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Descripción

Build crypts, catacombs, dungeons, tomb raids and dark fantasy levels for horror, adventure and RPG games from one consistent stylized kit. Walls, niche walls, arcosolia and ossuary walls are 2 m modules; groin vaults, ribs, lunettes and portals span 4 m bays on columns and wall responds; 2 m corridors come straight, broken, collapsed and as stairs, with an iron gate and the chapel door. Architecture has per-poly collision, every mesh has lightmap UVs, and the materials are tiling PBR sets with tweakable tint, wear, grime, dust, moss and a close-up detail normal. The inscriptions and the Order's sign on the tombs, the altar, the seals, tablets, plinths and floor graves are cut into the textures (height, normal, cavity AO and grime), not modelled, so the props stay light.

The crypt of the Order of the Quiet Flame, under its ruined chapel. Robbers broke through the vault: a rope hangs through the hole above the cave-in, and a shaft of daylight falls on the Founder's sarcophagus, its lid prised off and left askew, their lantern still burning beside it. In the ossuary corridor skulls and long bones lie in rows, some niches robbed, and at its end the candles of the shrine are lit, though not by the robbers. Past the forced iron gate the Hall of Tombs opens: two aisles of tomb chests under iron chandeliers, faded red banners, the altar on its dais between stone wardens, and the robbers' camp with crates, a bedroll and the loot pile. The way out they tried to dig ends in a collapse.

What's inside: 153 static meshes in 9 categories

  • Floors & walls (25): five floor slabs, two broken slabs and two grave slabs, four plain walls, three niche walls, three arcosolium walls (one broken), four ossuary walls (one broken) and the ossuary end, a corner fill.

  • Vaults & columns (17): groin vaults (three and a broken one), ribs, lunettes, portals, columns and wall responds, the 4 m dais.

  • Corridors & entrance (9): 2 m barrel corridors plain, with niches, broken and collapsed, two stairs, the iron gate open and closed, the chapel entrance door.

  • Tombs & statues (16): coffins closed, open and broken, a child's sarcophagus, tomb chests closed, shifted and broken, sarcophagi closed, opened and shifted, the altar plain and dressed, a statue plinth and the warden statue standing, praying and broken.

  • Bones & niches (27): a bone, skulls, scatters, a row of skulls, piles, a shroud pile, ossuary boxes, and niche fills with bones, skulls, urns, candles, robbed, empty and sealed (four seals, one broken). The bones are dry, clean and stylized, laid in rows as in real ossuaries.

  • Candles & lights (16): candle groups small, medium, large and cold, a candle stand, the candle shrine, a candelabrum, lanterns lit and off, sconces lit and cold, a censer, braziers lit and cold, a chandelier and a fallen one.

  • Offerings & banners (14): a chalice, an offering bowl, a reliquary, urns (bronze, stone, broken), a tall vase, wall and fallen tablets, and the Order's banners (three and a fallen one).

  • Robbers' camp (15): crowbar, pickaxe, shovel, sledgehammer, a rope coil and the rope over a beam, a bucket, a tool bag, a loot sack and the loot pile, a small chest, a bedroll, crates closed and open, a ladder.

  • Debris & nature (14): moss patches, puddles, rubble scatters, planks, rubble blocks, cave-ins small and large, a fallen column, hanging roots and a hanging chain.

The Order, its sign (a ring with a flame drop) and every inscription are invented; all patterns and textures are drawn by our own procedural tools. No real religious symbols, no blood, no bodies.

Two maps

  • L_Catacombs_Demo: one connected crypt of about 21 × 23 m on one level, with a route to walk: down two flights from the chapel door, the Founder's Hall with the robbers' hole and the opened sarcophagus, the ossuary corridor and its shrine, the passage through the forced gate, the Hall of Tombs with its altar and the robbers' camp, and the dead end. Real-time Lumen, a shaft of daylight through the broken vault, candles, lanterns, braziers and chandeliers, volumetric haze. Press Play to walk through.

  • L_Overview: every mesh laid out by category with name labels on a 1 m grid.

Materials you can tweak

5 master materials (one of them the overview grid) and 34 material instances. The surface instances expose tint, tiling, edge wear, height-based grime, dust, moss, macro variation, a detail normal for close-ups and a roughness override; the flames, embers and glows have a glow strength. The limestone takes world-space tiling, so neighbouring walls, floors and vaults continue each other.

Game-ready

  • Collision: per-poly (complex as simple) on 51 architecture pieces (floors, walls, niche and ossuary walls, vaults, ribs, lunettes, portals, columns, the dais, corridors and stairs, the gates and the door), so the portals, the corridors and the open gate stay walkable; simple collision on 38 props (18 single hulls and 20 convex decompositions for the tombs, sarcophagi, statues, braziers, the ladder, the cave-ins and other concave pieces); none on 64 (bones and skulls, niche fills, candles, lanterns, banners, hand tools, roots, puddles, moss and other small dressing).

  • LODs on 53 meshes (46 with LOD0–3; the banners, the chandeliers, the hanging roots and the rope stop at LOD1, where thin parts would break); architecture and small pieces have a single LOD.

  • Lightmap UVs on every mesh, in UV channel 1.

  • No Nanite needed. All lights are movable, so there is no light baking.

  • One download for Unreal Engine 5.1 to 5.8. It is content only: no code, no plugins.

Formatos incluidos