The definitive gameplay enhancement mod for the GZDoom and Zandronum engines. Adds realistic gore, dismemberments, headshots, executions, lightning effects, particles, makes enemies smarter and harder, makes gun louder and beefier, and adds epic new boss battles.
|Chebskies progress reports||Post Reply|
chebmaster2 slowpoke qualityfag
|Feb 19 2019 Anchor|
Currently working on: The cathedral model.
The 3d models of skybox prefabs: only the cathedral left to make, which is scheduled for the next weekend.
NOTE: I work on eday test from March 27, 2018 as that is still the only version available to me.
What is chebskies?
Where can I download it?
Where are the screenshots?
Who am I?
Why am I doing this?
FAILURE. I couldn't bring myself to get rid of the sky portal in the starting area of map 24. This is the first time when cool looks won over optimization ... I've optimized what I could, made round towers octagonal, squeezed every last drop out of my fancy skybox, even got rid of crenellation on the side wall in the blue key yard. Managed to raise fps up to 30+, with solid 40+ in many areas. But there still are places where it drops to ~25 or even to 18.
But the castle looks so cool!
Ok, sky themes may be considered done. I still have to make skyboxes for maps 25..27 but that's mostly matter of shuffling prefabs around.
Also yes, I am firm believer of the "stone soup" principle so most textures in chebskies are modifications of existing eday textures. Very few were made by me, mostly from photos of clouds and scans of my minerals collection. I keep XCF sources for most textures used, just ask.
Fixed a funny bug: one of the chalices on the altar in map 26 was replaced with a stack of dishes.
Finished map CHE24B
This is an alt version of the same map with the castle looking much less cool -- it looks like a brick, really -- but also not having the fps sagging problem. The yards and the central corridor are truly isolated by void, the soul sphere jumping puzzle is totally different, the watchttowers moved forward to become parts of the wall.
So, CHE24B is "boring but practical" to CHE24's "awesome but impractical".
Fixed partly broken sky portal in CHE24, modified both it and CHE24B by moving the city with its cathedral much closer so that it *looms* over the exit area. Lowered the upper sky layer: walls were showing.
Sorry, too tired now to sort and upload the screenshots.
Did maps 25 and 26. Updated skies in 24, 24b, and 27 to match.
Creative work on Chebskies is done. Finished. No more. I still have to add missing content but that is a dumb task I will finish during the next weekend.
Sarge-sempai, you can start using the fruits of my labor.
60 textures including ice, obsidian and arched windows for hell cities. 30 sprites (for now; there will be matching sprites for every 3d model) including a feast of roasted human on golden tableware. 40 3d models. Innumerable modifications and bugfixes to the affected maps.
I'm spent Xp
Uploaded screenshots of areas of interest I edited. See link in the discord group.
Sorry, got bogged down with work and then got carried away playtesting RC8
I'll make the cathedral MD2 the next week, the sprite support the next holidays.
Edited by: chebmaster2
|Mar 5 2019 Anchor|
I'm switching to my primary account. The Chapter 8 of my related fanfic is out, but still no cathedral. Well, I'll have it by tomorrow, I hope. I calculated its height as the map geometry to be almost exactly 300 meters (10512 units tall)? if you accept one meter to be 35 tall and 42 wide (because of non-square aspect ratio, have to always keep that in mind!). The maximum size a doom map could occupy is 1560x1560x1872 meters, four and a half cubic kilometers. Limited by the 16-bit physics ancestry.
The cathedral model is done. The accompanying sprite is done.
Also, changed sky for maps 25..27 to the much brighter one from map 24. Feels like the sky is really on fire now. No maps edited (except my screenshooting range CHE46), I just modified TEXTURES and removed fogdensity in MAPINFO.
Also, changed cathedral stained glass windows to blue/purple because the old red/orange provided no contrast against the red environment.
I still have to make sprites for all the 100500 skybox objects. The next weekend, for sure!
Added CHE07 as a proof-of-concept sample of a better fog for Mars (which irritates me gratly with its *bright* fogged map geometry clashing horribly with the darker skybox).
A big update. I worked hard all sunday, from 5 in the morning to 22 in the evening, but I did add sprite support. My clever plan of making sprite support before I had the sprites... failed! I had to edit skyboxes for maps 19, 20, 24 and 25. Also, I took eday28 from the latest eday and frankensteined it together with my modifications to the old map 26. The new area is awesome! :smile: But making sky floor is like calling "Beetlejuice!" three times. I come and start FIXING.
Link stays the same.
Uploaded link to screenshots to the discord group.
The "Mr Frankenstein, meet MY monster!" moment:
P.S. I just realized, looking at Sergeant Mark IV's screenshots, that I set light levels throughout entire Chebskies completely wrong: I was designing them all for "light level=standard" while he designs for "light level=dark", which is much brighter.
Where I used 224 I should have used 160 or lower.
Will edit and re-upload.
P.S. Dissatisfied with these 2 maps, will fix later today.
I just noticed my fancy standalone portal contradicts lore. Now planning to re-skin it from an obsidian building with meat lining to a full-meat organic growth.
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