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 o...
2020-04-23 17:44:35 +0000 UTC
View Post
47 Berkerly Lane
As 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 ...
2020-04-15 12:37:49 +0000 UTC
View Post
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.
2020-04-04 22:12:28 +0000 UTC
View Post
In-game look at the current progress of 47 Berkerly Lane. Full update post coming soon.
2020-03-22 02:23:52 +0000 UTC
View Post
Detail Pass Progress
- Sewer Gate: Done
- Double Tap: Done
- Corridors: Done
- Stairwell: Done
- Maintenance: Done
- Mule Kick: 95%
- Deadshot: 60%
Detail Pass | Mule Kick
The detail p...
2020-03-14 03:20:28 +0000 UTC
View Post
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 ...
2020-03-07 19:28:56 +0000 UTC
View Post
Detail Pass
Progress 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: Done
Double Tap: Done
Corridors: 90%
Stairwell: 40%
Total: 18%
Using the XCAM I created in Blender...
2020-03-04 15:37:21 +0000 UTC
View Post
Detail Pass: Sewer Gate
As 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). H...
2020-02-28 05:15:29 +0000 UTC
View Post
In-game look at the current progress of 47 Berkerly Lane featuring others talking the entire time
2020-02-27 02:03:08 +0000 UTC
View Post
Lighting Pass
Seeing 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 le...
2020-02-19 15:55:55 +0000 UTC
View Post
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, Optim...
2020-02-12 10:18:07 +0000 UTC
View Post
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 ...
2020-02-04 20:27:25 +0000 UTC
View Post
Oslyke Arrival
Made 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.

2020-02-03 22:33:12 +0000 UTC
View Post
The End of Berkerly Lane & The Start of Oslyke
As 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 curr...
2020-02-01 23:42:09 +0000 UTC
View Post
Memories
Using 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 abl...
2020-01-28 11:20:04 +0000 UTC
View Post
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 MB

Optimization<...
2020-01-23 06:42:58 +0000 UTC
View Post
In-game look at the current progress of 47 Berkerly Lane
2020-01-12 03:22:50 +0000 UTC
View Post
Intro IGC
Me 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.
2020-01-08 20:48:17 +0000 UTC
View Post
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.

2020-01-05 18:46:02 +0000 UTC
View Post
Shchuna
Based 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...
2020-01-02 09:30:54 +0000 UTC
View Post
Underground Corridors
Overhauled the lighting & composition of the underground corridors to follow suite with the area of Double Tap.

2020-01-01 11:04:05 +0000 UTC
View Post
Starting Weapons
Sifted 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 ...
2019-12-29 05:07:01 +0000 UTC
View Post
Double Tap
Have 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 m...
2019-12-25 05:40:39 +0000 UTC
View Post
Double Tap
Overhauled the lighting and changed up the geo to improve the area and finally started finishing the stream path.

2019-12-21 23:24:40 +0000 UTC
View Post
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 Hi...
2019-12-20 03:03:13 +0000 UTC
View Post
Highway IGC
Started 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.

<...
2019-12-18 20:45:38 +0000 UTC
View Post
Remote Operations: Firing Range
Started 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 thi...
2019-12-11 16:09:42 +0000 UTC
View Post
Remote Operations: Vista
Finished up the vista (out of map detail / geometry) for the new spawn area.

2019-12-02 05:28:15 +0000 UTC
View Post
Remote Operations
The 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....
2019-11-24 05:49:42 +0000 UTC
View Post

New Spawn Area
Following 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 g...
2019-11-18 18:21:19 +0000 UTC
View Post