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

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grotski
Posts: 57
Joined: Mon May 27, 2019 5:32 pm
Graphics Processor: nVidia (Modern GZDoom)

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

Post 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







Last edited by grotski on Sat Apr 23, 2022 1:44 pm, edited 6 times in total.
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_OniriA_
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Joined: Thu Mar 31, 2022 3:54 pm

Re: [wip] i like castles

Post 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 :)
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grotski
Posts: 57
Joined: Mon May 27, 2019 5:32 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: [wip] i like castles

Post 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.
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grotski
Posts: 57
Joined: Mon May 27, 2019 5:32 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: [wip] i like castles

Post 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:


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grotski
Posts: 57
Joined: Mon May 27, 2019 5:32 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: [WIP - Demo] Keep Creeper

Post by grotski »

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

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

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Dynamo
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Location: Industrial District

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

Post 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!
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grotski
Posts: 57
Joined: Mon May 27, 2019 5:32 pm
Graphics Processor: nVidia (Modern GZDoom)

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

Post 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?
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Dynamo
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Location: Industrial District

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

Post by Dynamo »

Sorry for the delayed response, but I was indeed talking about sector lighting.

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