Harrowfield: the playable preview

The Apocalyptic Hospital's ground floor, fully dressed, walked in first person with the S7 survivor and rifle, under Ultra Dynamic Sky and its weather. The greybox stand-in's captures are further down, for comparison.

The hospital (editor captures; the playable build follows)

The pack's own main level, its architecture, set dressing and decals, streamed into the preview map with every asset at full quality. It is relit under the preview's sky: each fixture the pack shows lit has a light of its own on the building's power circuit, the pendants cast their own colour, the lamps the pack left dark stay dark, and a faint dust haze catches the sun and the torch. Taken in Play-in-Editor at 2554×1354, Epic scalability, a 100% screen percentage with TSR, and the preview's exposure for each time of day.

The ward at 16:30
The ward, 16:30. Low sun through the blinds, its shafts in the dust over the beds and the wheelchairs.
Reception at noon
Reception, noon. Daylight from the corridor's far end and a shaft through a hole in the ceiling; the eye is set for the bright outside, so the hall stays dim.
Reception at dusk
Reception, 19:00. The tubes take over as the light outside goes; the red pendant by the desk and the green exit sign down the corridor.
Reception at night, power on
Reception, 23:00, power on. The old tubes light the hall.
Reception at night, power out, by torchlight
Reception, 23:00, power out, by torchlight. Only the exit signs on their batteries and the torch, its beam in the dust.

Playing it

Double-click Harrowfield Preview on the desktop. It starts the packaged server with no window, then the game in a 1920×1080 window joined to it. Stop Harrowfield Preview closes both. The keys show for a few seconds at the start:

[ ]hold to run the time of day back or forward (two hours a second) Nnext weather: clear, overcast, rain, storm, fog Pthe building's power on or out Ftorch Hshow the keys again

The start is 16:30, clear, power on. Two of the building's tubes are failing and flicker; the store's is dead. Movement, lean and firing are S7's.

The stand-in, superseded

The greybox wing and yard the hospital replaced, kept for comparison. Taken in the editor's Play-in-Editor at 1280×723, Epic scalability, TSR, with the preview's own exposure for each time of day. Every local light uses MegaLights (turned on by this map's post-process volume, not the project), Lumen with hardware ray tracing gives the bounce light, and Virtual Shadow Maps the sun's and moon's shadows.

The first view, with the key list showing
The first view. 16:30 in the yard, with the key list up for its first twelve seconds.
The yard at noon, clear
Noon, clear. The yard and the hospital wing in full sun.
The same view in rain
Noon, rain. The same view a moment after the weather key: the sky closes in and the light goes flat and cold.
The ward in the afternoon, power out
16:30, power out. Low sun through the ward's south windows onto the floor and the beds.
The yard at dusk
Dusk, 18:25. The blue hour: a sodium lamp, the lit windows and the doorway.
The yard at night, power on
Night, power on. The sodium lamp's cone shows in the air; the wing's windows are lit.
The yard at night, power out
Night, power out. The same view after the power key: moonlight only, and the exit sign on its battery.
The corridor at night, power on
Night, power on, the corridor. Old tubes, one of them failing further down.
The ward by torchlight
Night, power out, the ward by torchlight. The torch casts the rifle's shadow; the moon shows in the windows.

What it is aiming at

Not in it yet