Jump to content

Biohazard Project -RECRUITING!-

Recommended Posts

The Biohazard Project is a collection of classic scenario's based on the events of the popular Resident Evil franchise. We aim on delivering the best nostalgia injected experiences on the Source Engine in a new and exciting way for old and new fans to enjoy. This mod is a total source conversion and will include all new player models, brand new firearms, thrilling and gripping scenes, heavily detailed maps, multiple game modes, all new scores that set the mood and keep you on your toes, and much more!

-Raccoon Police Department-

Our first project is based on the famous RPD, allowing gamers to experience the amazing adventure of the atmospheric and nostalgic Raccoon Police Department in a new Co-Operative fashion. Great attention to detail and re-creation of the stations rooms brought to life in a long and intense single map, combined with the fantastic "Survival Horror" game play you are all craving

Following the events of the Leon A scenario from Resident Evil 2. Survivor's have barred themselves into the stations lobby to escape the swarmed streets of Raccoon City, they must work together to reach the sewers to escape the doomed station. You must work as a team to explore dangerous unknown areas, solve mysterious and unusual puzzles, fight off flesh eating zombies and whatever else lurks the hallways and offices of Raccoon's ex finest!


- Puzzles as seen in Resident Evil 2.

- A complete RPD experience promising a gripping and authentic trip to most of the stations rooms.

- Cinematic scenes.

- Classic Resident Evil situations in a new Co-Op friendly way.

-Other Maps in Progress-

*Umbrella Labs - Objective based

*Clocktower - Survival (Survive against hordes of endless zombies)


The Biohazard Project is currently looking for:

- 2D Texture Artists

*For creating map textures (High detail textures, bumbmaps, normal maps, etc.)

- 3D Modeling Artists

*Prop models / organic models ( Must be a clean Mesh Unwrap Model Texture to a good standard Compile for Source.)

Interested in joining us?

Contact us and send us samples of your skills. These are non-paid jobs!

Note: It would be great if you own any source game like Half-Life 2 or any others.


Mail your sample(s) and the job you are applying for to dafh_terminator@msn.com


You can track our progress at our Moddb Page


-Team Members-

The current team members are as follows,

Morgoth - Project Leader, Lead Level Designer and Coordinator

Shane Murphy - Co-Leader, Lead 3D Artist, Scenes, Level Designer and Graphics Designs

Pandom - Lead Texture Artist

Adam - Video Editor

CrazyB200 - 3D Artist

Wmpunk - 3D Artist

Violaton - Level Designer

ESE - 3D Modeler

Box - Lead Programmer, 3d Artist, Texture Artist

-Latest Media-




Apply Today!

Link to comment
Share on other sites


  • MapCore on Discord

  • Our picks

    • Maginot [Wingman]
      Hello everybody!
      I'm creating a map (based on the Maginot Line) for the Wingman's Contest - provided by Source Engine's Discord.

      I started the map 3 weeks ago and I'm on the detailing phase, slowly progreeding area by area, worried with the time left. I decided to follow this strategy: detail 75% of every area and after that (and gaining some time) I'd put some final touches + polishment + optimization.  

      I wonder, should I keep doing it in a hurry or is it better to make it with no rush and patience (losing the deadline)? There's still a lot to do and I'd like to hear your opinions...
      • 25 replies
  • Create New...