Abyssal Marine HUD rework. I like the idea of it more feeling like a vehicle.
A good portion of this stuff is just for coolness but. idk if its tooo much?
More i would like to do; enemy detection, sounds, glitching when hit(???).
#doom #UZDoom #Doommodding
12.03.2026 01:44
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Also shield, basically it increases your parry window and block radius. yea wip sprites too...
#doom #UZDoom #Doommodding
03.03.2026 19:56
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Scythe at least prototyped. also yea everything scales with level, with some laggyness i probably should look into fixing... lol
#doom #UZDoom #Doommodding
03.03.2026 19:56
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Redesigned the sword, and reworked the way stance scale charging works for all weapons, which uh took forever... still might need to find better sounds for the sword inspect animation.
#doom #doommodding #UZDoom
20.02.2026 01:01
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Ripper claws, got at least the main weapon stuff done, mostly everything scales with level. Placeholder art for the sprites them selves...
Hopefully i can finish the models before the heat death of the universe.
#Doom #UZDoom #doommodding
01.02.2026 02:23
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Weapon spawn state sound effects. the main sprites them selfs uhhh still very placeholdery lol...
#UZDoom #doommodding #Doom2
15.01.2026 04:44
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spent the last week working on the first pass of idle VFX for the weapons.
11.01.2026 00:07
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dude render which took way to long to figure out how he should be posed and camera set up. I'm also kind of curious on how transparent images get uploaded..?
26.11.2025 02:41
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I uh rendered him
25.11.2025 20:12
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finished baking all the textures now to rig him...
08.09.2025 17:23
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fully retopologized my guy took forever lol..
800,000 faces down to 30,000 faces.
he can actually be rigged with out my computer exploding!
07.09.2025 17:48
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thanks, yea a bit. Warhammer 40k for the heavy thickness of it. and a bunch of IRL medieval plate armor sets.
29.07.2025 19:30
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Some more wip for new sword guy.. again... kind of want to do a non traditional color but black metal looks so good so umm uhhhhh...
need to put mor rivets, maybe change the pauldrons on the back and think of some sort of visor holes for him..
28.07.2025 22:24
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Started to model the armor i sketched up a bit ago. I figured why would a ultra super strong durable person wear regular plate armor. so I made it ULTRA THICC. i'm hopping itsss not to clumsy looking, but, uh, yea. I can give it more segments if people feel its not the most maneuverable thing..
26.07.2025 05:26
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reworked a large portion of the view offsets when swinging. also nerfed / reworked the flurry attacks. I think maybe the kick view offsets need some tweaks.? I want to move the code for the intro animation into the weapon base. I have a idea to rework that when i finish the new character design.
20.07.2025 20:24
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Further edited and digital-ified sketch of guy redo for my doom mod project:
20.07.2025 20:13
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coded this a bit ago, basically upgrades the rock throw, recharges after five seconds so then you can throw the spear again. it scales with level. hopping to make effects more cool and stuff in the end game later.
#doom #doommodding #gzdoom
19.07.2025 19:27
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Drew up a bunch of sketches for a character redesign for my doom mod project Escalation Overdrive. uh yea. again... lol...
going full medieval fantasy-ish. prolly going to spend tomorrow editing the last sketch digitally and some model blocking out.
15.07.2025 02:52
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not sure why i go into soooooo much detail when this is going to be rendered down into a doom weapon... lol... but material node graphs are fun. also hope this isn't bit crushed to hell...
#blender #doom #doommodding
13.07.2025 04:07
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Shield gaming, uh yea placeholder art stuff. got the functionality in at least, getting it increases block radius and parry time. might make some sort of bash attack after parrying but will see
#doom #doommodding
10.07.2025 16:36
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Love that chunky lever action!
06.07.2025 02:46
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shockwaves and stuff
#doommodding #doom
03.07.2025 20:56
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Reworked the math for the hyper combos, past level 70 a good portion of attacks start out hyper fast and end with a slower one. The attack number going up exponentially, max ten.
not to sure how this will effect other weapons but uh yea. things like the bow and hammer probably wont gain the combo.
01.07.2025 21:39
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Got a ledge grab coded in! I'm glad to finally be at the point where I can code a thing when I set my mind to it.
The anims probably could use some tweaking
#doommodding #doom
25.06.2025 22:11
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blocking out some of the weapons for Escalation Overdrive, reworked the guy a bit to be a little more bulky, might rework the helm to be a bit smaller to make the rest seam larger.
#blender #doom #doommodding #3dmodel
21.06.2025 02:04
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Messing around with hyper combos triggering at higher levels.
Making tap firing more exciting in the end game.
Also massively buffed range of all attacks... yea.
not entirely sure about it yet
19.06.2025 22:59
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* throws a rock through your chest cavity *
Kind of sure about how strong it starts? Or at least relative to the other attacks?
#gzdoom #doom #doommodding
18.06.2025 01:32
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