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 the next one.
Island One
This will be the...
2020-04-23 17:44:35 +0000 UTC
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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 stolen item.
The easter egg is not complete yet and there are some aspects of the sound pass that still need to be complete along with some bugs. I'll be updating the map as much as I can and st...
2020-04-15 12:37:49 +0000 UTC
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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
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In-game look at the current progress of 47 Berkerly Lane. Full update post coming soon.
2020-03-22 02:23:52 +0000 UTC
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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 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 essen...
2020-03-14 03:20:28 +0000 UTC
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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.
2020-03-07 19:28:56 +0000 UTC
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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 for the trailer shot I am able to do a seamless comparison for before and after while flying through the underground.
Check it out:
2020-03-04 15:37:21 +0000 UTC
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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). Here's the progress on the Sewer Gate room. Warning: Lots of Images!

2020-02-28 05:15:29 +0000 UTC
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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
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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 level and tweaked the color correction & lighting states to ensure high visibility on all monitors.
2020-02-19 15:55:55 +0000 UTC
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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.

2020-02-12 10:18:07 +0000 UTC
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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 Operations

High...
2020-02-04 20:27:25 +0000 UTC
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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.



46 Berkerly ...
2020-02-03 22:33:12 +0000 UTC
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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 current progress of the Oslyke Starting Room.

2020-02-01 23:42:09 +0000 UTC
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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 able to find additional lore to the VKZU.
H1

2020-01-28 11:20:04 +0000 UTC
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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
Been 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 ...
2020-01-23 06:42:58 +0000 UTC
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In-game look at the current progress of 47 Berkerly Lane
2020-01-12 03:22:50 +0000 UTC
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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.

In-map Starting Area / 46 Berkerly Lane
Removed the obstruction in the drive way to allow players a little bit more freedom in the "spaw...
2020-01-08 20:48:17 +0000 UTC
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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
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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 is completed. Once 47 Berkerly Lane is done i'll begin detailing.
Here it is currently:

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



Zombies Barriers
Det...
2020-01-01 11:04:05 +0000 UTC
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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 Grach (from Advanced Warfare)

RW1 (from Advanced Warfare)
<...
2019-12-29 05:07:01 +0000 UTC
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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 makes the computer unusable for the time it compiles, builds lights and links.

2019-12-25 05:40:39 +0000 UTC
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Double Tap
Overhauled the lighting and changed up the geo to improve the area and finally started finishing the stream path.



Highway IGC
Further set dressing ...
2019-12-21 23:24:40 +0000 UTC
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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 :)

2019-12-20 03:03:13 +0000 UTC
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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.

Remote Operations
Further 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 ...
2019-12-18 20:45:38 +0000 UTC
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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 this will allow players to buy a better starting weapon and/or contract.

2019-12-11 16:09:42 +0000 UTC
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Remote Operations: Vista
Finished up the vista (out of map detail / geometry) for the new spawn area.



Remote Operations: Contract Room
Here is where you'll...
2019-12-02 05:28:15 +0000 UTC
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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
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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 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 se...
2019-11-18 18:21:19 +0000 UTC
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