View Full Version : No More Room In Hell (Half-Life 2 Modification)

04 April 2005, 12:05 AM

(No More Room in Hell: A Half-Life 2 Co-operative ďZombieficationĒ)


Two weeks. Two weeks ago everything was okay; two weeks ago the world was working, going about their business, making their millions and losing their billions. But that was two weeks ago. Now all hell has broken loose. The world has ended, god has brought hath brought his fury down upon us. We donít know what they are; we donít know where theyíve come from. The only thing I know is no matter who it is, no matter the race, ethnicity, or what country or continent the person is from, they donít stay down when they die. They come back, and they donít go back down until you crush their skulls in. Iíve seen men unload an entire clip of a pistol into one of these things, and it kept moving forward. Iíve seen men ripped apart by the assailants, the dead eating the living. Some have said itís a ďzombieĒ apocalypse, but I donít believe that Hollywood bullshit. No this is something bigger, our punishment for our ways. But no matter what I think, Iíve got a shotgun and a barricaded house, and Iím ready for whatever these ďzombiesĒ can bring. The newspapers said it was a freak accident in some nuclear power plant, but thereís no way that couldíve caused all of this. Iíve written a few excerpts over the next couple pages. Interesting read at least.

Freak Accident Leaves Thousands Dead

March 5th, 2006

Yesterday, a Nuclear Power Plant in Oklahoma suddenly went critical to the point of the largest meltdown in history. Specialists will not comment on the cause or any side effects this may have on the economy of the state, but sources have said that it could very well cause an area 40 miles in diameter around the plant to be uninhabitable for at least a few decades.

I believed that. I really did. Boy was I a fool. It was anything but, the death toll surged as some sort of unknown force spread out from the area. Everything was destroyed in the armies bombing of the area. Then again, we donít even know if it started there, or in the United States at all. Within the first week it had spread all around the world. Now this week, everything seems to be gone. Hereís another.

Side Effects Of Plant Meltdown Larger Than First Estimated

March 7th, 2006

The plant explosion three days ago has been severely underestimated. The death toll has now reached over six-hundred thousand and seems to be growing exponentially. The president would not comment on the problem, and the White House has now gone into a complete lockdown. We can only speculate what this means, but it cannot be a good sign of the welfare of our nation.

Six-Hundred Thousand dead in fewer than three days. Thatís more than any war the United States has ever been involved in. It didnít seem right, any of it. The people knew as well. Riots broke out in Washington and all over the rest of the United States. We were too blind with our own problems to notice the other numbers, the ones on the internet. Seven-Million dead in Europe, Asia, Africa, South America, and Australia. It wasnít just us, it was never just us. This was a world wide catastrophe, and by the time the media knew, it was already too late.

The Dead Walk!!!

March 14th, 2006

The article is a hurried spray of typos and rants. Pleas for the people to stay inside, to not worry. It was too damn late, and the media knew it. The last newspaper to go out was the worst one Iíve ever seen printed. That was the last article. The last transmission from the rest of the world. Itís been six days, just over two weeks since it all began. Penís dying, if anyone finds this Iím already dead.

---------------------------------------The Game--------------------------------------

No More Room in Hell is a Co-operative Survival Horror mod for the Half-Life 2 Source Engine. Currently developed by a group of modders strictly out to have fun and create the best survival horror mod ever created. We have high ambitions, and even higher goals.

A realistic feel combined with a horrifying experience will be brought to the genre which has been undeniably conquered by the Resident Evil series for so long. This mod will require an unprecedented amount of teamwork and an emphasis on cooperation among you and your teammates to survive. We are hoping to immerse you in a new approach to the coop style with the help of Valve's Source (ô technology.

The mod will pit you and your friends against an unending horde of zombies bent on your destruction and boasts advanced technological features such as: Fully dismemberable bodies with ragdoll physics, an injury based damage system, the ability to barricade windows and doors with map debris or wood boards and highly dynamic environments and zombie behavior through a selective spawning system.

Game types include Ė

Extermination: In extermination game mode, the players must kill as many zombies in a certain map before the time runs out. Once a zombie has been killed they must bring the corpse to their teamís bon fire and incinerate it in order to gain points for their team.

Checkpoint: In Checkpoint game mode, players must make their way to checkpoints within a map until they have made their way to all of the checkpoints. If a player dies before he reaches a check point, they must wait till their friends have reached it before they can respawn.

Barricade: In Barricade game mode, players must try to defend a certain area for a certain amount of time from a very large horde of the undead. Moveable furniture and other objects will help keep the area safe, as well as the ability to board up doors and windows.

Any other questions can be direct to our forums at (, or to this thread.

---------------------------------------The Team--------------------------------------

Coleman 'Cs42886' Sweeney
Position: Project Manager

Position: Concept Artist

Nick 'InZaneFlea' Eichenberg
Position: Level Designer

Position: Level Designer

Position: Level Designer

Rich 'Beckett' Douglas
Position: Music Composer

Position: Programmer

Position: Programmer

Position: 2d Level Design / PR / Website

We still have a few modelers and texturers in limbo, a few of them actually serving the US in Iraq.


Below are a bunch of screenshots of our progress so far.

Concept Art Ė

Models Ė

Levels -


Modelling - Previous experience required. Please send either pictures or links of your previous work. Player modellers must be able to model a realistic human body effectively, and very detailed. Also, player modellers will be expected to be able to model a zombie model as well, so knowledge of anatomy and the sort could only be a plus. You could always research it as well. Weapon modellers must be able to take a picture, and create a 3d model from that almost perfectly. We'll be using real life weapons in the mod, so we need them to look as real as possible. Prop modellers must be able to bring a real life object to life inside the Source engine. Anything and everything we need. Whether it's a toaster, or some sort of grand fountain of bloody doomô, you'll need to be able to do it.

Skinning - Previous experience required. Please send either pictures or links of your previous work. Weapon skinners must be able to bring across a gritty, dirty feel to weapons, but not overdo it. These weapons have been through a lot. This is of course not only limited to scratches on the metal surfaces. Player Skinners must be able to accurately skin clothing, and the ideas of ripped clothing and blood.

Texturing - Previous experience required. Please send either pictures or links of your previous work. Texture Artists must be able to create life-like textures for use within the levels of NMRIH. Also, knowledge of coding those textures for normal mapping and the sort is a definite plus.

Animating - Previous experience required. Please send either pictures or links of your previous work. Animators must be able to create smooth animations for both humans and the undead. Also, the ability to animate weapons is also of course needed. Complex animations such as a zombie grabbing hold of a character, and/or the character fighting back against that zombie trying to keep his flesh to himself, are just an example.

If you would like to join, please send information including your name, age, e-mail address, AIM/MSN/Yahoo ID, Previous Experience, any photos you may have, and why we should choose you over contestant B. Send these to thedayzofdarknes(at)sbcglobal(dot)com.

OR, Post on this forum, or ours at (!

Have a good dayÖWhile they last!

(Editing...Pictures went dead.)

04 April 2005, 07:02 PM
---Updated Jobs---

04 April 2005, 06:58 PM
Wow, I can't believe people aren't jumping at the opportunity to join NMRiH... :(


04 April 2005, 08:01 PM
It's okay, it'll take a while for people to really notice us. Once we get the map shots up, I think we'll be able to pull some people in.

Alex Drake
04 April 2005, 10:49 PM
Thats how it is with most mod projects. AFF is in similar straits, except we're a bit more than a mod (more of a collaborative writing/art project with mod extensions). Fear not, as long as people bump our threads, the hope will never die. :)

04 April 2005, 11:34 PM
But but...We have cool concept art! :P

Alex Drake
04 April 2005, 12:38 AM
So do we. :)

I cry myself to sleep at night, that helps a bit.

04 April 2005, 01:05 AM
Good idea...I think I'll start now...

04 April 2005, 12:47 PM
I wish you good luck. There are a lot of zombie mods, but this one lookes nicest ;) .

04 April 2005, 08:52 PM

Thought for a second someone was offering help...I was so excited! :P

Alex Drake
04 April 2005, 09:16 PM
Be patient grasshopper...

04 April 2005, 03:17 AM
3 New Map SCreenshots for your viewing pleasure! If that's not exciting enough to get you to join, I don't know what is!

04 April 2005, 03:58 AM
We just got a new modeller! (Yipee) Not from this board, but thought I'd give an update. Anyhow, we're still looking for ALL positions!

05 May 2005, 03:38 AM
I believe I have the right to bump this now.

05 May 2005, 05:33 AM
The levels are great! but whats that white textures? Are you moding for css or hl2? do'nt forget to noclip all the unseen sides of brushes. and how would the 3d skybox look like? it looks like there are only oging to be indoor maps. it would be great if you made your own prop_static models to put inside the 3d skybox, i'd suggest own buildings (models,not brushes with textures on them). and if your gonna make a singelplayer, i really suggest that when you enter a a small place, somesome would go to you. ®
You do that by making a brush(box) and you tied the entity func_trigger. you inbound that 5-6 zombies spawms around you, and that they all are going at your way, notattacking you.

I suggest that you do very freaky zombie models , if you could, make it around 8000 polys, but i would suggest that they are some kkind of boss, if they had an very freaky animation. lol. that would scare the poop out of me.
the mod is looking good ;).

and could'nt you try to code so like
//when enemy hp gets 0 , then it dies and drops the ammo

good luck

05 May 2005, 07:33 AM
Is there a specific reason you choose the SOurce engine to do the MOD? It's seems that the Doom 3 engine is better suited for this project due to it's superior lighting engine...

05 May 2005, 01:43 PM
doom3's engine is to dark. I would love to see zombies on daylight. If your only going to have indors, yes, doom3 is a good engine. if your going to have outside places, with light or dark.then i suggest that, in css: if its to dark, the nails becomes white.

i've mod for doom3, but it's ragdol are'nt "that good", the npc. but the boney can get changed for the ragdol, i guess.

though, i suggest source,though there are more poeple in source wich mod then doom3, the doom3 moding people hang out at , but hl2 moders got more siets. though, i love the texture bumping. man i loved the doom3 engine.

so use source, it is "better" from my 9 months experience.

doom3 is geting old too :(...

ps: doom3 does'nt have a "super" lightning, it is the texture wich has light-bumping.

05 May 2005, 08:05 PM
We chose the Source engine simply because, unlike Doom 3, it gives us the ability to do amazing things with physics, and well, simply enough, a lot more people play Half-Life 2. Plus personally, I love the Source engine, and I hate how the Doom 3 engine is set up design wise.

05 May 2005, 01:42 PM
imo the doom3 engine is EXCELent for moding. maybe better then halflife2?but people does'nt seem like to admit that because "everyone thinkssource is the best,then i also have to thiink so and say that doom3 is worser, huhu"

how is it going with the mod??

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