Originally posted by Darkness
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Resident Evil 1.5 WIP Spoiler Thread (Post your screenshots, findings, observations)
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Originally posted by Darkness View PostYeah the sewers are pretty figure out-able when you have the game. I'm sure the team is on top of that shit.
This leads me to believe that the "mossy green" Sewer region is older, and was possibly scrapped completely by Era-5; no traces of the "green mossy" region can be found in any Era-5 media, Kim's or otherwise. I also see no connection point between the two regions.
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Here is further evidence showing that Elza finds John in the southwest prison cell:
It's clearly a camera angle for a cut-scene involving their first meeting. And again, we mustn't forget that the door swings inwards, which reasonably precludes the possibility of a zombie bursting out.
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This might be more of a stretch, but the following camera angles suggest that Elza might have gotten a boost from John into the Kennel from the Firing Range through the air duct:
We know that these angles were not used for the dogs jumping through. The following image even looks like it was taken when Elza had just landed in the Kennel, which in her scenario, is probably locked from the inside (necessitating the vent entrance). Here we can see that the dogs are still locked up, but the 3D cages are failing to render. I'm willing to bet that once Elza starts walking forward from her landing spot, the dogs will eventually break free.
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On another interesting note, this untextured cut-scene angle from the Parking Lot seems to be outdated (the squad car on the left is out of place):
I wonder why this older angle wasn't corrected and textured by Era-4 (and thus not used in the cut-scene), yet appears to have been fixed, textured, and implemented in Era-5...
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Originally posted by Zombie_X View Postc2keo made the radio room backgrounds. I wonder why they are on the beta, unless he's part of the team?Last edited by Enigmatism415; 02-20-2013, 01:50 AM.
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Some more differences in the 40 percent build renders. It seems like the parking renders are older than the interiors. As you can see, the door to the office corridor is in a different spot and there aren't any chairs in the center portion of the room. Also, the fact that there's no smaller door on the parking gate seems to indicate that the original intent is to have the character use the gate itself (notice how the door loading prompt extends all throughout the entire width of the gate). It seems very likely that there exists an earlier version of the area beyond the gate, but without any of the trailer trucks. The outdoor factory areas seems to be even more huge ass spacious in an earlier build.Last edited by biohazard_star; 02-20-2013, 02:13 AM.Seibu teh geimu?
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Here's a curious possible overlap between BH1.5 and the retail version:
Another one of Sherry's side adventures seems to begin with her getting sucked into a drain during the Sewer chapter. Note that the first two images are from the same room file (203).
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EDIT: BREAKING NEWS
These are actually two different versions of the same corridor!
The latter version was the connection point between the main "concrete grey" region and the "mossy green" region beneath it. If someone could find the date-stamp on these backgrounds, we might find out whether Sherry was ultimately intended to part from Elza here (we know that Elza meets up with Sherry for the second time at the eastern ladder of the L-Corridor). Interestingly, however, it is the former version that we see in all available Era-5 media.
Last edited by Enigmatism415; 02-20-2013, 03:52 AM.
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Nice work, Martin and Orin, with the backgrounds! I just got back from work and haven't had a chance to look at them yet, but I'm DL-ing both now. I'll probably get back with you tomorrow on them.
As to the use of c2keo's Radio Room, it's probably a placeholder set. There's no media for that room at all in any era build insofar as I know, so his is the only set available by default. It's too narrow - needs to be either wider or shorter, probably both - and is missing the vent to the outside on its north wall (the one above the East Corridor double back doors), but his work is all we have for now. I'm sure "the Team" is probably working on a new set. As for us, maybe DXP or someone else with the skills could take up the challenge?
Nice catch on those "mossy" Sewers areas and the "Leon jacket" build. That's one more change to add to those that was made after Capcom moved on from that build. Let's see, there's his outfit, the unused Lobby hall camera angle, the reworked Sewer "long hall" - I wonder what else there is to find?Do you know where I can find the final build of Resident Evil 1.5?
Please contact me if so! re15finalbuild@gmail.com
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Originally posted by alinhoalisson View PostThis one is just a remade area from a 1996 trailer.
If you scroll up, you'll see that I've already posted a screenshot of that trailer you speak of, which is a hell of a lot taller, and likely built from the room that I posted to the left of it.
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Originally posted by RMandel View Post...maybe DXP or someone else with the skills could take up the challenge?
Originally posted by doriantoki View PostDUN DUN DUUUNNNN!!!
That, or The Teamâ„¢ have gotten permission to use his backgrounds.Last edited by Alfred; 02-20-2013, 07:18 AM.Choosing the main cast is absolutely awesome!
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Looks like I was wrong about the other backgrounds for RPD 2F being on the disc. Oh, well. Data dump time!
Stage 1 - The RPD
100 - RE2 Beta 1 Test Corridor (derived from the garage end of Room 127?)
101 - 1F Interrogation Rooms A and B ("Mirror Room")
......(one room with a breakaway wall, like RE2)
102 - 1F North Office ("Office B," "Duty Office," et al)
103 - 1F Lobby
104 - West Hallway ("Shutter Hallway," "Lobby Corridor")
105 - East Hallway ("East Corridor," "the Team's Hallway," et al)
106 - <unused> (Staricase 1? connects 1F - 2F - 3F)
107 - 1F South Office ("Lobby Reception," "Lobby Office," et al)
108 - Elevator (connects 1F - 2F - 3F)
109 - 2F East Hallway Roof ("Outdoor B," "roof above Burning Van," et al)
10A - East Stairwell ("Staircase 2," connects 1F - B1 - B2)
10B - 2F Lobby Roof & Sewer Access ("Outdoor A")
10C - <unused> (2F Stairwell Hallway?)
10D - <unused> (2F Main Hall?)
10E - <unused> (2F Radio Room?)
10F - <unused> (2F Medical Room?)
110 - 2F Archive Hallway ("2F Main Hall extension," "2F Camera Hall," et al)
111 - <unused> (2F Media Room, aka 2F Archive Room?)
112 - <unused> (3F Stairwell Hallway?)
113 - 3F Main Hallway ("Corridor 3F")
114 - <unused> (3F Storeroom?)
115 - 3F Chief's Office
116 - 3F Helipad Stair (shown only on Helipad map)
117 - 3F Heliport (shown only on Helipad map)
118 - B1 Main Hall unlit ("B1 Corridor")
119 - B1 Firing Range
11A - B1 Armory
11B - B1 Parking Garage Service Area ("Garage B," "Maintenance Bay," et al)
11C - B1 Parking Garage ("Garage A")
11D - B1 Kennel
11E - B2 Main Hallway ("B2 Corridor")
11F - B2 Boiler Room ("Power Room")
......(NOTE - "boiler" is engineering slang for a heating furnace)
120 - B2 Morgue
121 - B2 Cell Bay ("PrisonS")
......(NOTE - farthest cell, "Cell 6," is mapped as part of this room)
122 - B2 First Cell on Player Right ("Cell 1")
123 - B2 Second Cell on Player Right ("Cell 2")
124 - B2 First Cell on Player Left ("Cell 3")
125 - B2 Second Cell on Player Right ("Cell 4")
126 - B2 Third Cell on Player Right ("Cell 5")
127 - B1 Main Hall with lights on ("B1 Corridor Lit")
Stage 2 - The Sewers
NOTE - RE15 has but one map for the Sewers, with the notation "B2." Either this is an error or it refers to the fact that there are actually two layers to the Sewers, with one partially stacked on top of the other. Credits to Black Crow for first surmising that possibility!
200 - Sewers Arrival Area ("L Tunnel")
201 - Green Tunnel ("Keiji's Corridor")
NOTE - so named for THIA user KeijiDragon, who first documented it. This is where the box you push out of the Green Tool Room winds up.
202 - <unused> ("Sewer Save Room?")
203 - Gray Tunnel
204 - Long Hall (i.e. "Long Tunnel," "Long Green Tunnel," "Ledge Tunnel," et al)
NOTE - These three "green moss" backgrounds appear to be a heavily revised version of the long, zombie-filled ledge hall in the Sewers first seen in the "Leon jacket" trailer. Their camera angles match up fairly well with the older version shown in that trailer, save that the older room was bigger (wider and taller). The "Leon Jacket" backgrounds would be a better match for Room 203, IMHO. There should also be female zombies in here, per the old trailer. The backgrounds appear to have been changed in order to better match with the Green Ledge Corridor, and it's possible the zombies were removed as well at that time. Credit to Enigmatism415 for figuring that one out - as he did earlier with the proper layouts of RPD 2F, B1, and B2.
This room may actually be the so-called "Bridge Tunnel" - the place in the Sewers where Leon fights all of those civilian zombies. I may have to revise the Sewers room numbering scheme accordingly if so.
205 - <unused> ("Baby Gator Room?")
206 - <unused> ("Pump Room?")
207 - Green Ledge Corridor ("Spider Tunnel") and Green Tool Room
NOTE - So named from the trailer in which it first appeared. The Green Tool Room, which connects to Keiji's Corridor by means of the cantilever door at its back, is mapped as part of this area.
208 - Drain Tank Upper Level ("Sewers Control Room")
NOTE - these appear to be early renders, but two of the camera angles match with the two 80% build "Control Room" stills in Alzaire's 80% build game still collection. This is the upper half of Room 209, where you fight the giant alligator.
209 - Drain Tank Lower Level ("Alligator Room," "Sewers Exit")
20A - <unused> ("Spider Hall," "Water Chase Corridor"?)
NOTE - This is where you first get attacked by giant spiders in the Sewers. It is also where the Water Chase cutscene takes place, hence the name. The RE2 Beta 1 Sewer Test Corridor is nothing more than a retextured version of this room (credit to DXP for deducing that one).
20B - Sewers Arrival Area + Spider Hall ("L Tunnel Flood")
NOTE - This is both Room 200 and Room 20A mapped together as a single room, since the entire area begins to flood immediately after the Water Chase cutscene.
The rest we know from the BH2 Trial. I put the three "green moss hall" backgrounds in a separate room, even though they were found with another set, for documentation reasons. Oh, and if I missed giving anybody proper credit for their discoveries, I apologize.
Did you notice that the 3F storeroom has a door mapping to the Chief's Office right wgere one appeared in the earliest RE15 trailers?
The extra backgrounds found by Martin and Orin are as follows, in order:
Image 1 - an early overhead render of the Train Bay
Images 3-6 - early render of RE2's cockroach tunnel
(NOTE - These are probably being used as placeholders for the remaining unknown room in the Factory Admin Building - the one on the far end of the "Green Hall." I think it was DXP who did some early test renders of this based on my old theory that this was a combination storeroom and save room. I'll try to include them in my next Background Pack update for placeholder purposes, or you can find them yourself over in the rendering thread at the 1 2 3 Modding site. If "the Team" or you guys want, I'll repost that part of my old STORY OF RE15 videos so you can see what I thought might have gone on in here.)
Images 7-10 - early renders of the Underground Lab West Hallway (Room 407)
Images 11-14 - c2keo's recreated 2F Radio Room (probably a placeholder)
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Some observations for "the Team" ....
1) DXP's got some nice extrapolations of what the Shelters might have looked like had they been finished. You ought to use them in your final working product. I'm sure he'd let you if you ask.
2) It would be easy enough to do "fire" versions of the Shelter Hallway by simply tinting the nomal versions with the appropriate shade of red-orange.
3) DXP's also got some decent renders of the P4 Arrival Area. See #1.
4) It might be possible to fix RE2's existing backgrounds for the Lab Boiler Room to "recreate" what RE15's might have looked like had they been completed. That's for your final working product, of course. Same goes for the uncompleted parts of the Lab Reactor Room.
5) Have you given thought to enabling the second escape train by using RE2's backgrounds? You've already borrowed so much from it already -_^ so what's a little more going to hurt?
6) You can use DXP's backgrounds as placeholders for the rest of the missing parts of RPD 2F. See #1.Last edited by RMandel; 02-20-2013, 06:26 AM.Do you know where I can find the final build of Resident Evil 1.5?
Please contact me if so! re15finalbuild@gmail.com
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5) Have you given thought to enabling the second escape train by using RE2's backgrounds? You've already borrowed so much from it already -_^ so what's a little more going to hurt?
As for using DXP's works as placeholders, I think he and the team have a little bit of a... tumultuous "history", albeit a one-sided one.Seibu teh geimu?
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It's sad how the community has gotten as of late with all the 123 vs. THIA, it's a joke as much as Oscar Pistorius saying he shot his girlfriend as an intruder. Hopefully this can all be moved along and forgotten about.
People will have opinions about anything, though, any criticism is good criticism for anyone doing a project (Team doing 1.5, Team96 doing DM, etc) so we should just leave it be
Anyway, the most interesting parts I think of 1.5 is the Sewers for sure, wonder how much far it goes even at the end of the development with the 80%.Zombies...zombies everywhere...
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Didn't see this little tidbit listed but I'm sure it is known by now.
This is a guess but after playing more of this build perhaps when Leon says "Thats just freaking great" he must be talking about the police van that is on fire. I tried to put the fire out but it doesn't seem to work.
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