安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






the map itself is aight, challenging enough, while keeping you on your toes,
but making almost everything 2x the price? it just serves to make the early game way more tedious, 2,500 points before you can even get a shieva? if you aint got some mod giving the super EE reward, or have done it base game, then getting 2,500 points in a very narrow hallway with only base ammo to get an awful gun is already meh enough
its just the smaller -then-darksouls room size that i have a bother with is all
Best played with a gun game mod starting on round 10/15 imo
Only bad thing is that there is a pretty common spot that will make the majority of zombies stuck in a wall and also a certain spot makes the map way easier which kinda defeats the whole point imo. Other than that had a good time
We're pretty darn close to the final release of the map, with mainly detailing work in the graveyard being the thing holding me back from pushing V1.0.
Thanks to all of you who have been checking back over time as I've brought the map to fruition.
residentevil 6 charch
I have a lot of ideas for how I want the map to evolve in the late game but before anything is implemented my focus is entirely on finishing the visuals and detailing.
As an aside, the map actually has a simple EE already implemented. Press E on the five teddy bears hidden around the map and a song plays. Song can be repeated if desired by activating the EE again.
Happy Holidays and Happy New Year.
Expect a new update tonight with a whole new playable area and a completely redesigned church.
https://youtu.be/tfwImfZoLrQ