de_resident_evil_v2

Counter-Strike CS
de_resident_evil_v2 by Kampy
Posted 17 years ago2006-09-04 04:59:56 UTC • Completed • Counter-Strike
Loading...
Screenshot Thumbnail
Screenshot Thumbnail
Screenshot Thumbnail
Name
de_resident_evil_v2
By
Kampy Kampy
Type
Map
Engine
Goldsource
Game
Counter-Strike
Category
Completed
Included
BSP
Created
17 years ago2006-09-04 04:59:56 UTC
Updated
17 years ago2006-09-04 05:00:23 UTC
Views
1827
Downloads
680
Comments
6
Rating
3.67 (3)
Reviews
0
full star full star full star full star empty star Download (4.72mb)

Resident Evil
Its the gigantic mansion of Resident Evil (1) for those who dont know: this is horror adventure playstation game. The textures are taken from the game and the official max payne texture pack and some are self-made.
de_resident_evil is huge - there are two big rooms, one is the main hall and the other the dining room and a lot of corridors and other rooms. If you dont know Resident Evil you might get lost. The two big rooms are seperated from the rest of the map through brushes and the doors work like teleporters, because the r_speeds were too high the common way. Since the map is very big you should at least have four people playing it who know Resident Evil or the map. This map is a remake of my very old Counter-Strike map de_resident_evil or actually it's the map that I wanted to make when I began with the map which became de_resident_evil later.
The Counter-Terrorists start near the main hall and have to prevent that the terrorists bomb it. The terrorists start on the other side of the mansion in a lot of different rooms.
if youre a RE fan you should check this out.



main points of the map:
  • Resident Evil theme, textures (RE, max payne)
  • consists of the gigantic Resident Evil (1) mansion
  • 6-32 players recommended
hints:
  • at the shotgun there is a shotgun imitation at the wall. pull it down and it activates a trap in the room next to it. The ceilling comes down and smashes everythin in it.
  • the doors in the 2 big rooms are teleporters, dont wait at the teleport destination point too long or another player could spawn into you.
  • This map exists as a HL map: "HL_resident_evil"
  • you can place the bomb everywhere inside the main hall, hide it

6 Comments

Commented 17 years ago2006-09-04 06:43:32 UTC Comment #12947
Maybe some of it was wrong with scale but it's a good recreation of a classic game. Seeing the bathroom just reminded me when you check the toilet and it says "Nothing useful".
Commented 17 years ago2006-09-04 07:41:12 UTC Comment #12951
Dude dude dude...Convert this to Sven co-op and put a mission in it because I am a huge fan of Resident Evil and playing similar maps on Sven was a lot of fun...Only thing is they didn't really look similar to the game...You must convert or the World will fall!
Commented 17 years ago2006-09-04 11:32:45 UTC Comment #12953
Hehehe, when i tried this out i had to leave on RE to look at the map and see where i was going. Its certainly a very nice map!
Commented 17 years ago2006-09-09 15:54:41 UTC Comment #12970
+Its pretty damn big, must've taken awhile

-Bad Texturing
-Blocky as hell
-The plates that were supposed to "break" when stepped on just dissapeared
-Those double doors didn't open, you just walked right through 'em
-Void of almost any detail, there were a few completely bare rooms
-POINT LIGHTS

Low 3.
Commented 17 years ago2006-09-10 19:46:58 UTC Comment #12979
Very ambitious, and superb work from what I saw, though I only ran through quickly--It would take a while to check everything out :)

A couple things you might consider:

-Ditch the teleports

I understand why you did it--to corodon off areas to keep r_speeds playable--, but there is an easier, more stable way. In my dm_Lars map, I needed to cordon off areas too to keep the map playable, but instead of teleports, I used what I call "tranceluadors".

That is, I put a 1 unit brush between doors, textured with "translucent" texture. Then, as you did, put the func_illusionary doors on each side.

The end result is the same as yours, because the trancelucent texture blocks VIS, therby effectively seperating the rooms. It's also a bit more stable than the teleports imo.

-Sounds don't work for me--wrong directory.

Your custom sounds should be someplace in the cstrikesound directory. Also, include the proper directory structure for your custom content to make it easier on your "guests" :)
Commented 17 years ago2006-09-10 19:48:45 UTC Comment #12980
edit:

I see one of the telports doesn't line up with another room, so I guess you have to keep that one :)

Again, very neat map!

You must log in to post a comment. You can login or register a new account.