For No More Room in Hell, Scary is ‘When Things Go Wrong’

And it’s that strength, Kazan said, that might carry the team further in the future. Right now, Meade said, there may be as many as three more patches in the works for No More Room in Hell. Patch 1.05 is nearly complete, and the team has ideas for Patch 1.06 as well. But even when No More Room in Hell is finished, the team doesn’t intend to stop supporting it; nor will they ever charge for it, Kazan said.

But creating a studio might be a possibility in the future, given how well the group works together, he said. And there are other ideas they might want to try in the future as well.

“We do have ideas that aren’t NMRiH that we would like to explore, even on different engines like Unity, UDK, Crytek, there’s a lot of different avenues we’d like to go,” said Kazan. “Source is old, it shows its age, and it’s pretty limited in a lot of regards. Sometimes we think about how it’d be really cool to do NMRiH 2 on UDK or something, and we could make it even bigger or better. But that’s a ways down the line, and we’ve been working on a zombie game for so long that if we start a new project, we’re willing to try something different.”

Despite having worked on NMRiH for years, as McAhren said, working on the game is a means of personal development. He uses it as an opportunity to learn and make himself a better developer, he says.

For gamers who might hope to make titles or mods of their own, the team suggests that the best way to learn is by doing.

“Mapping is where I got started,” McAhren said. “I was mapping for the first Counter-Strike engine, and I had so much fun making these maps because it was partial scripting, you learned a little about modeling and how everything connected, and it’s all in one place.”

The best advice for people starting out, Kazan said, was to figure out what they’re roles are. Some people are artists; others are programmers; and others are best suited to jobs anywhere in between. Learning something about multiple roles is part of what has made the NMRiH team successful in working together, Kazan said. But really, it comes down to just messing around and trying things.

“Some people are artistic and they don’t even know. They can go their whole lives and not even realize — they could have been the greatest painter ever,” Kazan said. “So it’s important to pick up something like [the Unreal Development Kit]. Try level design. Download 3D Studio Max. Get the trial from the Internet and try to model. Get Photoshop and try making textures or something. You just gotta try it out, and you know what, I hit a wall when I was programming, when I tried to do Direct X, and I was like, ‘Okay, I’m not a programmer, I can’t do this.’ But with modeling, I’ve been doing it forever now and I love it. People need to find their niche, and once you find your niche, you just gotta hone it and practice. Even when you don’t want to and you think that you suck and you’re like, I’d rather go play video games. I wanna go outside and go hang out with my friends or I wanna go watch a movie. Sometimes you just gotta say, no, I gotta force myself to sit here and I gotta force myself to do this.”

No More Room in Hell is available for download here. It’s also currently on Valve’s Steam Greenlight channel; you can vote for it to become a Steam game here.


Ross Lincoln contributed to this report. Follow Phil, Ross and Game Front on Twitter: @philhornshaw, @rossalincoln and @gamefrontcom.

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2 Comments on For No More Room in Hell, Scary is ‘When Things Go Wrong’

Michael

On September 6, 2012 at 11:24 am

smh.
Another FPS. Why I am not surprised.

BittKidd

On November 26, 2012 at 11:57 am

The problem about this mod is that it is way too ambicious. It is not a well-round first person shooter, nor a proper zombie survival game. The game is not hard because of its difficulty – there’s almost zero strategy, just bash zombies and rush through the map. The game is hard because its lack of explanation, and gaming consistency. The mission maps are pure trial and error.

The weapons damage aren’t constant (sometimes, you’ll kill a zombie with a single shot / melee hit, another times you’ll take half a dozen.) The melee range is also very annoying. In order to hit a zombie with an axe, for example, you almost have to HUG him. And this hit may not kill him, which may lead to a “bite” and infection – countdown to death.

So, the mobs aren’t that powerful, there’s no strategy, and the whole difficulty basically lies on handicaping the player. Too bad.