Map Name: KFO-RE1-Mansion-V2 (updated February 2015. Originally this thread was for KF-RE1-Mansion-Story)
Release: Final
Map Style: Objective mode, scripted spawns for extra challenge
Waves: 6 + boss wave
Map Size: 18MB
Whitelisting: I will try, but I don't know if it still gets looked at when there are custom scripts
Download!:
KFO-RE1-Mansion Workshop Page - I prefer if you go here, subscribe, maybe rate the map if you like it, maybe leave a comment there
final release - client files
mirror at gamemaps.com
final release - compresed files for server redirect
Regular wave based version here - if that's all you're after
------------------------------------------------------------
February 2015
Well after about 4 years since the original was released, Objective mode is finally done!
Changes with Objective Mode:
-Uses Objectives and Story lines complete with Resident Evil character mugshots
-higher variation of monster spawns thanks to Fallidel's Trigger pack
-choose your zed skins at start of map
-ammo is no longer a problem, pick up one box to completely fill your ammo. To compensate, the map is now rock hard
-more loadout options since all weapons are available to all classes, and grenades are optional, so you start with 0/15 weight
-Fel's chaingun
-Extra wave since the original story map, and most waves have something cool/extra in them. You will see.
General Information
Follow Chris, Jill and Wesker in an epic escape from the zombie infested mansion!
This is a Story map, there are a lot more enemies to kill than ordinary wave based map; the exact number is fixed and therefore the more team mates you have, the better your chances of taking them all down.
Solo - not recommended
Beginner - Recommended Small Team, or sub-lv6 perks -
Normal - Full team of good players -
Hard - hardcore veterans looking for a real challenge
Suicidal/HoE - Nobody unless you think its funny to die on wave 1 -
Instead of getting to the trader at the end of the wave, you have to find the "Weapons Room". Decide amongst your team who is going to carry what and arm up to the teeth! Melee weapons may be essential on harder difficulties, as less ammo will spawn the harder the difficulty.
TIPS:
-Pull your weight and kill a lot of zombies or your team will get overwhelmed. Stick with the team, don't lone wolf it.
-Check ALL rooms and nooks for ammo caches and possibly weapons.
-Ammo won't be a problem, but choose your guns before you pickup any ammo. Try and use a lot of ammo and your explosives before you pick up your next box.
-Pay attention to the GO--> signs and 'Door Closing' warnings. These are there to make it easier to know where to go, you aren't being particularly clever if you ignore them. If you find yourself cut off and trapped unable to do anything, don't say you weren't warned...
-Sometimes the way to go isn't blatantly obvious. However, rather than standing in a group complaining 'where do we go?' just walk around whatever hall you are in, and you should find the way. Remember, although most doors are locked, SOME doors can still be opened/welded.
-The gallery/grenade sequence is back in wave 6, but running out of grenades shouldn't be an issue. I even provide a couple of Orca launches which do the job too.
MUSIC FOR THOSE WHO ARE INTERESTED
You can get Resident Evil music from this thread by bowsercoopa. It is a big download of ~150mb (which is why I didn't want to include something like this with the map), and it will replace the music on all maps in game. But I love it, brings back more RE memories
There is also a 'Wesker theme' for the Patriarch that you can get on workshop.
Release: Final
Map Style: Objective mode, scripted spawns for extra challenge
Waves: 6 + boss wave
Map Size: 18MB
Whitelisting: I will try, but I don't know if it still gets looked at when there are custom scripts
Download!:
KFO-RE1-Mansion Workshop Page - I prefer if you go here, subscribe, maybe rate the map if you like it, maybe leave a comment there
final release - client files
mirror at gamemaps.com
final release - compresed files for server redirect
Regular wave based version here - if that's all you're after
------------------------------------------------------------
February 2015
Well after about 4 years since the original was released, Objective mode is finally done!
Changes with Objective Mode:
-Uses Objectives and Story lines complete with Resident Evil character mugshots
-higher variation of monster spawns thanks to Fallidel's Trigger pack
-choose your zed skins at start of map
-ammo is no longer a problem, pick up one box to completely fill your ammo. To compensate, the map is now rock hard
-more loadout options since all weapons are available to all classes, and grenades are optional, so you start with 0/15 weight
-Fel's chaingun
-Extra wave since the original story map, and most waves have something cool/extra in them. You will see.
General Information
Follow Chris, Jill and Wesker in an epic escape from the zombie infested mansion!
This is a Story map, there are a lot more enemies to kill than ordinary wave based map; the exact number is fixed and therefore the more team mates you have, the better your chances of taking them all down.
Solo - not recommended
Beginner - Recommended Small Team, or sub-lv6 perks -
Normal - Full team of good players -
Hard - hardcore veterans looking for a real challenge
Suicidal/HoE - Nobody unless you think its funny to die on wave 1 -
Instead of getting to the trader at the end of the wave, you have to find the "Weapons Room". Decide amongst your team who is going to carry what and arm up to the teeth! Melee weapons may be essential on harder difficulties, as less ammo will spawn the harder the difficulty.
TIPS:
-Pull your weight and kill a lot of zombies or your team will get overwhelmed. Stick with the team, don't lone wolf it.
-Check ALL rooms and nooks for ammo caches and possibly weapons.
-Ammo won't be a problem, but choose your guns before you pickup any ammo. Try and use a lot of ammo and your explosives before you pick up your next box.
-Pay attention to the GO--> signs and 'Door Closing' warnings. These are there to make it easier to know where to go, you aren't being particularly clever if you ignore them. If you find yourself cut off and trapped unable to do anything, don't say you weren't warned...
-Sometimes the way to go isn't blatantly obvious. However, rather than standing in a group complaining 'where do we go?' just walk around whatever hall you are in, and you should find the way. Remember, although most doors are locked, SOME doors can still be opened/welded.
-The gallery/grenade sequence is back in wave 6, but running out of grenades shouldn't be an issue. I even provide a couple of Orca launches which do the job too.
MUSIC FOR THOSE WHO ARE INTERESTED
You can get Resident Evil music from this thread by bowsercoopa. It is a big download of ~150mb (which is why I didn't want to include something like this with the map), and it will replace the music on all maps in game. But I love it, brings back more RE memories
There is also a 'Wesker theme' for the Patriarch that you can get on workshop.
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