will2k Posted January 21, 2020 Report Posted January 21, 2020 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 WIP screenshots RA7, CuervoSp, Serialmapper and 11 others 9 3 2 Quote
Zimuus Posted January 21, 2020 Report Posted January 21, 2020 Looks great and like it was a lot of fun to do, excited to see more! will2k 1 Quote
will2k Posted January 22, 2020 Author Report Posted January 22, 2020 17 hours ago, Zimuus said: Looks great and like it was a lot of fun to do, excited to see more! Thanks. I am working to get this out to the public as soon as possible. Stay tuned. Zimuus 1 Quote
-HP- Posted January 23, 2020 Report Posted January 23, 2020 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. will2k and Interfearance 2 Quote
blackdog Posted January 24, 2020 Report Posted January 24, 2020 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. Interfearance and will2k 2 Quote
will2k Posted January 27, 2020 Author Report Posted January 27, 2020 Armed cartel thugs This is the custom AI that I'm working on (as close as possible to the Phoenix faction in Counter-Strike) There will be an underground level beneath the warehouse where hostages will be held to make it more challenging to the charging player. Serialmapper, Quotingmc and Interfearance 3 Quote
will2k Posted January 28, 2020 Author Report Posted January 28, 2020 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. Interfearance 1 Quote
will2k Posted February 13, 2020 Author Report Posted February 13, 2020 Sharing a little update as things are starting to shape up I also added an assortment of grenades to the player's arsenal (smoke, explosive/shrapnel, and custom flashbang) to be as close as possible to Counter-Strike. Serialmapper and slavikov4 2 Quote
sethen Posted February 14, 2020 Report Posted February 14, 2020 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 will2k and Interfearance 2 Quote
will2k Posted February 14, 2020 Author Report Posted February 14, 2020 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 Interfearance and sethen 2 Quote
sethen Posted February 17, 2020 Report Posted February 17, 2020 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 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. will2k 1 Quote
will2k Posted February 18, 2020 Author Report Posted February 18, 2020 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 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 Quote
will2k Posted February 24, 2020 Author Report Posted February 24, 2020 The industrial zone is coming to life I created a custom rifle that has a bigger magazine capacity, higher accuracy, and better zoom through the sights than the standard rifle in the game. It's suitably called the "2K Edition" a Chunk, Radu, Freaky_Banana and 3 others 6 Quote
will2k Posted March 25, 2020 Author Report Posted March 25, 2020 The train station The car park Quote
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