The nomenclature has since changed:
Police Station
100 RESTROOM
101 MIRROR ROOMS
102 OFFICE MAIN*
103 LOBBY*
104 WEST CORRIDOR*
105 EAST CORRIDOR
106 STAIRCASE UP
107 OFFICE LOBBY*
108 ELEVATOR
109 OUTDOOR BACK*
10A STAIRCASE DOWN
10B OUTDOOR FRONT*
10C 2F ELEVATOR ACCESS
10D 2F CORRIDOR
10E FIRST AID ROOM (MEDICAL ROOM)
10F COMMUNICATIONS CENTER (RADIO ROOM)
110 ARCHIVE ACCESS
111 ARCHIVE ROOM (MEDIA ROOM)
112 3F ELEVATOR ACCESS
113 3F CORRIDOR
114 BRIEFING ROOM
115 CHIEF OFFICE*
116 ROOFTOP ACCESS*
117 HELIPORT*
118 B1 CORRIDOR
119 FIRING RANGE*
11A WEAPON STORAGE*
11B PARKING ACCESS*
11C PARKING LOT*
11D KENNEL
11E B2 CORRIDOR*
11F BOILER ROOM
120 MORGUE*
121 DETENTION BLOCK
122 DETENTION CELL 1
123 DETENTION CELL 2
124 DETENTION CELL 3
125 DETENTION CELL 4
126 DETENTION CELL 5
127 B1 CORRIDOR LIT
Sewer
200 L TUNNEL
201 SAVE ROOM
202 DRAIN POOL SMALL
203 FLOOD CORRIDOR
204 ZOMBIE TUNNEL
205 SEALED TUNNEL
206 DRAIN POOL LARGE
207 ENGINE ROOM
208 CONTROL ROOM
209 BOSS ROOM
20A EXIT ELEVATOR
20B L TUNNEL FLOOD
Factory
300 SITE A*
301 SITE B*
302 SITE C
303 FACTORY BRIDGE*
304 FACTORY LINE A*
305 FACTORY LINE B*
306 SITE D*
307 WAREHOUSE*
308 WAREHOUSE LIFT*
309 T CORRIDOR*
30A OFFICE A*
30B OFFICE B
30C LOBBY
30D SITE C MARVIN
30E FORKLIFT*
30F FACTORY LINE A 2F*
Laboratory
400 LAB ENTRANCE*
401 KEEPER OFFICE*
402 ELEVATOR
403 MAIN SHAFT*
404 RIGHT CORRIDOR*
405 RIGHT QUARTERS A*
406 RIGHT QUARTERS B*
407 EMERGENCY STAIRS
408 LEFT CORRIDOR*
409 EXPERIMENT ROOM*
40A VACCINE ROOM*
40B CELL CULTIVATION*
500 ELEVATOR HALL
501 SECURITY OFFICE*
502 CARGO STORAGE*
503 CONTROL ROOM*
504 B2 CORRIDOR*
505 SERVER ROOM*
506 LABORATORY*
507 D2 CORRIDOR
508 SHELTER 01
509 SHELTER 02
50A C2 CORRIDOR*
50B HANGER*
50C 3A CORRIDOR*
50D PUMP ROOM
50E 3A PLATFORM
50F 3B PLATFORM
510 3B CORRIDOR*
511 FIRE CONTROL ROOM*
512 FIRE B2 CORRIDOR*
513 FIRE D2 CORRIDOR
514 FIRE C2 CORRIDOR*
Subway
600 PLATFORM A
601 PLATFORM B
602 FUEL CONTROL
603 TRAIN MAIN CAR 1
604 TRAIN MAIN CAR 2
605 TRAIN CAR A
606 TRAIN CAR B
607 TRAIN CAR C
*original backgrounds used
Hopefully, the community will just use these standard names when referring to specific locations in the game.
Yes, ROOM 100 is now the restroom. The MIRROR ROOMS were originally split into ROOM 100 and ROOM 101, but since the one-way mirror between them is broken, it was decided to just use a single room number for both.
There should also be an additional corridor connecting the manhole of PARKING ACCESS (Police Station) to the L TUNNEL (Sewer).
The one door in the SEALED TUNNEL is, as the name implies, permanently sealed shut, so there is no new room there, the door having been added to correct an oversight on Capcom's part (of not having any doors to a room)
Announcement
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Resident Evil 1.5 WIP Spoiler Thread (Post your screenshots, findings, observations)
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See, this is probably the most frustrating element of having this build: haphazard of weapons from the various eras. Some animations were planned to replace older animations, some weapons were probably scrapped by this point but we cant tell which.. We have animations for what-
3 handguns/magnum (universal animation for the 2 handguns, glock, magnum)
1 machine gun
1 uzi
1 flamethrower
3 shotguns??
1 rocket launcher
2 grenade launchers (M79, china lake)
Isnt there also a second magnum present? What about the pipe? Maybe some animations were just placeholders from RE1?
IGAS can either stuff them all in their final version or we need additional outside info from what weapons planned to get canned by build 5.
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No its the China Lake, but the M79 is also in there. It's odd to have both, unless the China Lake is for Leon or a mini game.. We won't know till it's released. What I want to see is it in action. I want to see the carnage of a pump action grenade launcher.
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Oh really? Unlockible? Although I thought something was up with it because they made it two spaces big, I thought it was the designated grenade launcher for the game. Is the model not that of the china lake?
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I think it might be an unlockable to replace the M79 in the main game.
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It was mentioned on their FB page that the China Lake GL is going to be a special weapon. They didn't specify if it's going to be an unlockable or a weapon for the minigame.
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Heheh, I was curious in how the China Lake grenade launcher is going to work, whether it be similar to the one in Black Ops 2 round capacity or if that depiction is inaccurate.
From my understanding the launcher carries 3 rounds with the requirement of pump action between each shot. Also looking further into it, no wonder why they removed it seeing as how theres only 4 left in existence by 1998 and they are all held on display. Apparently Brian Irons has a fetish for historic firearms and hid a secret 5th model in the building.
And you know what, I believe THIS case warrants the idea of an unusual far-out puzzle to obtain dont you think? I can imagine finding a memo of one of the police officers mentioning they knew about the china lake in the station which would get the player searching for it.
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Originally posted by RMandel View PostAll right, then ... "survival horror on a ship," or "newtypes on a 'cruiser'," to borrow one of Capcom's dreadful mistranslations, or whatever. What I was driving at is that they were all initially set aboard an ocean liner - a recurring plot device or story backdrop, if you will.
Maybe this is a good example of something of which you're always reminding us. Just because one game is the first to use a particular concept and then it reappears in one or more games down the line doesn't necessarily mean the later ocurrences were based off the first one - or something like that. "That was a neat idea. Let's do it this way this time," or "Hey, didn't we do something like that before?" might be as far as that ever goes.
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Originally posted by News Bot View PostThere were no Zombies in the ship version of BIO3 at all.
Maybe this is a good example of something of which you're always reminding us. Just because one game is the first to use a particular concept and then it reappears in one or more games down the line doesn't necessarily mean the later ocurrences were based off the first one - or something like that. "That was a neat idea. Let's do it this way this time," or "Hey, didn't we do something like that before?" might be as far as that ever goes.Last edited by RMandel; 12-05-2013, 11:58 AM.
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That's why PE2 gives off about 200,000,000,000 million resident evil 1.5 and 2 and 3 vibes.
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Originally posted by AJM Ruler View PostCould someone explain what BIO3 would have been? This is the first I have ever heard of a different BIO3. Sorry if I am sounding redundant asking about this, but this has spiked my curiousity.
BIO3 was in writing/planning stage in 1997, before the release of BIO2. It was directed by Hideki Kamiya, produced by Atsushi Inaba and planned for release on the PlayStation. The basic story was a sequel to The 4th Survivor with HUNK on a cruise ship attempting to bring the G-Virus back to Umbrella.
At the same time, the small-scale indie game BIO1.9 was also in development.
After BIO2's release, scenario writer Noboru Sugimura noticed that Kamiya had (without prior consultation) added a line of dialogue for Claire at the end of the game, during voice recording, about her going to find Chris. Thus, Sugimura felt he had to rewrite BIO3 to resolve this.
Around the same time, development of the Sega Saturn port of BIO2 (directed by Hiroki Katoh and developed by Nextech, the same team behind the SS port of BIO1) was scrapped, and CAPCOM felt they had to make it up to Sega fans. As a result, BIO3's scenario was changed and later renamed CODE:Veronica, replanned as a Dreamcast exclusive under Katoh and Nextech. Meanwhile, Kamiya's "Team Little Devils" moved BIO3 to the PlayStation 2 with a brand new scenario.
Even after all that, "BIO1.9" became BIO3, while Kamiya's BIO3 became BIO4.
GS4 is pretty much a "remake" of Kamiya's old BIO3. It was reported during its announcement that it was based on a scrapped ship scenario. Meanwhile, Gaiden is also quite likely derived from it.
That's a rough version of events. There were a lot of scenarios and games happening all at once so it can be quite confusing. CAPCOM also hired a lot of new staff around that time (partly because most of their art department quit and joined Squaresoft) and there was a lot of inter-mingling between teams as one game got completed and that team merged with another, etc.
Fun-Fact: The artists who left CAPCOM around this time became part of the team headed by Kenichi Iwao (BIO1 planner & writer) responsible for creating Parasite Eve II.Last edited by News Bot; 12-04-2013, 08:52 AM.
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