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VerK0

VerK0

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VerK0 posts

Posts: 147 Files: 376
VerK0 post Evkla | Introduction to Dakraheim

Evkla | Introduction to Dakraheim

Welcome to Evkla, the first map to exist within the Dakraheim universe. This map will introduce a few elements from Dakraheim such as the Neverworld (place of death) and the Trail of Evkla.The map is a series of islands that get progressively harder with enemies based off the theme of the island, so the map will also function as a challenge map.Each island you must survive 10 rounds to ascend to t...

Updates

47 Berkerly LaneAs most of you may know, someone who was apart of the Alpha testing group for 47 Berkerly Lane has taken the map and reuploaded it to the workshop publicly.Due to this I've officially released the map in early access stage to everyone to overshadow the stolen item.The easter egg is not complete yet and there are some aspects of the sound pass that still need to be complete alon...

VerK0 post 47 Berkerly Lane | In-Game Walkthrough (March 35th)

47 Berkerly Lane | In-Game Walkthrough (March 35th)

The remainder of the posts for 47 Berkerly Lane will likely be video only as they include the sound design.We're getting close to Early Access.

VerK0 post 47 Berkerly Lane | In-Game Walkthrough (March 22nd)

47 Berkerly Lane | In-Game Walkthrough (March 22nd)

In-game look at the current progress of 47 Berkerly Lane. Full update post coming soon.

VerK0 post 47 Berkerly Lane | Progress Update (March 14th)

47 Berkerly Lane | Progress Update (March 14th)

Detail Pass Progress Sewer Gate: Done Double Tap: Done Corridors: Done Stairwell: Done Maintenance: Done Mule Kick: 95% Deadshot: 60%Detail Pass | Mule KickThe detail pass on this room has gone quite well and I am pleased with the result. If you look at how it looked previously and compared from the previous patreon update, you can see a huge improvement. It's essentially done, just needs a wi...

VerK0 post 47 Berkerly Lane | Progress Update (March 8th)

47 Berkerly Lane | Progress Update (March 8th)

Detail Pass Progress Sewer Gate: Done Double Tap: Done Corridors: Done Stairwell: Done Maintenance: 90% Mule Kick: 0%The detail pass has been going very well and I'm very pleased with the outcome of every area as I finish them.Here's the current progress on the room adjacent to Mule Kick (Maintenance). I'm almost finished with it, just some minor things need adding/changing.Detail Pass...

VerK0 post 47 Berkerly Lane | Progress Update (March 5th)

47 Berkerly Lane | Progress Update (March 5th)

Detail PassProgress on the Detail Pass has been going well and is making the areas feel so much more alive. Here's the current completion:Sewer Gate: DoneDouble Tap: DoneCorridors: 90%Stairwell: 40%Total: 18%Using the XCAM I created in Blender for the trailer shot I am able to do a seamless comparison for before and after while flying through the underground.Check it out:https://www.youtube.co...

VerK0 post 47 Berkerly Lane | Progress Update (Feb 28th)

47 Berkerly Lane | Progress Update (Feb 28th)

Detail Pass: Sewer GateAs you know the map is in the detail pass stage which basically means hella conduits, hella pipes, hella blends and hella wires. This is definitely one of the most tedious parts in making a map (if i ever see another conduit again im going to eat it). Here's the progress on the Sewer Gate room. Warning: Lots of Images!Detail Pass: CorridorsEssentially the same things bei...

VerK0 post 47 Berkerly Lane | In-Game Walkthrough (Feb 27th)

47 Berkerly Lane | In-Game Walkthrough (Feb 27th)

In-game look at the current progress of 47 Berkerly Lanefeaturing others talking the entire time

VerK0 post 47 Berkerly Lane | Progress Update (Feb 20th)

47 Berkerly Lane | Progress Update (Feb 20th)

Lighting PassSeeing as though the mapping is complete it's time for the passes. I've gotten feedback from alpha testing that the level especially the underground is very dark on some monitors so i've gone through and adjusted basically every single light & probe on the level and tweaked the color correction & lighting states to ensure high visibility on all monitors.Detail PassCurrentl...

VerK0 post 47 Berkerly Lane | Progress Update (Feb 12th)

47 Berkerly Lane | Progress Update (Feb 12th)

Mapping Complete!All of the mapping of 47 Berkerly Lane is officially complete. It's now onto scripting & the final passes. Scripting is currently roughly 5% complete, there is A LOT to do.The final passes are (in order): Detail pass, User guide pass, Optimization pass, Balance pass & Sound pass.Xela's RoomXela has sent over his prefab that he made for 47 Berkerly Lane and i've impleme...

47 Berkerly Lane Poll

Since the whole of the 47 Berkerly Lane project is very massive, i've been thinking about later down the line after release to split up some sections of the project into their own survival maps like TranZit with Town, Farm, Etc...Should I do this post release or just focus on new projects after 47 Berkerly Lane?Remote OperationsHighwayForest

VerK0 post 47 Berkerly Lane / Oslyke | Progress Update (Feb 4th)

47 Berkerly Lane / Oslyke | Progress Update (Feb 4th)

Oslyke ArrivalMade some more progress on the receiver end of the teleporter which is of course the starting area for Oslyke and end for 47 Berkerly Lane.46 Berkerly Lane GarageOverhauled the garage to make it more obvious that it opens up eventually (when you turn the power on) and to make the clipping a lot more simplified, and to make the bowie knife more accessible. Also updated the TV to be mo...

VerK0 post 47 Berkerly Lane / Oslyke | Progress Update (Feb 2nd)

47 Berkerly Lane / Oslyke | Progress Update (Feb 2nd)

The End of Berkerly Lane & The Start of OslykeAs some of you may know, the end of 47 Berkerly Lane ends with the start of Oslyke. Completing the "easter egg" quest and teleporting will teleport you to the starting room of Oslyke then ending the game.The is the current progress of the Oslyke Starting Room.OslykeBegan greyboxing the layout for Oslyke just for context of the starting building...

VerK0 post 47 Berkerly Lane | Progress Update (Jan 28th)

47 Berkerly Lane | Progress Update (Jan 28th)

MemoriesUsing the teleporter causes temporary extreme memory dysphoria and if done with multiple people in rare cases you may experience their memories, during the teleportation you will see one of these four places which are past lives of the characters. Here you will be able to find additional lore to the VKZU.H1H2H3H4

VerK0 post 47 Berkerly Lane | Progress Update (Jan 23rd)

47 Berkerly Lane | Progress Update (Jan 23rd)

Intro IGC Almost finished! Just slight tweaks to be made and it'd be done then ready for the sound pass. GIF warning: 34.7 MBOptimizationBeen making good progress with optimizing the map in the alpha testing. Have had things you wouldn't expect cause FPS drops such as glass shards material with anti aliasing and reflection parallax against a curved surface. Optimization mainly includes adj...

VerK0 post 47 Berkerly Lane | In-Game Walkthrough (Jan 12th)

47 Berkerly Lane | In-Game Walkthrough (Jan 12th)

In-game look at the current progress of 47 Berkerly Lane

VerK0 post 47 Berkerly Lane | Progress Update (Jan 9th)

47 Berkerly Lane | Progress Update (Jan 9th)

Intro IGCMe and Symbo have been working together on scripting and setting up the intro in-game cinematic. It's an absolute pain in the ass to get right but we've made some good progress. Here it is currently.In-map Starting Area / 46 Berkerly LaneRemoved the obstruction in the drive way to allow players a little bit more freedom in the "spawn" and replaced the boring car with a lon...

VerK0 post 47 Berkerly Lane | Progress Update (Jan 6th)

47 Berkerly Lane | Progress Update (Jan 6th)

Current progress of the final blocked out area of 47 Berkerly Lane. Still got some barriers to map and further detail to go. This is it so far.Also did some little touchups to the blending in these corridors.

VerK0 post Shchuna Multiplayer Map

Shchuna Multiplayer Map

ShchunaBased in a town called "Shchuna" (pronounced Sha-Koona) in Isreal, a 2v2/1v1 face off multiplayer map.The map is currently in early blockout stages for testing gameplay, everything is subject to change. It will stay in blockout until after 47 Berkerly Lane is completed. Once 47 Berkerly Lane is done i'll begin detailing.Here it is currently:

VerK0 post 47 Berkerly Lane | Progress Update (Jan 1st)

47 Berkerly Lane | Progress Update (Jan 1st)

Underground CorridorsOverhauled the lighting & composition of the underground corridors to follow suite with the area of Double Tap.Zombies BarriersDetailed the remaining zombies barriers of the mapped areas finally :)Almost FinishedOnly one section in the map remains in blockout. Once this area is complete the planned mapping will be finished then it'll be on to the final detail pass, optimiz...

VerK0 post 47 Berkerly Lane | Progress Update (Dec 29th)

47 Berkerly Lane | Progress Update (Dec 29th)

Starting WeaponsSifted through all of the weapon ports available on modme and chose these 7 weapons. All of these weapons were fully ported by TheSkyeLord so all credit goes to him. Now that I have a weapon selection I need to go through and balance them.MP443 Grach (from Advanced Warfare)RW1 (from Advanced Warfare)M9A1 (from Ghosts)P226 (from Ghosts)Deagle (from Modern Warfare Remastered)PDW (fro...

VerK0 post 47 Berkerly Lane | Progress Update (Dec 25th)

47 Berkerly Lane | Progress Update (Dec 25th)

Double TapHave been primarily focusing on touching up this area over the past few days as well as optimizing the map. Optimizing the map takes the longest due to the fact that I have to compile the entire map to test it. Takes over 2 hours of 100% CPU & Disk usage which makes the computer unusable for the time it compiles, builds lights and links.Oh and merry crisp mash :)

VerK0 post 47 Berkerly Lane | Progress Update (Dec 22nd)

47 Berkerly Lane | Progress Update (Dec 22nd)

Double TapOverhauled the lighting and changed up the geo to improve the area and finally started finishing the stream path.Highway IGCFurther set dressing and vista work along with lighting adjustments. Scene is almost finished.OptimizationHaving 3 entire separate areas with their own vistas is very expensive to run. To combat this I visgrouped the areas to only load while you are in them. Watch h...

VerK0 post 47 Berkerly Lane | Progress Update (Dec 20th)

47 Berkerly Lane | Progress Update (Dec 20th)

Spent the most of my day today optimizing the map to work within the entire level, hit the lighting .LED size limit multiple times but after many light build attempts finally was able to get the size to 2GB which successfully exported.But afterwards I started further detailing the Highway IGC :)

VerK0 post 47 Berkerly Lane | Progress Update (Dec 19th)

47 Berkerly Lane | Progress Update (Dec 19th)

Highway IGCStarted work on the highway in-game cutscene. This will be the transition inbetween the new spawn (Remote Operations) and old spawn (46 Berkerly Lane). Early stages.Remote OperationsFurther general detailing to the warehouse and laid out the weapon booth. Yet to choose weapons, need to go through and test all the weapon ports to choose the highest quality.

VerK0 post 47 Berkerly Lane | Progress Update (Dec 12th)

47 Berkerly Lane | Progress Update (Dec 12th)

Remote Operations: Firing RangeStarted laying out & positioning the cover for the firing range targets and the base detailing. Here players can start the minigame for an amount of points, if they win they profit but if they lose they forfeit the points. Profiting from this will allow players to buy a better starting weapon and/or contract.Remote Operations: Contract RoomFinished the base detail / ...

VerK0 post 47 Berkerly Lane | Progress Update (Dec 2nd)

47 Berkerly Lane | Progress Update (Dec 2nd)

Remote Operations: VistaFinished up the vista (out of map detail / geometry) for the new spawn area.Remote Operations: Contract RoomHere is where you'll be able to start a contract. Contracts will cost points and will have certain challenges that will reward you upon completion. You can only choose one contract.Remote Operations: GeneralGeneral minor changes all around, model replacement, ligh...

VerK0 post New Spawn Area | 47 Berkerly Lane

New Spawn Area | 47 Berkerly Lane

Remote OperationsThe new spawn area for 47 Berkerly Lane. Here you can select contracts, discover hidden things, find intel, play minigames, select your starting weapon & more.The poll results were an astounding yes. You guys voted and the community was all for it.Release DateDue to this addition the release window has been pushed back to March 2020 from December 2019. Now I have to compete with H...

47 Berkerly Lane Poll

New Spawn AreaFollowing the character's POV before 47 Berkerly Lane the CIA have set up remote operations, this warehouse being one of them. The nameless CIA agents start here and go to 47 Berkerly Lane on an intelligence mission.If I were to finish this area and make it completely functional it would allow players to choose their starting weapon and adjust other settings before going into the...

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