No More Room in Hell

No More Room in Hell

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Dimension Time
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400.532 MB
16 maj, 2021 @ 20:01
26 jun @ 23:32
9 ändringsnotiser ( visa )

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Dimension Time

Beskrivning
===================================================
Following the spacial dimensions, temporal dimension starts to implode.
Escape from the dimensional hazards and seek for a way out. The end is beyond the horizon.
===================================================

Let's get this out of the way:
nmo_dimension_time VS nmo_dimension, what's the difference?
- nmo_dimension: Survival map formatted as objective; Play zone expands as you progress.
- nmo_dimension_time: Objective/Adventure map; Venture, parkour, puzzle and gimmicks etc.

Now, moving on with nmo_dimension_time.

Highlights:
- 4 distinct types of custom enemy npcs, 3 encounters per game;
- 5 distinct bosses; 4 encounters per game;
- 5 distinct puzzles;
- Train survival sequence;
- 4 special zombie variants;
- 2 objective route variants;

Map Hints:
- Weapons, ammunition & medical kits are supplied through wall buy, which require "points";
- Earn "points" by killing zombies/misc enemies (yellow zombies rewards nothing);
- Buy an item by pressing E on wall painted with the respective icon, standing near it will display its price on screen;
- Point amount is initially capped at 15, can up through point-cap upgrade;
- Completion-time estimate: ~80 minutes average; ~50 minutes speedrun;

Cvar:
sv_dimtime_use_legacy_boss_hp_overlay: Set to 1 if you are willing to keep the original boss hp overlay, otherwise map uses the new progress bar as hp indicator.

Background:
This map has been in the making on and off for 4-5 years and was supposed to be an expansion of nmo_dimension. However considering its objective nature unlike nmo_dimension, I decided to cut out the extended parts from nmo_dimension and turn the extended parts into a standalone objective map.

Constrainted by engine limit and map size, the map simply could not be like other NMRiH maps and have ammo & guns all over the map. The amount of ammo needed for boss fights & misc enemies will demand much more than occasional ammo pickups. Therefore the map utilizes locational buy-stations to supply ammunition, guns, melees and upgrades that require points that players earn along the way. While buy station supplies infinitely, it requires points, which come by in finite amount. Rationing will be necessary when there are more players to split earnings among the team.

Server Requirements:
- 8 players max. Additional player spawned in will not be able to use point system or camera. 9th player compatible since _b4_fixed.
- Respawn nearby DISABLED for any cvar or plugins. Player spawned in via these mechanics will not be able to use point system or camera.

Known Multiplayer Bugs:
- CUtlRBTree overflow (crash error) ( Its likelihood is reduced since _b2, but please do report if it occurs). Potential cause being that the source engine’s stringtable failed to cleanup causing memory leak (Don’t worry memory leak wont affect your PC, it only crashes the game);
- Checkpoint teleportation misses out players; Caused by map failing to preserve name uniqueness. Since _b2, fail-safe teleport triggers have been placed for missed-out players so they can walk through saferoom's door. Or you can try rejoin. For server admin, make sure to disable respawn and adhere to the map's spawning system.
- Camera freezes and would not recover; Cause unknown. Try left clicking a few more times to see if it recovers (Can't replicate).
- Camera cannot zoom in/out (Can't replicate);
- Red room keyhole icon do not show (Can't replicate);
- Red room hidden door icon does not show but can still open via camera (Can't replicate);
- Non-interactable wallbuy at certain locations. Wallbuy button spawns at a wrong place, so there is just the overlay, (Can't replicate);
- Kids objective where kid access location that is out of player’s reach (Can't replicate);
- Train crash on fade (Fixed since _b4);
- One of the running trains in subway section stop spawning. (Can't replicate)
- Random crash (Fixed since _b4, report so if occurs again).

Asset Credits:
Cry Of Fear
Nightmare House 2
NMRiH
Dead Space
Alien Swarm

Much thanks for the feedbacks from some great mappers, testers and bug reporters:
xkarma123x
Porkchops4lunch
Kevin
Chomps
@-Molotov-@
tGA MarijuanaMan
Y#shieon
melo3o
無心くん
Sebython
ParkourDeath
Heres Negan
ʯɭreϯϟ*
Dysphie
rtxA
Durkhaz
sgt_sas1905

Cheers!
127 kommentarer
☣HЕADSHOT-CATCHER☣ 7 sep @ 10:39 
карта и возможности супер, "героическая смерть" от падения в вентиляции разочаровала(, и отсутствие контрольных точек. Ребята тестируйте карту для прохождения в соло пожалуйста.
Merzarime  [skapare] 26 aug @ 19:57 
@Fluffy The Umbreon Thanks! Glad you enjoyed.
Spicy Vulpix 26 aug @ 13:06 
Alright. I see. This map was still fun BTW. Good job making it. :steamthumbsup:
Merzarime  [skapare] 26 aug @ 9:00 
@Fluffy The Umbreon , The tech was not an issue and in fact porting/adapting cof enemies was really fun. It's just that I'd like to try something new with now-added vscript, which allows for more advanced custom enemies.
Spicy Vulpix 25 aug @ 13:33 
It's quite interesting that you and your team actually managed to put in cry of fear enemies in a NMRIH map. I'm assuming it took alot of coding and fixing for them to work properly, which is understandable that you might not use them again, since NMRIH is a zombie survival game. Again, I'm not mad. This was one of the few objective maps I've played where there were actual custom enemies that came from other games, and it wasn't about killing zombies most of the time.
Merzarime  [skapare] 25 aug @ 1:24 
@Fluffy The Umbreon , if by "custom enemies" you mean exactly the cry-of-fear-alike enemies, probably not. Though I am making a map with others that's more in line with nmrih style and has custom enemies if that's what you are asking.
Spicy Vulpix 24 aug @ 20:16 
I wonder if you'll ever make NMRIH maps with custom enemies like this. If not then it's okay.
Merzarime  [skapare] 26 jun @ 23:39 
@sgt_sas1905 Can confirm the bug. It's due to a script binding not working as intended, and has to be swapped out with an alternative. This binding problem results in zombies death event not being triggered which is responsible for reward logic. Fixed and map is updated to _b5.
sgt_sas1905 26 jun @ 7:33 
@merzarime more testing done bosses still gives points just zombies no longer give points anymore
sgt_sas1905 26 jun @ 7:23 
@Merzarime did some more tests looks like the points won appear no matter what