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No More Room In Hell

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Work In Progress

This article is still under construction. It may contain factual errors. See Talk:No More Room In Hell for current discussions. Content is subject to change.

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No More Room in Hell (2013)

No More Room In Hell is a mod for the Source engine, added to Steam on October 31, 2013 via the Greenlight system. The game is a "realistic" depiction of a zombie apocalypse, with up to eight players banding together to survive. Players have a limited, though recharging amount of stamina that is used up by sprinting, jumping, or using melee attacks. Players who are at low health will have less stamina and increasingly dull vision; Players near death will see in monochrome. Zombies can bite the players, which has a chance of fatally infecting them. Infection can be temporarily stopped by pills, but can only be ended by the rare Gene Therapy that usually only spawns in supply drops in Survival mode. Infected players will start to gradually see in blurrier vision until they die and rise again as a zombie.

Weapons are all treated realistically: ammo is not universal and different weapons use different chamberings, closed-bolt weapons correctly track the chambered round, have different reloads for when empty, and empty shotguns require chamberloading. HUD is minimalistic, with no crosshairs, temporary ammo counters, and diegetic health indicators as described above. At any time, players can hold the reload key to do a check on their current magazine, showing the ammo counter for the duration of the animation and having the player character audibly report their ammo status. In the event it has 15 rounds or less, the player will verbally state how much is in it (e.g., examining a shotgun with three shells would have them state something like "Three shots left"). If it has 16 or more, they will merely mention something like "Got a full mag" or "Gun's half-full." Reloading will also often have the player characters state how many magazines worth of ammo they have left. Weapons and other items also have weight, and players can only carry so much. Unlike most games, ammunition itself will weigh on players, forcing them to only keep how much they think they need for their current weapons. All weapons and ammo boxes have real markings on them, such as using boxes of Remington shotgun shells.

More morbidly, the game features a "commit suicide" key for all firearms. Pressing the key will have the player character point the muzzle at their own heads, and pressing fire key at that point will cause the player character to kill themselves. The key serves as a dramatic way for infected survivors to self-terminate and prevent their bodies from reanimating (the game uses classic Romero zombie rules, thus destroying the brain kills the zombie permanently). The game also features a number of added modes, which vary on overall difficulty as well as editing weapon damages, with some like realism making it so every firearm is a one shot kill to the head. All the damages referenced below are on standard "Classic" difficulty with realism turned off.

The following weapons appear in the video game No More Room In Hell:

Handguns

Beretta 92FS

The Beretta 92FS appears as the "M92FS" and can commonly be found in starting areas. Holds 15+1 rounds and comes with a tritium insert rear sight and a normal front sight.

The 92FS and Glock are the only handguns chambered in 9mm in the game, and while don't have the 1 shot to kill power of the M1911, still kill within 2-3 shots to the head, so aren't too useless.

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Beretta 92FS - 9x19mm
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Safe in their home, a survivor wields his "M92FS".
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Deciding to check their weapon, the survivor does an ammo check and peers at the magazine.
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A locked back slide denotes their gun is empty, and the survivor reloads.

Colt M1911A1

The Colt M1911A1 appears as the "Colt M1911" with a black finish and has a higher power than the 92FS, though it and its ammunition are much harder to find. It can be rarely found in starting rooms and holds 7+1 rounds. The M1911A1 is supposedly based on a Colt Gold Cup National Match (as described in some developer renders), though it lacks some of the features of the National Match.

As said, the M1911's .45ACP round make it a more potent sidearm, with it always taking 1-2 shots to drop the average zombie. The only problem with the M1911 is the rather small magazine size of 8 and the hard to find .45ACP round, though any MAC-10 usually has a decent amount loaded.

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Colt M1911A1 - .45 ACP
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Colt Gold Cup National Match (Mark IV, Series 70) - .45 ACP
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Colt MK IV Series 80 Combat Elite - .45 ACP
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A survivor and their M1911 stare at the trance-inducing wallpaper.
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Doing an ammo check on the M1911 reveals both a fully loaded magazine and trigger discipline from the survivor.
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Reloading the M1911 is standard, magazine's swapped and slide released.
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Aiming down the sights of the M1911.

Glock 17 Gen 4

A Generation 4 Glock 17 appears simply as the "Glock 17" and is much harder to find than the 92FS, and appears with a tan frame and holds 17+1 rounds.

The Glock 17 is another solid choice, with 2 extra rounds and full night sights in comparison with the 92FS. Which you choose is entirely dependent on which weapon you like more.

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Glock 17 OD Green - 9x19mm
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A survivor studies a impromptu firing range in his home.
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They decide to do a ammo check, and stare at the magazine and find an American Eagle FMJ staring back.
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Having said goodbye to their copper-coated friend, the survivor reloads their Glock 17.

Smith & Wesson 686

The Smith & Wesson Model 686 appears as the "S&W 686" and is an uncommon weapon, though much more common than the M1911 and Glock. It has much higher power than the other pistols, but only holds 6 rounds. When using ironsights, the weapon is used as a single-action revolver. Notably, attempting to fire the revolver when empty will result in the cylinder spinning forward rather than doing nothing as in most games.

The 686 is a rather fun weapon, using the .357 Magnum round makes it one of the game's more powerful weapons, easily dropping both normal and National Guard zombies in 1-2 shots. While the rate of fire is slow and reload annoying, combining this with the Winchester allow you to be the zombie killing gunslinger you always wanted to be. Just make sure you keep the .357 in good supply.

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The S&W Model 686 with 4" barrel - .357 Magnum
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A survivor gets a feel for his Model 686 before going outside.
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An stranded survivor peers at the cylinder of his Model 686 while hiding in an attic.
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Before trying to unstrand himself, the survivor fires his revolver to find it just spins onto a spent casing.
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Having realized his mistake, he gives his 686 a fresh batch of .357 Magnum.

Ruger Mk III

The Ruger Mk III appears with a two-tone finish, a fiber-optic front sight, and a correct 10+1 capacity. It is less common than the 92FS, and has similar power against zombies.

The Ruger sits in a weird seat in NMRIH's sidearm list. It lacks the power of all the other handguns, usually taking 2-3 shots to drop your common zombie, but since the .22LR round is the lightest in the game, you can carry a large amount of .22LR in comparison to .45 ACP or 9mm.

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Ruger Mk III pistol - .22LR
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A survivor looks at his new-found Ruger.
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Being smart, he checks its magazine, and finds a .22LR round sitting comfortably in the feed lips.
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He then reloads it, swapping out the magazine and hitting the bolt release.

Orion Flare Gun

The Orion Flare Gun appears simply as the "Flare Gun". If fired into the sky on a Survival map, it will summon a military helicopter to drop supplies (this is not abusable as the helicopter will not drop more supplies until every single item from its previous drop has been used). Using the flare gun against Zombies can often kill several in a tightly packed group over a period of time however it will create flaming runners for all those that get too close.

As said, the Flare Gun's main use is for calling in supply drops and not much else. While yes it can catch zombies on fire, said zombies become runners and unless you're above them, they will most likely be coming for you next. And flares themselves are hard to find, so just save the Flare Gun for supplies.

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Orion Flare Gun - 12 Gauge
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The survivor wields his flare gun while hiding in an attic.
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The survivor reloads the Flare Gun, as he watches the flare go off in close quarters.

Sub-machine Guns

Heckler & Koch MP5A2

The Heckler & Koch MP5A2 appears as the "MP5A3" with a Navy trigger group and one of the two automatic weapons. It can fire in semi-automatic, burst, and full automatic, and holds 30+1 rounds of 9mm.

The MP5A2 sits in a weird position. It uses the common 9mm round and can deal with enemies very easily, but it's high rate of fire relegated it to either be emptied and dumped or saved for servers with "infinite ammo" mods. With the new fire selector added, the MP5 is given a new life as another 9mm projection device.

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Heckler & Koch MP5A2 with Navy trigger group - 9x19mm
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The survivor wields his MP5A2 while hiding in the attic.
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Finally realizing the MP5A2 is now reasonably good, he checks it's magazine.
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He then reloads it with a dose of HK slap and goes out to off some zeds.

MAC-10

The MAC-10 appears simply as the "M-10" and is one of the two automatic weapons. Prior to January 27/28 2014 it held 32+1 rounds, though now holds 30 and cannot gain another round in the chamber. Uses .45 ACP.

The MAC-10 sat in the same boat as the MP5A2, usually emptied for the .45 ACP ammo or used for "infinite ammo" servers. It's high ROF make it a dangerous weapon for any inexperienced player, wasting a large amount of valuable ammo on 1-2 zeds.

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Ingram MAC-10 - .45 ACP
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A survivor looks at his MAC-10 while taking shelter in an attic.
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Doing an ammo check on the M-10 reveals a large .45 ACP FMJ in the magazine.
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The survivor reloads the MAC-10 and prepares to search the rest of the house.

Rifles

Sako 85

The Sako 85 appears both with and without a scope and makes a good sniper weapon. Fittingly, the map Broadway has a scripted spawn for one on the roof of the starting building for players to snipe the zombie horde below and the "Night of the Living Dead" map has a similar spawn of a Sako and 50 rounds of .308. Holds 5+1 rounds of .308 Winchester.

The Sako 85 is the basic sniper rifle of the game. It's one of the heaviest weapons, usually relegating it's wielder to carry a light melee weapon and packs a whallop, with the .308 capable of going through multiple zed heads with a well aimed shot. Its sister scopeless rifle is quite good as well, with more flexibility as a trade off for a lack of a scoped optic.

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Sako 85 - .308 Winchester
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A survivor looks at his Sako 85 and realizes there are no windows in this attic.
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He then checks the Sako's scope and looks at a very interesting board.
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Doing an ammo check on the Sako 85, one of the harder one's to see in a tense moment.
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The reload has the survivor swaps magazines and cycling the action. Simple.

Winchester Model 1893

The Winchester Model 1873 appears as the Winchester Model 1892, chambered for .357 Magnum, and holds 15+1 rounds. When the gun is cocked in-game, the dust cover opens and closes automatically, but on an actual Model 1873, it would only open. The "Night of the Living Dead" map has a spawn for the Winchester, mounted on the wall and subbing for the Winchester 1894 and the Henry 1860 used in the actual movies (1968 and 1990 respectively).

The Winchester is a very potent weapon, and serves as another way to use .357 besides the 686. Fast firing in comparison with the bolt action JAE-700 and Sako, it's still slow in comparison with the semi auto rifles and has a dreadfully tedious reload.

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Winchester Model 1892
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Winchester Model 1873. Depicted above is the "Short Rifle" model, whereas the model in-game has the longer barrel
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The survivor wields his Winchester rifle and realizes it's not an 1892.
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Not letting that stop him, he checks the ammo of the rifle and finds a .357 round sitting right in the breech.
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He decides to top off his lethal identity-crisis and go drop some zombies.

Simonov SKS

The SKS appears with a bayonet and holds 10+1 rounds of 7.62x39mm. Currently, it is the only weapon with a unique melee attack rather than a generic shoving animation, that being the user thrusting the underslung bayonet into anything ahead of them, usually a zombie. This doesn't apply to the recently added version of the SKS that doesn't come with a bayonet.

The SKS is a favorite to many survivors, due in no small part to it's power. It's much more common than the CZ 58 and fires reasonably faster than the other rifles. While it's reload is a bit slow, the ability to stab zombies in the eye is always well liked.

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Russian SKS carbine - 7.62x39mm
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A survivor and their SKS stand tall in a very forboding attic
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The survivor does a ammo check on his SKS, pulling the bolt a bit too far.
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He reloads his rifle via stripper clip and flicking.
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Decided to do some weapon testing, the survivor tests his forward thrust with his SKS's bayonet.

Ruger 10/22

The Ruger 10/22 appears with a synthetic frame and nickel barrel, and holds 10+1 or 25+1 rounds of .22LR. The 10/22 can appear with a 10-round rotary magazine or a 25-round BX-25 magazine. The 10/22 in game appears to be a takedown model as well, explaining it's lighter weight.

Like the Mk. III, the 10/22's niche is it's weight. While taking 2-3 shots to the noggin to drop a zombie, it's sheer low weight means it can be carried with some more potent weapons like the Sledgehammer or Fire Axe. It does boast a slightly slow reload, though the BX-25 magazine can resolve that problem.

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Ruger 10/22 with synthetic stock - .22LR
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A survivor wields his takedown 10/22 while admiring his horrible taste in wallpaper.
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He then does an ammo check and finds a standard tiny 10-round magazine with rounds loaded.
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Later, he reloads by swapping magazines and giving the charging handle a good old tug.
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Another survivor with a 10/22, now with an even better BX-25 magazine.
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As always, he does an ammo check and finds the magazine with a now larger 25-round magazine with rounds loaded.
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Finally, the survivor reloads with the BX-25 magazine ready to knock the zombies out of their thrones.

Sa vz. 58

The Sa vz. 58 appears as the "CZ 858" and holds 30+1 rounds of 7.62x39mm. It fires in semi-automatic only.

The CZ 858 is another good weapon, using relatively common 7.62x39mm ammo and allows for some fast fire. This can be a bit of a con considering who's firing the weapon, as any new player might waste some valuable ammo on 1-2 zombies.

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Sa vz. 58 P - 7.62x39mm
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A survivor and his CZ858 stand at the ready for anything.
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The survivor does an ammo check on his CZ858 and finds some rounds primed to be chambered.
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He reloads the rifle, swapping magazines and using the bolt release rather than just tugging the charging handle.

M16A4

The M16A4 appears in two variants, both bearing FN Herstal markings. An M16A4 MWS variant appears with a ACOG and foregrip, and an M16A4 appears with carry handle. Along with the MP5A2, both variants can fire in semi-automatic and burst, and hold 30+1 rounds of 5.56x45mm. It is worth noting that unlike most Source games and mods, the M16A4 MWS scope actually shows the environment on the other side at all times, not just when aiming down it.

The M16A4 is a well liked weapon. While 5.56 isn't too common, the M16's ACOG allows it to be used as an ersatz sniper rifle if a group is without one. Again, like all semi auto rifles, the capability of emptying the magazine on nothing is always there.

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M16A4 with ACOG - 5.56x45mm
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M16A4 with carry handle attached and standard A2 handguards - 5.56x45mm
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A survivor and his M16A4 stand in the attic, contemplating what to do.
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An ammo check reveals that his M16's magazine is missing feedlips.
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Not questioning how those rounds stay in, the survivor just reloads his M16 and goes on his way.
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A survivor with his classic pure-american patriot, the M16A4 with a carry handle.
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The M16A4 being reloaded and like its predecessor, contains no feedlips. Note the red bullet icon in the corner, noting the ability to switch firemodes of semi-auto and burst.
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The survivor reloads his patriotic rifle before heading outside to kick the living daylights out of the zombies in his path.

FN FAL

The FN FAL appears as the only semi-automatic .308 rifle in the game. This is the only .308 rifle that has iron sights instead of a scope, and holds 20+1 of .308.

The FAL is an interesting weapon to say the least, sitting between the JAE-700 and Sako. While not scoped, the power of the .308 is still there and allows for some quick zombie removal. The only fault the FAL has is it's wonky iron sights, which are rather hard to look through and can cause many misses.

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FN FAL "G Series" - 7.62x51mm NATO
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A survivor wanders the stairwell of an office building with his trusty FN FAL.
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Hearing some distant moaning, the survivor does an ammo check on his FAL and finds it has both bullets and feed lips.
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The reload for the FAL, old mag throws away, new one loaded in and charging handle racked back and ready to rumble.

Remington Model 700

The Remington Model 700 in a JAE-700 stock appears as the "JAE-700", and holding 10+1 of .308.

The JAE-700 is a potent rifle, like the Sako before it. While it doesn't have an unscoped version, the JAE is a fast firing sniper rifle that in the right hands can lead to some very quick head explosions.

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Remington Model 700 with JAE-700 stock - .308 Winchester
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A survivor wields his JAE-700 and realizes that this probably wasn't the best weapon to take in a cramped office building.
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The survivor peeks at the JAE-700's magazine to make certain it's loaded.
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Deciding to just roll with it, the survivor reloads his JAE-700.

Shotguns

Beretta SV10 Perennia III

The Beretta SV10 Perennia III appears, currently the only over-under shotgun in the game. Rather obviously, it holds 2 of 12 Gauge shells. One Perennia is rigged to spawn on a weapon rack on the "Night of the Living Dead" map.

The Perennia is the scattergun in its most basic form, and works as such. It has a slow reload and only two rounds, but it's a boomstick, you only need two rounds.

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Beretta SV10 Perennia III - 12 Gauge
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A survivor wields his mighty SV10 while bunkered up in an attic.
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He then checks the breech and finds 2 Remington shells. Groovy.
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The survivor reloads his SV10 and gets ready to blast some zeds.

Mossberg 500A

A Mossberg 500A appears with a green tritium front sight, holding 5+1 shells of 12 Gauge.

The 500A is a direct upgrade of the earlier Perennia. It packs more rounds, comes with a tritium green dot and packs the same power. It's reasonably common and serves as the reliable old pump shotgun. No frills, no problems.

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Mossberg 500A - 12 Gauge
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A survivor and his 500A stand and wait for the undead.
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Wanting to be ready for anything, the survivor checks the breech of his 500A and finds a green Remington shell in the breech.
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Hearing some shuffling, the survivor racks his 500A dramatically.
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Having come to his senses, he reloads the ejected shell and goes out to murder some zeds.

Winchester Super X3 Exhibition/Sporting

The Winchester Super X3 shotgun appears, holding 5+1 shells of 12 Gauge. It comes with a tritium green front sight.

The X3 is a rather interesting weapon, sitting right with the Remington 870 on the shotgun tree. While it is a semi-auto shotgun and allows for some fast reflex shooting needed on some of the close quarter maps, this can lead to ammo wasting and waiting through the rather tediously long dry reload.

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Winchester Super X3 Exhibition/Sporting - 12 Gauge
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A survivor wields his Super X3 and stares at the nearby wall.
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Doing an ammo check on the Winchester Super X3 effectively has you rack the action back and either find a shell or just an empty chamber.
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The survivor begins reloading his Super X3 by loading a shell into the breech.

Remington Model 870

A Remington Model 870 shotgun appears with a extended magazine tube and a synthetic Speedfeed IV stock and pump and tritium front sight, holding 8+1 shells of 12 Gauge.

The 870 is the king of all scatter guns, with it's extended mag tube beating all shotguns before it. Powerful, reasonably accurate and reasonably fast, the 870 is tempered by the longest dry reload of the shotgun tree.

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Remington 870 Police Magnum with black synthetic furniture - 12 gauge
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Remington 870 Police with a Surefire dedicated forend weaponlight - 12 gauge. In-game, this variant contains the Speedfeed IV stock which the shotgun model uses.
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A survivor and his newly found 870 stand in a quiet attic.
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Making sure the weapon is working, he fires a round and racks the action as he goes temporarily deaf.
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Vowing to never do that again, he does an ammo check that would most likely eject the shell.
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As his senses and hearing come back to him, he tops off the 870's magazine and goes on his slightly deafened way.

Explosives

M67 hand grenade

The M67 hand grenade appears simply as the "Grenade" and is a rare item to find. It is ineffective at killing zombies, but can damage them in a very large radius.

The M67 is one of the three explosive weapons of NMRiH and is the 2nd most powerful. While not as long lasting as the Molotov or as sheer powerful as the TNT block, it's still big enough to drop at least 1-3 zeds per throw. Just make sure you're throwing it at the enemy as blasts can very easily kill allies.

M67 fragmentation grenade
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A survivor finds a M67 grenade in an attic.
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Having fiddled with it, the survivor realizes he's made a horrible mistake.

Other

PSE Deer Hunter Compound Bow

A PSE Deer Hunter Compound Bow appears in the game. The scope can be used when drawn and aimed.

The Bow is for the patient. It's powerful, quiet and reasonably fast for a compound bow and is the only weapon whose ammo can be retrieved. It is also a colossal pain to use, with horrible drop and slow ROF. The bow has several achievements tied to it for exceptional marksmanship with it.

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While wandering a favela, a survivor and his PSE find a small group of zombies.
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Wasting no time, the survivor draws the bow back and lines up on the zombies's heads.