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I have the sneaking suspicion that Team IGAS assigned some of their own room names. Can't prove it, won't know if it's true until the plain vanilla 40% build is posted, but nevertheless ...
entire list of available room in debug was just directly translated from japanese name list. on subject of sewers, no need for me to tell anyone rooms on disc belong to many different stage of development
I have the sneaking suspicion that Team IGAS assigned some of their own room names. Can't prove it, won't know if it's true until the plain vanilla 40% build is posted, but nevertheless ...
If we take the Spider Tunnel as "red" - i.e. this was the final design, and it was meant to be played in that form - then the door on the high ledge is the only way in or out. That's why you need the crate. Push it out of the room and down into the trench, then use it to climb back up onto the high ledge and back out. That's why I put the Spider Tunnel where I did in my proposed map - connected to the narrow "hook" hall in the Baby Gator Room. It's the only place it can go under those circumstances. Why is it there? The only reasonable theory I can come up with is you have to go into the Spider Tunnel's Crate Room for a special item pickup you'll need later in the Sewers. Why would Capcom have done it that way? I don't know.
Let's not forget LTUNNEL2, though (ROOOM203) - the older version of the Spider Tunnel. It has doors at both ends, and I think one end was connected to what I call Keiji's Corridor (ROOM206?). I also tend to think the latter was the "central hub," if you will, of the original Sewers design. It's a very "busy" area, if you know what I mean. Lots to do and explore in here - which is probably why Capcom saved and recycled it later for RE2. I think it would have connected to LTUNNEL2 by the door at the end where the backgrounds are missing - the one DB disabled in his later patches. I also tend to think that looking at the way its RE2 descendant plays (the area where Hunk's team got ambushed) helps in understanding it. There's both a gate door and a square roof hole at the end of the narrow raised tunnel, and I think (based on the RE2 version) that this is where you would have entered - by gate or roof hole drop, dunno which. I also think (again based on the RE2 version) that the door with the card reader lock (RE2's "two coins" door) is how you were supposed to ultimately get out. The trip through the side door to LTUNNEL2 and whatever lay beyond might have involved finding whatever it was you needed to unlock the door with the card reader. All of this is speculation, of course.
It should be noted that Keiji's Corridor can't be made to work with the MZD built Sewers in its current form due to numerous map issues. It has to be flipped longways to even approach working in the one place it might go - the North Canal. That's why I think it was being saved to be redeveloped as the North Canal proper - and that would help explain why its descendant eventually turned up in RE2. It would be interesting to see what happened with both rooms in the 80% build, but that may never happen.
Perhaps bio, if you ever get any free time, you might take your 3D current model of the Zombie Tunnel and use it as the basis for a proper North Canal - but with the necessary influences from Keiji's Corridor to make it work? No hurry - I know you've got a lot on your plate.
I believe in a different map layout for the Spider Tunnel. Here is an example, I've used greyed out areas to show how things might be structured and where rooms might be connected.
I have the sneaking suspicion that Team IGAS assigned some of their own room names. Can't prove it, won't know if it's true until the plain vanilla 40% build is posted, but nevertheless ...
If we take the Spider Tunnel as "red" - i.e. this was the final design, and it was meant to be played in that form - then the door on the high ledge is the only way in or out. That's why you need the crate. Push it out of the room and down into the trench, then use it to climb back up onto the high ledge and back out. That's why I put the Spider Tunnel where I did in my proposed map - connected to the narrow "hook" hall in the Baby Gator Room. It's the only place it can go under those circumstances. Why is it there? The only reasonable theory I can come up with is you have to go into the Spider Tunnel's Crate Room for a special item pickup you'll need later in the Sewers. Why would Capcom have done it that way? I don't know.
Let's not forget LTUNNEL2, though (ROOOM203) - the older version of the Spider Tunnel. It has doors at both ends, and I think one end was connected to what I call Keiji's Corridor (ROOM206?). I also tend to think the latter was the "central hub," if you will, of the original Sewers design. It's a very "busy" area, if you know what I mean. Lots to do and explore in here - which is probably why Capcom saved and recycled it later for RE2. I think it would have connected to LTUNNEL2 by the door at the end where the backgrounds are missing - the one DB disabled in his later patches. I also tend to think that looking at the way its RE2 descendant plays (the area where Hunk's team got ambushed) helps in understanding it. There's both a gate door and a square roof hole at the end of the narrow raised tunnel, and I think (based on the RE2 version) that this is where you would have entered - by gate or roof hole drop, dunno which. I also think (again based on the RE2 version) that the door with the card reader lock (RE2's "two coins" door) is how you were supposed to ultimately get out. The trip through the side door to LTUNNEL2 and whatever lay beyond might have involved finding whatever it was you needed to unlock the door with the card reader. All of this is speculation, of course.
It should be noted that Keiji's Corridor can't be made to work with the MZD built Sewers in its current form due to numerous map issues. It has to be flipped longways to even approach working in the one place it might go - the North Canal. That's why I think it was being saved to be redeveloped as the North Canal proper - and that would help explain why its descendant eventually turned up in RE2. It would be interesting to see what happened with both rooms in the 80% build, but that may never happen.
Perhaps bio, if you ever get any free time, you might take your 3D current model of the Zombie Tunnel and use it as the basis for a proper North Canal - but with the necessary influences from Keiji's Corridor to make it work? No hurry - I know you've got a lot on your plate.
The images that biohazard_star is posting is on both the vanilla build and the WIP build. They are from room 201. This is from a much older version of the sewers.
Interestingly the muddled up background is called L Tunnel 2, the first of which being the Drains L Tunnel, so why would a room be named after something if it was older and more obsolete? It might be obsolete, but I'm not all so certain that it's older than L Tunnel, unless it was Team IGAS who named it L Tunnel 2.
i haven't perused all the ripped BGs that aren't playable, so sorry for the uninformity. I'm actually looking at the massive amount of 1.5 BGs from the trial edition of retail right now
Uh, no. It's more like you've been living under a rock. The MZD build has been picked clean apart of its assets for a while now. Maybe you should do some detective work, like what the cool dude in your avatar does.
DB posted a rip of the game's background files a while back. Dunno if the download is still up, but you could always just rip them yourself, since there is now a working file extractor for the .iso.
Dude... it was only a joke. Jesus.
You people on this forum take things way to seriously compared to other forums i frequent.
Would not be a total surprise if He has a build of the game more complete than the released and never said so. The RE community is crazy like that.
Uh, no. It's more like you've been living under a rock. The MZD build has been picked clean apart of its assets for a while now. Maybe you should do some detective work, like what the cool dude in your avatar does.
star where are you getting all these screens?
DB posted a rip of the game's background files a while back. Dunno if the download is still up, but you could always just rip them yourself, since there is now a working file extractor for the .iso.
The images that biohazard_star is posting is on both the vanilla build and the WIP build. They are from room 201. This is from a much older version of the sewers.
It's clear you push that box off the ledge after you open the shutter, what's the purpose of it though? push it off in to the spider area so you can climb back up ?
It's used to reach this high catwalk beside the canal. You can simulate the effect of climbing the box by interacting with one of the spider vents to trigger an air jesus glitch, then press the action button near the ledge to climb up.
@geluda - the spider tunnel could be connected to this, door types notwithstanding (they seem to keep getting constantly revised). You'd just need a room/hallway to connect the doors on the lower passageway:
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