KF-RE1-Mansion-Beta (Resident Evil Mansion) - wave based + Story

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driftwood

FNG / Fresh Meat
Jun 9, 2009
672
22
0
Gold Coast, Qld, Australia
Map Name: KF-RE1-Mansion-Beta5
Beta Number: 2nd public
Playable: Yes
Map Style: Large circuit running map
Download Size: 2.5MB
Map Size: 11MB
Whitelisting: Probably won't bother, final won't be far away now

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CURRENT DOWNLOAD LINKS (check here for updates as I make edits)
23-1-2015 - All links are dead! See my thread in final releases for workshop links. http://forums.tripwireinteractive.com/showthread.php?t=43498


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Story:
who the hell cares, this is Killing Floor in the Mansion from the very first Resident Evil game (the PSX and Saturn versions, not the Gamecube version).

Description:
This beta is the entire level, there is nothing still to do. I have play tested a lot and AFAIK everything works. But that's where you guys come in - please provide some feedback! Any exploits or faulty spawns/paths? Geometry or lighting problems?

99% of textures and meshes are from Tripwire packages. Tripwire's textures always look the best anyway imo.

Tactics:
There is probably some suitable camping spots but just as in my first map, KF-Dreamhouse, I hope to encourage run-and-gun tactics. This is accomplished through making ALL zombie spawns in NON-player areas. So you never have to worry about turning a corner and a zombie appearing in the hallway. It also makes things more interesting as zombies jump through windows, holes in the cieling, out of closets/blocked off rooms, etc.

The Main Hall is probably the hardest spot to hold due to being central in the map and having so many entrances. However, due to the multi level and pillars for cover, it is probably the best place to fight the Patriarch.

Screenshots in next post, see below:
 
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driftwood

FNG / Fresh Meat
Jun 9, 2009
672
22
0
Gold Coast, Qld, Australia
Screenshots

Screenshots

mainhall.jpg


dining.jpg


2fwest.jpg


artroom.jpg


sehall.jpg


basement.jpg


attic.jpg


greenhouse


terrace.jpg


dresser.jpg
 

driftwood

FNG / Fresh Meat
Jun 9, 2009
672
22
0
Gold Coast, Qld, Australia
new version already

new version already

I feel like such a noob developer for doing this - I actually wasn't planning on releasing hundreds of versions. The first link was missing some pretty important pathing fixes I made. Instead of incrementing the version number I've decided to overwrite the old file, so the existing link above is just updated thats all. My apologies to anyone who has already downloaded the other one. You can still play test that one if you like, but any admins should get the latest.
 

Bronzen

FNG / Fresh Meat
Jun 23, 2009
127
5
0
Cool

Cool

It played well, lighting needs a little tweaking outside. Pathing was a bit off in the pictures room if you stood in the corner, but that might be what you fixed in this little update.
 

Fel

FNG / Fresh Meat
Aug 9, 2009
1,991
487
0
In Mission Mode
finally this is out, let me know when you want to make this a mission, ill set up wave 1 for you and tell you the basic concepts of good spawn placement and controll
 

SgtHermann

FNG / Fresh Meat
Jun 17, 2009
113
9
0
hi driftwood

this is an amazing port.
scaling is very good
gameflow is very good
exellent for run and gun
to use the kf textures is allways a good decision

i will provide u with screenshots about the things i dont like

till then keep up the good work.
 

driftwood

FNG / Fresh Meat
Jun 9, 2009
672
22
0
Gold Coast, Qld, Australia
thanks for the kind comments Hermann. Scaling was the first thing I had to get right or everything would be wrong, the whole time I was working against a sketch of an overhead map with a grid overlaid and I would count the squares to get the dimensions for each room/hall. Look forward to seeing the screenshots of what's wrong :)

@ Bronzen yeah I'm wanting to know where the remaining pathing problems are, damn pathing can be somewhat hit and miss. Btw I didn't anticipate the AI to use the elevator very well, if you fight near the elevator on 2F again you may figure out the counter measures I took so zeds can get you without the elevator... but I must admit didn't expect zeds to trigger the elevator so much (but they don't path in and out of it properly so its a bit messy).
 

Bronzen

FNG / Fresh Meat
Jun 23, 2009
127
5
0
By the way

By the way

I love the map in general, but can you allow the shotgun to be picked up. The one that is supposed to be broken and hanging on the hinges that keep the ceiling up in the room adjacent to it. Would be cool, like the chainsaw in the Doom2 Final/Remake. Lol
 

driftwood

FNG / Fresh Meat
Jun 9, 2009
672
22
0
Gold Coast, Qld, Australia
I love the map in general, but can you allow the shotgun to be picked up. The one that is supposed to be broken and hanging on the hinges that keep the ceiling up in the room adjacent to it. Would be cool, like the chainsaw in the Doom2 Final/Remake. Lol

You got a point, a lot of players may see the current static mesh and get frustrated that they can't pick it up. I would prefer to fix by finding a 'broken shotgun' static mesh to put in there instead. In fact I'll definitely see what I can figure out there. I don't like people knowing where to look for specific powerful items, I think it cheapens a map. Random items ftw. I have, however, tried to put a lot of the items/ammo in locations where people would find items/ammo/herbs in Resident Evil.

Also I thought quite a lot about making that Trap room have a ceiling that could crush players/zeds, or some other sort of trap, and also thought of linking it to picking up the shotgun. But I didn't want it exploitable/buggy and in the end I had a lot of trouble figuring out how to balance the spawns in that general section of the map, so in the end I made the trap room a zombie spawn room, and there is a big hole in the wall between the gallery<->shotgun room. There's a few times I felt I had to compromise the design for the sake of smooth KF gameplay.
 
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Bronzen

FNG / Fresh Meat
Jun 23, 2009
127
5
0
Lol

Lol

In the shotgun room (I think) there is a trader door just half into the wall.....Look around and see if you can find it.
 

Fel

FNG / Fresh Meat
Aug 9, 2009
1,991
487
0
In Mission Mode
nice map!! I cant believe we died on wave 4!! GOOD HARD MAP. Makes the best of them. I cant wait to work on the story mode with you , its gonna be a blast :D:D
 
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ro_sauce

FNG / Fresh Meat
Sep 26, 2007
3,135
329
0
bwhgaming.com
hey in the bottom hallway with all the blood and bodies, its super laggy, maybe you should turn all those collisions off and have the projectors die
 

driftwood

FNG / Fresh Meat
Jun 9, 2009
672
22
0
Gold Coast, Qld, Australia
hey in the bottom hallway with all the blood and bodies, its super laggy, maybe you should turn all those collisions off and have the projectors die

This wasn't an issue on my PC but I was concerned that it would be for some people. I did a lot to optimise that area, but seems like collision was the single most important thing and I didn't address that. I might even add all the heads, arms and legs that I took out back in, but this time turn off all collision and it should still be an improvement. THere is no way im removing those projectors ;) Also, I like the way players are encouraged to use the planks over the bodies, so i'll be using small blocking volumes to give the illusion that the bodies still have collision
 

ro_sauce

FNG / Fresh Meat
Sep 26, 2007
3,135
329
0
bwhgaming.com
i didnt mean to remove the projectors, you can make them die at the start of the map, that way the projection stays there, and the projector isnt constantly using up cpu cycles throughout play
 

driftwood

FNG / Fresh Meat
Jun 9, 2009
672
22
0
Gold Coast, Qld, Australia
Will you make a version like story but in wave based like thehive2 ?

Yeah that's what I mean, following the 'how to make mission map' stickied thread. I'm not trying to copy Hive or anything, but because this map has so many rooms and halls that you can trace a path through, it is just begging to be made a mission map.