h3llw4lk3r.bsky.social
@h3llw4lk3r.bsky.social
Hello, I am a 3d modeler, doom modder and sometimes a flat artist.
Support me here!: https://ko-fi.com/h3llw4lk3r or https://patreon.com/H3LLW4LK3R
Reposted
As a form of taking it slow with using UDB on my steam deck, I cleaned up a Map I made a while back that's a recreation of GM_Construct on the GZDoom engine. I'm very proud of what I put together here. If you wanna play this, Doomworld link is in the reply.
September 10, 2025 at 9:45 AM
finished baking all the textures now to rig him...
September 8, 2025 at 5:24 PM
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!
September 7, 2025 at 5:48 PM
WIP 2 for sword guy. I still don't have a name for him or even a nick name.? like how doom guy becomes the Doomslayer in later games.

Gave him a more traditional Tassets around the legs. and kept the hole-less helmet. i imagine its like enchanted with some magic that allows for full sight.
August 12, 2025 at 8:50 PM
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..
July 28, 2025 at 10:24 PM
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..
July 26, 2025 at 5:26 AM
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.
July 20, 2025 at 8:24 PM
Further edited and digital-ified sketch of guy redo for my doom mod project:
July 20, 2025 at 8:13 PM
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
July 19, 2025 at 7:27 PM
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.
July 15, 2025 at 2:53 AM
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
July 13, 2025 at 4:07 AM
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
July 10, 2025 at 4:37 PM
shockwaves and stuff

#doommodding #doom
July 3, 2025 at 8:56 PM
stillllll working on models for Escalation Overdrive, still need to figure out how those extra armor bits are stuck on lol.

#blender #doom #doommodding #3dmodel
July 3, 2025 at 2:34 AM
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.
July 1, 2025 at 9:39 PM
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
June 25, 2025 at 10:11 PM
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
June 21, 2025 at 2:04 AM
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
June 19, 2025 at 10:59 PM
* 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
June 18, 2025 at 1:32 AM
some concept sketches for my doom mod project! going to turn Escalation Overdrive into a more "traditional" doom mod, but fully melee, and leveling.
June 15, 2025 at 6:54 PM
This was very important to add

#gzdoom #doom #modding
June 7, 2025 at 11:40 PM
Made a intro animation, probably should have actually finished the character model I'm going to use for this project but uh....

Place holder sprites for the animation... should be relative easy to replace... 😅

#doom #doommodding #gzdoom
June 6, 2025 at 3:05 AM
Doing a bit of reworking of the character model for my doom mod project. bulking him up, kind of inspired by Doom the Dark Ages.

#blender #3dmodel #doom
June 2, 2025 at 3:57 PM
Reposted
And now they will fear you.

#DOOM #DoomTheDarkAges
June 1, 2025 at 12:26 AM