[WIP-Demo]Keep Creeper Castle levels + PBR shader textures

New maps, and other projects whose primary focus is new maps, belong here.

NOTE: This forum, and all forums below it, are NOT for questions or troubleshooting! Threads here are for active projects only! Please use the Editing subforums or General for questions.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

[WIP-Demo]Keep Creeper Castle levels + PBR shader textures

Postby grotski » Wed Mar 30, 2022 9:39 am

Made for gzdoom, plays best with brutal doom v21
levels: map01-map07 and map09 (map08 still on the way)
difficulty: easy-medium(maybe..?)
Please turn on your shadowmaps in gzdoom.
demo: KeepCreeper.pk3








Heightmap black magics







Last edited by grotski on Sat Apr 23, 2022 1:44 pm, edited 6 times in total.
User avatar
grotski
 
Joined: 27 May 2019
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: nVidia (Modern GZDoom)

Re: [wip] i like castles

Postby _OniriA_ » Fri Apr 01, 2022 8:17 am

This has potential, could use a bit more detailing within buildings
to make it feel even more like a real castle but good work so far :)
User avatar
_OniriA_
 
Joined: 31 Mar 2022

Re: [wip] i like castles

Postby grotski » Fri Apr 01, 2022 2:45 pm

low detail has always been a problem i've struggled with. thinking i'll toss in some banners, rugs, tapestry stuff like that.
User avatar
grotski
 
Joined: 27 May 2019
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: nVidia (Modern GZDoom)

Re: [wip] i like castles

Postby grotski » Wed Apr 13, 2022 6:24 am

Been plugging away at this, really needs a better name. Thinking "Rampart" or "Keep Creeper" something like that. Anywho here's an update:


User avatar
grotski
 
Joined: 27 May 2019
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: nVidia (Modern GZDoom)

Re: [WIP - Demo] Keep Creeper

Postby grotski » Sat Apr 23, 2022 12:33 pm

Map07 update and a better name, at least I think.

https://www.mediafire.com/file/mutjtq8p ... 2.pk3/file

User avatar
grotski
 
Joined: 27 May 2019
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: nVidia (Modern GZDoom)

Re: [WIP-Demo]Keep Creeper Castle levels + PBR shader textur

Postby Dynamo » Sun Apr 24, 2022 11:19 am

This is interesting, however, it suffers from using those rather awful upscaled Doom vanilla textures alongside other custom textures with a completely different art style, and also, the lighting is way too flat in most levels. It kinda feels like a time capsule for Doomsday projects from 15 years ago which looked somewhat similar to this. You have plenty of interesting ideas and architecture and I think if you can improve the lighting and the texture choice a bit you'd have quite the immersive mapset here. Keep it up!
User avatar
Dynamo
Gecko on the run
 
Joined: 07 Jun 2008
Location: Industrial District

Re: [WIP-Demo]Keep Creeper Castle levels + PBR shader textur

Postby grotski » Mon Apr 25, 2022 5:21 pm

Dynamo wrote:This is interesting, however, it suffers from using those rather awful upscaled Doom vanilla textures alongside other custom textures with a completely different art style, and also, the lighting is way too flat in most levels. It kinda feels like a time capsule for Doomsday projects from 15 years ago which looked somewhat similar to this. You have plenty of interesting ideas and architecture and I think if you can improve the lighting and the texture choice a bit you'd have quite the immersive mapset here. Keep it up!


I think my texture work is pretty decent, beauty is in the eye of the beholder though I guess. Are you playing it in the right renderer because it sounds like you don't have the normalmaps and heightmaps loading for you. I'm honestly perplexed that you think the lighting in this is flat, do you mean sector brightness lighting? Maybe I need to redefine the torch lighting in gldefs to get lights on those?
User avatar
grotski
 
Joined: 27 May 2019
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: nVidia (Modern GZDoom)

Re: [WIP-Demo]Keep Creeper Castle levels + PBR shader textur

Postby Dynamo » Tue May 24, 2022 11:08 am

Sorry for the delayed response, but I was indeed talking about sector lighting.
User avatar
Dynamo
Gecko on the run
 
Joined: 07 Jun 2008
Location: Industrial District


Return to Levels

Who is online

Users browsing this forum: No registered users and 4 guests