![]() I did love the music played along all levels as it was literally as if i was playing Resident Evil Nemesis itself. ![]() The whole campaign reminded me with the original Resident Evil 3 Nemesis. A campaign with multiple objectives & puzzles like this is also needed to bring another special challenge. Not all campaigns have to be linear & with just simple objectives. & I prefer this campaign to be just as it is. The puzzles in this campaign are actually not difficult enough to figure out, as long as players explore thoroughly & observe objects around them carefully. The puzzle in the clock tower was my favourite, because I could solve the puzzle while enjoying the music box instrumentals. I played this campaign more than the RE 1, RE 2 Side A & Side B, & solved the puzzles many times yet I didn't get bored at all. While for me, this campaign is one of favourite campaigns about puzzles. This campaign is still way easier than the old "Silent Hill" campaigns, so, if you don't suit this one, it's advised not to try the "Silent Hill" campaigns either, or even "Curse of Lazar Castle" (because not only puzzles, you'll find traps too if you just randomly press certain switches without looking for clues first). Probably you just don't suit this kind of campaign. Fill the gas, or turn on the tanker fuel in the power station finale. Go to park to find another military presence, only to discover that there is a nuclear strike imminent and the last remaining helicopter is vacant in the power stationħ. Use gas leak throughout the path to hospital chapter to simulate infection.Ħ. Make the clock tower section straightforward to "ring bell to escape"ĥ. Skip the whole downtown fetch thing and make a beeline to city hall's cable car.Ĥ. Access a computer in police station suggesting military presence in the clock tower (by using dialogues from Left 4 Dead 2)ģ. Skip the fetch quests and make the path directly beeline to police station.Ģ. The lack of characters also botch the context such as why all the trip to police station just for a lockpick, and how could the survivors found the cable car?ġ. RE7 at least justify the ridiculous fetch quests by having it being designed by a sociopath. I know the original RE3 was like that but the fetch quests highlight how ridiculous it is for modern action (and even horror) gameplay design (the thing that RE4, RE5 and RE6 mostly ditch). Would be 10/10 if there is no nigh-pointless fetch quests. If you find bugs please notice me so I can see and fix them.ħ/10. This campaign was made using music, sounds and textures from the original game Resident Evil 3/Biohazard 3, owned by CAPCOM. Doors are unbreakables, and infected can open them by hiting (in versus mode, as a infected, you can open doors with your claws, right-click) Once you are in game, open the console and put this command. If you get problems trying to play this campaig with friends try this: Create a lobby on Local Server to play with friends, but don't invite them yet. It is because my maps don't match with some "rules" of versus mode.ĥ. In some maps the survivor's score works "weird". Playing versus you'll see different challenges. Now it's a scavenge finale, so I added new stuff for the finale.Ĥ. In "old version" the finale is a standar one, just wait and survive the hordes until you can escape. Enable the instructor hints in Options, I added multiple hints to help you pass trough puzzles and eventsģ. The campaign now supports coop and versus mode, and contains one survival map.Ģ. I've made several changes to adapt the maps to the L4D gameplay (events, items, paths)ġ. This is not a recreation, it is a campaign based on Resident Evil 3: Nemesis. Destroyed zombies eventually respawn.-I changed the name (Raccoon City Nemesis) to avoid problems of people who dont know this campaign is based on Resident Evil 3.Ġ. Zombies can be destroyed by a Tentacle Strike to increase your Mutation Rate, and Survivors can destroy them with pallets. If already Contaminated, their health will be damaged. If a zombie hits a Survivor, they inflict them with the Contaminated effect. The T-Virus icon displays the current Mutation Rate. At Mutation Rate 3, Tentacle Strike’s range increases. At Mutation Rate 2, Tentacle Strike can destroy pallets and breakable walls. ![]() Your power expands as your Mutation Rate grows. After using a Vaccine, the Survivor’s location is revealed by Killer Instinct. Vaccine found in Supply Cases cures Contamination. If a Survivor is already Contaminated, Tentacle Strike damages their health and increases Mutation Rate. Hitting a Survivor with Tentacle Strike afflicts them with the Contaminated status effect and increases your Mutation Rate. Press and hold the Power button to charge an attack.
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