With the Biohazard Projects we are focusing on giving the best experience of Resident Evil scenarios on the Source Engine.

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We have put together this Q&A that will hopefully answer some of the questions you guys may have about the project.

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In this news post we would like to do a Question and Answer to inform you guys on the detailsabout the Raccoon Police Department map, what it will include, what's the plans for contentand lenght. Before we begin the Q&A I would like to show you new screens showing a Work in Progress presentation of how we want the map to look in mood and atmosphere. Please keep in mind lots of placeholders are being used and lighting will always be adjusted as we progress through production.




Q: Is this a mod?

A: No, this is a map project for the mod No More Room in Hell, right now we are not a standalone mod.

Q: How much of the police station will the map include?

A: We are pushing to include most of the stations rooms, we will have to see how the enginehandles it. But we are doing some smart tricks for optimization and entity limit's.We will not include outside areas but it will not interfere with the scenario's progression.

Q: Will there be new enemies or NPC's included in the map?

A: We are in discussion with the No More in Hell developers about this, but we will have to respecttheir wishes and discisions. But if we go standalone we will include new NPC's.

Q: How much custom content will the map include?

A: We are aiming to include a massive custom content collection that will really sell the Resident Evillook and feel. We have a talented team working with us but we need more artists helping to push that custom content out. All main classic props will be made, puzzle items and as much custom detail as possible. Right down to Leon's party hat and sign!

Q: What about music? will the Resident Evil 2 soundtrack be used?

A: NO! I would like to make this clear that we will not be using any content from the official games, we know composers that can make us brand new remix's and tracks for the map. These tracks may be new but the inspiration and mood will be based on the Resident Evil 2 tracks.

Q: How long will the scenario take?

A: As you can imagine, with most of the station being included we are taking advantage of the scale of the rooms for puzzles, enemies and exploration for weapons and ammo. We have no idea how long it will take but as a guess it will be a full and hefty playthrough!


Depending on each player some might have the skill to split up to another section of the station to gather puzzle items. This however is extremely risky. Lack of ammo and support from the undead could be a players downfall. You never know when a faster zombie could be lurking around the corner.

Q: Will there be custom player models or weapons?

A: This is something we do have planned, but it might not be until we can go standalone, right now our biggest goal is getting the map itself to a good quality and balanced.

Q: How about gameplay? will new features be included in this project?

A: We cannot touch the code for No More Room in Hell, but the developers are very friendly andconstantly discuss things about the map. We will take advantage of what we have to fit into the theme and game play of Resident Evil.

An example of this is the Typewriters. The typewriters will not be placed as frequently as you may remember. The purpose of the rare typewriters is to respawn your team mates that have fallen victim to the undead, but they may be used once only.



We hope some of these answers have given some of you information you have been wanting about this project. Progress continues on all fronts and you can expect an update early in the new year.
Have a Merry Christmas and a Happy New Year from Invision-Games!

Thank you.

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