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

PostPosted: Wed Mar 30, 2022 9:39 am
by grotski
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








Re: [wip] i like castles

PostPosted: Fri Apr 01, 2022 8:17 am
by _OniriA_
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 :)

Re: [wip] i like castles

PostPosted: Fri Apr 01, 2022 2:45 pm
by grotski
low detail has always been a problem i've struggled with. thinking i'll toss in some banners, rugs, tapestry stuff like that.

Re: [wip] i like castles

PostPosted: Wed Apr 13, 2022 6:24 am
by grotski
Been plugging away at this, really needs a better name. Thinking "Rampart" or "Keep Creeper" something like that. Anywho here's an update:



Re: [WIP - Demo] Keep Creeper

PostPosted: Sat Apr 23, 2022 12:33 pm
by grotski
Map07 update and a better name, at least I think.

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


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

PostPosted: Sun Apr 24, 2022 11:19 am
by Dynamo
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!

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

PostPosted: Mon Apr 25, 2022 5:21 pm
by grotski
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?

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

PostPosted: Tue May 24, 2022 11:08 am
by Dynamo
Sorry for the delayed response, but I was indeed talking about sector lighting.