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

  • will2k
  • January 26, 2018 at 2:15 PM
  • will2k
    • February 9, 2018 at 1:18 PM
    • #21

    Major update today:

    The first part of the campaign (out of 3 major parts) is almost finished where the player has to locate, save, and contact a survivor to gather more info about the whereabouts of the medicinal herb.

    The warehouse where the encounter happens is almost done with a fight sequence and a mini boss; I have also implemented a custom dialog with the human NPC survivor. The implementation of the custom dialog wasn't a smooth sail at first and left me scratching my head for a whole day as the dialog script wasn't properly loading in the editor. After much trial and error, a test map, and half a day of analysis and frustration, I finally got to the bottom of the issue. It was a simple one-letter typo in the script (lower case instead of upper case) that was the root cause of my shenanigans. All is good now :)

    [Blocked Image: https://i.imgur.com/IQifaoe.jpg]

    [Blocked Image: https://i.imgur.com/U6eNjSz.jpg]

    Sample of the custom dialog

    [Blocked Image: https://i.imgur.com/edGcaJL.jpg]

    Bonus pics from new quest parts

    [Blocked Image: https://i.imgur.com/y2m7YgV.jpg]

    [Blocked Image: https://i.imgur.com/2jFg824.jpg]


    On a somewhat related note, developer Techland is celebrating the 3 year anniversary of Dying Light by having the whole month of February for celebratory festivities :)

    They will release a new content drop/free DLC, a new community event with rewards at its end, and weekly giveaways on their website. And to top this up, there is a massive sale on Dying Light up to 67% off. If you are still on the fence about buying it, now is the perfect time :) Full details here

  • Zarsky
    • February 12, 2018 at 12:58 PM
    • #22

    Looks really cool! Just started playing DL, but sadly on the wrong platform. :/

    Looking forward to see more of your progress none the less.

  • will2k
    • February 12, 2018 at 4:54 PM
    • #23
    Quote from Zarsky

    3 hours ago, Zarsky said: Looks really cool! Just started playing DL, but sadly on the wrong platform. :/

    Looking forward to see more of your progress none the less.

    Thanks; it's never too late to get it on PC (on sale) ;)

    I have prepared a couple of short videos of me running and fooling around in the map for the folks who won't be able to play the campaign. Will post them soon, stay tuned :)

  • sevin
    • February 17, 2018 at 3:04 PM
    • #24

    @will2k Just curious as I have no experience outside of Source myself, how difficult is it to pick up tools for UE or whatever engine DL uses? Did you find any of your skills learned through the Source engine to be useful, or was it completely new and different?

  • will2k
    • February 18, 2018 at 3:39 PM
    • #25

    As promised before, here's the first short gameplay video in a series of videos I am preparing.

    The video (around 2 minutes) showcases myself running around some parts of the map, killing zombies and infected, and doing random things.

    I avoided showing any story quests as to not spoil it for the folks who will play the campaign upon release :)


    Quote from sevin

    On 2/17/2018 at 5:04 PM, sevin said: @will2k Just curious as I have no experience outside of Source myself, how difficult is it to pick up tools for UE or whatever engine DL uses? Did you find any of your skills learned through the Source engine to be useful, or was it completely new and different?

    The general concepts of level design will carry over regardless of engine such as game flow, encounters, chokepoints, pacing, detailing, scene composition. The tools themselves and the technical aspects are totally different and you'll have to learn them from scratch.

    The engine technology can be so different that you'll even have to forget concepts you applied in Source as they become obsolete in the new engine.

  • will2k
    • February 25, 2018 at 6:31 PM
    • #26

    Here's the 2nd short gameplay video where I visit mostly new areas not tackled in the 1st video; I also fight and slay some biters and human thugs (as opposed to virals/special infected in the 1st video).

  • will2k
    • March 1, 2018 at 3:49 PM
    • #27

    The 3rd and last short gameplay video, this time showcasing some night gameplay.

    For those who have not played Dying Light, the game almost shifts 180° when night falls. During the day, you're the hunter, but at night you become more or less the hunted.

    Extremely dangerous nocturnal infected come out to "play" at night called "volatiles", which are basically a cross between the reapers from the movie "Blade 2" and the darkseekers from the movie "I Am Legend".

    They pounced at me and pinned me momentarily to the ground in the video (they didn't kill me because I was testing with developer mode on )

  • will2k
    • March 2, 2018 at 7:30 PM
    • #28

    The work on the 2nd part of the campaign is well underway, and I've also added custom audio to match the custom dialog implemented earlier.

    The part that I found the most difficult when I started this project, scripting and quest creation, is turning out to be my new favorite aspect of this project. The quest as I planned initially is now doubled and may even triple in scope as I'm getting more and more comfortable with the scripting and programming side. I'm basically having a field day with the scripts to spice up the gameplay and story.

    Fresh batch of screenshots

    the military checkpoint serving as a chokepoint between the first and second map

    [Blocked Image: https://i.imgur.com/QxACQKZ.jpg]

    Construction/storage site

    [Blocked Image: https://i.imgur.com/PzJMnhr.jpg]

  • will2k
    • March 11, 2018 at 2:38 PM
    • #29

    Welcome to the Sanctuary

    Work is progressing fast :) despite the fact that most of the assets/meshes are modular, requiring a considerable amount of time to build and assemble (i.e. the rural house in the below screenshots)

    The sanctuary will be the main survivors' hub used to advance the main story as well as get side quests.

    As you can notice, the different NPCs are all scripted, going about their daily activities. The player can interact with them, and on top of the custom dialog, I also created and implemented custom audio to go along with the dialog.

    [Blocked Image: https://i.imgur.com/8KzE9Km.jpg]

    [Blocked Image: https://i.imgur.com/IijIfvO.jpg]

    [Blocked Image: https://i.imgur.com/kkhhWha.jpg]

    [Blocked Image: https://i.imgur.com/TegoaTP.jpg]

  • will2k
    • March 13, 2018 at 4:51 PM
    • #30

    The 2018 Zombie Football World Cup is almost here

    Get your tickets now and treat yourself to a front row seat display of biting ...nail-biting action

    (PS: ball is fully functional :D)

    [Blocked Image: https://i.imgur.com/EpPsGnD.jpg]

    [Blocked Image: https://i.imgur.com/BxiD2Bx.jpg]

  • Radu
    • March 13, 2018 at 5:19 PM
    • #31
    Quote from will2k

    30 minutes ago, will2k said: The 2018 Zombie Football World Cup is almost here

    Get your tickets now and treat yourself to a front row seat display of biting ...nail-biting action

    (PS: ball is fully functional :D)

    [Blocked Image: https://i.imgur.com/EpPsGnD.jpg]

    [Blocked Image: https://i.imgur.com/BxiD2Bx.jpg]

    Now that's what I call extreme sports. Though, it's a bit weird to have that football field right next a secured camp. You'd think they would add some similar fencing just in case.

  • will2k
    • March 14, 2018 at 6:27 PM
    • #32
    Quote from Radu

    On 3/13/2018 at 7:19 PM, Radu said: Now that's what I call extreme sports. Though, it's a bit weird to have that football field right next a secured camp. You'd think they would add some similar fencing just in case.

    but...but, this field is for zombies to play football, not humans.

    you don't want zombies to play football? to have fun outside? to exercise and stay healthy? you inconsiderate zombiephobe; I can't even right now..


    All joking aside :D, the field as the story goes, was made before the virus outbreak/quarantine, for the kids in this rural town to play. It's not used much nowadays but still kept more or less tidy, just in case the zombies challenge humans to a game of football

    But as you said, I'll probably throw in some barricades here and there around the field. Thanks

  • Radu
    • March 14, 2018 at 6:51 PM
    • #33

    Would be cool if you could make it a side quest given by some kid in the camp: to gather materials for a proper fence around it. Could be one of those small details that gives the place some humanity.

  • will2k
    • March 14, 2018 at 7:58 PM
    • #34
    Quote from Radu

    1 hour ago, Radu said: Would be cool if you could make it a side quest given by some kid in the camp: to gather materials for a proper fence around it. Could be one of those small details that gives the place some humanity.

    Excellent idea :)

    I'll see what I can do about it

  • will2k
    • March 23, 2018 at 3:08 PM
    • #35

    "Little House on the Prairie"

    [Blocked Image: https://i.imgur.com/QuUj3T9.jpg]

    [Blocked Image: https://i.imgur.com/yb876DC.jpg]

    View from the kitchen

    [Blocked Image: https://i.imgur.com/QPOsr3y.jpg]

    Bonus pic

    [Blocked Image: https://i.imgur.com/sdI7Y53.jpg]

  • blackdog
    • March 25, 2018 at 9:39 AM
    • #36

    Indoor lighting seems a bit weird, as too bright. Dunno if is just your pc settings or the engine(?)

  • will2k
    • March 26, 2018 at 5:42 PM
    • #37
    Quote from blackdog

    On 3/25/2018 at 11:39 AM, blackdog said: Indoor lighting seems a bit weird, as too bright. Dunno if is just your pc settings or the engine(?)

    Lighting is still WIP :)

  • will2k
    • March 29, 2018 at 5:31 PM
    • #38

    Having a really good time with terrain forming and sculpting in the tools, creating natural-looking mountains and hills.

    I'm creating my greyscale heightmaps in "Terragen" or "World Machine", then importing them into the tools as brushes then follow up with manual sculpting and tuning.

    [Blocked Image: https://i.imgur.com/lbemmMi.jpg]

    [Blocked Image: https://i.imgur.com/FjNVeIL.jpg]

  • will2k
    • April 8, 2018 at 3:34 PM
    • #39

    Anyone wanna go camping this weekend?

    [Blocked Image: https://i.imgur.com/zD9QIkc.jpg]

    [Blocked Image: https://i.imgur.com/zHPbTRd.jpg]

    [Blocked Image: https://i.imgur.com/EsftKwZ.jpg]

    [Blocked Image: https://i.imgur.com/O2ddpv9.jpg]


    Campaign is progressing very smoothly now that I'm really comfortable with the dev tools.

    2nd part of the campaign is almost done; scripted NPCs, boss fights and fight sequences in general, as well as exploration areas are mostly set.

    2 side quests are also under planning to be soon implemented

    Random fact: At the time I initially posted this WIP thread on January 26, 2018, I had around 150 hrs on the dev tools; now it's 475 hrs :)

  • will2k
    • May 12, 2018 at 12:31 PM
    • #40

    Spring [update] is here

    Haven't had any updates in over a month, but here I am with a massive Spring update.

    More production time is being now allocated to detailing to make sure the map/campaign plays and feels like a natural continuation of the stock game.

    A big and fresh batch of screenshots

    [Blocked Image: https://i.imgur.com/GatCwRL.jpg]

    [Blocked Image: https://i.imgur.com/Elg1g75.jpg]

    [Blocked Image: https://i.imgur.com/8AMcpgO.jpg]

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    [Blocked Image: https://i.imgur.com/SUefAd4.jpg]

    [Blocked Image: https://i.imgur.com/EVXLRFI.jpg]

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