Jump to content

ASSAULT ON WAREHOUSE 72: A tribute to the iconic cs_assault [Dying Light WIP]


Recommended Posts

Posted

Edit: Released June 6, 2020  Go to release post

 

 

While working on my new main project (pics posted earlier in WIP in WIP thread), I decided to have a small side project in parallel. Unlike my previous project (A New Hope) which was massive in size and scope, more like an open world game/DLC with 4-6 hours of main quests and side quests gameplay, this side project is more linear, much smaller in scope, and the story/action is contained in one smaller region.

This will be more or less a total conversion of Dying Light: no connection to the story or gameworld, no virus, no zombies, no infected, no derelict city. The player, a special police unit member, will have a rifle, a sidearm and a knife, and will be dispatched to the industrial zone in the city where cartel thugs have entrenched themselves in a warehouse with their drug stash and possible hostages.

This is basically single player Counter-Strike (and potential COOP play): the player will raid the warehouse, eliminate the heavily-armed cartel members, secure the stash and free the hostages. I'm aiming to have a short but sweet campaign that could be done in 10-30 min playtime without being taxing on players' time.

I wanted a small side project to work on and release soon in case the main project grew in size like the previous one; and since I haven't played CS or worked on CS projects in over 3 years, recreating one of the pillars and most iconic maps of CS was the perfect fit. The "warehouse 72" in the title is a nod the GoldSrc version of assault.

The screenshots are early WIP and the result of roughly 7 hours of work (main screen from the CSGO version is included for comparison purpose):

CSGO screenshot

latest?cb=20150528164720&path-prefix=ru

WIP screenshots

4CmOp7p.jpg

bURTSZc.jpg

2tb7ChW.jpg

 

Posted
13 hours ago, [HP] said:

Oh man, used to spend ages on this map. The design is actually very weird and a lot of wasteful areas, but there's something about it that kept me going back to it. That fucking vent above the hostages was madness.

For me was a great DM map to practice sniping… in 1.6 people played it for the objective but once in CSGO I hardly ever seen it played seriously.

Posted
21 hours ago, zastels said:

This game engine uses chromatic aberrations it looks like, it actually makes a big difference to my eyes. 

Yes, it does use chromatic aberration and advanced lens flare effects. Some people don't like them, and there are mods to turn this off (not official though).

Quote

In your experience what are the best things about working on this engine?

Chrome Engine 6 is an underrated engine; it is extremely powerful and versatile, and should have been better promoted by Techland among game creators and modders.

My favorite thing would be scripting and quest creation. 

  • 3 weeks later...
Posted

I skimmed the post and thought you redid Cs_Assault for CS:GO in a 1.6 style, my bad XD

 Really great attention to detail, especially the crosswalk (brick) texture placement or whatever its called.  Really interested to see how you detail that grass area under the pathway structure for the train.  Keep up the great work, really like how your loving the new engine.

Best of Luck,

Sethen

Posted
2 hours ago, sethen said:

I skimmed the post and thought you redid Cs_Assault for CS:GO in a 1.6 style, my bad XD

 Really great attention to detail, especially the crosswalk (brick) texture placement or whatever its called.  Really interested to see how you detail that grass area under the pathway structure for the train.  Keep up the great work, really like how your loving the new engine.

Best of Luck,

Sethen

Hey, thank you; nice to see you pop in on mapcore every now and then. How have you been?

Yeah the engine is very versatile and powerful yet underrated; too bad it wasn't properly promoted by the devs among content creators/mappers.

That grassy area under the train tracks/bridge is practically empty in CSGO, so I'll have to get creative on this one lol

Posted

Doing well overall, just cruising along in life with college and such.  Was working with BrainBread 2 on steam for some time since 2016, but finally taking a break from level design altogether.  I need to check out your Dying Light campaign that you made.  I know you did allot of custom work within the scripts and such.  Again, congrats on that front and hope the Dev's check it out as well.

 

Was thinking about the grass area and what you could do.  Possibly a small parking lot for those who use the subway above, while also being enclosed by a wooden fence or some type of barrier that limits player/AI vision.  The area will have two entrances with the first entrance being located by the ramp leading down to the tunnel area.  This entrance is a typical parking lot entrance with a small guard post for protection :D  Second, would be the fence/structure that surrounds it, having a small break in the foundation that allows for a second exit closets to the warehouse tunnel area. 

 

It seems more like a 1 to 1 comparison project.  But never the less, just a thought.  Maybe add some nice ivy trickling down from the wall, graffiti infested, and some small bushes in strategic places.

 

 

Posted
16 hours ago, sethen said:

Doing well overall, just cruising along in life with college and such.  Was working with BrainBread 2 on steam for some time since 2016, but finally taking a break from level design altogether.  I need to check out your Dying Light campaign that you made.  I know you did allot of custom work within the scripts and such.  Again, congrats on that front and hope the Dev's check it out as well.

 

Was thinking about the grass area and what you could do.  Possibly a small parking lot for those who use the subway above, while also being enclosed by a wooden fence or some type of barrier that limits player/AI vision.  The area will have two entrances with the first entrance being located by the ramp leading down to the tunnel area.  This entrance is a typical parking lot entrance with a small guard post for protection :D  Second, would be the fence/structure that surrounds it, having a small break in the foundation that allows for a second exit closets to the warehouse tunnel area. 

 

It seems more like a 1 to 1 comparison project.  But never the less, just a thought.  Maybe add some nice ivy trickling down from the wall, graffiti infested, and some small bushes in strategic places.

 

 

Good to hear you're doing well :)

If you have Dying Light, then give this campaign a spin; hope you'll enjoy it.

About the underbridge grass area; I already added grass, some bushes, graffiti and some old scrapped cars, but nothing is final right now. If I decide to change the theme, then your suggestion of a small parking lot is quite interesting and will come in handy. Thank you :)

Good luck with college and your future projects

  • 1 month later...

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...