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A NEW HOPE: Will2k's Dying Light Single-player campaign [WIP]

  • will2k
  • January 26, 2018 at 2:15 PM
  • will2k
    • January 26, 2018 at 2:15 PM
    • #1

    Greetings :)

    I've been away for quite some time (October 2017) and my last post then was about me tinkering with Dying Light Developer Tools. This "tinkering" went from 0 to 100 real quick as I'm now developing a full fledged single player campaign titled " A New Hope".

    I spent around 5 days watching short tutorials videos (around 20, 3-5 min each) from Developer Techland to cover the tools/sdk basics and get me up and running. I then delved into making small test maps for a trial and error approach since I was a fresh newbie with the tools.

    The tools are a blast to use and I can't commend Techland enough for the work they did with the game and the tools.

    Since this is a relatively big campaign, I had to plan and write down the story, map objectives, events, and NPCs on paper as well as lay down the layout and how and where I want the encounters and sequence/fights to happen. The most difficult, yet the most fun and rewarding part was the scripting/programming and quest creation process.

    The map as it is now is about 25-30% complete but perfectly playable and bug-free with 1 full sequential quest in place (I could upload it to the workshop now but I'm not gonna do it :)

    The final map will hopefully be 3-4 times larger than the current area (which is rather large) and will feature approximately 20-25 minutes of gameplay (numbers not final) in addition to 1 hour+ of world exploration, scavenging, and random events/encounters (the current finished part of the map has around 7-8 minutes of quest gameplay and 30+ minutes of exploration depending on playing style and skills).

    The map features unlockable safehouses with player stash and sleeping/time-forwarding ability as well as day/night cycle adaptation. It also features traders/shops, random events, fights with special infected and humans, ziplines, environmental traps, and plenty of scavenging, looting, and exploration.

    Story-wise, it will see the main protagonist, Kyle Crane, leaving the City for the countryside to search for a specific elusive medicinal herb and bring it back to Dr. Camden who believes it could be the cure to the Harran Virus.

    I don't have a set date yet for the release but I'm working tirelessly on the campaign while in parallel, still learning new things in the tools (still have a lot to cover and learn but the focus now is on cutscenes, animation, interactive dialog among others)

    The tools are awesome to work with; I've put in a little north of 150 hrs so far and only started to scratch below the surface. On a side note, Source engine is slowly becoming a distant memory.

    Now onto the screenshots :)

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  • FMPONE
    • January 26, 2018 at 3:40 PM
    • #2

    Never played this game, so can't comment too much, but the screenshots look nice and seem to convey a nice open-ended adventure :D Promoted for others to see.

  • will2k
    • January 26, 2018 at 3:46 PM
    • #3
    Quote from FMPONE

    2 minutes ago, FMPONE said: Never played this game, so can't comment too much, but the screenshots look nice and seem to convey a nice open-ended adventure :D Promoted for others to see.

    Thank you Shawn

    You should totally play it; can't recommend the game enough :D It's a labor of love from the developers who are still actively supporting the game 3 years after its initial release

    (fun fact: Dying Light was released exactly 3 years ago on January 26, 2015)

  • gav
    • January 27, 2018 at 2:10 AM
    • #4

    Looks like fun Will . great job

  • will2k
    • January 27, 2018 at 11:32 AM
    • #5
    Quote from gav

    9 hours ago, gav said: Looks like fun Will . great job

    Thanks gav :)

  • Radu
    • January 27, 2018 at 11:43 AM
    • #6

    @will2k you should put up a video walkthrough for us plebs that haven't played or own the game. Btw, how did you find the entire experience of moving from source?

  • will2k
    • January 27, 2018 at 12:38 PM
    • #7
    Quote from Radu

    32 minutes ago, Radu said: Btw, how did you find the entire experience of moving from source?

    It's like ditching your 1970 model car and getting a 2018 model

    I've been planning to move to UE4 or Unity 5 for the past 2 years but I needed an established game to make the move; then Dying Light came along with its Chrome Engine and I was hooked.

    Source is simple and easy to use but outdated, archaic, and very limiting; I've been saying this for quite some time now :)

    Dying Light Developer Tools take a bit of time to get into but once you're familiar with them, you can unleash your creativity without worrying about technology limiting you.

    As I said in the previous post, the toughest part was scripting and quest creation but once you get the hang of it, the possibilities are endless and you become like a kid in a candy store.

    As an example of the power of scripting in Dying Light, I will use the 3rd screenshot where the objective I set is to restore power to the warehouse so you can access it and check for survivors.

    This is the script I wrote specific for this part of the quest.

    Quote

    Quote ,BLOCK _ -obj=&ANewHopePart2b_Restore& ,AND _ path ,enable <<Enable the electrical switch box>> PhysicalSwitchDI hangar_electricswitch enabled ,use << Use the switch to restore power>> PhysicalSwitchDI hangar_electricswitch on ,wait << wait 3 seconds>> 3 ,enable << enable guardian goon >> AISpawnBoxNumber mygoon -state=enabled ,enable-multi <<enable goon possey and electricity damage>> ,o AISpawnBoxNumber hangar_viral1 ,o AISpawnBoxNumber hangar_viral2 ,o AISpawnBoxNumber hangar_viral3 ,o AISpawnBoxNumber hangar_biter1 ,o AISpawnBoxNumber hangar_biter2 ,o AISpawnBoxNumber hangar_biter3 ,o ElectricityEmitterDI hangar_electricaldamage ,o FXEmitter hangar_electricemitter

    You can basically do whatever you wish with the scripting; your creativity is the limit.

    The tools are also real time and you are basically in-engine (if you worked with Crysis Dev Tools, this is basically the same). The editor is dynamic and real-time and everything you do gets updated on the spot.

    I might write an article on this experience when everything is done and the campaign is released.

  • FrieChamp
    • January 27, 2018 at 1:19 PM
    • #8

    That's awesome! I didnt know you could map for Dying Light. :)

  • will2k
    • January 27, 2018 at 8:56 PM
    • #9
    Quote from FrieChamp

    7 hours ago, FrieChamp said: That's awesome! I didnt know you could map for Dying Light. :)

    Thanks FrieChamp :)

    If you have the game on steam, then the dev tools are in your steam library-->tools; you just install them and you're set.

  • blackdog
    • January 27, 2018 at 10:35 PM
    • #10

    Awesome, think I had seen something about tools but didn’t think anybody was doing it.

    ill spread the word with friends I know we’re liking the game! (I was interested but never bought it yet)

  • will2k
    • January 28, 2018 at 12:42 PM
    • #11
    Quote from blackdog

    14 hours ago, blackdog said: Awesome, think I had seen something about tools but didn’t think anybody was doing it.

    ill spread the word with friends I know we’re liking the game! (I was interested but never bought it yet)

    Thank you Blackdog :)

  • blackdog
    • January 28, 2018 at 3:51 PM
    • #12

    You feeling done with Source stuff (until Source 2)?

    I have played a few afternoons around with Far Cry 3 editor back a few years back (on the xbox! Didn't have a PC at the time) and since recently I played to finish FC4 was thinking if to jump in that editor and try something new...

  • will2k
    • January 29, 2018 at 1:28 PM
    • #13
    Quote from blackdog

    21 hours ago, blackdog said: You feeling done with Source stuff (until Source 2)?

    I wouldn't hold my breath for Source 2 that much; unless it comes out with a solid game on release, I don't see it getting high adoption rate against already established, and easy-to-use next gen engines.

    If it gets released alongside, say L4D3, or a new IP or God forbid, HL3, then I can see people switching to Source 2 (or if it has a brand new feature that's not existing in other engine); otherwise, it will be just another engine trying to compete for market share, albeit a tad late to the party.

  • blackdog
    • January 31, 2018 at 7:35 AM
    • #14

    Yeah I’m with you on the Source 2 @will2k, who knows when it and if will come out at all – knowing Valve they could very well change mind. But if it comes out even with no direct modding support, there’s to wonder if they would streamine/make it easier (for adopters) to publish on Steam, that would be an incentive.

    Was more wondering if you had enough with current version or still gonna make maps ;)

  • will2k
    • January 31, 2018 at 12:33 PM
    • #15
    Quote from blackdog

    4 hours ago, blackdog said: Yeah I’m with you on the Source 2 @will2k, who knows when it and if will come out at all – knowing Valve they could very well change mind. But if it comes out even with no direct modding support, there’s to wonder if they would streamine/make it easier (for adopters) to publish on Steam, that would be an incentive.

    Was more wondering if you had enough with current version or still gonna make maps ;)

    Well, as I said in my original post above, Source is slowly becoming a distant memory.

    I have 2 CSGO WIPs that I haven't worked on for almost 9 months now; they'll continue to be on the back-burner in the foreseeable future as my focus is on Dying Light right now. I also had plans for a 2nd map for PVKII, but that also goes to the backseat now.

    I'll probably go back to these projects somewhere in the future although nothing is certain :)

  • Guest
    • January 31, 2018 at 7:58 PM
    • #16

    This looks awesome!

    It's a pretty powerful editor, I was very surprised. I messed around with it like a month back or so but didn't want to commit to anything cause I felt I kinda missed the boat with this game.

    Is it possible to create custom assets/textures for your maps in this?

  • will2k
    • February 1, 2018 at 11:15 AM
    • #17
    Quote from nikkoship

    15 hours ago, nikkoship said: This looks awesome!

    It's a pretty powerful editor, I was very surprised. I messed around with it like a month back or so but didn't want to commit to anything cause I felt I kinda missed the boat with this game.

    Is it possible to create custom assets/textures for your maps in this?

    Thank you nikko :)

    Yes, absolutely. You can create your custom assets then import them into the editor

    Here's a short video (4 min) from Developer Techland showing the basics of importing custom assets

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  • blackdog
    • February 1, 2018 at 11:57 PM
    • #18
    Quote from nikkoship

    On 31/01/2018 at 7:58 PM, nikkoship said: This looks awesome!

    It's a pretty powerful editor, I was very surprised. I messed around with it like a month back or so but didn't want to commit to anything cause I felt I kinda missed the boat with this game.

    Is it possible to create custom assets/textures for your maps in this?

    This is a thing with most of the games that allow for customisation. It's quite sad that devs spwmd time to put tools out and few get into that; but unless you are very hungry to try different techs or in love with a game, you don't get involved... while it would be quite logical choice for those that want a job in the industry, as it becomes easier to get noticed in a less crowded scene.

  • will2k
    • February 2, 2018 at 11:09 AM
    • #19
    Quote from blackdog

    11 hours ago, blackdog said: but unless you are very hungry to try different techs or in love with a game, you don't get involved...

    It's a bit of both actually

  • blackdog
    • February 2, 2018 at 6:39 PM
    • #20
    Quote from will2k

    7 hours ago, will2k said: It's a bit of both actually

    What I mean is the average modder normally sticks to a tech once settled in. One might like to try different techs but be put off by a small player base, deeming it an unworthy effort.

    FC2-3-4 came with an easy editor, surely had lots of players (we know they are hits) but I’ve never heard of a modding community posting maps (feels even Crysis created more interest).

    So I see what you’ve done as a great way to get a job! If one really wants to work for a certain company and they provide tools, better male something ;)

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