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
-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.
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"
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!