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Resident Evil 3 - "Last Escape" Campaign

Resident Evil 3 - "Last Escape" Campaign

Postby Outatime » Sun Jan 18, 2009 7:12 am

UPDATE: Beta 1.0 has been removed from the l4dmods website. I'm not sure why it got modified into VPK format recently, but I didn't intend for it to be vpk when it was released originally. It will become a vpk when I have fixes for the original problems in the next release. Download it as it was intended from an alternative site until it's fixed here: DOWNLOAD NOW BE ADVISED: There's some problems with Framerate. I'm aware of that. Leave feedback here if you like.[b] (Thanks Phoenix for the quick assist!)

Introduction:
Hi Folks. My name is Andrew and a few of you around the HL2 community know me as "Outatime". I've been working on an a Raccoon City Police Department map on and off since about 2006 and was eagerly waiting for the release of this game. I'm definitely not an expert mapper, but I'm trying to make this work out well. I've started a Resident Evil 3 campaign that I would like to include the following stages:
    -Raccoon City Streets
    -R.P.D.
    -Clock Tower
    -Hospital
    -Park
    -Factory

Here are some screens of the first map.
Raccoon City Streets- Warehouse area:
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Latest video:


[size=150]F.A.Q.

[b]When is this going to be released?

There's a lot of work to do in putting together separate maps, and subcomponents of each map: light, visability, prop placement, sound, ai, event programming, and optimization. It takes a VERY long time to do. I may make a beta of the RC streets available in July. But the final product will not come out until A. I have enough time to finish everything, and B. Valve Releases the SDK for L4D. Right now, everyone has just jimmy rigged out their hammer to work with L4D, but it doesn't have all the tools needed to work 100% yet. I can't set a release date as I've completely started over to do this correctly with detail. As I make progress I'll let you know.

Will we see Jill/Carlos/Nicholai?
I won't rule this out, but I'm not a modeler or skinner. If someone is willing to donate their naemeis, I'll be more than happy to credit them.

Will it include sounds/and music from the original game?
Sounds: Definitely! Music: kind of. The music is great from RE3, very catchy, but the PS1 instruments they used make it sound kind of dated. I have a few orchestrated clips I will probably insert instead.

Hey, what's up with the outbreak music in RPD instead of the original?
This was a tough choice for me, believe it or not. The original RPD music is about an 1minute 36 seconds long on a loop. The theme from RE: Outbreak File 2 is about 2 minutes 2:36 seconds and runs on a loop. I suspect people would quickly tire of it. The outbreak theme varies on the original with portions of the original still intact in it. Not to see I won't include other original music though.

Can I beta test this?
At the request of the l4dmods.com staff, I've left up the original alpha map in the downloads section. However, please keep in mind it's buggy and needed to be redone. I released 1.0 and it was very controversial. I didn't abide by typical mapping rules which made it a framerate and general optimization nightmare. It wasn't as detailed as I could make it. L4D gamers seemed to think it was ok but clearly seasoned mappers thought it needed a lot of work. The feedback I got on 1.0 was very useful, but we won't be doing another one until at least this summer.

Do you want to join my mod team?
No, sorry. I'm doing this alone because don't have the schedule to commit to deadlines of a mod between work and grad school. Nothing personal! I'm not a pro mapper by any means :)

Hey did you know some other guys are doing another RE map/campaign?
Yes. Actually I've talked to quite a few folks who have their own iterations of the RPD map and campaign. I know Zac is working on Bioh4zard which I'm eager to play as well.
I think it will be cool to try all the different versions and see their takes on things. I only recently decided to expand the RPD map into a campaign. There's a lot of talented folks out there and it will be great to see their takes on RC as well.

I hope that answers most of your questions but feel free to ask away/leave your comments here. Thanks, and I look forward to being able to share my updates with everyone in the future. Thanks for reading/watching!
Last edited by Outatime on Thu Aug 13, 2009 6:25 am, edited 19 times in total.
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Re: Resident Evil 3 - L4D Campaign

Postby Hunterbrute » Sun Jan 18, 2009 8:02 am

WOW THAT IS *** EPIC!!!!!!

Keep up the good work.
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Re: Resident Evil 3 - L4D Campaign

Postby Outatime » Sun Jan 18, 2009 8:21 am

Hunterbrute wrote:WOW THAT IS *** EPIC!!!!!!

Keep up the good work.


Thanks :) Will do! I hope I can keep up the pace...also hope Valve gets out the proper SDK soon.
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Re: Resident Evil 3 - L4D Campaign

Postby Zac-UK » Sun Jan 18, 2009 11:11 am

Nice City, i'm jealous that i dont get much of a city to play with in my campaign! However I think your streets Sidewalk / Curbs need a bit more detail, its not elevated enough i think, also add some drain decals too.

Also the Cop offices area you showed, man, i just started detailing that area and im using the same desks! I think i'll replace them with custom models at a later date anyway.

You certainly have a bit more to show than i do, i better get moving!

Take care,

REgards

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Re: Resident Evil 3 - L4D Campaign

Postby jorgen » Sun Jan 18, 2009 2:02 pm

nice work man keep it upp :D

just 1 question will there be cutscenes in the map?
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Re: Resident Evil 3 - L4D Campaign

Postby Bran Maniac » Sun Jan 18, 2009 5:52 pm

Just one question....
Versus?
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Re: Resident Evil 3 - L4D Campaign

Postby Phoenix » Sun Jan 18, 2009 7:49 pm

My only comment is I love Resident Evil, one of my favourite game series, I'm glad you and everyone else decided to make maps based on this game, I only wish there was a fixed camera mod that would make it feel like RE, but for L4D that'd be impossible, the infected would rape :P Keep up the good work, looks kickass.
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Re: Resident Evil 3 - L4D Campaign

Postby zefleming » Sun Jan 18, 2009 7:52 pm

I took one look at thread and almost...
well never mind but If someone where to do resident evil 1 after this one O.o my god left 4 dead would be perfect.
This is too awesome.
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Re: Resident Evil 3 - L4D Campaign

Postby Phoenix » Sun Jan 18, 2009 8:05 pm

*agrees completely*
- Phoenix
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Re: Resident Evil 3 - L4D Campaign

Postby Outatime » Sun Jan 18, 2009 8:24 pm

Zac-UK wrote:Nice City, i'm jealous that i dont get much of a city to play with in my campaign! However I think your streets Sidewalk / Curbs need a bit more detail, its not elevated enough i think, also add some drain decals too.

Also the Cop offices area you showed, man, i just started detailing that area and im using the same desks! I think i'll replace them with custom models at a later date anyway.

You certainly have a bit more to show than i do, i better get moving!

Take care,

REgards

Zac


Hey Zac-
Thanks! I appreciate the kind words :) Yeah we're kind of limited on what we can use for desks, right? You know I'm still blown away by your Kendo Gunshop and the RPD shots you posted. Totally awesome! It's nice to see there are people like you who have an eye for detail. I figured an RE3 campaign would be a nice compliment to yours.

Good luck with the rest of your campaign! I look forward to your updates :)

-Andrew "Outatime"
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Re: Resident Evil 3 - L4D Campaign

Postby Outatime » Sun Jan 18, 2009 8:28 pm

jorgen wrote:nice work man keep it upp :D

just 1 question will there be cutscenes in the map?


Great question! Honestly, I'm not sure yet. I'd like to but it depends on the amount of spoken lines available. I can't have the voice actors record new lines for me, so I'm stuck with what I have (even though I've met Jen Taylor :) ) I'll definitely consider it once everything is built.
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Re: Resident Evil 3 - L4D Campaign

Postby Outatime » Sun Jan 18, 2009 8:30 pm

Bran Maniac wrote:Just one question....
Versus?


Good question! Totally possible and easy to do from what I've seen. I'll have a better answer for you after I've built all the maps.
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Re: Resident Evil 3 - L4D Campaign

Postby Outatime » Sun Jan 18, 2009 8:34 pm

Phoenix wrote:My only comment is I love Resident Evil, one of my favourite game series, I'm glad you and everyone else decided to make maps based on this game, I only wish there was a fixed camera mod that would make it feel like RE, but for L4D that'd be impossible, the infected would rape :P Keep up the good work, looks kickass.


Good point! Fixed camera is actually possible to do in single player. The problem becomes triggering the camera when you have multiple people playing. I can't even get my car alarms to just work with only survivors. Even the infected seem to trigger those. I'll look into it once everything is constructed. Thanks!
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Re: Resident Evil 3 - L4D Campaign

Postby Outatime » Sun Jan 18, 2009 8:42 pm

zefleming wrote:I took one look at thread and almost...
well never mind but If someone where to do resident evil 1 after this one O.o my god left 4 dead would be perfect.
This is too awesome.

Wish Granted? (though it's the remake version, and a really good one at that. Way better than anything I can do)


Good luck getting a hold of this guy though. I've tried for a long time.
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Re: Resident Evil 3 - L4D Campaign

Postby AngryWeed » Sun Jan 18, 2009 9:07 pm

Cool, now we have RE1, RE2 and RE3 campaigns in production... I guess we'll need someone to make average spanish village populated with zombies =P
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Re: Resident Evil 3 - L4D Campaign

Postby zombozezombie546 » Mon Jan 19, 2009 2:21 am

When you get to the Conference Room with the not-so secret puzzle to drop the gear. Is it gonna have those Key Break away walls from Resident Evil 2 where that giant.....Man,Robot,thing,breaks through the wall? Nice job! :lol:
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Re: Resident Evil 3 - L4D Campaign

Postby zefleming » Mon Jan 19, 2009 2:49 am

You mean the tyrant seeker. But yeah I think that would be a great idea. As for the video of resident evil 1, I think just wet my pants.
Again for the review of images and videos, the parts where you have to create alternate routes is quite understandable. But is that possible to fix with the SDK?
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Re: Resident Evil 3 - L4D Campaign

Postby Zac-UK » Mon Jan 19, 2009 6:24 pm

AngryWeed wrote:Cool, now we have RE1, RE2 and RE3 campaigns in production... I guess we'll need someone to make average spanish village populated with zombies =P


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One of my WIP maps, project on hold until RE2 completed, its a single versus map set in the village :)
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Re: Resident Evil 3 - L4D Campaign

Postby Outatime » Wed Jan 21, 2009 5:06 am

Zac-UK wrote:
AngryWeed wrote:Cool, now we have RE1, RE2 and RE3 campaigns in production... I guess we'll need someone to make average spanish village populated with zombies =P


Image
Image

One of my WIP maps, project on hold until RE2 completed, its a single versus map set in the village :)


Most impressive stuff! Just Awesome! That's going to take forever and a day to complete because there's so much to it I'm sure.
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Re: Resident Evil 3 - L4D Campaign

Postby Outatime » Wed Jan 21, 2009 5:08 am

zombozezombie546 wrote:When you get to the Conference Room with the not-so secret puzzle to drop the gear. Is it gonna have those Key Break away walls from Resident Evil 2 where that giant.....Man,Robot,thing,breaks through the wall? Nice job! :lol:


Thanks :) Yeah keeping it interesting is important. I'm sure Zac is struggling with this too.
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Re: Resident Evil 3 - L4D Campaign

Postby Outatime » Wed Jan 21, 2009 5:13 am

zefleming wrote:You mean the tyrant seeker. But yeah I think that would be a great idea. As for the video of resident evil 1, I think just wet my pants.
Again for the review of images and videos, the parts where you have to create alternate routes is quite understandable. But is that possible to fix with the SDK?


Yes and no. Yes in that I can correct it, but no in that it's more for your video card to process. There's some sections that are architectural anomalies. For instance: in RPD in the office where Leon finds Marvin, there's a reception type counter and window. The room on the other side is on a lower section of floor, yet when you go into that room, it's on the same level. Weird stuff like that I'm trying to figure out how to get around without the player noticing. I want to provide as much as possible though. This is something I'll use the beta version of this map for. Player Feedback is really important to me.
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Re: Resident Evil 3 - L4D Campaign

Postby zefleming » Wed Jan 21, 2009 2:43 pm

Outatime wrote:
zefleming wrote:You mean the tyrant seeker. But yeah I think that would be a great idea. As for the video of resident evil 1, I think just wet my pants.
Again for the review of images and videos, the parts where you have to create alternate routes is quite understandable. But is that possible to fix with the SDK?


Yes and no. Yes in that I can correct it, but no in that it's more for your video card to process. There's some sections that are architectural anomalies. For instance: in RPD in the office where Leon finds Marvin, there's a reception type counter and window. The room on the other side is on a lower section of floor, yet when you go into that room, it's on the same level. Weird stuff like that I'm trying to figure out how to get around without the player noticing. I want to provide as much as possible though. This is something I'll use the beta version of this map for. Player Feedback is really important to me.


Hopefully when this map comes out, it won't lag so bad by using it. My graphic's card isn't the best for this game as in some maps, not just for l4d, it lags like a snail.
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Re: Resident Evil 3 - L4D Campaign

Postby Outatime » Thu Jan 22, 2009 12:26 am

zefleming wrote:
Outatime wrote:
zefleming wrote:You mean the tyrant seeker. But yeah I think that would be a great idea. As for the video of resident evil 1, I think just wet my pants.
Again for the review of images and videos, the parts where you have to create alternate routes is quite understandable. But is that possible to fix with the SDK?


Yes and no. Yes in that I can correct it, but no in that it's more for your video card to process. There's some sections that are architectural anomalies. For instance: in RPD in the office where Leon finds Marvin, there's a reception type counter and window. The room on the other side is on a lower section of floor, yet when you go into that room, it's on the same level. Weird stuff like that I'm trying to figure out how to get around without the player noticing. I want to provide as much as possible though. This is something I'll use the beta version of this map for. Player Feedback is really important to me.


Hopefully when this map comes out, it won't lag so bad by using it. My graphic's card isn't the best for this game as in some maps, not just for l4d, it lags like a snail.


I've spent the last 3 days just closing up leaks and applying no draw so vis can run 100% to smooth things out. The last thing I want is for the player to have a sub-optimal experience. Kind of takes away from the fun when your frame rate is 8 fps.
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Re: Resident Evil 3 - L4D Campaign

Postby zefleming » Fri Jan 23, 2009 7:01 pm

Outatime wrote:
zefleming wrote:
Outatime wrote:
zefleming wrote:You mean the tyrant seeker. But yeah I think that would be a great idea. As for the video of resident evil 1, I think just wet my pants.
Again for the review of images and videos, the parts where you have to create alternate routes is quite understandable. But is that possible to fix with the SDK?


Yes and no. Yes in that I can correct it, but no in that it's more for your video card to process. There's some sections that are architectural anomalies. For instance: in RPD in the office where Leon finds Marvin, there's a reception type counter and window. The room on the other side is on a lower section of floor, yet when you go into that room, it's on the same level. Weird stuff like that I'm trying to figure out how to get around without the player noticing. I want to provide as much as possible though. This is something I'll use the beta version of this map for. Player Feedback is really important to me.


Hopefully when this map comes out, it won't lag so bad by using it. My graphic's card isn't the best for this game as in some maps, not just for l4d, it lags like a snail.


I've spent the last 3 days just closing up leaks and applying no draw so vis can run 100% to smooth things out. The last thing I want is for the player to have a sub-optimal experience. Kind of takes away from the fun when your frame rate is 8 fps.

Nice!
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Re: Resident Evil 3 - L4D Campaign

Postby Outatime » Sat Jan 24, 2009 6:38 am

zefleming wrote:
Outatime wrote:
zefleming wrote:
Outatime wrote:
zefleming wrote:You mean the tyrant seeker. But yeah I think that would be a great idea. As for the video of resident evil 1, I think just wet my pants.
Again for the review of images and videos, the parts where you have to create alternate routes is quite understandable. But is that possible to fix with the SDK?


Yes and no. Yes in that I can correct it, but no in that it's more for your video card to process. There's some sections that are architectural anomalies. For instance: in RPD in the office where Leon finds Marvin, there's a reception type counter and window. The room on the other side is on a lower section of floor, yet when you go into that room, it's on the same level. Weird stuff like that I'm trying to figure out how to get around without the player noticing. I want to provide as much as possible though. This is something I'll use the beta version of this map for. Player Feedback is really important to me.


Hopefully when this map comes out, it won't lag so bad by using it. My graphic's card isn't the best for this game as in some maps, not just for l4d, it lags like a snail.


I've spent the last 3 days just closing up leaks and applying no draw so vis can run 100% to smooth things out. The last thing I want is for the player to have a sub-optimal experience. Kind of takes away from the fun when your frame rate is 8 fps.

Nice!


Vis now works great and I've optimized the map for best framerate, even in doing so it drops here and there, but not like you see in the most recent vid. I'm about ready to release a beta version of this map to collect player feedback. Possibly as soon as tomorrow afternoon. Stay tuned! :)
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Re: Resident Evil 3 - L4D Campaign

Postby RamenGaiden » Sat Jan 24, 2009 8:19 am

Do we have to sign up somewhere to beta test? D8
cause i want to get my fingers round this delicious piece of work =D
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Re: Resident Evil 3 - L4D Campaign

Postby Outatime » Sat Jan 24, 2009 4:54 pm

RamenGaiden wrote:Do we have to sign up somewhere to beta test? D8
cause i want to get my fingers round this delicious piece of work =D


Nope I'll post it here when I'm ready to put it out. I have a few more props to add and a few visibility issues to work out before I put out public beta 1.
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Re: Resident Evil 3 - L4D Campaign

Postby Head_Shot!! » Mon Jan 26, 2009 2:12 am

why don't you discuss with skinners out there to make you skins for the characters in the real resident evil game i saw a skin for zoey wearing an officer jacket
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Re: Resident Evil 3 - L4D Campaign

Postby Outatime » Mon Jan 26, 2009 4:09 pm

John_234 wrote:Yeah, a few users on FPSB posted claire, UBCS and other skins already


I'm complete happy to include them if people are willing :)

One more new video with a mock intro I made:

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