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Stadtrand was built for competitive, objective oriented team clashes. The environment is massive and offers a huge diversity in encounter space, which vary from hardcore indoor close quarters combat to outdoor areas that allow for a lot of manoeuvrability.

I created a to-scale props base (moving beyond BSP grid restrictions); geometric detail that tries to match that in Half-life 2; to-scale texturing; realistic skybox resources.

Responsibilities: BSP geometry/design/optimization, environment art, props, prop placement, lighting, texturing, textures (95%), sound placement, additional scripting.

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