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Arash
about 2 years agoLove and respect from Iran
I love this website
Thank you for all the hard work ❤️❤️❤️Alex (Webmaster)
about 2 years agoThanks to everyone for the amazing comments! For anyone wondering, I do plan on covering the Resident Evil 4 Remake on this site. So please bear with me, as it may take a week or two to compile all the data and construct the interactive maps.
@Fox357 that sounds awesome! I'd love to see it when it's finished. To answer your questions - regarding the maps of those games, well it really comes down to usefulness. All the games I don't have maps for are generally quite linear and their gameplay does not incorporate much in the way of backtracking. I do feel that RE4 is an exception (so I would like to revisit this one and make maps for it), but the others are very linear in comparison to the other games of the series, and therefore having maps showing locations when most of the areas contain absolutely nothing (except enemies) makes for a lot of effort for very little return. But I may create them at some point, we'll see! And yes I do plan on adding ORC too, as well as Umbrella and Darkside Chronicles.Fox357
about 2 years agoHi there, your site is awesome!!! Especially the map part, it gave me the envy to make a global map for each game and connect every of them when it's possible and when the proportions allow it (for Gaiden, I had to cheat and lenghten some corridors to align stairs and elevators).
Just a question (two in reality), there are several games without a map section (RE4, RE5, RE6 and RER2) may I ask why??? And do you plan to make a RE Operation Raccoon City section???
Keep going your awesome work!Damnits
about 2 years agothis site really helped me out with my first run of the series. thanks!
Andrew Holcomb
about 2 years agoBest resident evil resource site I've ever used. Would have never beaten code veronica without it. You guys do great work. I just hope this site stays up long enough for my kids to use it haha. Best wishes.
Flipper444
about 2 years agoThanks Alex. I'm glad this information was useful. Yes, there are many more similar spawn scripts for monsters, some of which are very difficult to activate, and some are simply disabled. There really should be more monsters in the game, but there should also be more ammunition. For example, if you watch the walkthrough of the Lord of Necropolis mod on YouTube, namely the walkthrough of the Stars office, you will see that the box in Chris's desk is active there. The difference is that in the original in the game there should have been shotgun cartridges. That is, the author did not come up with it himself, he restored the original script, simply adding there as a point for his mod. The box must be opened with a lockpick. The lockpick must be used in the game 6 times and not 4. That is why the game does not offer us to throw it away after 4 uses. 5 times it's Chris' box, and 6 times it's the left cabinet in the room where we take the Rocket Launcher, there should be grenades. This is disabled. There should be 6 more Magnum rounds in the Chess Room in the Chapel. But this is also disabled, although they are there according to the coordinates in the files.
Alex (Webmaster)
about 2 years ago@Flipper444 that's good to know. I'm tempted to write a guide page that details all of that, as you're right, I too have seen it being incorrect in places.
I did a bit more digging into those enemy spawns and found some interesting titbits. I did manage to get zombies to appear in the Residential Street instead dogs once you've acquired the lockpick. Took a few attempts but I was so happy when I triggered it. And it seems that to get a zombie dog to appear here later on you need to have acquired the Oil Additive and met Nemesis at the Forked Alley, the requirement to go to the Sub Station aren't apparently needed from my observations.
I've come to appreciate how very complex these criteria are, there's so much variation that are dependant on your actions and the order you do things. I'm planning on writing a full guide for all this randomness, broken down into enemies, items, Nemesis encounters, and live selections. This, in my opinion, is why RE3 is the game with the most replayability.Flipper444
about 2 years agoIt should also be noted one important detail regarding the mixing of different types of gunpowder and grenades. Many guides on various resources erroneously state that unlike mixing gunpowder with a press, mixing gunpowder with grenades always remains constant and does not dynamically increase depending on the number of times we mix gunpowder with grenades and always equals 6. This is not correct information. On in fact, the principle of mixing gunpowder with grenades is almost similar to the mechanics of the press. That is, for 4 times we get a 10% bonus, for 7 times a 30% bonus and for 12 times a 50% bonus. That is, the maximum number of grenades that can be obtained from one standard jar of gunpowder when mixed with grenades, for 12 times of mixing is 9, and 27 for, for example, A+A+A. The easiest way to achieve this is by mixing gunpowder A, since there is quite a lot of it in the game.
Flipper444
about 2 years agoThank you @Alex. I'm glad this information was useful to you. Since the rules of the site do not allow posting links to third-party resources, you can look here:
tcrf.net/Resident_Evil_3:_Nemesis_(PlayStation)
So you can understand what exactly I'm trying to restore. I plan to update this page in the near future, because I found a lot of new things. When the Lord of the Necropolis mod came out, it looks like the author was able to use some old / not working scripts. His modding skills are far superior to mine, but thanks to his work, I may be able to restore the state of the original game as it should have been originally.Alex (Webmaster)
about 2 years ago@Flipper444 lo and behold I managed to get zombies to appear in the Private Backyard area in my last playthrough of RE3. I have honestly never seen them there before, in the countless times I've completed this game. Thanks for letting me know!
That's really interesting about the disabled events you've found. I can only presume they were cut due to difficulty balancing. A "Director's Cut" version of the game with these events fully restored would be amazing.Flipper444
about 2 years agoThanks for the answer @Alex. I will definitely inform you about my new finds. As you yourself correctly noted, 23 years have passed, and the game has not yet revealed all its secrets, which are much more there than in the previous parts.
Suffice it to say that according to the traces in the files, for example, at a gas station, if Nikholai comes there, then an additional 5 zombies should have appeared there. When Carlos appears there, he kills them. And if Nikholai appears, then we ourselves must deal with them. But it's disabled and I don't know how to reset it yet. Also, additional crows or zombies should have spawned in Three Points Street - Downtown. There are special camera angles to activate the scene. The script was activated after we take the Future Compass. But this, unfortunately, is also cut\disabled.
And in the Private Backyard - Uptown after exploring the Police Station, there are also alternative enemies with a 50% chance. Instead of 8 crows, 4 zombies and the corpse they eat may appear there. The corpse does not rise over time. This is in the game and it is not cut\disabled.Alex (Webmaster)
about 2 years ago@Flipper444 No probs! I like to recreate these findings on my own playthroughs, makes me understand the game better, and I adore the fact that these games keep on giving us new things decades later. Your investigations sound really cool, I'd love to see your findings. Let me know if there's anything I can help with!
Flipper444
about 2 years agoThanks for the answer @Alex. Yes, I checked and everything is really as you said. Sorry for the inaccuracy. It's just that I'm currently trying to restore some cut content from the game, so some errors are inevitable. There's just a very large number of combinations of activation scripts tied to the order actions. Theoretically, even now it is possible to restore several unused camera angles (pre-rendered backgrounds), spawn several additional enemies and several objects. The problem is that the position of objects is tied to the character's coordinates relative to each specific location (camera angle) and often they are outside zones. But they are there, that is, no one specially cut them out, this is a purely technical error in the arrangement of objects and limiting polygons. Let's see if I can still manage to restore something of this. Also, the original scene with a combination of two Fire Hose elements looks promising, although for a full restore is missing a few files. But almost everything else for this scene is there.
Alex (Webmaster)
about 2 years ago@Flipper444 Thanks! I did a bit of experimentation and found that the conditions are slightly different. The Water Pollution Pool will have enemies in it the first time you enter, and these enemies will respawn after each of the following events:
- Visiting the Steam Room for the first time (you don't even need to solve the puzzle).
- Visiting the Water Control Room for the first time (again, you don't even need to solve the puzzle).
- Acquiring the Card Key from the Treatment Room.
These same conditions apply regardless of how you enter the Factory.Flipper444
about 2 years agoThanks for the reply Alex. I'm glad this information was helpful. It should also be noted that the spawning of enemies in Water Pollution Pool - Dead Factory 1F when "jump off the bridge" is selected requires some further explanation.
With this choice, enemies appear here 4 times.
First time when we first go to this location.
The second time after the scene with Nicholai in the Entry Corridor - Dead Factory 2F is played and we pick up the Facility Key (and possibly restore power to the Steam Room - Dead Factory 2F)
The third time after we successfully solve the water sample puzzle in the Water Control Room - Dead Factory 1F.
And the fourth time after we get the Card Key.
That is, the maximum number of enemies here is 12. Or 20 if zombies appear.
In order for the spawn scripts to work properly, we must completely clear the location every time.
Also note that Hunters Beta or Sliding Worms only appear in the Water Filter Passage - Dead Factory 1F when "push Nemesis off the bridge" is selected.