Here's my take on what the RPD would look like if it were a bit more realistic. The red-shaded areas are brand new rooms or doors, and I've added a lot of new windows and moved the positions of many existing ones. Many of the original rooms have had furniture rearranged to fit the new design, as well. Finally, I’ve made the maps completely stackable so they make actual sense (Resident Evil 2’s designers clearly failed to do this).
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First Floor:
The first thing you'll probably notice is the enormous parking lot in the rear of the building. I’ve added this for two reasons, one being that in the real world, buildings this size tend to have parking lots that can fit more than three cars in them (as seen in RE2's "B" scenario). The second reason is that the parking garage ramp needed to extend a great distance to make it even slightly accessible to vehicles (I'm still not sure if it's long enough). If you look at how long the ramp is in Outbreak File #2, it’s clear that it would emerge somewhere in the middle of Flower Street. Since this is obviously ridiculous, I’ve made the necessary changes.
I’ve moved the guard shack closer to the gate, and moved the maintenance shed to the east wall. Just south of the maintenance shed (and south of the stairs to the 2F rooftop), the path winds around for access to the maintenance equipment seen near the emergency stairwell. There is also a path from the parking lot along the west side of the building that leads to the front plaza, which remains largely unchanged.
I’ve made several changes to the main hall, including two sets of double doors that lead to the rear parking lot. I’ve also added staircases to the second floor, since a single ladder in the main “hub” of a building (be it a police station or an art museum) seems a bit out of place. The ramps on either side of the statue were removed due to leveling issues – this was a flaw in RE2. How could the reception area have a window into the west squad room if they were at different elevations?! Finally, I’ve added a small storage room to the southwest corner of the hall.
To the west of the new storage room are two restrooms which can be accessed from the southwest “licker” hallway. These rooms (as well as the storage room) were added to fill in a gap on the map, which was another flaw in RE2; you can clearly see from the front plaza that the front of the building is one plane with no indentations! The only other major change in the 1F west wing is a new door in the northwest hallway that leads to the parking lot. It was the only way I could justify having this indentation in the building, other than it housing the window that Nemesis barged through in Resident Evil 3.
In the reception area you can see a small square mesh – this is actually where Leon would be deposited if the ventilation shaft he jumped in on 4F headed straight down. Note that there is no way that this shaft could lead to the basement unless a large chunk was removed from the reception area.
In the east wing, I’ve added new doors to the “horseshoe” shaped hallway, as the original design made little sense. Why would a hallway abruptly dead end, and why is there only one door into the press room?! The night duty room and northeast hallway were also shifted around a bit, and a small restroom added as well. Also, if you’re curious, the hollow chunk of wall in the northern interrogation room is the shaft for Irons’ secret elevator.
Second Floor:
Several rooms have been added to the northwest corner of 2F; from left to right there is Wesker’s office, the S.T.A.R.S. Alpha Team locker room, and a small restroom. Just like the southwest corner of the first floor, I’ve filled in a large gap in this corner of the building. I suppose it could have just been boring old rooftop (we never see this exterior corner of the building in RE2), but I find this to be more interesting. Another new addition is the walls of the S.T.A.R.S. Alpha Team office, which are now thin and windowed like the walls of the private offices in the 1F squad rooms. I’ve also added a locker room for the uniformed officers just off the southwest corner of the 2F main hall, which has an additional door into the hallway outside the library. This was done, once again, to fill in a gap on the original map.
The only other major changes on 2F are the addition of two new rooms in the east wing – a small storage room and Irons’ private bathroom (he seems like just the kind of douche to have one). I’ve also added a small passage behind Irons’ desk with a window at the end of it for him to view who is coming and going from the rear parking lot.
Third and Fourth Floors:
I’ve made some big changes on 3F, including an art storage room to the north that leads to a new western rooftop. I’ve also added a railing to this storage room that overlooks the stairway just outside the dark room, as well as a giant stained-glass window opposite it for creepy effect. Windows were also added to the west wall of the library, as I always thought it would be cool if crows busted through them on your return trip (as opposed to zombies fruitlessly crashing through the windows in the “licker” hallway). The only other addition to these floors is the rearrangement of the clock tower room.
Basement:
I’ve made some major changes to this level, since in my experience most basements tend to mirror the outline of the building above them. This opened up lots of creativity for me and my gap-filling pleasure! In the northwest I’ve added another room of holding cells, since two cells just seemed a bit small for the city and all. There’s also a new security room and area where prisoners’ belongings are stored.
The parking garage was difficult to figure out, as getting vehicles in and out of here seems like a huge inconvenience. Nevertheless, there was little I could do to change it other than add a door to the front plaza (in the same spot that the convenient ventilation shaft was placed in Outbreak File #2). To the north, the corridor that leads to Irons’ torture room had to take a dip (and thus place the room itself at a lower elevation) since the ramp would block the corridor if it stayed at the same level. So technically, the creepy room and most of the corridor are at the “B1.5F level.”
Finally, I’ve made some major modifications to the eastern wing of the basement. Two restrooms have been added to the northeast, and the morgue has been expanded to include an office and lab space for the medical examiner. To the west of the morgue is an office for the S.T.A.R.S. Bravo Team (Enrico’s thin-walled office is in the southwest), and the power room’s space has been reduced (and another door added) to make room for the Bravo Team’s locker room.
Well that’s it so far! Hope you guys enjoy it! I’ll try to work on the sewage disposal plant soon – I’m currently trying to figure out how the plant is not right on top of city hall…
First Floor:
The first thing you'll probably notice is the enormous parking lot in the rear of the building. I’ve added this for two reasons, one being that in the real world, buildings this size tend to have parking lots that can fit more than three cars in them (as seen in RE2's "B" scenario). The second reason is that the parking garage ramp needed to extend a great distance to make it even slightly accessible to vehicles (I'm still not sure if it's long enough). If you look at how long the ramp is in Outbreak File #2, it’s clear that it would emerge somewhere in the middle of Flower Street. Since this is obviously ridiculous, I’ve made the necessary changes.
I’ve moved the guard shack closer to the gate, and moved the maintenance shed to the east wall. Just south of the maintenance shed (and south of the stairs to the 2F rooftop), the path winds around for access to the maintenance equipment seen near the emergency stairwell. There is also a path from the parking lot along the west side of the building that leads to the front plaza, which remains largely unchanged.
I’ve made several changes to the main hall, including two sets of double doors that lead to the rear parking lot. I’ve also added staircases to the second floor, since a single ladder in the main “hub” of a building (be it a police station or an art museum) seems a bit out of place. The ramps on either side of the statue were removed due to leveling issues – this was a flaw in RE2. How could the reception area have a window into the west squad room if they were at different elevations?! Finally, I’ve added a small storage room to the southwest corner of the hall.
To the west of the new storage room are two restrooms which can be accessed from the southwest “licker” hallway. These rooms (as well as the storage room) were added to fill in a gap on the map, which was another flaw in RE2; you can clearly see from the front plaza that the front of the building is one plane with no indentations! The only other major change in the 1F west wing is a new door in the northwest hallway that leads to the parking lot. It was the only way I could justify having this indentation in the building, other than it housing the window that Nemesis barged through in Resident Evil 3.
In the reception area you can see a small square mesh – this is actually where Leon would be deposited if the ventilation shaft he jumped in on 4F headed straight down. Note that there is no way that this shaft could lead to the basement unless a large chunk was removed from the reception area.
In the east wing, I’ve added new doors to the “horseshoe” shaped hallway, as the original design made little sense. Why would a hallway abruptly dead end, and why is there only one door into the press room?! The night duty room and northeast hallway were also shifted around a bit, and a small restroom added as well. Also, if you’re curious, the hollow chunk of wall in the northern interrogation room is the shaft for Irons’ secret elevator.
Second Floor:
Several rooms have been added to the northwest corner of 2F; from left to right there is Wesker’s office, the S.T.A.R.S. Alpha Team locker room, and a small restroom. Just like the southwest corner of the first floor, I’ve filled in a large gap in this corner of the building. I suppose it could have just been boring old rooftop (we never see this exterior corner of the building in RE2), but I find this to be more interesting. Another new addition is the walls of the S.T.A.R.S. Alpha Team office, which are now thin and windowed like the walls of the private offices in the 1F squad rooms. I’ve also added a locker room for the uniformed officers just off the southwest corner of the 2F main hall, which has an additional door into the hallway outside the library. This was done, once again, to fill in a gap on the original map.
The only other major changes on 2F are the addition of two new rooms in the east wing – a small storage room and Irons’ private bathroom (he seems like just the kind of douche to have one). I’ve also added a small passage behind Irons’ desk with a window at the end of it for him to view who is coming and going from the rear parking lot.
Third and Fourth Floors:
I’ve made some big changes on 3F, including an art storage room to the north that leads to a new western rooftop. I’ve also added a railing to this storage room that overlooks the stairway just outside the dark room, as well as a giant stained-glass window opposite it for creepy effect. Windows were also added to the west wall of the library, as I always thought it would be cool if crows busted through them on your return trip (as opposed to zombies fruitlessly crashing through the windows in the “licker” hallway). The only other addition to these floors is the rearrangement of the clock tower room.
Basement:
I’ve made some major changes to this level, since in my experience most basements tend to mirror the outline of the building above them. This opened up lots of creativity for me and my gap-filling pleasure! In the northwest I’ve added another room of holding cells, since two cells just seemed a bit small for the city and all. There’s also a new security room and area where prisoners’ belongings are stored.
The parking garage was difficult to figure out, as getting vehicles in and out of here seems like a huge inconvenience. Nevertheless, there was little I could do to change it other than add a door to the front plaza (in the same spot that the convenient ventilation shaft was placed in Outbreak File #2). To the north, the corridor that leads to Irons’ torture room had to take a dip (and thus place the room itself at a lower elevation) since the ramp would block the corridor if it stayed at the same level. So technically, the creepy room and most of the corridor are at the “B1.5F level.”
Finally, I’ve made some major modifications to the eastern wing of the basement. Two restrooms have been added to the northeast, and the morgue has been expanded to include an office and lab space for the medical examiner. To the west of the morgue is an office for the S.T.A.R.S. Bravo Team (Enrico’s thin-walled office is in the southwest), and the power room’s space has been reduced (and another door added) to make room for the Bravo Team’s locker room.
Well that’s it so far! Hope you guys enjoy it! I’ll try to work on the sewage disposal plant soon – I’m currently trying to figure out how the plant is not right on top of city hall…
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