The latest progress report for the Surface Zone Rework, focusing on the Exterior area and the new Props.
Using the concept art and references by Grongo shown off in the previous post (which you can view here), the art team has been hard at work texturing the greybox and bringing the zone to life.
The current area of focus for the art team has been the exterior of the zone, including the Spawn Area, Main Road, and parts of the Gate B Building’s exterior, in addition to all the required props, decals, and materials.
Please note: The Warehouse and Gate A are still in their greybox state, as their models are not ready to be shown off yet. There is still iteration to be done on the final look and placement of props, and everything is subject to change.
Props & Decals
With Content From: Mikel, Moranatol and Sol
Snowpiles
Caught in the middle of a snowstorm, Surface Zone is covered in many different snowpiles. These decals are versatile enough to be applied all across the map, and also can be edited easily in the games editor.
(Credit to Moranatol for their work on these Snow Decals)
(In-Engine footage of the intensity of the snow being modified)
Concrete Walls
Concrete walls with a mech on the top that are used around Surface Zone. These props are procedurally generated, making them easy to implement.
(Credit to Moranatol for their work on these Concrete Walls)
(Footage showing how procedural walls can be created, done with Houdini)
BinsA variety of bin props to be used around the warehouse and Gates.
(Credit to Sol for their work on these bin props)
SpotlightsIn the dark, these act as the main light source across the zone.
(Credit to Mikel for their work on these spotlights)
Cargo ContainersCargo container models that were repurposed from an early version of Surface zone, with some updated textures and decals.
(Credit to Moranatol for their work on these Container Props)
(In-Engine footage of the colour of the Containers being changed, this allows for easy reuse of the prop in different sections)
Surface Exterior
With Content From: Moranatol, Ben, Josh and Quidstar
Respawn and Escape
The respawn and escape area is (as its name suggests) the location where civilians escape and militants (MTF/CI) spawn.
The entrance is designed as a security checkpoint and serves as the only entrance and exit to the site. As such, it is the only respawn & escape location. It is also the lowest point on the Surface Zone, as this entire area is located near the base of a mountain. See also the snowpiles and cargo shipping container props which will be found throughout the zone, as well as the detailed textures for the road.
The front of the security building is still work in progress as it will need a dedicated elevator model and decals which are not finished yet, hence the untextured model.
(Credit to Moranatol for his work on the modelling and texturing of the entrance and exit area & Ben for their work on the garage exterior)
Main Road
The main road goes from the respawn & escape area to the entrance of Gate A, and acts as the most direct method of getting to both Gate A and B on Surface. It has little cover aside from some strategically placed Barrier props and vehicles.
This area is where the zone’s snow-covered aesthetic and harsh lighting style are most obvious, with the only light coming from the spotlights. Here we can also see some of the new props made for Surface Zone, including the aforementioned Spotlights, the Rhino Barriers, and the Bollards dividing the sidewalk from the road.
(Credit to Moranatol for his work on the Road and Sidewalk Textures & Josh for their work on the Gate A exterior)
Gate B Building
The building for Gate B is intended to be visually distinct from Gate A, as Gate B serves as a cargo and logistics warehouse for Site-02. It is significantly more brutalist than Gate A, with the building being much darker.
(Credit to Quidstar for his work on the Gate B Building modelling & texturing)
Final Notes
Be sure to catch up on any exclusive upcoming teasers we regularly post on our Discord server (https://discord.gg/scpsl).
If you are not a Patreon supporter reading this post as it becomes public, you can subscribe to our Patreon (https://patreon.com/HubertMoszka), in which our Patreon supporters who are Tier-2 or above will receive early insights into upcoming content for the game.