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1.5 Map Confusion
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I think the medical room is just supposed to be a test room for retail. It's grouped with a bunch of other early stuff like an unfinished marshaling yard and an unused sewer passage. While the room definitely has a 1.5-ish feel it probably isn't a room from 1.5. It is reusing assets from 1.5 though, namely from the operating room and probably from the RPD's medical room too. I guess if anybody's gonna try to recreate the latter, they can use the room as a reference.
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Guest repliedOriginally posted by Enigmatism415 View PostP.S. can someone tell me what/where the hell this is? I found it on the Trial Disc:
[ATTACH=CONFIG]7227[/ATTACH]
And these?
[ATTACH=CONFIG]7229[/ATTACH][ATTACH=CONFIG]7230[/ATTACH][ATTACH=CONFIG]7231[/ATTACH][ATTACH=CONFIG]7232[/ATTACH][ATTACH=CONFIG]7233[/ATTACH]
The second row of pictures is the corridor to the room where you find Sherry in RE2.
(That corridor in Chief Irons's office)
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Originally posted by Alzaire View PostHonestly it's still up in the air as to whether it's the second floor Medical Room, or a Forensics Room in the basement.
Also, check out this untextured background from the Trial Disc (RPD section)...
Doesn't that seem like a plausible match?
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P.S. can someone tell me what/where the hell this is? I found it on the Trial Disc:
And these?
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It looks like no one managed to complete and verify these translations... so... here you go:
Originally posted by Alzaire View Post
"There might be something down thereー Don't you think that could be?"
*NOTE: the language used implies that this "something" is animate, and thus probably a monster*
Originally posted by Alzaire View Post
"How about escaping underground?"
As MattJon mentioned, going between Japanese and English is never 1:1; there is a spectrum between literal and natural translations (I decided to provide natural ones above).
As for deciphering the kanji, it takes a very keen eye and adequate context (considering the poor quality of the images), but it is certainly possible in nearly all cases. I happen to study kanji (Chinese characters) very deeply, and I am familiar with all but the most advanced/archaic Japanese grammar points and vocabulary, so I can also use context to help me (after all, Resident Evil dialogue isn't exactly Shakespeare, but it is quite colloquial which can sometimes be muddy).
I would love to do proper translations of all the Inflames-exclusive images, but I need those damned watermarks to be either erased or moved away from the subtitles.Last edited by Enigmatism415; 09-14-2012, 06:11 AM.
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Yep. The fire escape definitely led to all three levels of the lab. It's funny how the door leading to the second level doesn't match up with its other side on the C-2 Hangar area though, probably just a placeholder issue.
Last edited by biohazard_star; 07-08-2012, 01:52 AM.
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Well, In the lab map, the ladder that goes down to level B - 5 I think, the area similar to the giant plant on the wall in the retail version, has 3 floors not 2. Alzaire pointed that out to me awhile back. I meant to update the map but just forgot about it because I was busy. I seen on the other thread the RE1.5 might be released soon. So maybe we will see how the real maps look.
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Yea, either Birkin or the player character, I assume. I thought your factory map was spot on, and the lab maps accurate for the most part.
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That image you show of the lab with the untextured polygons biohazard_star*, I that it was a place holder for an animation of Birkin falling off the edge when defeated and falling to the floor below.
By the way, some of my maps were accurate and others "guess work" (inflames term),and some I just made up completely like the sewer maps. I just wanted to make all the maps complete for Resident Evil 1.5.Last edited by Black~Crow; 07-07-2012, 05:15 PM.
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I'm probably two years late to the party, but I think I finally figured out where the emergency ladder was in the 1.5 Lab's Subfloor/Boiler Room Area.
Spoiler:
If you were to connect the double doors located on the southeastern part of the boiler room with the double doors in the previously unmapped/unknown corridor, and attach the single door on the end of that corridor with the emergency ladder room, you'd end up with something like this...
The positions of the elevator, mainshaft pillar and the emergency ladder room on the B1 area of the lab match up with their counterparts in the B3 area. Also, the emergency ladder would explain how you were going to get out of the subfloor area in case you were not able run fast enough and duck through the shutter as it is closing (behind the shutter is the elevator).
As for how the subfloor area plays out, I think I have a good guess on how you go through the rooms:
1. Enter boiler room, push some crates.
2. Enter power room on the top floor.
3. Fight Birkin.
4. Something from the upper power room accidentally falls and lands in the lower power room.
Notice the hazard lines on the edges of the walkway? This is the only part of the room's flooring where they can be found. Also notice the white untextured thing. This part of the walkway (shown above) sits near/somewhere hanging above this area on the lower power room... (shown below)
Notice again the hazard lines and the white untextured thingy.
I would assume either the player, Birkin, both, or a key item would accidentally fall down here. This area sits directly below the platform in the first pic
6. Do something in lower power room. Either retrieve key item or activate the power for the elevator.
7. Push some more crates.
8. Go to the elevator corridor to find the shutter closing on you. If you move fast enough, you get through. Otherwise, you have to take the emergency ladder all the way back to elevator on B1 Area. The elevator is probably used for gaining access to a floor of the lab whose emergency ladder room door is locked, I would wager the floor with the P-4 laboratory. It makes sense for this floor to be the final area, since it is the only floor of the lab which is shown to be on fire.
Of course, all of this is just speculative.
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Originally posted by Enetirnel View PostThank you, however as far as I was aware the Black Crow ones were a bit outdated after the discussion over on Bioflames. Or am I wrong on that? ;
Map 1 - RPD 1F. This one is obviously wrong, as we have a legit 1F map already. The only thing wrong with this one however, is the middle room above the reception area is not correctly split into 2 rooms (probably interrogation rooms) and the 2 doors leading to them from the west main offices area are not present. Also, there is not supposed to be a door leading out of the west main office room on the northern wall.
Map 2 - Umbrella Factory/Packaging Facility outside areas. This map is grossly off in too many ways to bother typing them up. There is a accurate map of this area, thanks to the backgrounds available, so the map on this video is garbage.
Map 3 - Black Crow's Umbrella Factory/Packaging Facility map. This map is fine. It accurately portrays (for the most part, minus some detail mistakes) the outside areas and the packaging, management, and warehouse areas.
Map 4 - RPD 1F. This map is fine is for the most part.
Map 5 - RPD 1F. This map is also fine, except for the inclusion of speculated images location (Roy's location, the alignment of the stairs in the west stairwell, and the inclusion of a random shutter in the east hall that may or may not exist as there is no available footage of that hallway).
Map 6 - RPD 2F. Garbage map. Inaccurate and full of baseless guesswork and made-up areas and design. The scaling is also bad. And the outside front area that leads to the manhole is not shaped like that.
Map 7 - RPD 3F. Another garbage map. Highly inaccurate and nothing but baseless random guesswork. It's an old map though and outdated. The helipad is designed incorrectly.
Map 8 - Sewers. Door location errors and manhole entrance guesswork. The incorrect door locations make this map's layout inaccurate, and hence useless.
Map 9 - Sewers. Wild guesswork by the creator that is probably largely inaccurate. Some areas are also incorrectly designed. Coupled with map 10, which goes along with it, it's not very good.
Map 10 - Sewers. Wild guesswork again by the creator of the map. Some of the areas are from an old build and may not even be in the later versions, making the possibility of this map even more unlikely. One area is also not even a sewer area, hence also invalidating the design of this map.
The problem lies with the RPD and sewers. With the exception of the available legit magazine screenshot of the RPD 1st floor (which may or may not be the complete floor, but seems to be - minus the outside front balcony and passage leading to a manhole), his RPD and sewer maps have been largely guesswork and most of them have had glaring errors that has caused them to be revised over the years, but even now they are still largely inaccurate and unlikely due to the fact there just is not enough available material to guess well enough without adding too much artificial areas/hallways to connect everything. Not to mention considering Capcom is notorious for scaling and placement screwups in map design, you can't really predict proper placement when one room may appear too large to fit in a certain spot mapwise but would be there in-game. I don't agree with most of his non-1F RPD and his sewer maps, and there are still definite non-opinion/guesswork based errors in some of them (door locations he missed or incorrectly aligned and such.)
I've given up at the moment on mapping the RPD and Sewers. I've tried dozens of times and while I've come up with a few decent ideas to fit everything together with little to no artificial additions, it's still just too impossible with the available material.
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Originally posted by goodbye! View PostBlack Crow put togetheir maps in a video which can be found here:
http://www.youtube.com/watch?v=Lugp3ctZnSE
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Basement map v0.10 without making a mess of pictures. It suits the size of F1 with the exception of pargking and the lower part wich is ok if there was a large frontyard in front of the police station.
By the way, did anyone try to compare the sewer hall to a police station layout? There are at least to points to be merged.Last edited by GraaD; 11-08-2009, 11:39 PM.
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Originally posted by GraaD View PostCould you please mark those 3 positions according to the 1st floor map? I've read this topic and saw a few variants, but I'd be thankful if you point at them all together once again.
Anyway. These are the 3 most likely spots and the arrows point in the direction the garage could exit from.
The one on the left side can possibly exit out of the left too. The reasoning behind a possible left-side garage is the fact there is some kind of structure there, and the garage's ceiling is a fair bit higher than the rest of the main basement level, as well as considering the ceiling will extend upwards on the ramp. This is also one of the reasons why it is unlikely the garage is directly underneath the RPD and exiting out the right side. It -could- be dismissed as a Capcom error, but the other 2 locations allow for more flexibility with the basement floor plan.
The garage to the north is a possibility because there was an old concept art that resembles a very general concept resembling 1.5's RPD that has the garage in the rear (north area mapwise) of the RPD. It can exit out to the north, or possibly to the east.
Underneath the RPD exiting to the east is a possibility, but in the opinion of me and c2keo, it's a somewhat unlikely one. I used to consider it the best idea, because it would explain the extended area of the building on the east side that is known to exist because of the PSM video but does not match up with the legit known 1F map. However, the ceiling is very high and the length of the ramp in scale with the expected length and placement does not really fit very well, and is highly restrictive of the design of the rest of the floor plan.
Anywhere else would conflict with known street placements or buildings and such, or would require an extremely complicated/weird/illogical layout in order to connect to the garage.
You mean the "door" that leads to a big unnessesary area on my map? Hmm... *looks at it closely* I guess you are right. A small inbuilt storage fits there much better. The question is - how many sliding doors you presume to be there? Two are most likely, I guess, but could be wrong once again.
If you look closely in the Inflames image on the very right side, you can see what appears to be the slide-handle of the door on the right, indicating that the right door is probably open like in my mockup image.
Thanks. I was wondering a lot about this. It doesn't look exactly like a door, but still I wasn't completely sure. I also didn't come up with any object of such look so far. This whole area reinds me of the first Dino Crisis where the elevators area is beyond a similar gate.
I've heard a theory of the dogs being alarmed and running through a wall from kennel to the firing range. I know at least one man who thought there has to be a connection between those and so I decided to ask.
I'd like to do so and appreciate your recomendations a lot. Making a game I really need to take care of every detail known so far, otherwise my efforts will be a total waste of time after all, and many locations will have to be redone.
What you say seems right. There are lots of details I haven't noticed and have to be pointed at. I only disagree about the scale, but it's really a matter of camera FOV's. I ended up on vertical FOV 60 wich seemed like the most suiting for a few rooms. I can easily be wrong about it as well after all... But it works for some rooms compared to a character's size for now.
Look here:
I enlarged the legit 1F map to scale to your map by matching it up with the size of your elevator and the stairwell room attached. You can clearly see how way oversized the scale of your map is.
- Your power room is almost the same size as the Lobby and Reception Area combined.
- Your morgue is almost the same size as the Reception Area.
- Your firing range is just about 2/3 the size of the entire first floor.
- Your Jail area is also nearly 2/3 the size of the building, with the individual holding cells each nearly half the size each of the lobby.
Clearly, your scale is way too big. Also the length of some hallways are incorrect. In the "Main Hall", the distance from the Stair Room door and the T junction (which leads to the morgue area) is supposed to be longer than the point between the T junction to the power room, and yours is too long.
Even if you were to simply reduce the size of the map, this puts the stairwell rooms and elevators out of proportion by becoming too small compared to the rest of the areas. So this definitely needs a large overhaul.
There's also supposed to be 6 dog cages.
There are other small errors in scale as well.
Let me give you a tip for making maps and figuring out scale and dimensions that I personally use while working on my maps.
Meet "Makeshift Person". See that black plus sign? That's him. Start with a room that is easy to relate to. The elevator and it's related stairwell from 1F is a perfect spot, because you can trace it from the legit 1F map and start from there. What I do is I create a separate layer for this plus icon on my maps in photoshop. I make the plus sign roughly the size of a player character in general, usually doing this by scaling it to the size of a regular 1-size door. The reason it's a plus sign is so that it can represent the size of a player facing both N-S and E-W. I often move it around the map to get a gauge of the scale of the room and if it looks about right while going along with images and videos. It can still be difficult due to camera angles and perspective distortion in the media, but with the Makeshift Person icon, imagination, and careful study and character distance timing (with videos) it has become a lot easier to get scaling and dimensions more correct with each revision of my maps, and it's mostly thanks to the plus sign representing a character lately. Is it perfect? No, but it helps a ton.
Also, always always use the legit 1F map as a basis and try to judge scale to that.Last edited by Alzaire; 10-17-2009, 02:41 AM.
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i hope this video will help someone to make the map~^^!
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