years of development. Our developer builds of the game are being updated with new content and everything is really coming together. We’re certainly making sure that we have all of our code done and ready before we implement the simple things such as weapons or sounds. A mistake that most mods make (and a mistake that we have made in the past) is that they get simple things such as weapons and hand models in game, but that’s it. There is no code that really is the foundation of the game itself.
As far as our features go, I think that we’re making surprising progress in there. I say surprising because there are things being implemented that we never thought were possible. We’ve already implemented our first gameplay mode; Survival into our build. Our zombie AI has been perfected to function in a way that a true zombie fan would be proud of. The infection system has been written, oh yes, and barricading is just about done too.
Of course there are some very ambitious things that we thought of and were suggested way back in the day that (at least right now) will not be there. So things such as driveable vehicles and invisible cyber-zombies ( ) will not be in the first set up builds.
So head on over there now and read the rest of the interview and support a great website. I'm sure that this will answer a few burning questions that some of your had.

Click Here for the Interview:
www.interlopers.net
Oh, and stay tuned for some other cool things this month....
Click Here for the Interview:
www.interlopers.net
Here is a little snippet from the interview:
Can you update us on the current production situation of the mod? Are you managing to implement all the features you planned to?
Honestly, we are on the most straightforward streak of progress that we have ever had in our four years of development. Our developer builds of the game are being updated with new content and everything is really coming together. We’re certainly making sure that we have all of our code done and ready before we implement the simple things such as weapons or sounds. A mistake that most mods make (and a mistake that we have made in the past) is that they get simple things such as weapons and hand models in game, but that’s it. There is no code that really is the foundation of the game itself.
As far as our features go, I think that we’re making surprising progress in there. I say surprising because there are things being implemented that we never thought were possible. We’ve already implemented our first gameplay mode; Survival into our build. Our zombie AI has been perfected to function in a way that a true zombie fan would be proud of. The infection system has been written, oh yes, and barricading is just about done too.
Of course there are some very ambitious things that we thought of and were suggested way back in the day that (at least right now) will not be there. So things such as driveable vehicles and invisible cyber-zombies ( ) will not be in the first set up builds.
So head on over there now and read the rest of the interview and support a great website. I'm sure that this will answer a few burning questions that some of your had.

Click Here for the Interview:
www.interlopers.net
Oh, and stay tuned for some other cool things this month....
posted by: 3pidemiC
Santa's Been Bitten!

Ho! Ho! Ho!
We're back in action! That's right, The No More Room In Hell team is moving full steam ahead with progress of the mod. Our staff has been putting many hours into the content that is now filling up our builds. At this current moment we have caught up to, and then passed the progress of the "old builds" of our mod that were revealed over a year ago to everyone. Sound confusing? Here's a quick and simple explanation:
After revealing the in-game screenshots from our "old builds" over a year ago, the team went through some hard times. FTP hijacking, hard drive crashes, and team members leaving forced the progress of the mod into a recession. All of that changed once we found new dedicated staff members. Our old code was completely redone to make it much more efficient and stable. This means that we had to take our game code and build it from the ground up (again). Once that was complete, we began to add our content back into the new builds. Now we have stable developer builds being released on a weekly basis that are featuring more and more content, and of course new items are being made and implemented as well! We are confident enough at this point to release some new media as well as bits of news to you guys. But first...
Why not take a second to vote for us as the BEST unreleased mod on ModDb? CLICK HERE TO VOTE! (Scroll down and click the + next to Half-Life 2)
Now! Let's get started...
The Coding Department:
Pongles, our lead programmer, has put a huge amount of time into redesigning our mod's code to ensure to our game will be stable, unique, and comparable to professionally-developed online gaming experiences. Here is a rundown on what he has done thus far in our current developer builds:
- New Zombie AI (many features are inspired by the renowned Zombie Survival Guide)
- New Weapon System with Penetration
- Extensible Gameplay System
- A system that ensures any map is fully infested with Zombies with their numbers affected by such factors as the number of players and their ability
The Mapping Department:
click the images to enlarge them
A wonderful new mapper by the name of 2d-Chris has joined the NMRiH ranks. Some of you may know his work from the Insurgency modification. Well, he has brought his hard work ethic and motivation to our team and has been putting long hours into his map; nmrih_citylife. This is actually a redesigned map previously created by former staff member, Dark. We'll let the screenshots do the talking, but as you can see, Chris has made this map his own:
nmrih_citylife
Malfuncti0n continues his work on his industrial-style map, nmrih_auger:
nmrih_auger
Slimz has made a lot of progress on his abandoned resort map, nmrih_cabinfever:
nmrih_cabinfever
Generalvivi has been hard at work as well, switching back and forth between his two maps, nmrih_stranded and nmrih_hardshoulder:
nmrih_stranded
nmrih_hardshoulder
The Modeling Department:
click the images to enlarge them
Neo God has been cranking out a variety of stellar models which include a Cut-off Saw, Chainsaw, Spade, Beer Bottles, Zombie, and a Gas Can:
Slip777 provides us with a nice n' new shiny shank:
"KM2000" Knife
Wallpaper:
It's the holidays, right? Well here a couple special wallpapers from the NMRiH Team:
1024 x 768
1280 x 1024
1024 x 768
1280 x 1024

The No More Room in Hell Team is always looking for new blood. While most of our positions are currently filled, we are still looking for people in the following areas:
- Character Animator(s)
- Character animators are needed immediately as we need our current animator to focus on other aspects of development.
- Strong work ethic and previous mod experience is a plus.
- Must be able to work quickly and efficiently as well as be an active member of our team. - Prop Modeler(s)
- Must be able to model and skin prop models for our maps.
- Being able to compile models is a plus.
- Strong work ethic and previous mod experience is a plus.
- Must be able to work quickly and efficiently as well as be an active member of our team. - Character Modeler(s)
- Must be able to model and skin character and zombie models.
- Being able to compile models is a plus.
- Being able to rig models is a plus.
- Strong work ethic and previous mod experience is a plus.
- Must be able to work quickly and efficiently as well as be an active member of our team.
Remember, you must include samples of your work or we will not process your application. If you think that you would be a valuable asset to our team and do not see an open position, apply anyways. We’re always looking for talented people who want to be part of a dedicated and professional mod team. Don’t forget, mod experience is an excellent way to break into the gaming industry.
You can submit your applications HERE!
posted by: 3pidemiC
Welcome to the New Forums!
Hello everyone!
As you can tell, we have completely revamped our forums. We have purchased a license from Invision Powerboards and have transferred over as much content from our old forums as we could. Here are some things that did not transfer:
* Passwords for user accounts. You must use the "Forgot password' link to reset yours. If you want to change your password after it has been reset from random characters to a custom one of your choice go to "My Controls" and then "Change Password". If you are still having problems, please PM an admin.
* The "Privileged Members", "VIP", and "Global Moderator" user accounts from our old forums. If you were a part of those groups, please remake your account and PM an admin to have your post count and join date corrected.
* The old threads. Not too worry, you will still be able to view them here: (Waiting for forums to be shut down and link to be given to me).
We apologize for any inconvenience.
Now let me thank all of those who made these new forums possible. Anyone that had generously donated their money to help fund these will be recognized and awarded in the future. We will create special rank icons and other things to show our appreciation.
NEW FEATURES:
Now, as these are brand new forums, there are many new features that we want to make your aware of:
Post Reporting:
If a member has made a post that you do not think is acceptable and your would like the moderators to look at or take action against, please click the "Report" bottom located in the bottom left portion of the said post. All reported posts will be sent to the moderators and they will take it from there.
View New Posts:
This is generally a feature that is present on almost all forums out there. But not on our old one! Just click the "View New Posts" link located near the top left of your page to display all of the posts since your previous visit. This is an extremely useful feature that many people seem to miss.
100 Post Exclusive Forum:
Many veterans will remember this one. It is an area of the forum that is available only to members that have been around long enough to have 100 posts. In this area, you will be shown exclusive media not available to the public from the staff. Please note that the moderators will watch for spammers so please do not post spam in order to get your post count up! It will be deleted!
Personal Photos:
Within your profile settings, you may upload a personal photo for your profile that will be seen when others view your profile information.
Standard Features:
Anyone that had used our old forums knows that we were missing many standard forums features. Well, now they are here. Please take the time to search around and discover all of the things you can do!
SUGGESTIONS:
If any of you have any ideas on how we can improve these forums, please let us know! We realize that there are a ton of different plugins, mods, and other things to implement so let us know if you want one!
Please take the time to look around and start posting! Let's make these new forums great!
Please keep in mind that this forums look and features will be changing over the next couple of weeks to customize it more to our mod!
As you can tell, we have completely revamped our forums. We have purchased a license from Invision Powerboards and have transferred over as much content from our old forums as we could. Here are some things that did not transfer:
* Passwords for user accounts. You must use the "Forgot password' link to reset yours. If you want to change your password after it has been reset from random characters to a custom one of your choice go to "My Controls" and then "Change Password". If you are still having problems, please PM an admin.
* The "Privileged Members", "VIP", and "Global Moderator" user accounts from our old forums. If you were a part of those groups, please remake your account and PM an admin to have your post count and join date corrected.
* The old threads. Not too worry, you will still be able to view them here: (Waiting for forums to be shut down and link to be given to me).
We apologize for any inconvenience.
Now let me thank all of those who made these new forums possible. Anyone that had generously donated their money to help fund these will be recognized and awarded in the future. We will create special rank icons and other things to show our appreciation.
NEW FEATURES:
Now, as these are brand new forums, there are many new features that we want to make your aware of:
Post Reporting:
If a member has made a post that you do not think is acceptable and your would like the moderators to look at or take action against, please click the "Report" bottom located in the bottom left portion of the said post. All reported posts will be sent to the moderators and they will take it from there.
View New Posts:
This is generally a feature that is present on almost all forums out there. But not on our old one! Just click the "View New Posts" link located near the top left of your page to display all of the posts since your previous visit. This is an extremely useful feature that many people seem to miss.
100 Post Exclusive Forum:
Many veterans will remember this one. It is an area of the forum that is available only to members that have been around long enough to have 100 posts. In this area, you will be shown exclusive media not available to the public from the staff. Please note that the moderators will watch for spammers so please do not post spam in order to get your post count up! It will be deleted!
Personal Photos:
Within your profile settings, you may upload a personal photo for your profile that will be seen when others view your profile information.
Standard Features:
Anyone that had used our old forums knows that we were missing many standard forums features. Well, now they are here. Please take the time to search around and discover all of the things you can do!
SUGGESTIONS:
If any of you have any ideas on how we can improve these forums, please let us know! We realize that there are a ton of different plugins, mods, and other things to implement so let us know if you want one!
Please take the time to look around and start posting! Let's make these new forums great!
Please keep in mind that this forums look and features will be changing over the next couple of weeks to customize it more to our mod!
posted by: 3pidemiC

