#legacy of rust vassago
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The Vassago, fun to draw but a pain to get right lmao. Still an awesome design.
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As part of the recent Doom + Doom II compilation port, Legacy of Rust is a brand-new 16-level campaign, split into two parts, created by members of ID Software, Nightdive Studios, and MachineGames. As part of this new campaign, you can now face off against six brand-new monsters in the classic Doom style, with some drawing inspiration from old unused concepts.
Images pulled from the Reddit post linked here.
#ghoul#banshee#shocktrooper#mindweaver#vassago#tyrant#legacy of rust#doom ii#doom 1993#doom#classic doom#id software#nightdive studios#machinegames
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Vassago (Doom, legacy of rust)
Hubris never ends!
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Creator: Antak3000
#lego#bionicle#bricks#demon#demonic#demonic entity#doom#doom 2#doom legacy of rust#legacy of rust#goat#goat horns#wings#winged#demon wings#winged demon#video game#video games#video game character#hell
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A render I made of all the models I created that are presentable right now. Originally I wanted to have them all in an aquarium but I'll save that image for when I more characters ready. With the exception of Chica's base I made every single character in Blender. About a year ago I couldn't model much in Blender. Here's where I'm at now. The basketball was made in 10 seconds. Next time I work on Hex I will make an actual basketball.
I intend to eventually release all these models publicly but not at this time. This month's goal is to get more models done and master Shape Keys / Face Rigging.
Going from left to right: The Avenger (Pop Goes the Balloon), Cybernetic Ghost of Christmas Past (ATHF), Hex (Friday Night Funkin), Tabi (Turnabout AU), Feathers McGraw (Wallace and Gromit), Orson (Pac-Man World), Brian Griffin (Family Guy), Broque Monsieur (Mario & Luigi), Vassago (Legacy of Rust).
#blender#3dcg#chica the chicken#tabi#fnf hex#brian griffin#feathers mcgraw#orson pacman#broque monsieur#vassago#cybernetic ghost of christmas past
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finally got around to finishing legacy of rust after putting it off for 5 months lol
it's pretty good, but it's nothing mindblowing. i say that as someone who has been playing custom doom mods for decades though. if all of doom you've ever played was just the previously released official stuff, then maybe the new enemies, weapons, and style of gameplay would seem pretty fresh and unique. not to say it isn't, but i've seen a lot of these tricks out of the community before.
the new enemies are neat. nothing too crazy outside of the vassago, who has the same amount of health as a baron and whose fireball lingers for a bit and does AoE damage if you hang around it for too long. it took some time to adjust to the fact that i can't be strafing back and forth next to a wall while these guys are throwing fire at me.
the ghoul and banshee being repurposed from cut content is pretty cool though. honestly the enemy that gave me the most trouble was the shocktrooper, i kept underestimating him and thinking i could just bob and weave around the plasma bolts trying to incite in-fighting, but this usually just got me killed.
not much to say about the mindweaver, it's a mini-spiderdemon. what i was surprised by was the tyrant, mostly because it only appears in the very last level, and the final encounter with like 30 of them in one big room just felt like kind of a waste. very strange decision.
the two new weapons replace the plasma rifle and the BFG. instead, you get a flamethrower and something called the calamity blade. the flamethrower is... ok. you can hurt yourself with the fire, but it also lingers a little bit so you can stack quite a bit of damage in one spot. i was still missing the plasma rifle by the end of it though.
the calamity blade was an interesting replacement to the BFG though. holding down the trigger charges it, which increases the amount of bolts it fires alongside how wide of an area they cover. one charge fires 3 bolts in a 10 degree cone, two charges fires 6 bolts in a 25 degree cone, etc. being able to change how wide it fires makes it very versatile. i'd have liked to have seen more encounters built around its gameplay, but there's only a few. ah well.
as far as the levels themselves go, they're good. nothing struck me as poorly paced or annoying (outside of the final level). encounters were fun, visuals were cool. like i said, nothing crazy for a doom veteran. maybe if this was your first romp through more current doom encounter design it'd give you more of a challenge. it's always neat to see stuff from the cutting room floor given new life though!
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I wonder if LoR's Vassago could replace the Cybermancubus in TDA:
Their attack is similar to the Cybermanc's main attack, in which a projectile leads to a temporary damaging floor
TDA will color projectiles green to mean that you can deflect them, so enemies with naturally green projectiles could be absent
Cybermancs are also technically UAC creations in 2016, even if Hell has their tech in TDA
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Thinking about how different the Vagary in TDA is to the D3 one, there's a lot more to it than just the gender of each demon. Specially because one is meant to suit the dark fantasy, probably Warhammer inspired setting while the other goes for a horror, eerie direction with the female anatomy on a spider demon and exposed growing Manc fetus. It reminds me of when the Doom Hunter was compared to the Sabaoth and one is an ancient extinct demon race turned into a flying sled with a double chainsaw while the other is your boss turned into a half man half tank monster with the ultimate weapon by the UAC. It and even how D3's Hellknight stands out for its weird eyes or eyesockets got me thinking: Depending on what design or enemy from D3 ends up in the Slayer games, it may not carry some of the more "out there" aspects. For example, if the Trite shows up in TDA it may not have the upside down face trait that was inspired by The Thing. Or if the Bruiser, a fan favorite even to D3 haters, showed up in TDA it'd probably lack the screen attached to the head. Because it comes down to how D3 had a very specific place in the series as far as art direction goes vs the "rules" established by the new Doom games, mainly due to lore. Because one thing is the fact that D3 may still be canon in the new Doom multiverse but another is whether or not there could be new designs that feel more at home in D3 than in the new games. Because with Legacy of Rust for example, obviously a lot of them reuse existing assets but they still come off as "expanding" classic Doom in a way that kinda fits and even the Vassago's design may still suit the classic Doom aesthetic. And another thing to think about is: If D3 ever had another expansion and they'd add in 2016/DE/TDA demons in it, would the Hell-Razer for example have a new design that fits D3's style?
In general, i also thought: The closest to Doom ever looking like Bosch in terms of demon designs is D3 while with Hell environments it's still clasic Doom.
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"As one of the caretakers of New Eden few pass his firesโฆ"
Model of my new favourite DOOM enemy, Vassago. Enjoyed every second of Legacy of Rust. Happy Halloween! Aside from the scenery I modeled everything.
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