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1.5 Map Confusion

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  • Harry Mason
    replied
    Originally posted by Alzaire View Post
    It's the room leftover on the trial disc. Room 702.
    But isn't it on the second floor behind the door in your sig? Or is that hallway part of the basement?

    I don't know but putting all doors side by side...Click image for larger version

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    none of them fit
    Last edited by Harry Mason; 07-26-2009, 08:50 PM.

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  • Alzaire
    replied
    It's the room leftover on the trial disc. Room 702.

    Edit: Yes that's the room. Honestly it's still up in the air as to whether it's the second floor Medical Room, or a Forensics Room in the basement.

    But what leads me to believe now that it is a basement room is something c2keo noticed recently.



    In the video in the link above, there's a short clip in the 5sec to 7sec mark. Slowing it down and looking down the hall behind the zombie you can see what appears to be a double-door of similar color and style to the door in the forensics room. It's hard to tell if the windows are there or not, but the windows in Room 702 don't match the placement of the little windows in the doors in what is speculated to be the Medical Room doors either. So either chalk it up to: all 3 areas are unrelated, the little windows in the doors changed between versions making either door location a likely candidate. Personally I am more inclined to believe Room 702 is an autopsy/forensics room and is located in the basement. It wouldn't make sense for them to be wheeling dead bodies around the upper floors of the RPD.

    Here's a little picture c2keo made and showed me to show that the room 702 door is extremely similar to the one behind the zombie. It's fuzzy and blurry, but I don't think it's too difficult to see the door color similarities and the door pushbars.

    Last edited by Alzaire; 07-26-2009, 08:06 PM.

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  • Harry Mason
    replied
    What was that forensics room you mentioned? Was it this?

    Click image for larger version

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    I thought it was on the 2nd floor...
    Last edited by Harry Mason; 07-26-2009, 07:48 PM.

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  • Alzaire
    replied
    Originally posted by Helegad View Post
    Wow, guys, this is an interesting read. Alzaire, how can you tell what builds we're looking at just by seeing pictures?
    From all of the public media available to us, I've pretty much narrowed down 5 known build eras of 1.5.

    The first being the "alpha build". This was the first that the public/press got to see of 1.5 (shown at V-Jump). The only areas seen are the RPD Lobby, Reception Area, and Chief's Office. All of which are largely different than later builds. Leon's model is also unique to this build and is changed later.

    The second build type is a single video, which made a significant jump since the first build. Most of the same areas from the first build and this one were redesigned. Female zombies only seem to exist in this build (they are never seen in any other build and it's footage) and Leon wears civilian jeans and a jacket.

    The third build introduces Elza for the first time in-game, and her model is very ugly and rough. Some of the main areas from the second build were touched up a bit, and more areas were shown. This build has the firing range with 8 stalls.

    The fourth build is the most commonly seen. It is the build that the playstation museum reviewed, the one in the goromacida video, and likely the one previewed by journalists. Elza's model was improved. Both Leon and Elza have unique walking and idle stances when holding their handguns in this version that were not in build 3 nor in the final build. The firing range was changed to 4 stalls, as well as a few minor additions and changes here and there as well as new footage of more areas. John's model is unfinished, and his model is used as a placeholder for Marvin at least once during a cutscene. Sherry's model is also slightly different than in the final build.

    The fifth and final build is the one that the Complete Disc videos come from, as well as a few press videos and all of Inflames' special images. Once again a few minor changes here and there, all the character models got improved and/or included (except female zombies, they're still MIA since build 2), the unique animations for the characters holding the handguns was removed, ect.

    These are just definitive builds that are distinctive and broken into 5 collected build eras for ease of understanding.

    So, the exit to the car park is on the right side of the map is what you're more positive on? or the top of the map which is in your 2nd speculation map. It makes sense to have it at the right side of the map I guess. Without knowing much of the outside structure it's kind of hard to say really. If you look at the ramp in the car park, looking up at the end and trying to work out whats up there you might see some things. I've noticed a few things, for 1 there are some lights (like the ones near that building next to the flaming truck), 2. I swear I can see a pillar in the left lane... either that or its a sign, but then why would officers needs signs to use their own car park. You know having the exit at the right side of the map seems pretty spot on to me, so long as there isn't a building in the way.
    I'm really not positive. The parking area ramping out of the right/east side of the building makes a lot of sense and seems to fit well. I like it's placement there better than in my second version of the map I had made, but without giving the basement a 2nd level down, it's harder to place the rest of the many rooms with that much space beneat the RPD foundation taken up by the garage. I try my best not to make up any rooms/halls and only use known visible footage and speculated connections between known areas. That's why it is so tough, with missing room, hall, camera angle, door location media.

    There's plenty of roadway around the station. Seems to be a decent size road bordering the east and south (front) of the RPD.
    Last edited by Alzaire; 07-26-2009, 05:40 PM.

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  • kevstah2004
    replied

    Edit: oops Version 3 now lol, the image on the right is how it is on that mock up official artwork sketch you showed.
    Last edited by kevstah2004; 07-26-2009, 05:34 PM.

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  • Harry Mason
    replied
    Originally posted by Alzaire View Post
    The holding cell with the door closed comes from final beta, so it would be the build after psm's footage.

    The discrepancy with the door handle I chalk up to simple error on Capcom's part (it wouldn't be the first one). The door and the big blue shutter match up perfectly from inside the vehicle service area and the parking garage, so I'm pretty positive this is how it is.

    I doubt there's any FMV to explain the truck. It's just part of the environment of the game.
    Yeah I guessed that the cell photo was one of Inflames do dads from the final, but it lines up with the museum video..so I just figured. I was just guessing about the FMV ..since in the retail game the helicopter crashed and you saw it happen.

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  • Linzuki
    replied
    Endless zombies... god damn. So, the exit to the car park is on the right side of the map is what you're more positive on? or the top of the map which is in your 2nd speculation map. It makes sense to have it at the right side of the map I guess. Without knowing much of the outside structure it's kind of hard to say really. If you look at the ramp in the car park, looking up at the end and trying to work out whats up there you might see some things. I've noticed a few things, for 1 there are some lights (like the ones near that building next to the flaming truck), 2. I swear I can see a pillar in the left lane... either that or its a sign, but then why would officers needs signs to use their own car park. You know having the exit at the right side of the map seems pretty spot on to me, so long as there isn't a building in the way.

    psst.. Alzaire is a guru

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  • Helegad
    replied
    Wow, guys, this is an interesting read. Alzaire, how can you tell what builds we're looking at just by seeing pictures?

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  • Alzaire
    replied
    Originally posted by Harry Mason View Post
    the room before the museum footage [ATTACH]2894[/ATTACH]

    also the garage deal there...the doors don't match between the service area and the parking garage. I'm assuming that's one of those little errors on fusing differant game builds?
    [ATTACH]2895[/ATTACH][ATTACH]2896[/ATTACH]
    The holding cell with the door closed comes from final beta, so it would be the build after psm's footage.

    The discrepancy with the door handle I chalk up to simple error on Capcom's part (it wouldn't be the first one). The door and the big blue shutter match up perfectly from inside the vehicle service area and the parking garage, so I'm pretty positive this is how it is.

    Kev, this is how the Helipad is laid out.



    I doubt there's any FMV to explain the truck. It's just part of the environment of the game.

    As I stated before, the area beyond that broken shutter door next to the main office is probably a rear lot of the RPD, but the map doesn't seem to consider it a usable door, and there's no footage or any indication you ever have access beyond it. With the constant spawning zombies coming from there, I assume it's an outside area and not accessible.

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  • Linzuki
    replied
    I see... It looks like their is a considerable amount of space between the buildings to me. That back shutter probably does lead outside... but I wonder if there is a room there which makes use of the space at the back of the station. You have to send Sherry in to get a key item or something along those lines. Also the room to her right (that blood stained office) is in the same shape as the car park, so maybe that also gives us a hint. Though I don't expect the walls to line up with the basement, it would just make some sense for structural reasons I guess.

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  • Harry Mason
    replied
    Actually it looks cool without the text
    Yeah that's the building across the street,
    Click image for larger version

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    as for the truck their was probobaly a FMV that would have explained the crash..but I don't know anything about it other than the obvious ending.

    That back shutter I know nothing about but it probably goes outside since there are windows back down that hall.
    Last edited by Harry Mason; 07-26-2009, 02:55 PM.

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  • Linzuki
    replied
    Nice map By the way, is this the building you're talking about?



    It's hard to say about the exit for the car park. I'd guess that the crashed truck was just driving down the (possible) road and swerved to avoid hitting someone. Or they got infected and thought it would be a good idea to try and drive... never know. By the way, any idea what is beyond this shutter?


    Also I did this... I'm not sure if you have it already or not but I removed the text from this. I didn't put too much time into it so sorry it looks kinda blah

    [See]

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  • Harry Mason
    replied
    I've been messing with the idea of a basement map, but never really made an effort before...so here's my partial guess.

    Click image for larger version

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    maybe turning the garage will fix the problem with the earlier one...
    Last edited by Harry Mason; 07-26-2009, 04:45 PM.

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  • Linzuki
    replied
    Aha I see, now I know the layout much better. Something I noticed... it seems to have 2 shutters. I guess 1 for in and 1 for out, but it would need wide space on 1 of the sides of the building. Also if that building is in the way wouldn't that rule out this theory? (sorry I don't quite understand)

    because the cars and trucks would need the space to get out onto the road also.

    The building looks tall, if not taller than the police station itself. The ramp opening seems to be a lot lower... This is why I think the car park is much smaller on the map than speculated. Confusing stuff... It would be good to figure out some definite paths and doors, like the stairwell>hallways>morgue and power room. I'm guessing the concept art for the police station is back when it was in early alpha and has likely changed considerably since?
    Last edited by Linzuki; 07-26-2009, 10:18 AM.

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  • Harry Mason
    replied
    Originally posted by Alzaire View Post

    There's not much footage of the holding cells area.

    In fact, there's only footage of 3 parts of holding cell area. This leaves full speculation on the design of the hall and/or doorway leading into that area.





    The playstationmuseum 10 minute video includes footage of the holding cell area, but again only shows this same stuff.
    the room before the museum footage Click image for larger version

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    also the garage deal there...the doors don't match between the service area and the parking garage. I'm assuming that's one of those little errors on fusing differant game builds?
    Click image for larger version

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    Last edited by Harry Mason; 07-26-2009, 08:51 AM.

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