Luigi's Mansion Map

A faithful, functional recreation of the game.
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Luigi's Mansion (v3.8).zip

File nameLuigi's Mansion (v3.8).zip
Uploader
DhraniosDhranios
Uploaded
Aug 26, 2026
Downloads
374
Size
242.3 MB
File ID
8741885
Type
R
Release
Supported game versions
  • 26.2

What's new

* Updated to 26.2
* Added title menu, you now have 3 save games in 1 map, just like you get 3 games on the original
** Previous unsaved state will be saved to slot 1 upon upgrading
** Previous saved state will be saved to slot 2 upon upgrading
** All players leaving the world now discards unsaved data
** You can show the settings in this menu too
*** (Global) 3DS Remake gallery is excluded here since it only appears when you've shown E. Gadd the Game Boy Horror part
*** Debugging single entity/furniture hitbox is excluded here since you cannot face one here
* Added Skipable Dialogs add-on, it grants the skip option on all dialogs; that's it
* Added proper training door, one without the sign is now named green_planks
* Added Luigi animations:
** Flip breaker switch
** Ghost escape
** Knockback/fall
** Knockback/large wall
** Scanning
* Added approach furniture type, it requires interacting when the 3DS Remake is installed
* Added the following furniture model:
** Breaker switches
** Dust
** Plaques
** RIP signs
** (E3 Demo) Saxophone (unused; can be seen in a prerelease conservatory screenshot)
** Telescope
** Table mounted knitting bowls
** Table mounted telephones
*** Luigi's answer phone animation now holds the horn
* Added "Back to Title" option to both the underground lab dialog, and the Game Boy Horror menu; this will ask for confirmation since it discards unsaved data
* Added 3DS Remake task clear sound
* Added bowser's damage and loot to mansion data's ghost list
* Changed Underground Lab to always trigger the dialog if no dialog is active
* Changed Training Room door spawn function to match how it actually spawns in game (GCN and 3DS)
* Changed luigi's knockback/large and game boy horror animations to more accurately reflect how it looks in the original
* Changed Ghost Portrificationizer Room's E. Gadd to not be able to be talked to, forcing portrificationizing
* Changed Boo pathfinding to be less cardinal direction-based
* Changed Mr. Luggs to behave more accurately to the original game
* Changed Graveyard Mr. Bones' spawning logic to match original game
* Changed painting Mario and Bowser to be 2D
* Changed Jarvis to shrink down in width when entering a vase
* Changed Chauncey in the Nursery in 3DS Remake to not count progress back down when stopping the rocking horse, matching the remake
* Changed score display to not list unobtained money types at all in 3DS Remake, matching the remake
* Changed a bunch of furniture variation names from left and right to be more clear which is which
* Changed how talking with entities is handled
** Ghosts must now not be vulnerable, in addition to being visible, in order to be talked to
** Entity variable can_talk_to bool has been replaced with talk_dialog dialog ID
** The dialog gallery/talk now changes to gallery/repeat if the room "gallery" is cleared
** The dialog madame_clairvoya now changes to mario_item/* if a mario item is obtained, but not shown yet
** The dialog toad_1 now changes to toad_1_repeat if the mansion room "foyer" is cleared
** The dialog toad_2 now changes to toad_2_repeat if the mansion room "balcony_1" is cleared
** The dialog toad_3 now changes to toad_3_repeat if the mansion room "washroom_1" is cleared
** The dialog toad_4 now changes to toad_4_look if the technical flag "saw_mario" is missing
** The dialog toad_4 now changes to toad_4_repeat if the technical flag "toad_4_happy" is present
* Changed how the underground lab and gallery dialogs are handled, making it easy to add more options
* Changed how portrait ghosts are stored to be a list; portrificationizing order is the list order, meaning it also finds them all automatically
* Changed how animations are applied
** Added flipped gravity support to all animation groups
** Changed all model pieces to be item displays instead of armor stands
*** There's 2 ways of animating them now: applying transformation directly, or using the scores representing the pitch, jaw and roll in degrees
** Changed to not modify data as often within a tick anymore
** Fixed floating point precision loss
* Changed how loot is handled and stored; loot now supports all entities
** Moved speedy spirit and gold mice money to be stored in mansion data rather than given via a function
** Furniture money now selects from a predefined list, like speedy spirits and gold mice
** Garbage can ghosts, bowling ghosts, ceiling ghosts, Mr. bones, Mr. Luggs, Miss Petunia, Nana, Sir Weston, and Bowser now spawn entities based on loot for their attacks
** (Dancing) ghost guys now spawn their masks based on loot
** Black bogmires now spawn their ball based on loot
** If the previously spawned entity still exists, ceiling ghosts now spawn nothing and complain instead
* Changed how owners' attacks hits are handled; owners can now ignore them, rather than always laughing or complaining
** Alongside this, more entities now tell their owner if they hit or missed
* Fixed entering the world in singleplayer displayed "reloaded" message
* Fixed entities disappeared near the bottom of the screen
* Fixed rotating without moving would not reset your idle time (upon body turning), causing idle animations to start and get canceled as you were rotating
* Fixed catching multiple ghosts at once was impossible due to oversight of v3.5 changes
* Fixed vacuum couldn't extinguish candle flames
* Fixed interact didn't work on portaits in:
** Study
** Nursery
** Hallway 5 (F1)
** Hallway 10 (F2)
** Nana's Room
** Billiards Room
** Sitting Room
** Guest Room
* Fixed interacting with an exactly 1 block tall furniture would not force the low-furniture search behavior
* Fixed ceiling ghosts' none attack didn't cancel after a certain distance; I didn't know about this behavior until now
** Rather than using their broken "wait" animation like in the original, I opted for the finished-but-unused "idle" one
* Fixed bowling ghosts' idling used the wrong animation; the wait animation has been removed
* Fixed bowling ghosts and ceiling ghosts' didn't move at all when idle; again, didn't know about this behavior until now, they creep up or away every so slowly
* Fixed Shivers didn't react to fire if turned visible with commands; his reaction is now triggered on being in fire and having no timer progress yet
* Fixed a shelf in the kitchen failed to spawn if the 3DS Remake add-on was installed
* Fixed some spawned entities were spawned belonging to the exterior, not the room they were in, causing no interactions
* Fixed Nana's longer wool paths were a little broken
* Fixed the twins didn't face the player during the dialog
* Fixed Henry repeated appear animation if you got the wrong box
* Fixed the twins didn't blockade the door
* Fixed Henry's drifting worked improperly
* Fixed Boolossus' collision hitbox was the same regardless of their size
* Fixed Boolossus' bouncing height now matches visuals
* Fixed breaker room reflection showed some incorrect blocks
* Fixed clockwork room clocks barely made sounds
* Fixed Clockwork Soldiers were forever stuck in complain animation until vacuumed
* Fixed Clockwork Soldiers were unable to actually hit you
* Fixed Bowser's re-attach backwards would sometimes get stuck
* Fixed catching King Boo and vacuuming up the crown didn't work properly at times
* Fixed Bowser death animation camera movement didn't work properly on non-every-tick teleport frequencies
* Fixed Bowser and Mario had no hitbox
* Fixed installing the 3DS Remake didn't grant the water plant task if you had obtained money from watering a plant
* Fixed installing and notes listed wrong version number
* Removed underground lab's "Sorry to bother you", "Load old data", and "The Ghost Portrificationizer Room" options
* Removed ghost potrificationizer room repeat dialog
* Removed "Full to Bursting You Say?" advancement, as it's now impossible to achieve

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