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

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  • Highlight an item slot and then press select. Use the shoulder buttons to scroll through all the items/weapons in the game. Pressing triangle will increase an item/ammo count by one, it's useful for reloading weapons which do not have a corresponding ammo refill.
    Seibu teh geimu?
    ---

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    • I just got word that I'm getting a new job, so I'm gonna be busy for a while. Before I go, though, here are the updated RE15 Background Packs as promised.

      Pack 1 - The RE15 RPD


      Pack 2 - The Sewers


      Pack 3 - The Factory


      Packs 4-6 - The Underground Lab and Escape Train


      Pack 7 - Fan Efforts (Recreations, Inspirations, etc.)


      Pack 8 - Missing Backgrounds only (Fan Recreations)


      If all you want is a "complete" background set (or as complete as we can get right now), download Packs 1-6 and 8. The fan effort pack is just me gathering up ALL RE15-related background images or RE15-inspired efforts done by fans into a single archive.

      Enjoy!
      Last edited by RMandel; 02-25-2013, 09:01 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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      • Did anybody else notice that there's some relatively obscure text prompts in the build? In the main shaft, there's actually flavor text for two of the floor lights surrounding the main fuse case. Also, the shutter doors for the warehouse lift has a text prompt as well, but it's hard to get unless you position yourself properly. If anybody else discovers any more hard-to-find ones, you should post about it here. Those little tidbits of info really make a difference in making the environments seem more alive.
        Seibu teh geimu?
        ---

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        • Originally posted by biohazard_star View Post
          Did anybody else notice that there's some relatively obscure text prompts in the build? In the main shaft, there's actually flavor text for two of the floor lights surrounding the main fuse case. Also, the shutter doors for the warehouse lift has a text prompt as well, but it's hard to get unless you position yourself properly. If anybody else discovers any more hard-to-find ones, you should post about it here. Those little tidbits of info really make a difference in making the environments seem more alive.






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          • I was thinking more along the lines of hidden ones that you can't normally find unless you look hard enough. But those are some nice shots.
            Seibu teh geimu?
            ---

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            • I just want an excuse to post my screens lol...
              The ID card door one took me a few playthroughs to get at least.
              I'll search for more.

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              • I really wouldn't mind the armor skins being ported over to Sourcenext BH2, though on the new Leon model rather than the 1.5 one. Same for Claire.
                Last edited by News Bot; 02-23-2013, 12:09 PM.
                PROJECT Umbrella - The BIOHAZARD/RESIDENT EVIL Compendium

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                • Originally posted by Darkness View Post






                  How did you make Ada appear in that room anyway and how did you turn on the light at the vaccine room?
                  Choosing the main cast is absolutely awesome!

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                  • Finish the fight with Birkin then Ada and Leon will go down to the Lab... as for the light, the switch is where it is in RE2.

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                    • Anyone else noticed that the frozen room bgs are 1:1 same as retail?

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                      • They are not, there's several different elements near the operation panel.

                        Resident Evil: Behind the Mask twitter
                        , also in Facebookian flavor for great justice.

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                        • Originally posted by Deathlygasm View Post
                          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
                          I think, from looking at pictures of the 80 percent build that he was much of the same, difficulty wise. Birkin in RE2 is so easy in all forms.

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                          • What are the shelter rooms in the labs for?

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                            • I think Marvin needs to make that 5 hour long YouTube video of himself in RE 1.5 with infinite health on with the fat zombie eating his leg.

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                              • Originally posted by uzernaem View Post
                                What are the shelter rooms in the labs for?
                                If I recall correctly, the shelters came up in a dialogue between Leon and Ada. I think that the shelters served as some kind of rendezvous point. My guess is that Shelter#01 is for Elza, John, and Sherry, while Shelter#02 is for Leon, Ada, Marvin, and possibly Annette; all of these characters take refuge in the shelters while the Laboratory transitions from "normal mode" to "fire mode." Notice which rooms in the Laboratory have fire versions:

                                - Central Corridor (B2)
                                - A-2 (Elevator) Hall
                                - B-2 (Laboratory) Corridor
                                - C-3 (Hanger) Corridor
                                - D-2 (Shelter) Corridor

                                Once the characters leave the shelter, they are confined to the areas on B2, and since the A-2 Elevator only reaches B1-B3, all of them are forced to use the C-2 (Hanger) elevator to reach the Subway. In one scenario, Birkin is fought in the C-3 (Hanger) Corridor (where he impales a man-spider), while in the other scenario, Birkin is fought in the A-2 (Elevator) Hall (where he breaks out of the A-2 Cargo Room). My own conspiracy theory is that either Annette or Ada is responsible for activating the self-destruct sequence, causing the entire Laboratory to combust.
                                Last edited by Enigmatism415; 02-23-2013, 05:28 PM.

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