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Resident Evil 1.5 WIP Spoiler Thread (Post your screenshots, findings, observations)

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  • Originally posted by Darkside05 View Post
    That track wasn't composed when the build surfaced sadly enough, probably more of a chance it being in the 80%.
    Ah, that's sad! At least we've got MAIN01 track in it's full quality. I really miss this piece of music in the retail game. Would be great for the beginning pre-kendo area. The music that plays there in the retail game is not as cool and creepy.

    Have anyone else noticed that 1.5 zombie models look kinda similar to the RE3 ones with just different textures? Or it's just me seeing things? I mean RE3 zombies look certainly closer to the 1.5 ones than to the RE2 ones.
    Last edited by uzernaem; 02-21-2013, 11:56 PM.

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    • Click image for larger version

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      I made this the other day. :3
      Last edited by Eteponge; 02-22-2013, 12:05 AM.

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      • RE2 zombies are too tall and look cartoonish to me and sound fake. The moans weren't scary at all. The ones in 1.5 look and sound scarier. The ones in RE3 also look scarier, but sound dumb.

        All in all, RE1 and RE1.5 zombies are the scariest and eeriest of them all.
        My Head-Fi Page

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        • 1.5 zombies are definitely superior. Able to climb ledges and drop off a gurney. The shrieking, the moans, the gore. (the small gore is a room error thing some rooms show none)

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          • The RE 1.5 zombie sounds and the fact that they can climb up and down to get to you is just downright scary. I also found the lab zombies in RE 1 scary.
            Last edited by Eteponge; 02-22-2013, 12:50 AM.

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            • Originally posted by uzernaem View Post
              Also have someone mapped the lab already? I've read it's bigger and more elaborate than the final RE2 version. What are the differences? Sorry I can't download the 1.5 and check myself now.

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              • so it's been some time since i have messed with emu's and what not... not a noob but sorry for asking... why am i having problems loading weapons/ammo? anyone else experience this...? any advice appreciated.
                w: resident.evil.mega.site
                w: TheWestFront (my band)
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                • I'm going update my RE15 Background Packs this weekend. Thanks, Marvin and Orin, for the ones I was missing.
                  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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                  • I really hope all the boss battles will make it into the final build. I'd really love to see how the original Alligator fight played out it looks like it might have been a lot more challenging.

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                    • I hope they are able to put in the awesome cutscene of mutated Birkin killing the spider monster.

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                      • I'm curious how difficult his final transformations will be since the ones in 2 aren't very challenging aside from the dog one in claire's game when not using auto-aim

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                        • Since there's an accurate scale ruler included with the maps, I tried mapping out the second floor in a 3D program. It's a bit surprising (or not so surprising?) that the main rooms on the second floor are gigantic. The medical room can easily fit a small operating room, a small ward and some staff tables. The radio room is sized more like a command room/dispatch center, which can easily fit a dozen operator work stations, if you arrange them like the desks in the office lobby. It's the complete opposite of c2keo's modestly-sized estimate. The media room is big enough to merge retail's file room, evidence room and library all in one room. Except for the hallways, all the major rooms in the 1.5 RPD are ginormous.

                          (From left to right: medical room, media room and radio room)
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                          Last edited by biohazard_star; 02-22-2013, 10:40 AM.
                          Seibu teh geimu?
                          ---

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                          • lol

                            I wonder how they are going to account for that? They might just change the room sizes in the 2F map in the end.

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                            • Hopefully not. They're gonna want to stick with the official room dimensions if they want to make the missing rooms even loosely accurate to the developers' intentions. Most of the other playable RPD rooms we have in the 40% build are just as ginormous anyway (the office rooms and firing range come to mind). Also, as you've noted in the other thread, most of the rooms in the game feel "empty", so I wouldn't be surprised at all if these rooms were meant to be furnished in the same sparsely populated and lackluster way.
                              Last edited by biohazard_star; 02-22-2013, 12:58 PM.
                              Seibu teh geimu?
                              ---

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                              • Originally posted by biohazard_star View Post
                                Since there's an accurate scale ruler included with the maps, I tried mapping out the second floor in a 3D program. It's a bit surprising (or not so surprising?) that the main rooms on the second floor are gigantic. The medical room can easily fit a small operating room, a small ward and some staff tables. The radio room is sized more like a command room/dispatch center, which can easily fit a dozen operator work stations, if you arrange them like the desks in the office lobby. It's the complete opposite of c2keo's modestly-sized estimate. The media room is big enough to merge retail's file room, evidence room and library all in one room. Except for the hallways, all the major rooms in the 1.5 RPD are ginormous.
                                Great analysis. It would be interesting to see what Capcom had planned for these rooms. With such dimensions, I'm guessing some of them would involve puzzles or intense battles with zombies. For example, the medical room could be filled with RPD staff that got bitten and were being treated for their wounds. A member of the medical team saw some people turning into those things, got bitten in the process, escaped and locked down the room to prevent everyone in there from overrunning the police station. Stuff like that.

                                A lot of ideas could be explored in these unknown locations. It's possible that they were not even complete in the final build because Capcom was still thinking about what they were going to do with such large rooms. The 1F and 3F seem to be pretty small in comparison, so most of the action would probably go down on the 2F and B1/B2.

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