We are currently updating the articles for 1.09.0. Translated articles will need to be updated by their respective authors.
Mapping
This is the jump page for mapping NMRiH. Here you can find various guides and helpful topics regarding mapping and level design.
Table of Contents
Level Design Concepts/Technicals | NMRiH Specific Entities | Gamemode Related |
Visibility | Zombie Spawning | Survival Gamemode Setup |
Player Spawning | Objectives Gamemode Setup | |
Extraction | ||
Barricades | ||
Item Spawning |
Level Design Concepts/Technicals
Visability
Jump to the article: Visability
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NMRiH Specific Entities
Zombie Spawning
Jump to the article: Zombie Spawning Setup
You need to complete this section of spawn brush setup for both Objective and Survival game modes. A requirement for the spawn system is to have a overlord_zombie_helper entity within the map.
Player Spawning
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No More Room in Hell uses the info_player_nmrih entity as the player spawn point.
Gamemode Related
Survival Gamemode Setup
Jump to the article: Survival Setup
Introduced in patch 1.03, Survival is a wave-based game mode where the survivors try to hold out against waves of the zombie horde while defending up to six separate "safe zones". Survival maps use the NMS_ prefix.
Objectives Gamemode Setup
Jump to the article: Objectives Gamemode Setup
No More Room in Hell uses a slightly unique system for having objective gameplay in its maps. The system may seem a little complex at first but is quite flexible.
Extraction
Jump to the article: Extraction Setup
At each of your chosen extraction points, place a nmrih_extract_point entity.
Barricades
Jump to the article: Barricading Setup
No More Room in Hell uses an external system for barricade points. However, the process for this is quite simple. In order for your map to use barricading, you need to place nmrih_barricade_point entities
Item Spawning
Jump to the article: Item Spawning Setup
No More Room in Hell has a customized system of spawning items, weapons, and ammo. There are two ways of spawning items: directly (via classname), and randomly.