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RE1-Mansion-Story
Author | Driftwood |
Date of release | Final - June 14, 2010 |
.rom filename | KF-RE1-Mansion-Story.rom |
Description
Well after about 6 months in the making its finally done!
Fixes from Beta2
-Added cut scenes to make it easier to follow the story and to make the ending cooler
-The infamous Gallery sequence in Wave5 is just as hard, and your team still needs grenades to get through it, but its easier to get grenades in the holes. They are a lot less likely to bounce out now
-Lots of general fixes and tweaks
Known Issue
There is still a known issue where sometimes a weapon malfunctions or a problem using weapons upon spawning (particularly at start wave2 it seems). This seems to be more of a problem on >6 player servers, and often dropping your weapon and picking it up again helps. If you get this when you spawn at trader time, i recommend you quickly suicide and/or quit and reconnect quickly before the next wave starts. I have given up trying to resolve the issue, but it seemed to be worse the more inventory on the map. I therefore reduced the inventory as much as possible while leaving enough so the map can be beaten.
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.
Recommended Solo Play - Beginner
Recommended Small Team, or first time with full team - Normal
Full team of good players - Hard
Just for the lolz - Suicidal
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:
-Firebug friendly. Do not underestimate the pain that can be unleashed by the
flamethrower in the narrow halls of the Resident Evil Mansion. Recommended you have 1 or 2 firebugs your team.
-Check ALL rooms and nooks for ammo caches and possibly weapons.
-Share and Conserve ammo! Use pistols/melee when the risk is low. Commando weapons should be used in semi-automatic mode. Use a variety of weapons so when you pick up an ammo box, all weapons benefit from the boost. Careful not to collect ammo when your primary weapon/s are already full!
-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.
-Don't use your grenades to kill monsters on Wave5. There is something you will specifically need grenades for, and you will lose if you run out prematurely.
In respect for server admins and players alike, there will not be a million releases of this map. I'm hoping this will be the last, and I'll only release a v2 if a MAJOR problem is discovered. So suggestions such as "hey can we have an m14 at the start and maybe add some more lighting to the basement?" will fall on deaf ears. This map was in beta for many months for those kind of suggestions to be considered (and they were).
Additional info
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Additional credits
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Changelog
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Comments & discussion
Rules:
- Feedback should be constructive.
- For discussion not related to this map, post in the forum.
- If you need help installing maps, please read the installation guide.
Post preview:
Close previewTO ANYONE WHO GETS HERE:
You've landed on the page for the original version of the map, and you can expect all links to be outdated. You should now find the latest offerings of this map (objective and wave based) on the Steam Workshop. You can use download links there or subscribe to have Steam download and install it for you.
https://steamcommunity.com/sharedfiles/filedetails/?id=399639299
Or just google "KFO-RE1-Mansion-V4"
I think this site got hacked as I'd occassionally get e-mails stating all these random files had been uploaded to my pages here. I seem to get errors trying to edit the original post, also I'm not allowed to publish links.
Somebody has shared it on Steam Workshop, you can subscribe to this item and Steam will manage download and installation for you. Just google 'steam workshop kf-re1-mansion' and you should find it.
the link provided does not have the download, most maps on this site have the same problem…
How do I install this to my game I just started playing killinf floor again yesterday?
Some people have been having problems with this map CTD after the first cutscene. After a bit of testing I found that on lower resolutions this map is extremely prone to crashing (especially 640x480) though this may be a localized problem and not happen for everyone. If you are experiencing a CTD after the first cutscene, try bumping up your game resolution by one (i.e. if you are using 640x480, go up to 800x600).
I have a friend who experiences a crash after the first cutscene every time, who has to use 640x480 as his resolution, when I copied his display settings I found I crashed after the first cutscene as well; and after changing to 800x600 the map worked fine. YMMV.
-Hope this helps those of you unable to play this map.
For everyone who comes across this thread with a problem with the cutscenes or other game crashes.
The map uses a few tricks i.e. cutscenes, triggers, which seem to be a little unstable with the game engine. Some users experience this worse than others.
The map is not a 'mod' (has no programming code) and is not capable of fixing bugs, other than by removing the elements that may cause the instability. However I won't do this because that's the whole point of the map (there is also a regular play mode beta version of the map if you just want to play the game normally).
As the game is in continuous development with Tripwire, balance and coding changes can affect this map for better or worse, but I don't plan on updating the map all the time to keep up with Tripwire releases. If the map is ever totally broken (like, unplayable by everyone) then I hope I could commit to taking the time to remove the offending elements.
This will be my last post on the matter, I hope most people can enjoy the map and I do apologise to anyone who misses out or experiences the frustration and disappointment of getting dropped out mid-game.
Hi, I'm always in the first and last cut scene a critical error and throws me out of the game
can you please help me ?
i get this error when playing online and it crashes my game…
Build UT2004_Build_[2004-11-11_10.48]
OS: Windows NT 6.0 (Build: 6002)
CPU: GenuineIntel PentiumPro-class processor @ 1995 MHz with 2047MB RAM
Video: Mobile Intel(R) 4 Series Express Chipset Family (1637)
HUDKillingFloor KF-RE1-Mansion-Story.HUDKillingFloor (Function Engine.HUD.GetFontSizeIndex:0022) Runaway loop detected (over 10000000 iterations)
History: FFrame::Serialize <- UObject::ProcessEvent <- (HUDKillingFloor KF-RE1-Mansion-Story.HUDKillingFloor, Function KFmod.HUDKillingFloor.PostRender) <- FPlayerSceneNode::Render <- UGameEngine::Draw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- Level Resident Evil 1 Mansion - Story <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 4C576C61 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free
to be more helpful:T he part when you see the bot with a bullpup killing a few clots near a helicopter.
Evertime it crashes there even on different servers?
is it just me or does everyone get this error?
probably not JUST you, but certainly most aren't getting this. Because the map uses elements not in traditional maps it can run a little unstable. Unforunately this is just a map with a few tricks, not a full blown mod, so there won't be any bug fixes. What I should do is release a version 2 with a few exploit fixes, but I'm not sure - I think its easy just having one version of the map if it is ok enough.
I just played the map on 10 waves and beat it, great map and thanks for telling me about the survival wave as i and my mate got confused :D after we killed the boss.
7 or more waves if fine. There are actually 5 waves + boss, after which you are considered to have 'won', except I couldn't find any way to make the map finish with official 'win' screen until the server set number of waves is done. So instead there is a survival wave that is meant to wipe players out and make you lose.