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Legal Disclosure

Information in accordance with Section 5 TMG

DG Media
Daniel Gimmer
Karl-Frasch-Straße 10
73037 Göppingen
Germany

Contact Information

Telephone: +49 160 8346199
E-Mail: Diese E-Mail-Adresse ist vor Spambots geschützt! Zur Anzeige muss JavaScript eingeschaltet sein!
Internet address: www.realm667.com

Disclaimer

Accountability for content
The contents of our pages have been created with the utmost care. However, we cannot guarantee the contents' accuracy, completeness or topicality. According to statutory provisions, we are furthermore responsible for our own content on these web pages. In this matter, please note that we are not obliged to monitor the transmitted or saved information of third parties, or investigate circumstances pointing to illegal activity. Our obligations to remove or block the use of information under generally applicable laws remain unaffected by this as per §§ 8 to 10 of the Telemedia Act (TMG).

Accountability for links
Responsibility for the content of external links (to web pages of third parties) lies solely with the operators of the linked pages. No violations were evident to us at the time of linking. Should any legal infringement become known to us, we will remove the respective link immediately.

Copyright
Our web pages and their contents are subject to German copyright law. Unless expressly permitted by law, every form of utilizing, reproducing or processing works subject to copyright protection on our web pages requires the prior consent of the respective owner of the rights. Individual reproductions of a work are only allowed for private use. The materials from these pages are copyrighted and any unauthorized use may violate copyright laws.

Source: Englisch-Übersetzungsdienst translate-24h

We are very delighted that you have shown interest in our enterprise. Data protection is of a particularly high priority for the management of the Realm667. The use of the Internet pages of the Realm667 is possible without any indication of personal data; however, if a data subject wants to use special enterprise services via our website, processing of personal data could become necessary. If the processing of personal data is necessary and there is no statutory basis for such processing, we generally obtain consent from the data subject.

The processing of personal data, such as the name, address, e-mail address, or telephone number of a data subject shall always be in line with the General Data Protection Regulation (GDPR), and in accordance with the country-specific data protection regulations applicable to the Realm667. By means of this data protection declaration, our enterprise would like to inform the general public of the nature, scope, and purpose of the personal data we collect, use and process. Furthermore, data subjects are informed, by means of this data protection declaration, of the rights to which they are entitled.

As the controller, the Realm667 has implemented numerous technical and organizational measures to ensure the most complete protection of personal data processed through this website. However, Internet-based data transmissions may in principle have security gaps, so absolute protection may not be guaranteed. For this reason, every data subject is free to transfer personal data to us via alternative means, e.g. by telephone.

1. Definitions

The data protection declaration of the Realm667 is based on the terms used by the European legislator for the adoption of the General Data Protection Regulation (GDPR). Our data protection declaration should be legible and understandable for the general public, as well as our customers and business partners. To ensure this, we would like to first explain the terminology used.

In this data protection declaration, we use, inter alia, the following terms:

  • a) Personal data

    Personal data means any information relating to an identified or identifiable natural person (“data subject”). An identifiable natural person is one who can be identified, directly or indirectly, in particular by reference to an identifier such as a name, an identification number, location data, an online identifier or to one or more factors specific to the physical, physiological, genetic, mental, economic, cultural or social identity of that natural person.

  • b) Data subject

    Data subject is any identified or identifiable natural person, whose personal data is processed by the controller responsible for the processing.

  • c) Processing

    Processing is any operation or set of operations which is performed on personal data or on sets of personal data, whether or not by automated means, such as collection, recording, organisation, structuring, storage, adaptation or alteration, retrieval, consultation, use, disclosure by transmission, dissemination or otherwise making available, alignment or combination, restriction, erasure or destruction.

  • d) Restriction of processing

    Restriction of processing is the marking of stored personal data with the aim of limiting their processing in the future.

  • e) Profiling

    Profiling means any form of automated processing of personal data consisting of the use of personal data to evaluate certain personal aspects relating to a natural person, in particular to analyse or predict aspects concerning that natural person's performance at work, economic situation, health, personal preferences, interests, reliability, behaviour, location or movements.

  • f) Pseudonymisation

    Pseudonymisation is the processing of personal data in such a manner that the personal data can no longer be attributed to a specific data subject without the use of additional information, provided that such additional information is kept separately and is subject to technical and organisational measures to ensure that the personal data are not attributed to an identified or identifiable natural person.

  • g) Controller or controller responsible for the processing

    Controller or controller responsible for the processing is the natural or legal person, public authority, agency or other body which, alone or jointly with others, determines the purposes and means of the processing of personal data; where the purposes and means of such processing are determined by Union or Member State law, the controller or the specific criteria for its nomination may be provided for by Union or Member State law.

  • h) Processor

    Processor is a natural or legal person, public authority, agency or other body which processes personal data on behalf of the controller.

  • i) Recipient

    Recipient is a natural or legal person, public authority, agency or another body, to which the personal data are disclosed, whether a third party or not. However, public authorities which may receive personal data in the framework of a particular inquiry in accordance with Union or Member State law shall not be regarded as recipients; the processing of those data by those public authorities shall be in compliance with the applicable data protection rules according to the purposes of the processing.

  • j) Third party

    Third party is a natural or legal person, public authority, agency or body other than the data subject, controller, processor and persons who, under the direct authority of the controller or processor, are authorised to process personal data.

  • k) Consent

    Consent of the data subject is any freely given, specific, informed and unambiguous indication of the data subject's wishes by which he or she, by a statement or by a clear affirmative action, signifies agreement to the processing of personal data relating to him or her.

2. Name and Address of the controller

Controller for the purposes of the General Data Protection Regulation (GDPR), other data protection laws applicable in Member states of the European Union and other provisions related to data protection is:

Realm667

Hauptstraße 235

73111 Lauterstein

Deutschland

Phone: +49 160 8346199

Email: Diese E-Mail-Adresse ist vor Spambots geschützt! Zur Anzeige muss JavaScript eingeschaltet sein!

Website: www.realm667.com

3. Cookies

The Internet pages of the Realm667 use cookies. Cookies are text files that are stored in a computer system via an Internet browser.

Many Internet sites and servers use cookies. Many cookies contain a so-called cookie ID. A cookie ID is a unique identifier of the cookie. It consists of a character string through which Internet pages and servers can be assigned to the specific Internet browser in which the cookie was stored. This allows visited Internet sites and servers to differentiate the individual browser of the dats subject from other Internet browsers that contain other cookies. A specific Internet browser can be recognized and identified using the unique cookie ID.

Through the use of cookies, the Realm667 can provide the users of this website with more user-friendly services that would not be possible without the cookie setting.

By means of a cookie, the information and offers on our website can be optimized with the user in mind. Cookies allow us, as previously mentioned, to recognize our website users. The purpose of this recognition is to make it easier for users to utilize our website. The website user that uses cookies, e.g. does not have to enter access data each time the website is accessed, because this is taken over by the website, and the cookie is thus stored on the user's computer system. Another example is the cookie of a shopping cart in an online shop. The online store remembers the articles that a customer has placed in the virtual shopping cart via a cookie.

The data subject may, at any time, prevent the setting of cookies through our website by means of a corresponding setting of the Internet browser used, and may thus permanently deny the setting of cookies. Furthermore, already set cookies may be deleted at any time via an Internet browser or other software programs. This is possible in all popular Internet browsers. If the data subject deactivates the setting of cookies in the Internet browser used, not all functions of our website may be entirely usable.

4. Collection of general data and information

The website of the Realm667 collects a series of general data and information when a data subject or automated system calls up the website. This general data and information are stored in the server log files. Collected may be (1) the browser types and versions used, (2) the operating system used by the accessing system, (3) the website from which an accessing system reaches our website (so-called referrers), (4) the sub-websites, (5) the date and time of access to the Internet site, (6) an Internet protocol address (IP address), (7) the Internet service provider of the accessing system, and (8) any other similar data and information that may be used in the event of attacks on our information technology systems.

When using these general data and information, the Realm667 does not draw any conclusions about the data subject. Rather, this information is needed to (1) deliver the content of our website correctly, (2) optimize the content of our website as well as its advertisement, (3) ensure the long-term viability of our information technology systems and website technology, and (4) provide law enforcement authorities with the information necessary for criminal prosecution in case of a cyber-attack. Therefore, the Realm667 analyzes anonymously collected data and information statistically, with the aim of increasing the data protection and data security of our enterprise, and to ensure an optimal level of protection for the personal data we process. The anonymous data of the server log files are stored separately from all personal data provided by a data subject.

5. Registration on our website

The data subject has the possibility to register on the website of the controller with the indication of personal data. Which personal data are transmitted to the controller is determined by the respective input mask used for the registration. The personal data entered by the data subject are collected and stored exclusively for internal use by the controller, and for his own purposes. The controller may request transfer to one or more processors (e.g. a parcel service) that also uses personal data for an internal purpose which is attributable to the controller.

By registering on the website of the controller, the IP address—assigned by the Internet service provider (ISP) and used by the data subject—date, and time of the registration are also stored. The storage of this data takes place against the background that this is the only way to prevent the misuse of our services, and, if necessary, to make it possible to investigate committed offenses. Insofar, the storage of this data is necessary to secure the controller. This data is not passed on to third parties unless there is a statutory obligation to pass on the data, or if the transfer serves the aim of criminal prosecution.

The registration of the data subject, with the voluntary indication of personal data, is intended to enable the controller to offer the data subject contents or services that may only be offered to registered users due to the nature of the matter in question. Registered persons are free to change the personal data specified during the registration at any time, or to have them completely deleted from the data stock of the controller.

The data controller shall, at any time, provide information upon request to each data subject as to what personal data are stored about the data subject. In addition, the data controller shall correct or erase personal data at the request or indication of the data subject, insofar as there are no statutory storage obligations. The entirety of the controller’s employees are available to the data subject in this respect as contact persons.

6. Contact possibility via the website

The website of the Realm667 contains information that enables a quick electronic contact to our enterprise, as well as direct communication with us, which also includes a general address of the so-called electronic mail (e-mail address). If a data subject contacts the controller by e-mail or via a contact form, the personal data transmitted by the data subject are automatically stored. Such personal data transmitted on a voluntary basis by a data subject to the data controller are stored for the purpose of processing or contacting the data subject. There is no transfer of this personal data to third parties.

7. Comments function in the blog on the website

The Realm667 offers users the possibility to leave individual comments on individual blog contributions on a blog, which is on the website of the controller. A blog is a web-based, publicly-accessible portal, through which one or more people called bloggers or web-bloggers may post articles or write down thoughts in so-called blogposts. Blogposts may usually be commented by third parties.

If a data subject leaves a comment on the blog published on this website, the comments made by the data subject are also stored and published, as well as information on the date of the commentary and on the user's (pseudonym) chosen by the data subject. In addition, the IP address assigned by the Internet service provider (ISP) to the data subject is also logged. This storage of the IP address takes place for security reasons, and in case the data subject violates the rights of third parties, or posts illegal content through a given comment. The storage of these personal data is, therefore, in the own interest of the data controller, so that he can exculpate in the event of an infringement. This collected personal data will not be passed to third parties, unless such a transfer is required by law or serves the aim of the defense of the data controller.

8. Routine erasure and blocking of personal data

The data controller shall process and store the personal data of the data subject only for the period necessary to achieve the purpose of storage, or as far as this is granted by the European legislator or other legislators in laws or regulations to which the controller is subject to.

If the storage purpose is not applicable, or if a storage period prescribed by the European legislator or another competent legislator expires, the personal data are routinely blocked or erased in accordance with legal requirements.

9. Rights of the data subject

  • a) Right of confirmation

    Each data subject shall have the right granted by the European legislator to obtain from the controller the confirmation as to whether or not personal data concerning him or her are being processed. If a data subject wishes to avail himself of this right of confirmation, he or she may, at any time, contact any employee of the controller.

  • b) Right of access

    Each data subject shall have the right granted by the European legislator to obtain from the controller free information about his or her personal data stored at any time and a copy of this information. Furthermore, the European directives and regulations grant the data subject access to the following information:

    • the purposes of the processing;
    • the categories of personal data concerned;
    • the recipients or categories of recipients to whom the personal data have been or will be disclosed, in particular recipients in third countries or international organisations;
    • where possible, the envisaged period for which the personal data will be stored, or, if not possible, the criteria used to determine that period;
    • the existence of the right to request from the controller rectification or erasure of personal data, or restriction of processing of personal data concerning the data subject, or to object to such processing;
    • the existence of the right to lodge a complaint with a supervisory authority;
    • where the personal data are not collected from the data subject, any available information as to their source;
    • the existence of automated decision-making, including profiling, referred to in Article 22(1) and (4) of the GDPR and, at least in those cases, meaningful information about the logic involved, as well as the significance and envisaged consequences of such processing for the data subject.

    Furthermore, the data subject shall have a right to obtain information as to whether personal data are transferred to a third country or to an international organisation. Where this is the case, the data subject shall have the right to be informed of the appropriate safeguards relating to the transfer.

    If a data subject wishes to avail himself of this right of access, he or she may, at any time, contact any employee of the controller.

  • c) Right to rectification

    Each data subject shall have the right granted by the European legislator to obtain from the controller without undue delay the rectification of inaccurate personal data concerning him or her. Taking into account the purposes of the processing, the data subject shall have the right to have incomplete personal data completed, including by means of providing a supplementary statement.

    If a data subject wishes to exercise this right to rectification, he or she may, at any time, contact any employee of the controller.

  • d) Right to erasure (Right to be forgotten)

    Each data subject shall have the right granted by the European legislator to obtain from the controller the erasure of personal data concerning him or her without undue delay, and the controller shall have the obligation to erase personal data without undue delay where one of the following grounds applies, as long as the processing is not necessary:

    • The personal data are no longer necessary in relation to the purposes for which they were collected or otherwise processed.
    • The data subject withdraws consent to which the processing is based according to point (a) of Article 6(1) of the GDPR, or point (a) of Article 9(2) of the GDPR, and where there is no other legal ground for the processing.
    • The data subject objects to the processing pursuant to Article 21(1) of the GDPR and there are no overriding legitimate grounds for the processing, or the data subject objects to the processing pursuant to Article 21(2) of the GDPR.
    • The personal data have been unlawfully processed.
    • The personal data must be erased for compliance with a legal obligation in Union or Member State law to which the controller is subject.
    • The personal data have been collected in relation to the offer of information society services referred to in Article 8(1) of the GDPR.

    If one of the aforementioned reasons applies, and a data subject wishes to request the erasure of personal data stored by the Realm667, he or she may, at any time, contact any employee of the controller. An employee of Realm667 shall promptly ensure that the erasure request is complied with immediately.

    Where the controller has made personal data public and is obliged pursuant to Article 17(1) to erase the personal data, the controller, taking account of available technology and the cost of implementation, shall take reasonable steps, including technical measures, to inform other controllers processing the personal data that the data subject has requested erasure by such controllers of any links to, or copy or replication of, those personal data, as far as processing is not required. An employees of the Realm667 will arrange the necessary measures in individual cases.

  • e) Right of restriction of processing

    Each data subject shall have the right granted by the European legislator to obtain from the controller restriction of processing where one of the following applies:

    • The accuracy of the personal data is contested by the data subject, for a period enabling the controller to verify the accuracy of the personal data.
    • The processing is unlawful and the data subject opposes the erasure of the personal data and requests instead the restriction of their use instead.
    • The controller no longer needs the personal data for the purposes of the processing, but they are required by the data subject for the establishment, exercise or defence of legal claims.
    • The data subject has objected to processing pursuant to Article 21(1) of the GDPR pending the verification whether the legitimate grounds of the controller override those of the data subject.

    If one of the aforementioned conditions is met, and a data subject wishes to request the restriction of the processing of personal data stored by the Realm667, he or she may at any time contact any employee of the controller. The employee of the Realm667 will arrange the restriction of the processing.

  • f) Right to data portability

    Each data subject shall have the right granted by the European legislator, to receive the personal data concerning him or her, which was provided to a controller, in a structured, commonly used and machine-readable format. He or she shall have the right to transmit those data to another controller without hindrance from the controller to which the personal data have been provided, as long as the processing is based on consent pursuant to point (a) of Article 6(1) of the GDPR or point (a) of Article 9(2) of the GDPR, or on a contract pursuant to point (b) of Article 6(1) of the GDPR, and the processing is carried out by automated means, as long as the processing is not necessary for the performance of a task carried out in the public interest or in the exercise of official authority vested in the controller.

    Furthermore, in exercising his or her right to data portability pursuant to Article 20(1) of the GDPR, the data subject shall have the right to have personal data transmitted directly from one controller to another, where technically feasible and when doing so does not adversely affect the rights and freedoms of others.

    In order to assert the right to data portability, the data subject may at any time contact any employee of the Realm667.

  • g) Right to object

    Each data subject shall have the right granted by the European legislator to object, on grounds relating to his or her particular situation, at any time, to processing of personal data concerning him or her, which is based on point (e) or (f) of Article 6(1) of the GDPR. This also applies to profiling based on these provisions.

    The Realm667 shall no longer process the personal data in the event of the objection, unless we can demonstrate compelling legitimate grounds for the processing which override the interests, rights and freedoms of the data subject, or for the establishment, exercise or defence of legal claims.

    If the Realm667 processes personal data for direct marketing purposes, the data subject shall have the right to object at any time to processing of personal data concerning him or her for such marketing. This applies to profiling to the extent that it is related to such direct marketing. If the data subject objects to the Realm667 to the processing for direct marketing purposes, the Realm667 will no longer process the personal data for these purposes.

    In addition, the data subject has the right, on grounds relating to his or her particular situation, to object to processing of personal data concerning him or her by the Realm667 for scientific or historical research purposes, or for statistical purposes pursuant to Article 89(1) of the GDPR, unless the processing is necessary for the performance of a task carried out for reasons of public interest.

    In order to exercise the right to object, the data subject may contact any employee of the Realm667. In addition, the data subject is free in the context of the use of information society services, and notwithstanding Directive 2002/58/EC, to use his or her right to object by automated means using technical specifications.

  • h) Automated individual decision-making, including profiling

    Each data subject shall have the right granted by the European legislator not to be subject to a decision based solely on automated processing, including profiling, which produces legal effects concerning him or her, or similarly significantly affects him or her, as long as the decision (1) is not is necessary for entering into, or the performance of, a contract between the data subject and a data controller, or (2) is not authorised by Union or Member State law to which the controller is subject and which also lays down suitable measures to safeguard the data subject's rights and freedoms and legitimate interests, or (3) is not based on the data subject's explicit consent.

    If the decision (1) is necessary for entering into, or the performance of, a contract between the data subject and a data controller, or (2) it is based on the data subject's explicit consent, the Realm667 shall implement suitable measures to safeguard the data subject's rights and freedoms and legitimate interests, at least the right to obtain human intervention on the part of the controller, to express his or her point of view and contest the decision.

    If the data subject wishes to exercise the rights concerning automated individual decision-making, he or she may, at any time, contact any employee of the Realm667.

  • i) Right to withdraw data protection consent

    Each data subject shall have the right granted by the European legislator to withdraw his or her consent to processing of his or her personal data at any time.

    If the data subject wishes to exercise the right to withdraw the consent, he or she may, at any time, contact any employee of the Realm667.

10. Data protection provisions about the application and use of Facebook

On this website, the controller has integrated components of the enterprise Facebook. Facebook is a social network.

A social network is a place for social meetings on the Internet, an online community, which usually allows users to communicate with each other and interact in a virtual space. A social network may serve as a platform for the exchange of opinions and experiences, or enable the Internet community to provide personal or business-related information. Facebook allows social network users to include the creation of private profiles, upload photos, and network through friend requests.

The operating company of Facebook is Facebook, Inc., 1 Hacker Way, Menlo Park, CA 94025, United States. If a person lives outside of the United States or Canada, the controller is the Facebook Ireland Ltd., 4 Grand Canal Square, Grand Canal Harbour, Dublin 2, Ireland.

With each call-up to one of the individual pages of this Internet website, which is operated by the controller and into which a Facebook component (Facebook plug-ins) was integrated, the web browser on the information technology system of the data subject is automatically prompted to download display of the corresponding Facebook component from Facebook through the Facebook component. An overview of all the Facebook Plug-ins may be accessed under https://developers.facebook.com/docs/plugins/. During the course of this technical procedure, Facebook is made aware of what specific sub-site of our website was visited by the data subject.

If the data subject is logged in at the same time on Facebook, Facebook detects with every call-up to our website by the data subject—and for the entire duration of their stay on our Internet site—which specific sub-site of our Internet page was visited by the data subject. This information is collected through the Facebook component and associated with the respective Facebook account of the data subject. If the data subject clicks on one of the Facebook buttons integrated into our website, e.g. the "Like" button, or if the data subject submits a comment, then Facebook matches this information with the personal Facebook user account of the data subject and stores the personal data.

Facebook always receives, through the Facebook component, information about a visit to our website by the data subject, whenever the data subject is logged in at the same time on Facebook during the time of the call-up to our website. This occurs regardless of whether the data subject clicks on the Facebook component or not. If such a transmission of information to Facebook is not desirable for the data subject, then he or she may prevent this by logging off from their Facebook account before a call-up to our website is made.

The data protection guideline published by Facebook, which is available at https://facebook.com/about/privacy/, provides information about the collection, processing and use of personal data by Facebook. In addition, it is explained there what setting options Facebook offers to protect the privacy of the data subject. In addition, different configuration options are made available to allow the elimination of data transmission to Facebook. These applications may be used by the data subject to eliminate a data transmission to Facebook.

11. Data protection provisions about the application and use of Google Analytics (with anonymization function)

On this website, the controller has integrated the component of Google Analytics (with the anonymizer function). Google Analytics is a web analytics service. Web analytics is the collection, gathering, and analysis of data about the behavior of visitors to websites. A web analysis service collects, inter alia, data about the website from which a person has come (the so-called referrer), which sub-pages were visited, or how often and for what duration a sub-page was viewed. Web analytics are mainly used for the optimization of a website and in order to carry out a cost-benefit analysis of Internet advertising.

The operator of the Google Analytics component is Google Inc., 1600 Amphitheatre Pkwy, Mountain View, CA 94043-1351, United States.

For the web analytics through Google Analytics the controller uses the application "_gat. _anonymizeIp". By means of this application the IP address of the Internet connection of the data subject is abridged by Google and anonymised when accessing our websites from a Member State of the European Union or another Contracting State to the Agreement on the European Economic Area.

The purpose of the Google Analytics component is to analyze the traffic on our website. Google uses the collected data and information, inter alia, to evaluate the use of our website and to provide online reports, which show the activities on our websites, and to provide other services concerning the use of our Internet site for us.

Google Analytics places a cookie on the information technology system of the data subject. The definition of cookies is explained above. With the setting of the cookie, Google is enabled to analyze the use of our website. With each call-up to one of the individual pages of this Internet site, which is operated by the controller and into which a Google Analytics component was integrated, the Internet browser on the information technology system of the data subject will automatically submit data through the Google Analytics component for the purpose of online advertising and the settlement of commissions to Google. During the course of this technical procedure, the enterprise Google gains knowledge of personal information, such as the IP address of the data subject, which serves Google, inter alia, to understand the origin of visitors and clicks, and subsequently create commission settlements.

The cookie is used to store personal information, such as the access time, the location from which the access was made, and the frequency of visits of our website by the data subject. With each visit to our Internet site, such personal data, including the IP address of the Internet access used by the data subject, will be transmitted to Google in the United States of America. These personal data are stored by Google in the United States of America. Google may pass these personal data collected through the technical procedure to third parties.

The data subject may, as stated above, prevent the setting of cookies through our website at any time by means of a corresponding adjustment of the web browser used and thus permanently deny the setting of cookies. Such an adjustment to the Internet browser used would also prevent Google Analytics from setting a cookie on the information technology system of the data subject. In addition, cookies already in use by Google Analytics may be deleted at any time via a web browser or other software programs.

In addition, the data subject has the possibility of objecting to a collection of data that are generated by Google Analytics, which is related to the use of this website, as well as the processing of this data by Google and the chance to preclude any such. For this purpose, the data subject must download a browser add-on under the link https://tools.google.com/dlpage/gaoptout and install it. This browser add-on tells Google Analytics through a JavaScript, that any data and information about the visits of Internet pages may not be transmitted to Google Analytics. The installation of the browser add-ons is considered an objection by Google. If the information technology system of the data subject is later deleted, formatted, or newly installed, then the data subject must reinstall the browser add-ons to disable Google Analytics. If the browser add-on was uninstalled by the data subject or any other person who is attributable to their sphere of competence, or is disabled, it is possible to execute the reinstallation or reactivation of the browser add-ons.

Further information and the applicable data protection provisions of Google may be retrieved under https://www.google.com/intl/en/policies/privacy/ and under http://www.google.com/analytics/terms/us.html. Google Analytics is further explained under the following Link https://www.google.com/analytics/.

12. Data protection provisions about the application and use of Google+

On this website, the controller has integrated the Google+ button as a component. Google+ is a so-called social network. A social network is a social meeting place on the Internet, an online community, which usually allows users to communicate with each other and interact in a virtual space. A social network may serve as a platform for the exchange of opinions and experiences, or enable the Internet community to provide personal or business-related information. Google+ allows users of the social network to include the creation of private profiles, upload photos and network through friend requests.

The operating company of Google+ is Google Inc., 1600 Amphitheatre Pkwy, Mountain View, CA 94043-1351, UNITED STATES.

With each call-up to one of the individual pages of this website, which is operated by the controller and on which a Google+ button has been integrated, the Internet browser on the information technology system of the data subject automatically downloads a display of the corresponding Google+ button of Google through the respective Google+ button component. During the course of this technical procedure, Google is made aware of what specific sub-page of our website was visited by the data subject. More detailed information about Google+ is available under https://developers.google.com/+/.

If the data subject is logged in at the same time to Google+, Google recognizes with each call-up to our website by the data subject and for the entire duration of his or her stay on our Internet site, which specific sub-pages of our Internet page were visited by the data subject. This information is collected through the Google+ button and Google matches this with the respective Google+ account associated with the data subject.

If the data subject clicks on the Google+ button integrated on our website and thus gives a Google+ 1 recommendation, then Google assigns this information to the personal Google+ user account of the data subject and stores the personal data. Google stores the Google+ 1 recommendation of the data subject, making it publicly available in accordance with the terms and conditions accepted by the data subject in this regard. Subsequently, a Google+ 1 recommendation given by the data subject on this website together with other personal data, such as the Google+ account name used by the data subject and the stored photo, is stored and processed on other Google services, such as search-engine results of the Google search engine, the Google account of the data subject or in other places, e.g. on Internet pages, or in relation to advertisements. Google is also able to link the visit to this website with other personal data stored on Google. Google further records this personal information with the purpose of improving or optimizing the various Google services.

Through the Google+ button, Google receives information that the data subject visited our website, if the data subject at the time of the call-up to our website is logged in to Google+. This occurs regardless of whether the data subject clicks or doesn’t click on the Google+ button.

If the data subject does not wish to transmit personal data to Google, he or she may prevent such transmission by logging out of his Google+ account before calling up our website.

Further information and the data protection provisions of Google may be retrieved under https://www.google.com/intl/en/policies/privacy/. More references from Google about the Google+ 1 button may be obtained under https://developers.google.com/+/web/buttons-policy.

13. Data protection provisions about the application and use of YouTube

On this website, the controller has integrated components of YouTube. YouTube is an Internet video portal that enables video publishers to set video clips and other users free of charge, which also provides free viewing, review and commenting on them. YouTube allows you to publish all kinds of videos, so you can access both full movies and TV broadcasts, as well as music videos, trailers, and videos made by users via the Internet portal.

The operating company of YouTube is YouTube, LLC, 901 Cherry Ave., San Bruno, CA 94066, UNITED STATES. The YouTube, LLC is a subsidiary of Google Inc., 1600 Amphitheatre Pkwy, Mountain View, CA 94043-1351, UNITED STATES.

With each call-up to one of the individual pages of this Internet site, which is operated by the controller and on which a YouTube component (YouTube video) was integrated, the Internet browser on the information technology system of the data subject is automatically prompted to download a display of the corresponding YouTube component. Further information about YouTube may be obtained under https://www.youtube.com/yt/about/en/. During the course of this technical procedure, YouTube and Google gain knowledge of what specific sub-page of our website was visited by the data subject.

If the data subject is logged in on YouTube, YouTube recognizes with each call-up to a sub-page that contains a YouTube video, which specific sub-page of our Internet site was visited by the data subject. This information is collected by YouTube and Google and assigned to the respective YouTube account of the data subject.

YouTube and Google will receive information through the YouTube component that the data subject has visited our website, if the data subject at the time of the call to our website is logged in on YouTube; this occurs regardless of whether the person clicks on a YouTube video or not. If such a transmission of this information to YouTube and Google is not desirable for the data subject, the delivery may be prevented if the data subject logs off from their own YouTube account before a call-up to our website is made.

YouTube's data protection provisions, available at https://www.google.com/intl/en/policies/privacy/, provide information about the collection, processing and use of personal data by YouTube and Google.

14. Legal basis for the processing

Art. 6(1) lit. a GDPR serves as the legal basis for processing operations for which we obtain consent for a specific processing purpose. If the processing of personal data is necessary for the performance of a contract to which the data subject is party, as is the case, for example, when processing operations are necessary for the supply of goods or to provide any other service, the processing is based on Article 6(1) lit. b GDPR. The same applies to such processing operations which are necessary for carrying out pre-contractual measures, for example in the case of inquiries concerning our products or services. Is our company subject to a legal obligation by which processing of personal data is required, such as for the fulfillment of tax obligations, the processing is based on Art. 6(1) lit. c GDPR. In rare cases, the processing of personal data may be necessary to protect the vital interests of the data subject or of another natural person. This would be the case, for example, if a visitor were injured in our company and his name, age, health insurance data or other vital information would have to be passed on to a doctor, hospital or other third party. Then the processing would be based on Art. 6(1) lit. d GDPR. Finally, processing operations could be based on Article 6(1) lit. f GDPR. This legal basis is used for processing operations which are not covered by any of the abovementioned legal grounds, if processing is necessary for the purposes of the legitimate interests pursued by our company or by a third party, except where such interests are overridden by the interests or fundamental rights and freedoms of the data subject which require protection of personal data. Such processing operations are particularly permissible because they have been specifically mentioned by the European legislator. He considered that a legitimate interest could be assumed if the data subject is a client of the controller (Recital 47 Sentence 2 GDPR).

15. The legitimate interests pursued by the controller or by a third party

Where the processing of personal data is based on Article 6(1) lit. f GDPR our legitimate interest is to carry out our business in favor of the well-being of all our employees and the shareholders.

16. Period for which the personal data will be stored

The criteria used to determine the period of storage of personal data is the respective statutory retention period. After expiration of that period, the corresponding data is routinely deleted, as long as it is no longer necessary for the fulfillment of the contract or the initiation of a contract.

17. Provision of personal data as statutory or contractual requirement; Requirement necessary to enter into a contract; Obligation of the data subject to provide the personal data; possible consequences of failure to provide such data

We clarify that the provision of personal data is partly required by law (e.g. tax regulations) or can also result from contractual provisions (e.g. information on the contractual partner). Sometimes it may be necessary to conclude a contract that the data subject provides us with personal data, which must subsequently be processed by us. The data subject is, for example, obliged to provide us with personal data when our company signs a contract with him or her. The non-provision of the personal data would have the consequence that the contract with the data subject could not be concluded. Before personal data is provided by the data subject, the data subject must contact any employee. The employee clarifies to the data subject whether the provision of the personal data is required by law or contract or is necessary for the conclusion of the contract, whether there is an obligation to provide the personal data and the consequences of non-provision of the personal data.

18. Existence of automated decision-making

As a responsible company, we do not use automatic decision-making or profiling.

This Privacy Policy has been generated by the Privacy Policy Generator of the DGD - Your External DPO that was developed in cooperation with German Lawyers from WILDE BEUGER SOLMECKE, Cologne.

"I don't like to say I have given my life to art. I prefer to say art has given me my life."
     - Frank Stella

Art & Design is one of the things that keep my imagination alive. My mind is always full of ideas if I get a certain inspiration whether it is a photo I'm looking at or a pure sensual and emotive moment and sometimes I try to retain what I see.
In this section of my page you will find all the stuff I have created so far and that has something to do with art. You can now choose from the following Sub Sections at the right menue:

  • History
    In this section you will find a small overview of Realm667's history and about how everything began and evolved.
     
  • eCards
    Are you looking for nice eCards to send via E-Mail or place on any other website? Here is the place where you can get all of them.

  • Photography
    One of my latest discoveries is the photography and I really love it. In this section you can find snapshots and beauty.

  • Web References
    In the references subsection you will find screenshots and links from all of my old webdesign works, a small showcase of my work I have done so far.

  • Portfolio
    Next to webdesign, I also work on print media for example logo creation, advertisement and even flyer. In this area you will find my previous work.

  • Wallpaper
    Are you in the very need of a new desktop wallpaper? Then check this out, maybe you will find something of any use here!

  • Lyrics
    Art is not only something for the eye, it's also something for the mind, something in written language. So, if I have one of these sensitive moments, lyrics might just appear.

virgiliovirzoFirst of all, a few words to you Virgilio: I hope you aren't killing me for that, as I didn't ask for permission to do this but if I am in charge of this site and have the opportunity to help, I simply want to try it.

The needs of the Many - the needs of the one

So what is this all about? I will try to make things short and not to sound uber-dramatic, trying to stay close to the facts: About one and a half year ago, I got to know Virgilio Virzo, also known as Ozymandias81 in the community forums, a 35-year old Doomer, living in a small town called Latina a few miles away from Rome in the middle of Italy in Europe. He joined the Blade of Agony team as lead designer and technical advice when it came to models, programming and tedious things like sprite and texture editing. I mostly was and still am impressed by the dedication he spents and I am also a great fan of his kind and supporting nature, I would consider him to be one of my closes friends in the community.

farewell, little desktop

During the development of the first chapter of Blade of Agony, Virgilio somestimes really had hard times, struggling with his computer: Fatal crashes, loss of data and work, the system not booting, hardware failure and other things we modders and even the usual suspects get mad about. In the past few weeks, the situation tightened and Virgilio often disappeared or wasn't able to do anything on his computer because of these issues. I am pretty sure most of us would have tossed the damn thing out of their window and bought a new one before ending up in a sanatory.

Differences

Many of us are blessed with a good job, a satisfying income -- we simply could buy a new rig and continue working on our creative hobbies, staying in contact with people through social networks and all that stuff we are used to without thinking about the necessary money for too long. Other people don't - for whatever reasons there might be.

What can we do? What's the goal?

Being the head of one of the largest Doom pages around, I thought it is the right moment to gain a benefit from this position and start a small crowd-funding project to support one of the people from our community, in this case to be precise: Virgilio "Ozymandias81" Virzo. The plan is to collect donations to help Virgilio financing a new machine, giving something back, something, he isn't able to do on his own. In the best possible case, we will gather around $600 dollars which should be enough for a reasonable configuration.

Okay then, let's do it, but how?

All donations to the Realm667 in March, April and May will directly go into the crowd-funding for Virgilio's new computer - guaranteed! At the end of May, I will send the whole package to his brother's Paypal account an the two will organize the new hardware. So if you want to help, just click on the PayPal button at the right, login, do your donation and support one of our own lines, one of us Doomers.

And if you aren't sure if it is worth your donation: Consider that Virgilio is one of the lead developers of Blade of Agony. So it's not only Virgilio or the development team who benefits from your donations, it's also something the project itself benefits from.

SACKA0   Best regards,
   Dan & the Realm667 team

Realm667, a private and personal webpage will soon celebrate its fifteenth birthday. Considering the fact that most personal web pages out there only exist for a few years or get abandoned even earlier, I can take this as a definite milestone for this page as it is still up to date with numerous content being added every once in a while. Though, it hasn't been that easy when I started my first version back in 2000 and I would have never believed that almost fifteen years later my web page is still online and gets still visited several hundred times every day. So, what has it looked like in earlier times? What has been changed on the page and how did things happen to turn out as they are right now?

{slider=In the beginning there was Geocities Pagebuilder|closed}

In the beginning, there was Geocities"In the beginning, there was void..."Everything begun back in 1999 when I did my first few steps in the world wide web and I really have to tell you, these few steps have been very expensive, about $0,05 per minute but that didn't put me off. I was already working on Doom maps and I really wanted to release these efforts to the newly discovered fan communities like Doomworld.com and Doomnation.com to get some feedback and response. So having a personal place where I can release my own projects was quite reasonable. Unfortunately my knowledge in this area was ... well, let's say limitedMicrosoft Word, Geocities.com Pagebuilder and Corel Photopaint 4.0 seemed like a professional solution (shame on me). Only few people actually know, that the first version of "Tormentor's Realm 667" was white/red, though got replaced quickly with a black/red color sheme that stayed for quite a long time.

Months later I discovered the benefit of frames (dare you laughing, in 2000 frames have been the non-plus-ultra!) and made a little redesign with the help of Microsoft Word 98 and added a few nice Javascripts and-applets like Counters, Rolloverbuttons, Expanding Menus and other goodies to spice things up. And - believe it or not - I even won a few awards with this homepage ("Site of the Month" by DoomWadStation, "Site of the Month" by All4Gaming (more on that lobbyism later), "Top Site Award" by DooMiNatioN).

{slider=Frontpage 98 - The greatest thing since donuts}

Frontpage 98 - The greatest thing since donutsIn the beginning of 2001 I got my hands on Microsoft Frontpage 98, my first real HTML editor, and adjusted some of the crappy code in my old "Word HTML" to make everything look a bit more organized. In the same year my doom addiction reached new heights and together with my good old friend Boris "Acidflash31" Butschkau I created a two-man mapping team called Orbit Interactive. We had thousands of ideas, we were fully motivated and the only thing that was left to do was to create a new home for our creations. I still can remember the cold and snowy weather while we were sitting in my father's office both creating the homepage for Orbit Interactive.

The good, the bad and the ugly. The good thing was the effort put into the page, the bad thing was the uselesness of the page considering that we never released a project and the ugly, well... Acidflash31 quit the doom community, so there was no more need to keep Orbit Interactive alive.

{slider=Perforated Entrails ahoi!}

Perforated Entrails ahoi!There was one project nearing completion which was already well-received by the community and exclusively designed for the multiplayer port Skulltag called "Perforated Entrails". It was already close to completion and I didn't want to waste that. As a consequence, there was actually need for a homepage for the project and... well, there it was, hosted by NewDoom.com

The page itself was created in about 10 minutes, nothing too fancy, just a place to read information about the project and watch some screenshots to get a certain feeling what it was all about. Perforated Entrails also only reached the Lite Demo Release state and since then was never touched again. I had plans to finish it up from time to time, but until now (the moment that I write this in 2014) it's still on hold - the files are there, maybe it's time for another community effort.

{slider=And then there was general Gaming (and Abandonware)}

And then there was general Gaming (and Abandonware) Though this never meant an absolute end to me. After these disappointments with doom homepages and projects, I joined two classmates (Daniel "DTNo1" Thajer, Daniel "TheUdo" Richter)  who were working on a page for all kind of games in 2002, filled with downloads and articles focused on current games. My first task was the creation of a new site layout and design to replace the old simple green one. 

{slider=The darker, the better, the bluer}

The darker, the better, the bluerAll the cyan-ness hurt people's eyes bad, so aAfter two months and a large interest in our new project All4Gaming I somehow was being forced to once more redesign the page and improving it in terms of contrasts, with many new small details and changes - and so I did. The new design was darker, more user friendly and beyond had more space for content which was the most important thing for the team.

{slider=Jumping on the RPG-bandwagon}

Jumping on the RPG-bandwagon In 2004 we were close to the Abitur exams (general qualification for university entrance) so wasting the time for our hobbies was no question anymore - at least it still was for ne. The team broke up and the complete project was trashed. Time for me to get in touch again with my old friend Acidflash31. Between my studies and in times of boredom we discovered the RPGMaker2000, a tool to create your own RPG game like Final Fantasy, Zelda or Secret of Mana. Yet again time for a new homepage to presend my work (or in this case a simple recolor of Tormentor's Realm 667 to fit the new content).

{slider=Adobe Photoshop 5.0, whooaaaa!}

Adobe Photoshop 5.0, whooaaaa! About 7 months later, in the late of 2004, I got my hands on Adobe Photoshop 5.0 and everyone who has already worked with that program knows about its capabilities. For me it was clear: "I need a new page design" and so I started with something totally different, new colors, new design, new style, combined content and beyond a new system to reduce the redundancies that I had in my old HTML-based framesystems. The first page in PHP working with HTML templates, a flexible and maintainance-friendly solution, Realm667 v3 was born and launched.

{slider=Realm667's 3rd birthday}

Realm667's 3rd birthdayWeb- and mediadesign has always been a passion for me. During another year, I learned a lot of new techniques and styles which brought me to another redesign of the Realm667 for its 4th birthday. I wanted something more complex, with more eyecandy and with several little details. Realm667 v4 was finished within one month, thanks to sleepless nights, a bad summer and the free time after my exams and before my alternative civilian service job.

{slider=No pain, no gain - why redesigns always make sense}

My dad always told me in the past "Boy, you will never earn money with this kind of stuff!" No pain, no gain - why redesigns always make senseWell, dads always want their best for their children but in this case he was a bit wrong. I am working as a mediadesigner currently (October, 2014) and I am actually earning a few bucks with developing websites. The base of this knowledge also lies 10 years in the past, when I (for the 1.329.328th time) I redesigned the Realm667 for the sake of doing something new that was more up-to-date and visually more appealing. I started to develope a certain personal style and this was the first time when I didn't inspire myself from someone else but created something that my own mind formed - Realm667 v5 with all nifty goodies like a random header, more php and even more content.

{slider=Content Management Systems - wtf?!}

Content Management Systems - wtf?!In the middle of the first decade in 2000, free content management systems have been on the rise. Systems like phpNuke or Mambo come to people's minds, variants to the professional Typo3 system. These cms' weren't as powerful as their commercial twins but you already have been able to realise large community pages. In these days, Joomla was born as a fork from the popular Mambo cms. When I got in touch with it, I was sure that I wanted to use these kind of system for the next installment of the Realm667. Everything was quite easy to set up and the whole thing had a online-administrative backend. This way I could change and add content from anywhere on the world without being forced to use some kind of editor. Everything was implemented. After some headaches and yet several sleeples nights, the new Realm667 v6 was finished and uploaed. The real hard part was the template, but I already learned a lot concerning these kind of setups while working on messageboard systems (Woltlab Burning Board) that was a real big help.

{slider=From free templates to custom templates}

From free templates to custom templatesAfter the jump to content management systems I also got in touch with this several times during my job in a mediadesign agency. Straight according to the motto "learning by doing" I got into this whole thing deeper and deeper. I aquired myself new techniques, new ideas and more knowledge on how to build a professional webpage, how to design an appealing look and how to form a good overall-concept that works perfectly out for the end user. Realm667 v6.5 (as I call it, as the system was the same, but the template was new) was born and unleashed to the community. I am still very pleased with the look of the page years ago, the color sheme was quite nice and the style of the site was definitely unique - and everything toally dynamic thanks to Joomla.

{slider=From custom templates to commercial templates}

From custom templates to commercial templatesSeveral months later, the Joomla development team stopped the long-term support for version 1.0of their cms. To avoid problems, I have been in the very need to update the system to the already released version 1.5. In this time I was currently at my final exams of my media designer application so I didn't have a lot of time to completely rebuild the template (which was actually necessary, fortunately the content was migrated automatically). A cheap and dirty solution was a commercial template that I simply adjusted to my needs. I bought a nice one from Rockettheme, added Doom images, set the colors to match the Realm667 colorsheme of  v6.5 and there it was - Realm667 v7.0. I am such a lazy bastard!

{slider=From commercial templates to my own business}

From commercial templates to my own businessAfter my exams and when my new contract for employment has been set into stone, I felt like being motivated and creative enough to finally take care of the individual and self-made template for my page. Being skilled enough in CSS, PHP and HTML finally, I was able to whip up the first template that I considered as "professional work". I took care of every little detail that even visitors wouldn't notice. By this opportunity I also split up the page, removing Art & Design as well as Personal Stuff from the Doom-related content, turning the Realm667 v8.0 in a clean and real Doom webpage - actually "back to the roots".

{slider=Realm667 as a general Doom community page}

Realm667 as a general Doom community pageThis setup actually worked well for almost 2 years which is quite a long time compared to the regular frequency of redesigns we had until then. In this time, the content of the Realm667 grew a lot. The Beatiary as a monster-resource database for ZDoom and similar ports, as well as its counterparts for similar resources like items, textures, weapons and effects. The Realm667 also got a place for general Doom news gathered around the community and forums so people have a central place to look for latest projects and releases. The old template couldn't handle the sheer amount of content in a reasonable and clear way so it was about time to adjust the look of the site to the newly born requirements. The Realm667 v9.0 was the first time that the personal Doom page turned into a general Doom resource and news portal.

{slider=Haxx0rs bring us downz0r!}

Haxx0rs bring us downz0r!During an unfortunate end of 2012, the Realm667 was hacked by a malware-bot that compromited numerous Joomla pages in the whole web. The system took a lot of damage due to these code injections, that a complete reinstallation was necessary to make sure the pages are cleaned the malicious code was gone. In that downtime I also took the opportunity to clean, update and fix several things that have been around for a while now. After several weeks of continous development, the latest v10.0 of the Realm667 was finished - at least that was what I thought and also hoped for.

After another hacking attack in the middle of 2014, our hoster gave us two options: Removing the page from the webhost or migrating it to Joomla 3.x as a better supported version of the cms. The problem was that a migration from Joomla 1.5 to Joomla 3.3.4 was a lot of work, especially some programming was necessary which I wasn't capable of. I had two options: Letting it die or paying someone who is able to migrate the page. After initiating a crowdfunding project, $ 1.400 have been gathered for a professional technical support, migrating the content from Joomla 1.5 to the latest version available. Thanks to all the donators around, reviving the Realm667 to v11.0 turning it into the "Rebirth Edition".

{slider=Following the trail of the Web 2.0}

Following the trail of the Web 2.0As the web techniques have improved over the past 2 years again, especially when it comes to responsive designs for smartphones and tablets (even though I doubt that people really need it) I always thought it was about time to improve the CSS and PHP code for the main template. Unfortunately I never felt having enough time to do it so I simply delayed it into infinity.

After updating the messageboard system to Kunena 5.0, the whole design broke and I was sure: Now there is no other choice than improving the main design as well to bring all the coding up to par. So in October 2016 I started to develop the modern new and responsive design for the Realm667 and also took the opportunity to muck out the place a bit. Next improving content and menues, I also improved the administrative user rights - which is more of a background thing but keeps changes for the Realm667-staff on the easy side.

{slider=Simplifying the web for 2023}

After the release of Blade of Agony, I took myself a break which was more than needed after 6 years of development. The break also involved having a break from Doom in general, projects as a mapper and as a player, forum participation and also my own webpage.

In April 2023 though I felt like it was time to update the page again as some areas didn't work anymore and on top of that the whole look and ux felt from the last century. To improve this all, I started to do a complete overhaul of the main landing page and worked on visual improvements on each subpage to make it look nicer and work more intuitive.

 

For a certain while I even logged a list of changes of the site (aka the changelog) but I don't think that this is really interesting for people, so I stopped updating this after the migration to Joomla 3.3.3. Regarding the latest hacking attacks it's maybe even better that people do not know what systems we are using. For an even more detailed information - partially filled with heavy overuse of bad english - read the news archive.

{slider=Changelog|closed}

Changes from September 2014
dot_miscMigrated to Joomla 3.3.3 from Joomla 1.5
dot_misc
Updated DOCman to 2.0 (subscribtion)
dot_miscUpdated JCE (subscribtion, incl. all plugins)
dot_plusRemoved any unsupported and buggy plugins/modules/components
dot_plusAdded replacements for unsupported plugins/modules/components
Changes from January 2013
dot_misc
Updated Joomla 1.5 to the latest version available
dot_miscUpdated JCE
dot_plusRemoved JoomlaStats 2
dot_plusRemoved Facebook Likebox
dot_plusRemoved Weblinks
dot_plusAdded j4age Stats
dot_plusAdded AutoReadMore
dot_plusAdded Facebook Sidebar
dot_plusAdded Enhanced Weblinks
dot_plusAdded JFusion Discussion Bot
dot_plusAdded AcePolls
Changes from February 2012
dot_miscUpdated phpBB to 3.0.10
dot_plusAdded thread description to the forum
dot_plusAdded new icons and ranks to the forum
Changes from December 2011
dot_miscUpdated the Random Image Box to 1.5-7-3
dot_miscUpdated JCE to 2.0.7
dot_miscUpdated eXtplorer to RC5
dot_miscUpdated RIM Module to the latest version
dot_miscUpdated DBReplacer to 1.3.1
dot_miscUpdated DOCMan to 1.5.7
dot_plusRemoved Akeeba Backup (server solution found)
Changes from October 2011
dot_plusAdded module for displaying seasonal particle effects
Changes from July 2011
dot_miscUpdated Joomla from 1.0 to 1.5
dot_miscMigrated JoomlaComments from 3.26 to 4.0
dot_miscMigrated JoomlaStats from 2.0 to 3.0
dot_miscMigrated EasyBook from 2.0 to EasyBook Reloaded
dot_miscMigrated DOCMan from 1.4 to 2.0
dot_plusAdded JFusion as bridge between Joomla & phpBB3
dot_plusAdded JFusion Login & Activity modules
dot_plusAdded SectionEx component for repo-blod display as table
dot_plusAdded Form2Content for the community news and review area
dot_plusAdded Community news (incl. submission dialogue)
dot_plusAdded Rewviews (incl. submission dialogue)
dot_plusAdded "Latest Forum Posts" module
dot_plusAdded rating feature to the repository
dot_plusAdded DJ Imageslide as special "Top News" display
dot_plusRemoved Joomfish component
Changes from December 2009
dot_plusAdded a phpBB3 messageboard to the page
dot_plusAdded several resource sections to the Realm667 repository
dot_plusAdded numerous mods to the phpBB3
dot_plusAdded a shoutbox to the forum
Changes from January 2009
dot_plusRemoved/Moved about 70% of content from the page, "Doomified" the Realm667
dot_plusStopped Joomfish component (no future german news items)
dot_miscMoved from "Saecksmachine.biz" host to a own host at All-Inkl.de
dot_miscUpgraded Joomstats to latest version
dot_plusAdded complete new site design built from scratch
Changes from May to August 2008
dot_plusAdded new gallery system (flash based w/ mp3 player)
dot_plusAdded tab/slides mambotAdded tab/slides mambot
dot_plusAdded section "Songs & Music" and content
dot_plusRemoved "ArtBanners" component for "Snapshot" box
dot_plusAdded "Random Image Modified M13" for new "Snapshot" lightbox
dot_plusRemoved "JoomlaXplorer" component
dot_plusAdded "eXtplorer" as new filemanager backend
dot_miscUpgraded "JCE" admin component & plugins
dot_miscUpgraded Joomla to 1.0.15 from 1.0.13

Changes from January to April 2008
dot_plusAdded new page design (rev. 7, "PHP/MySQL CMS" based)
dot_plusAdded file database component ("DOCMan")
dot_plusAdded latest / hottest items module
dot_plusAdded password protection mambot
dot_plusAdded latest / hottest downloads module
dot_plusAdded countdown module
dot_miscRearranged and optimised menue hierarchy and site structure
dot_minusRemoved selection sub-section added list icons (language and changelog)
dot_plusImproved and expanded css typography styles
dot_miscAdded preview thumbnails to ecards and compressed page dimensions
dot_miscSplitted and renamed portfolio section into web design / print design
dot_miscMoved wallpapers and ecards into the design sub-secton goodies
dot_plusAdded alternate style choices (different text colors & header graphics)
Changes from September to December 2007
dot_miscReplaced comment component for better spam protection ("JComments")
dot_miscReplaced guestbook component for better spam protection ("Easybook")
dot_plusAdded latest comments module
dot_plusAdded selection sub-section in doom
Changes from June to August 2007
dot_plusAdded guestbook component (cms integration, "AkoBook")
dot_plusAdded beastiary sub-section in doom
Changes from January to May 2007
dot_plusAdded new page design (rev. 6.5, "PHP/MySQL CMS" based)
dot_plusAdded header slideshow (flash based)
dot_plusAdded backend ftp component ("JoomlaXPlorer")
dot_plusAdded top level domain "Realm667.com"
dot_plusAdded top news box
Changes from August to December 2006
dot_plusAdded picture gallery (flash based, "FIS")
dot_plusAdded interviews sub-section in articles
dot_plusMoving from DRDTeam.org to Allinkl.de (paid space, less restrictions)
dot_plusAdded site polls
dot_plusAdded comment component ("AkoComment")
dot_plusAdded multilanguage component ("Joomfish")
dot_plusImproved counter, added stat istics module and component ("JoomlaStats")
dot_plusAdded emoticons to new content items
dot_plusAdded partnership module
dot_plusReplaced pic of the day box with random picture (php script)
Changes from January to July 2006
dot_plusAdded page content to cms (Joomla)
dot_plusAdded new page design (rev. 6, "PHP/MySQL CMS" based)
dot_minusRemoved project status tracker
dot_plusAdded top release box
dot_minusRemoved rpgm2k section
dot_plusImproving page content items to fit the new cms
dot_plusAdded blog
Changes from January to May 2006
dot_plusMoving from Framecom.net to DRDTeam.org
dot_plusAdded project status tracker (newsticker)
dot_plusAdded photographie section
Changes from September to December 2005
dot_plusAdded project status tracker (newsticker)
Changes from January to August 2005
dot_plusAdded various content
Changes from August to December 2004
dot_plusAdded new page design (rev. 5, "PHP/HTML" based)
dot_plusAdded pic of the moment
dot_minusRemoved review section
dot_minusRemoved messageboard
dot_plusAdded guestbook popup link
dot_plusAdded article section
dot_plusAdded lyrics section
dot_plusAdded gaming section and moved doom / rpkm2k section
dot_plusAdded webdesign section and moved wbb styles / references section
dot_plusAdded portfolio section
Changes from January to July 2004
dot_plusAdded various content
Changes from May to December 2003
dot_plusAdded various content
dot_plusImproved the preview layout for wallpapers
dot_plusAdded new page design (rev. 4, "PHP/HTML" based)
dot_plusAdded sketchworks section
dot_plusAdded review section and sub-sections
dot_plusImproved several htmls for compatibility reasons
dot_plusImproved guestbook system by switching to BurningBook ("PHP/MySQL" based)
dot_plusLaunched "Sunset Lounge v2"
Changes from January to April 2003
dot_plusFixed broken bilingual php system
dot_plusAdded unreleasables doom sub-section
dot_plusAdded artworks section
dot_plusImproved messageboard system by switching to WBB ("PHP/MySQL" based)
dot_plusAdded topinfo box
dot_plusAdded news archive and moved old items
dot_plusAdded wbb styles section
dot_plusIntegrated messageboard seemingless into the site system
dot_plusUpdated messageboard to WBB2
dot_minusDropped guestbook system (service stopping soon)
Changes from June to December 2002
dot_plusAdded various content
dot_plusLaunched "Sunset-Lounge"
dot_plusMoving from Exit.de to Covers.de (now known as Framecom.net)
Changes in May 2002
dot_plusAdded new page design (rev 3, "PHP/HTML" based)
dot_plusAdded news item category icons (doom, rpgm2k, misc, design, ...)
dot_plusRenamed "Tormentor's Realm 667" to "Realm667"
dot_plusAdded design section
dot_plusAdded design sub-sections and content
dot_plusAdded reviews to doom content
Changes from August, 2001 to February 2002
dot_plusChanged messageboard / guestbook systems into PHP/MySQL bases
dot_plusAdded RPKMaker2K sections
Changes in September, 2001
dot_plusMoving from Newdoom.com to Exit.de
dot_plusChanged messageboard system to "ezboard"
dot_plusChanged guestbook system to an ad-free provider
dot_plusChanged messageboard
dot_minusDropped "Perofrated Entrails"
Changes from January to August, 2001
dot_plusAdded doom music section
dot_plusAdded flash intro
dot_minusDropped "Orbit Interactive"
dot_plusLaunched "Perforated Entrails" site
dot_plusMoving from Newdoom.com to Exit.de
dot_plusChanged messageboard system to "ezboard"
dot_plusChanged guestbook system to an ad-free provider
dot_plusChanged messageboard
Changes in December, 2000
dot_plusAdded new sections
dot_plusImproved existing sections
dot_minusRemoved background music (temporary)
dot_plusAdded bilingual site system
dot_plusAdded resolution compatibility for 800x600 and 1024x768X
dot_plusAdded background music
dot_plusAdded temporary christmas design
dot_plusImproved various design aspects
dot_plusImproved tools section
dot_plusRenamed "Text World" into "FAQ Section"
dot_plusImproved brightness of standard text
dot_plusAdded various content
dot_plusMoving from Geocities.com to Newdoom.com
Changes from August to November, 2000
dot_plusAdd "Perforated Entrails" section
dot_plusAdded flash counter
dot_plusAdded new page design (rev 2, "Word" based)
Changes from June to July, 2000
dot_plusChanged / Improved frameset
dot_plusAdded german messageboard
dot_plusChanged messageboard language into english
dot_plusAdded new page design (rev 1, "Word" based)
dot_plusLaunched "Orbit Interactive" site
dot_plusAdded article section (formerly "Text World")
dot_plusAdded top level domain "Tormentor667.de" (FreeCity)
Changes in May, 2000
dot_miscLaunched "Tormentor's Realm 667" ("Geocities Site Builder" based)
dot_plusAdded wad section
dot_plusAdded links section
dot_plusAdded various content
dot_plusAdded animated gifs
dot_plusAdded background music
dot_plusAdded tools section
dot_plusAdded guestbook
dot_plusAdded various content
dot_plusAdded frame based navigation

Torment & Torture : Classic Lost Episode Remastered

Torment & Torture : Classic Lost Episode Remastered

With Torment & Torture Lost Episode, the Classic circle can be considered as finished. In about 4 months, together with Ozymandias and Salahmander, I was able to finish Fury of Fire, a single huge map that will twist your bones. The whole remaster-procedure has been applied and the way has been set for the upcoming UTNT remaster that we are currently working on- so what's in there?

  • Added a new statusbar (base by NightFright)
  • Added widescreen graphics (incl. additional ones)
  • Added a new palette
  • Added dynamic lights (removed sector light effects)
  • Added special effects (volumetric light, fire particles)
  • Added brightmaps and gl-lights
  • Added gore effects (Nashgore)
  • Added hires sound effects
  • Added low-health effect
  • Added boss cast
  • Fixed various obivous things (aesthetics)
  • Turned everything into ZScript
  • Improved language
  • Improved colors for messages and statusbar graphics

As you might see, it doesn't seem to be much, but it should make up for a reason to replay this historical map. Enjoy the remaster and look forward to some more to come. Thanks to Ozymandias81 and Salahmander2, without you, this release would not have been possible at all.

Link

Torment & Torture : Classic Episode 3 Remastered

Torment & Torture : Classic Episode 3 Remastered

With Torment & Torture 3, I was quite faster considering the build time. In about 4 months, I was able to finish The Fortress of Damnation, with a total of two maps and a lot of twists that heaven't been seen in a Doom map yet, for example four totally new monsters and a new weapon without overwriting existing assets. What was that ZDoom-sorcery? This was planned to be the final installment in the Torment & Torture series, and well, I lied as we all know. As for the other two remaster, Torment & Torture 3 Classic Remaster features some quality-of-life-improvements but is a purer experience compared to TUTNT - so what's in there?

  • Added a new statusbar (base by NightFright)
  • Added widescreen graphics (incl. additional ones)
  • Added a new palette
  • Added dynamic lights (removed sector light effects)
  • Added special effects (volumetric light, fire particles)
  • Added brightmaps and gl-lights
  • Added gore effects (Nashgore)
  • Added hires sound effects
  • Added low-health effect
  • Added boss cast
  • Fixed various obivous things (aesthetics)
  • Improved language
  • Improved colors for messages and statusbar graphics

As you might see, it's not much, but it should make up for a reason to replay this historical map - historical at least for me. Enjoy the remaster and look forward to some more to come. Thanks to Ozymandias81 and Salahmander2, without you, this release would not have been possible at all.

Link

Torment & Torture : Classic Episode 2 Remastered

Torment & Torture : Classic Episode 2 Remastered

Two years after the release of Torment & Torture, I finished another take on this setup, this time called The Armory of Pain. Luckily the remaster didn't take me yet another two years (thanks to the help of Ozymandias and Salahmander). To date, this was the largest Doom map I have ever created. Despite its size, it was filled with intricate details (at least back then it wasn't common), a variety of styles, and a number of surprising events. As for the first remaster, Torment & Torture 2 Classic Remaster features some quality-of-life-improvements - and a lot of memories:

  • Added a new statusbar (base by NightFright)
  • Added widescreen graphics (incl. additional ones)
  • Added a new palette
  • Added dynamic lights (removed sector light effects)
  • Added special effects (volumetric light, fire particles)
  • Added brightmaps and gl-lights
  • Added gore effects (Nashgore)
  • Added hires sound effects
  • Added low-health effect
  • Added boss cast
  • Fixed various obivous things (aesthetics)
  • Improved language
  • Improved colors for messages and statusbar graphics

As you might see, it's not much, but it should make up for a reason to replay this historical map - historical at least for me. Enjoy the remaster and look forward to some more to come. Thanks to Ozymandias81 and Salahmander2, without you, this release would not have been possible at all.

Link

Torment & Torture : Classic Episode 1 Remastered

Torment & Torture : Classic Episode 1 Remastered

Do you remember "www.newdoom.com"? That classic Doom website that was launched prior to the release of Doom 3? Well, yes it's long time gone (and so is that third installation of our beloved classic). What makes me remember that website though is the Wad in a Week contest that was held back in December of 2000 when I created my submission and won a Doom shirt... and it started it all for me somehow as it was the very first step towards greater mapping. Oh - and it was the first episode of my Torment & Torture series. In case you haven't played it yet, you now have the chance to take a closer look at the classic episode with some additional twists - not as in the UTNT variant, but a more cleaner style, but with some quality-of-life-improvements:

  • Added a new statusbar (base by NightFright)
  • Added widescreen graphics (incl. additional ones)
  • Added a new palette
  • Added dynamic lights (removed sector light effects)
  • Added special effects (volumetric light, fire particles)
  • Added brightmaps and gl-lights
  • Added gore effects (Nashgore)
  • Added hires sound effects
  • Added low-health effect
  • Added boss cast
  • Fixed various obivous things (aesthetics)
  • Improved language
  • Improved colors for messages and statusbar graphics

As you might see, it's not much, but it should make up for a reason to replay this historical map - historical at least for me. Enjoy the remaster and look forward to some more to come. Thanks to Ozymandias81 and Salahmander2, without you, this release would not have been possible at all.

Link

The City of the Damned 2 - Apocalypse | Remaster released!

The City of the Damned 2 - Apocalypse | Remaster released!

After an on-and-off development phase of 3 years together with Nash Muhandes, Blue Shadow and Ozymandias81, we are proud to present you the long-awaited remaster of one the most prominent Realm667 classics: The City of the Damned 2 - Apocalypse. This is not just a visual facelift but an extensive overhaul. So what can you expect from this team-effort?

  • Improved progression and modern-style game design
  • Combat tweaks with punchier weapons
  • Bespoke(tm) gore effects by Nash Muhandes, made specifically for TCOTD2
  • A journal to keep track of your objectives, as well any letters you've found
  • A new, custom font to improve readability
  • New areas to discover (city cistern, camping site, swamp)
  • Expanded areas (new rooms in buildings, new shortcuts to avoid backtracking)
  • New puzzles and quests
  • A new item to help you anticipate the impending nightmares
  • Unique ammo types for all weapons
  • Fully localized text (available in english, german and italian)
  • Improved user interface for reading letters
  • Improved grammar and language
  • High resolution letter images just for the sake of style
  • Revamped monster cast (improved enemies, new enemies)
  • Final boss variants depending on whether you choose the Path of Doom or the Road of Blood
  • New final boss battle music
  • New fullscreen HUD and a slightly customized alt HUD
  • Improved player/actor scaling for fitting proportions
  • Improved exclamation marks for quest objects and letters
  • Judicious use of shaders for some sprites, and post processing
  • Toggle-able fog and snow effects
  • Optional weapon sway and strafe-tilting
  • Voxels for some static decorations
  • Converted most doors into Polyobjects for increased realism
  • Faux volumetric lighting effects
  • Displacement maps
  • Widescreen support (21:9)
  • Animated TITLEMAP instead of a static graphic
  • Full color sprites and textures (no longer restricted to the Doom palette)
  • Actor optimization and massive scripting cleanup
  • Full coop support (GZDoom P2P multiplayer only; NOT Zandronum)
  • Special: Finally you can visit the barn from the original TITLEPIC ;)

No matter if you have played the classic back in 2007 or if you are totally new to The City of the Damned 2 - Apocalypse, it's worth playing both ways. Check out the project page for more info and enjoy the remaster as much as we have enjoyed it revisiting it for you.

Link

Apocalypse of the Damned gets a remaster

Apocalypse of the Damned gets a remaster

The first release of The City of the Damned: Apocalpyse has hit the crowd on the 1st of November 2007. That's quite a long time to be honest. It was well received and still is one of the must-play-classics but it didn't age too well. In the past two years I didn't release anything new after finishing Blade of Agony but I remastered a few older releases that I thought of deserving it, like Austerity, Sapphire or The City of the Damned. For the second part of the series, I avoided working on it for a while because I found it too difficult to realize my own ideas without too much help. Fortunately though some well-known people from the communt like Blue Shadow, Nash and Ozymandias decided to join me and since about half a year we are concentrating on this very special remaster. So, what can you expect?

  • An extensive overhaul 3 years in the making
  • Combat tweaks with punchier weapons
  • Improved gore effects
  • A journal to keep track of your objectives, as well any letters you've found
  • A new, custom font to improve readability
  • New areas to discover (city cistern, camping site, swamp)
  • Expanded areas (new rooms in buildings, new shortcuts to avoid backtracking)
  • New puzzles and quests
  • A new item to help you anticipate the impending nightmares
  • Unique ammo types for all weapons
  • Fully localized text
  • Improved user interface for reading letters
  • Improved grammar and language
  • High resolution letter images
  • Revamped monster cast (improved enemies, new enemies)
  • Short introduction cutscenes for bosses (skippable)
  • Final boss variants depending on whether you choose the Path of Doom or the Road of Blood
  • New final boss battle music
  • New fullscreen HUD and a slightly customized alt HUD
  • Judicious use of shaders for some sprites, and post processing
  • Toggle-able fog and snow effects
  • Optional weapon sway and strafe-tilting
  • Voxels for some static decorations
  • Converted most doors into Polyobjects for increased realism
  • Faux volumetric lighting effects
  • Displacement maps
  • Widescreen support (21:9)
  • Animated TITLEMAP instead of a static graphic
  • Full color sprites and textures
  • Actor optimization and massive scripting cleanup
  • Full coop support (GZDoom multiplayer only; not Zandronum)
  • Special: Finally you can visit the barn from the original TITLEPIC ;)

That's quite a lot, isn't it? For further details and the latest content, just feel free to check the GitHub repository. Stay tuned for more media soon!

Link

Realm667 gets a needed face-lift

Realm667 gets a needed face-lift

After the page layout hasn't been touched for more than 4 years, I thought it would be the right time again to update the general layout and design. As you can (hopefully) already see, the complete menu and landing page got a large overhaul. On top of that I begun to make improvements to the subpages as well, which are mostly only aesthetical. If you spot something or if you have suggestions or wishes, feel free to post them in the board. Other than that I hope you like what you see.

By the way: We are still looking for news authors, so if you are interested in taking care of an up-to-date news section, feel free to apply in our forums as well.

Link

The Refinery - Trinity released

The Refinery - Trinity released

Lately I am really enjoying spicing up my old projects from time to time. It's nothing that "I have to" or that time plans demand from me, it's something I can work on when I am interested in doing. For the past year I have been working on a remaster of The Refinery with the title Trinity. There has been some bashing around when it was released in 2012 (let's simply forget about the "Shores of ZDoom" drama) and maybe it was released in a certain rush back then. Anyhow it wasn't released the way it was meant to be so I took the time to finish it up, adjust the gameplay, exchange some actors, add some new content and on top of it all, enhancing it with a 3rd playthrough that totally shuffles the cards again. Give it a try, at least three times before you wipe it of the harddrive again. It might be fun.

Link

DOOMIUM, one month till fission

DOOMIUM, one month till fission

After going on a trip towards the plains of Eternal Evilness and back, fai1025 got tired of huge adventures with a hidden treasure deep into far-far away shores of Hell. The Fai Slayer realised that travelling wide, desolated bits of Hell just to retrieve a random MacGuffin wasn't for them anymore. That's why they decided to gather a team of Science Slayers to exploit a chaotic and demonic radioactive matter known as DOOMium. Their research team has two months, until the 10th of December, to test and find out how DOOMium will benefit the future of mankind and other thriving people that have to deal with demons and alike on a daily basis.

This community project is a collection of 32 short maps using OTEX 1.1 as their only texture set and are interconnected using the exact same teleports for entering and exiting the level. It started on the 16th of October and there's only less than one month left now.

Prior to this community project, fai1025 also did a 20 maps MegaWAD named Unternity in an attempt to move on from Eviternity as a too big maps MegaWAD. Check the links provided for the community project and Unternity MegaWAD if you want to learn more about this DOOM mapper's past projects.

Link

Doom Wads' showcase channel

Doom Wads' showcase channel

Few weeks ago, I stumbled upon a YouTube channel named "Doom Wads" that uploads one video weekly (+ the month the week is set in) where they show a bit of gameplay from multiple WADs. They display the name of the WAD, the number of maps the WAD has, the author's name and the monster count. If you want to try new WADs, test fresh creations and keep yourself up to date with what's going on, I am confident you will find this channel interesting and useful. Moreover, because the NanoWADMo finishes less than 10 days ago, a lot of WADs were put in the video. First week of November. And here's the direct link to their channel.

Link

NaNoWADMo is over

NaNoWADMo is over

There are many things that are cool about the month of October. Mainly because it ends with Halloween, objectively the best special day earthlings have to offer. The Spook Season has the best vibes, so I guess it’s not a surprise that the NaNoWADMo took place during that month. For those who do not know, the NaNoWriMo (standing for National Novel Writing Month) is a month-long contest but foremost a self-challenge spanning each November in which you try to be consistent enough to compose a story made of 50,000 words on about any topic.

And NaNoWADMo is clearly the same vibes, but with WAD mapping. The goal is basically to map something during the 31 days of October. Well, October is sadly over and so is NaNoWADMo. And oh yeah! People did map WADs! I’m particularly looking forward into trying the WADs from Kam Tovalski, Meowgi, Blue Phoenix, Death Bear, Napsalm and cannonball; but just try them all! There are 17 links in the second message of the event and you can head toward the provided link to discover them.

Link

Mekanism Episode 2 is here

Mekanism Episode 2 is here

Back in March, Womp the Cat released their WAD named MEKANISM. Initially, it had 6 maps with an interesting, dark environment accompanied with, according to its author, orange and purple touches. It got updated about an hour ago with a brand new episode, along with some tweaks and a secret level made with the collaboration of Thelokk.

Sadly enough, the initial episode 1 message got wiped out for the second episode's release, but if you’re looking for stuff to try, here’s a really fresh addition. I will definitely try it out soon and you can read more on their project page.

Link

News archive

Art & Design

 

Photography

 

Doom


Game Music
 

RELEASED

The Refinery - TrinityThe Refinery - Trinity

The Refinery - Trinity

A reinterpretation or remake of Doom's original E2M3, heavily inspired by KDiZD. The whole map has been enlarged, restructured, new areas have been added, old ones enhanced and the whole thing has been turned into something more real and creepy. Expect something totally different in a place that you already know to a very good extend. By the way, playing it three times in a row reveals a surprise.

Details & Download

Stronghold - On the Edge of ChaosStronghold - On the Edge of Chaos

Stronghold - On the Edge of Chaos

CacowardYou know Doom, it is always the same, get some weapons, infiltrate the destroyed UAC base or demon hive, kill all the monsters and hellspawn and find the exit switch. This was Doom... until now: Stronghold is a mixture of Unreal Tournament's Assault mode and Skulltag's Invasion mode. Defend your Stronghold against hundreds of monsters, divided into several waves. Earn points, get rewards between waves and let no single enemy pass!

Details & Download

Knee-Deep in ZDoom [KDiZD]Knee-Deep in ZDoom [KDiZD]

Knee-Deep in ZDoom [KDiZD]

CacowardThe experience of playing through Knee-Deep in the Dead is one that many gamers will never forget, but through the years the episode has become too easy for  many to play through and enjoy the way they did the first time. Knee-Deep in ZDoom is an interpretation of Id Software's original groundbreaking production, Knee-Deep in the Dead.

Details & Download

The City Of The Damned - ApocalypseThe City Of The Damned - Apocalypse

The City Of The Damned - Apocalypse

You found the original City of the Damned scary and cool? Then you should really get its successor with the promising subtitle Apocalypse. Expect a complete new Doom experience that isn't so Doom anymore. Kill zombies, solve puzzles and get yourself through the City of the Damned again... alive!

Details & Download

The Ultimate Torment & TortureThe Ultimate Torment & Torture

The Ultimate Torment & Torture

CacowardThis is a complete compilation of all the Torment & Torture maps ever made including the all new Episode 4 "Havoc". But don't worry, it's not just a merged wad, it's by far more like that ...and I am sure you won't miss that, will you? Get the full "Torment & Torture" experience now, don't waste any more time with reading this!

Details & Download

Ultimate Torment & Torture - InvasionUltimate Torment & Torture - Invasion

Ultimate Torment & Torture - Invasion

This is a 5-MAP project for Skulltag's multiplayer Invasion mode based in the world of "Torment & Torture" and is meant to be a little cake before the main mod "The Ultimate Torment & Torture" is released. If you liked the gorgeous battles in my previous maps, you will love this little invasion mapset!

Details & Download

Austerity - A Simplicity TributeAusterity - A Simplicity Tribute

Austerity - A Simplicity Tribute

A little project I started out of a spontaneous mood, a tribute to Agent Spork's awesome masterpiece Simplicity, Austerity is inspired by its design and kind of gameplay. Expect a total of 3 intense and thematic different and unique maps with a lot of traps, monster ambushs and arcade gameplay.

Details & Download

Sapphire - Orbital ResearchSapphire - Orbital Research

Sapphire - Orbital Research

This is a medium sized map based on a space station, a research facility for engines powered by simulated black holes, maintained by the Sapphire Corps. To achieve a believable atmosphere it uses some of the latest advantages of GZDoom such as real skyboxes (Halflife and Q3 style) and true color stuffage.

Details & Download

Blade of AgonyBlade of Agony

Blade of Agony

CacowardBlade of Agony is a story-driven FPS. The project is inspired by WWII shooters from the 90's and early 2000's, like Wolfenstein 3D, Medal of Honor, and Call of Duty, but with faster-paced gameplay in the spirit of Doom! The game can be played standalone using the GZDoom engine as a base.

Details & Download

Torment & Torture Lost EpisodeTorment & Torture Lost Episode

Torment & Torture Lost Episode

Yet another map in the universe of "Torment & Torture", yet again more classic like TNT1/2 with lots of brown, lots of monsters and lots of quakish places. This installment of the TNT series is based in a large cave filled with lava and little isles, but that's not all. Expect lots of nice surprises and things you won't never ever count with! This one is hard!

Details & Download

The City Of The DamnedThe City Of The Damned

The City Of The Damned

This was never meant to be a whole new map when I started to test my Blood-Resources and CodeImps DoomBuilder but... well, it's the Doom Addiction. What you see here is a mid-sized map in a small downtown area, filled with Blood textures and sights. It's pretty hard but doable if you use certain paths through the map. Play it and you will like it!

Details & Download

Torment & Torture Episode 3Torment & Torture Episode 3

Torment & Torture Episode 3

The third installment of the "Torment & Torture" series and officially this was the last when I created it, entitled the "Fortress of Damnation". Cold plain fields and seas of lava are waiting for you and somewhere beyond the last dark portal that still spawns hundreds of deimons running down your homeworld. This episode is filled with surprises, new enemies, new weapons and many more stuff, so just play it!

Details & Download

Torment & Torture Episode 2Torment & Torture Episode 2

Torment & Torture Episode 2

After almost one year and Torment & Torture's success at the "Wad in a week" contest at NewDoom.com, the saga continues with the next episode with the promising title "Armory of Pain", an evil installment built by the "Ogros Corps.", an abandoned steel-processing and mining site. Put off your armory because this is going to be hot!

Details & Download

Torment & Torture Episode 1Torment & Torture Episode 1

Torment & Torture Episode 1

My entry to NewDoom.com's "Wad in a Week" contest and at the same the contest's winner - thanks for choosing me!. It's a mid-size quake style level with countless ZDoom features, dark crypts and libraries, lots of action and the introduction to the whole TNT series. Not as good as its successors but still a piece of art you have to play!

Details & Download

Currently in development

Demonic UprisingDemonic Uprising

Demonic Uprising

Demonic Uprising is a community megawad filled with maps from different authors in the world of Heretic. It confronts the player with the story and situation after the defeat ot D'Sparil. It's filled with new resources, many of them never seen before in a project yet.

Details

Community

ZDoom Community Map Project - Take 2ZDoom Community Map Project - Take 2

ZDoom Community Map Project - Take 2

ZDCMP2As the successor to the ZDCMP1, the second take follows the same rules: Various mappers and modders are working on fixed dates/slots on the map and continueing where the prior person has stopped. Expect a high quality-Doom experience with countless surprises and numerous things that push ZDoom to its limits.

Details & Download

ZPack - Random Maps for ZDoomZPack - Random Maps for ZDoom

ZPack - Random Maps for ZDoom

A ZDoom community effort featuring four complete episodes with random maps of people from the - well - ZDoom community. I was organizing and spearheading this project and did myself 6 map contributions, some graphical "donations" and 2 new monsters which can also be found in the Beastiary.

Details & Download

Community Chest 3 ContributionCommunity Chest 3 Contribution

Community Chest 3 Contribution

CacowardThe Community Chest, a Boom compatible megaward for the third time now, finally with a Tormentor667 contribution although it was quite hard for me as a ZDoom mapper to stick with the limited features of Boom. Nevertheless, I think my entry became enjoyable. It features new music, a new sky (MBF, ZDoom and compatible) and I also donated some graphics such as the TITLEPIC.

Details & Download

ZDoom Community Map Project - Take 1ZDoom Community Map Project - Take 1

ZDoom Community Map Project - Take 1

CacowardOne day I had this crazy idea of creating one huge map together with my ZDoom community over at forum.zdoom.org, each person had one day and after this, the map was passed on the next participant. After one and a half month, the project was finished and you can play the result right now :) Have fun! Important: This is the "Overhaul" edition with bugfixes and DECORATE fixes!

Details & Download

Unreleasables

Back To HellBack To Hell

Back To Hell

This was the second big project I worked on in my life and the first time I was playing around with sourceports (Doom Legacy 1.2 in this case as far as I can recall correctly), unfortunately some of it was lost due to a hardware crash but... well, judge for yourself!

Shame & Download

XMas DeathmatchXMas Deathmatch

XMas Deathmatch

The first project ever released by Tormentor667. It's actually a christmas-themed deathmatch set with new sprites. weapons, textures and a nice looping and neverending holiday midi tune. The quality is - surprisingly - on a very low niveau, but the piece will get you in a comfortable christmas mood, just try it. It's here for history-purposes though, don't expect to much.

Shame & Download

After NightfallsAfter Nightfalls

After Nightfalls

This was the first big Doom project I was working on in the summer of 1999 together with a former friend of mine known as "Acidflash31". I still can remember when we sat in front of his machine together on summer evenings after the pool has closed and working together on the maps... [/sentimentality-mode:off]

Shame & Download

ABANDONED

Pogostick - Doom PlatformerPogostick - Doom Platformer

Pogostick - Doom Platformer

Ever wondered what Doom could look like if it was a platform style game just like Commander Keen? Well, here you can experience how this could be! Pogostick is a 2D sidescrolling platformer modification for ZDoom/GZDoom with great features for mappers like "Score System", "Bonus System", "Corner Camera Movement", "Zoom Possibility" and many more!

Details & n/Download

Perforated Entrails - RenaissancePerforated Entrails - Renaissance

Perforated Entrails - Renaissance

Perforated Entrails - Renaissance was a project with great ambitions and fresh ideas based on the community's most famous multiplayer sourceport predecessor "Skulltag". The light version never really lived up the way it was intended to be and that was the reason for reviving this project from the dead. Unfortunately my lack of motivation for multiplayer deathmatch ended the second try faster than the first.

Details & n/Download

The City of the Damned 3The City of the Damned 3

The City of the Damned 3

The City of the Damned 3 is the final part of a trilogy heavily inspired by action-survival horror games like Resident Evil or Silent Hill. Relieve the zombie apocalypse that haunted a mid-us metropole and turned the population into brainless killers. Intense atmosphere and a thrilling plot await.

Details & n/Download

Creating complex and convincing projects always requires a certain amount of custom resources. This doesn't only cost a lot of time, you are also supposed to have the skill and software to realise custom actors, new sprite sets and complete new content. If you can't do that on your own, you can still ask someone else to help you but in most of the cases you are left on your own, especially if you have just started mapping. The Realm667 Repositories are supposed to fill this gap by offering all kinds of resources a project might need - no matter if you are looking for weapons, items, props, textures, monsters or special effects, no matter if you need them for your Doom-, Heretic-, Hexen- or Strife-themed map - we have what you are looking for. But the repositories aren't only an opportunity for mappers, it's also a chance for modders and spriters to spread their work - it's a give and take.

For the various categories of resource-types, simply choose from the left menu (e.g. "Beastiary", "Armory", etc.) to get a full list of all entries. If you want to have the classic preview overview with details, simply choose the theme/subtype of the category (e.g. "Doom style", "Heretic/Hexen style", etc.).
        Welcome to the Beastiary

Latest submissions

Lock Keys

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LockKeys

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Name: Lock Keys
Type: Keys
Palette: Custom
Summon: (Blue/Red/Yellow/Gray)(Lock/Hell)Key
Use Type: Inventory
Duration: N/A
Brightmaps: None
ACS: None
{tab=Credits}
Submitted: JossTheFox
Code: JossTheFox
GLDefs: JossTheFox, Graf Zahl (from GZDoom's lights.pk3)
Sprites: Raven Software (Hexen), id Software (Doom Beta)
Sprite Edit: JossTheFox
Idea Base: I haven't seen anyone make normal keys.
{tab=Description}
Ever thought it's weird that you still find keycards and skullkeys when running around in a (presumably) completely normal city? I did, too, so I made this.
The keys come in four colors: blue, red, yellow, and gray. You can use the gray key as a base to make your own colors, if you wish. There's alternate inventory icons for every key color in case you like them horizontal instead of vertical. There's also alternate keys with a skull handle, for those cities that've been occupied by Hell's forces just a bit too long!

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archive Lock Keys  (4 KB)

Ceiling Drills

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CeilingDrills

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Name: Ceiling Drills
Connection: None
Palette: PNG
Summon:
    Props: CeilingDrill[Holding/Empty/Broken1-6], CDrill[Buried/Dud]
    Hazards: CeilingDrill[Driller/Exploder], PrimedDrill
    Activatables: CeilingDrillDrillerActive, CeilingDrillExploderActive, CeilingDrillDrillerSwitch
Ambient Sound: None
De-/Activatable: Yes
Destroyable: No
Special Effects: None
{tab=Credits}
Submitted:
TheDoomedArchvile
Code: TheDoomedArchvile, Jekyll Grim Payne, Gothic
Sprites: Zrrion the Insect
Sprite Edits: TheDoomedArchvile
Sounds: Freesounds (xxqmanxx), Capcom, Bulletstorm
GLEDFS: TheDoomedArchvile
Idea Base: Environmental tech hazards
{tab=Description}
Ceiling Drills that can drop down on the player or enemies. This pack comes with eight ceiling props, two ground props, two hazard drills that will drop automatically when walking under them, three activatable drills that will drop when used with Activate/Deactivate Thing, and one ground drill already primed.
There are two types of drills. One that falls and deals minor damage on its way down only, and one that will also prime itself to explode when an actor gets too close after landing.

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archive Ceiling Drills  (217 KB)

Soul Reaper

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SoulReaper

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Name: Soul Reaper
Difficulty: Medium
Connections: None
Summon: SoulReaper
Melee: Yes
Distance: Projectile
Type: Demon, Undead
Brightmaps: Yes
Actor modification: None
ACS: None
{tab=Credits}
Submitted: Ganbare-Lucifer
Code: esselfortium, Ganbare-Lucifer
GLDefs: Ganbare-Lucifer
Sounds: id Software, David Fienup, Austin Hindman, Neil Goldsmith, Reeko Smith
Sprites: id Software, Vader
Sprite Edit: Vader
Idea Base: Soul Reaper from KDiKDiZD
{tab=Description}
A bruiser-type undead demon with aggressively-homing fireballs, and grim ripping claws.

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Despicable

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Despicable

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Name: Despicable
Difficulty: Easy
Connections: Demon
Summon: Despicable
Melee: Yes
Distance: None
Type: Demon
Brightmaps: Yes
Actor modification: No
ACS: No
{tab=Credits}
Submitted: Anonymoose
Code: Anonymoose
Sounds: Doom IWAD
Sprites: Id Software
Sprite Edit: Anonymoose
Idea Base: Pre-existing 'nether' variants of Mancubus, Arachnotron and Revenant with black armor/metal, darker flesh, and chains / shackles.
{tab=Description}
This is a simple re-color / touch-up of the pinky demon which features a 'tainted' flesh-tone skin, red eyes, and black horns/nails. This pinky-variant is shackled around the ankles with a chain hanging between. It is also shackled (with broken chains) around the wrists.
He's had his health increased to 220 (from the default 150 Pinky health value). Still low enough to reliably one-shot with the SSG. Actor speed has been decreased from 10 (default) to 7 as it is shackled, and will perform 2 quick bites in rapid succession. Pain chance has been increased from 180 to 220 because this Pinky likes being degraded.

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archive Despicable  (318 KB)

Blight Lord

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Blightlord

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Name: Blight Lord
Difficulty: hard
Connections: none
Summon: Blightlord, BlightlordWasphive
Melee: Yes
Distance: Projectile
Type: Demon
Brightmaps: yes
Actor modification: no
ACS: no
{tab=Credits}
Submitted: DeVloek
Code: DeVloek
GLDefs: DeVloek
Sounds: darsycho, 3D Realms, DeVloek
Sprites: Cybermonday, 3D Realms, DeVloek, Tomoyoshi Yamane
Sprite Edit: DeVloek
Idea Base: various evil creatures from the swamps
{tab=Description}

Blightlords are the malevolent rulers of fetid marshlands, hellish morasses and accursed quagmires.
They are semi-boss type monsters that deal poison damage and are immune to it.
Their abilities include conjuring toxic clouds and summoning wasp swarms at close to mid distance,
and launching fast projectiles at any distance to their unfortunate victims.
The wasps have a limited lifetime which is further reduced when they deal damage.
They hunt down their targets relentlessly, but can be shot down.

Includes wasp hive prop. Hangs from the ceiling and spawns wasps when threatened.

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archive Blight Lord  (248 KB)

Painkiller Shotgun

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PainkillerShotgun

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Name: Painkiller Shotgun
Class: 3
Type: Hitscan, Projectile
Palette: Doom
Summon: PKShotgun
Ammotype: Shell, Cell
AltFire: Yes
{tab=Credits}
Submitted: Doomperson 999
Code: lolo_is_cool, Doomperson 999
Sprites: Painkiller, Doom 64, Scuba Steve, Heretic
Sprite Edit: lolo_is_cool
Sounds: Painkiller
Idea Base: Shotgun from the game Painkiller.

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Warpscourge

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WarpScourge

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Name: 'Warpscourge' Plasma Rifle
Class: 6
Type: Projectile
Palette: Custom
Summon: WarpScourge
Ammo Type: Cell
Altfire: Yes
Powered Mode: No
Brightmaps: No
Actor modification: No
ACS: No
{tab=Credits}
Submitted: Rifleman
Code: Rifleman
Sounds: Doom, Hexen, SilverIllusionist
Sprites: Doom, Hexen
Sprite Edit: Rifleman
Idea Base: Random idea
{tab=Description}
A mystical artifact was found during one of UAC's expeditions. While seemingly broken and non-functional, a bored scientist trid to hook it up to Plasma Rifle energy source and thus WarpScourge Rifle was born. It amplifies the power of a regular Plasma by drawing upon the life energies of the nearby beings, but it also seems to have retained some if its former abilities...

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MG-45

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MG45

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Name: MG-45
Class: 4
Type: Hitscan
Palette: Custom
Summon: MG45
Ammotype: HBAmmo (custom)
AltFire: No
{tab=Credits}
Submitted: Doomperson 999
Code: Doomperson 999, willkuer, BFGMajorMike, ZMC, elSebas54
Sprites: Blackmore1014, Demirgon, willkuer
Sounds: ZVX, Sgt. Mk. IV, willkuer, Sound Dogs, ZMC
Idea Base: Einheitsmaschinengewehr (The Universal Machine Gun Concept).
{tab=Description}
In 1944, the material shortages of the Third Reich led to the development of a newer material-saving simplified version of the MG 42, the MG 45 (or MG 42V). It fires at a faster rate than that of the MG-42, which, even with its original fire rate, could sever limbs and cut people in half with its bullet barrage.

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Wendigolem

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Wendigolem

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Name: Wendigolem
Difficulty: Medium
Connections: Uses the Heretic Golem as base, and Ghastly_Dragon's Frostfang projectiles
Summon: Wendigolem
Melee: Yes
Distance: Medium
Type: Ice, Magical
Added States: Yes
ACS: No
{tab=Credits}
Submitted: Skies
Code: Skies, Ghastly_dragon
Sprites: Raven Software, Amuscaria
Sprite Edit: Skies, Ghastly_dragon
GLDefs: Ghastly_dragon
Sounds: Blizzard Entertainment, CutmanMike (GvH), Ghastly_dragon, Raven Software
Idea Base: Ghastly_dragon's Ice Golem and Frostfang
{tab=Description}
Looks like a standard golem, but with an ice-like recolour. Can use three different attacks: melee attacks, regular missile attacks (Ghastly_dragon's Frostfang ice shards) and a super missile attack (Powered Frostfang ice ball). It's stronger and faster than regular Nitrogolems and the super attack, although it happens with low probability, is an almost sure one-shot, so use with care.

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Loot Imp

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LootImp

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Name: Loot Imp
Difficulty: easy
Connections: none
Summon: LootImp_Random, LootImp_Generic, LootImp_Weapons, LootImp_Ammo, LootImp_Health, LootImp_Armor, LootImp_Powerups, LootImp_Golden
Melee: no
Distance: no
Type: Demon
Brightmaps: yes
Actor modification: no
ACS: no
{tab=Credits}
Submitted: DeVloek
Code: DeVloek
GLDefs: DeVloek
Sounds: SnowFightStudios
Sprites: Vader, Nmn
Sprite Edit: DeVloek
Idea Base: Thieves from Golden Axe, Treasure Goblins & Loot Gnomes from various games
{tab=Description}
This thievish little Imp carries a backpack full of stolen goodies around. He may drop a few items when hit, but to get all the loot you have to kill him.
He doesn't fight back, but he's very quick and tries to escape! He also taunts you relentlessly...

The dropped loot is randomized, the items will be selected from different loot tables.
Pre-defined Loot Imp variants, loot tables and color translations are included, the framework allows for easy addition of more.

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Spider Turret

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SpiderTurret

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Name: Spider Turret
Difficulty: Medium
Connections: Doom2 iwad
Summon: Turret_Base
Melee: No
Distance: Projectile
Type: Demon, Cybernetic
Brightmaps: Yes
Actor modification: None
ACS: None
{tab=Credits}
Submitted: #
Code: Captain Toenail
GLDefs: GZDoom (lights.pk3), Captain Toenail
Sounds: Doom64
Sprites: Doom
Sprite Edit: Captain Toenail
Models: Captain Toenail
Idea Base: Helldivers 2 sentry turrets
{tab=Description}
The Spider Turret is an extension of the Spider Mastermind's power, used toremotely view and defend key areas from the human counter-invasion.
This biomechanical horror is comprised of a demon-brain targeting system and ever-watchful eye, fused to a mounted plasma gun emplacement.
Take advantage of the turret’s limited turning speed to outmanoeuvre its deadly line of fire, and bombard it with heavy weapons to make it flinch.

This is a 3D enemy and is only visible in Hardware mode.

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archive Spider Turret  (29 KB)
Updated Apr 30th, 2024

Nitromite

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Nitromite

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Name: Nitromite
Difficulty: easy
Connections: none
Summon: Nitromite
Melee: Explosion
Distance: no
Type: Demon, Explosive
Brightmaps: yes
Actor modification: no
ACS: no
{tab=Credits}
Submitted: DeVloek
Code: DeVloek
GLDefs: DeVloek
Sounds: Raven Software, 3D Realms, DeVloek
Sprites: Amuscaria, id Software
Sprite Edit: DeVloek
Idea Base: Jumping spiders, Mite from Hellforged 2
{tab=Description}
This evil critter is a cross between a jumping spider and a landmine.
By some demonic machinations, the Nitromite is full of nitroglycerin and ready to detonate any moment.
It can easily traverse any terrain by jumping over ledges and moving on ceilings.
Once close enough to the target, it will sacrifice itself and explode.
If killed before detonating itself, the volatile nitro in its body will explode after a short delay.

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archive Nitromite  (202 KB)
Updated Apr 26th, 2024

Hotchkiss M1914

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Hotchkiss

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Name: Hotchkiss M1914
Class: 4
Type: Hitscan
Palette: Custom
Summon: HotchkissHMG
Ammo Type: Clip
Altfire: No
Powered Mode: No
Brightmaps: No
Actor Modification: No
ACS: No
{tab=Credits}
Submitted: BFGMajorMike
Code: BFGMajorMike
Sounds: Call of Juarez Bound in Blood
Sprites: BFGMajorMike
Idea Base: The Project im doing, the Doughboys in WWI (God bless the USMC)
{tab=Description}
One combatant may have arrived late, but not too late to be able to change the outcome of the war. Unexpectedly, it seems that this unit is actually excited about entering the conflict. And that unit is you. Thanks to the ingenious Hotchkiss et Cie company, you can now wield this beaut, but instead of clips, you use a box for sustained fire, high damage but chews up ammo fast. And while your allies are in retreat, hell has just arrived.

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archive Hotchkiss HMG  (69 KB)
Updated Apr 26th, 2024

Riot Shotgun

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RiotShotgun

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Name: Riot Shotgun
Class: 3
Type: Hitscan, Projectile (secondary firemode)
Palette: Custom
Summon: RiotShotgun
Ammo Type: Shell, Ricoshell (custom)
Altfire: Yes, toggle mode
Powered Mode: No
Brightmaps: Yes
Actor modification: No
ACS: No
{tab=Credits}
Submitted: Resident
Code: Resident
GLDefs: Resident
Sounds: Valve, Bungie, id Software
Sprites: TSF/TypicalSonicFan, id Software, Melodica (tracer texture), HorrorMovieRei (tracer model)
Sprite Edit: Resident (muzzle flash edits, pickup sprite edit), Devloek (ammo and alternate loading edits)
Idea Base: Shotgun from the Halo games, the real-life Benelli M3, Unreal's Flak Cannon
{tab=Description}
Designed specifically for riot control situations. Its primary fire is similar to your average run-of-the-mill pump action shotgun, but with a much larger bore to widen the weapon's spread. While this severely hinders accuracy, its wider area of effect and increased number of pellets makes it much easier to hit several targets at once in small groups.
Its secondary fire switches from standard buckshot rounds to heavier, slower shot that ricochets off of walls, at the cost of overall damage and much, much slower travel speed.

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Super Riot Shotgun

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SuperRiotShotgun

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Name: Super Riot Shotgun
Class: 3-4
Type: Hitscan
Palette: Doom
Summon: SRSG
Ammo Type: Shell
Altfire: No
Powered Mode: No
Brightmaps: Yes
Actor modification: No
ACS: No
{tab=Credits}
Submitted: DeVloek
Code: DeVloek
GLDefs: DeVloek
Sounds: id Software, DeVloek
Sprites: Carbine Dioxide, Mr.Enchanter
Sprite Edit: DeVloek
Idea Base: you can never have enough shotguns!
{tab=Description}
A drum-fed, double-barreled riot shotgun, useful for crowd control. Consumes 2 shells per shot, has twice the fire rate of the SSG but pellets deal less damage.

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archive Super Riot Shotgun  (33 KB)

Cacomancer

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Cacomancer

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Name: Cacomancer
Difficulty: Medium
Connections: none
Summon: Cacomancer
Melee: no
Distance: projectile
Type: Demon, healer, support
Brightmaps: yes
Actor modification: no
ACS: no
{tab=Credits}
Submitted: DeVloek
Code: DeVloek
GLDefs: DeVloek
Sounds: id Software, Aubrey Hodges, juanricardom
Sprites: id Software, Midway, 3DRealms, Jimmy91, Yurithehairfan, Craneo
Sprite Edit: DeVloek
Idea Base: Ettin Royal Guard, Aura Spheres
{tab=Description}
The Cacomancer is a smaller and less sturdy Cacodemon subspecies that can turn the tide of a battle with several support abilities:
- emits a protective aura that makes monsters more resilient and heals them
- casts a buff on individual monsters that increases their speed and damage
- resurrects dead monsters (but cannot be resurrected itself)
- prioritizes healing and buffing monsters over attacking enemies
- tends to stay above the battlefield and tries to dodge attackers

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Hell Duke

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HellDuke

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Name: Hell Duke
Difficulty: Hard
Summon: Hellduke
Melee: Yes
Connections: Cyberdemon
Distance: Projectile, Melee
Type: Demon/Mechanical
Brightmaps: no
ACS: No
{tab=Credits}
Submitted: flyingbrick
Code: Amuscaria, flyingbrick
GLDefs: SkyMarshall, SamVision
Sounds: Raven Software, Monolith Productions, DBThanatos
Sprites: Amuscaria, Raven Software
{tab=Description}
A much tougher relative of hell nobles that underwent cybernetic treatment. Too bad this species is intelligent enough for hell to trust with a slightly more versatile Arm cannon, so have fun dodging grenades if you're lucky and survive a round at close quarters with this monstrosity.

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Vanilla Heretic Corpses

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VanillaHereticCorpses

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Name: Heretic Corpses
Connection: None
Palette: Heretic
Summon: Dead[Player, Player2, Gargoyle, Gargoyle2, Golem, GolemGhost, Knight, KnightGhost, Wizard, Lich, Clink, Beast, Beast2, Snake, Minotaur, Serpent, Sorcerer, Chicken], PlayerHead
Ambient Sound: No
De-/Activatable: No
Destroyable: No
Special Effects: No
Brightmaps: No
Actor modification: No
ACS: No
{tab=Credits}
Submitted: Skies
Code: Skies
Sprites: Heretic IWAD

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archive Vanilla Heretic Corpses  (2 KB)

AN-94

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AN94

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Name: AN-94
Class: 4
Type: Hitscan
Palette: Doom
Summon: E_AN94
Ammo Type: Clip
Powered Mode: No
Added States: No
ACS: No
{tab=Credits}
Submitted: Watermelon666
Code: Watermelon666
Sounds: New World Interactive
Sprites: Watermelon666, Monolith Productions, ID software
Idea Base: AN-94 from Battlefield IV
{tab=Description}
The An94 is a Russian Assault Rifle with a special burst mode, This assault rifle, besides being fully automatic, can also fire a burst of two shots almost simultaneously, feeling the recoil of a single shot.

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archive AN-94  (334 KB)

Devastator

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Devastator

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Name: Devastator
Class: 7
Type: Projectile, Melee
Palette: Doom
Summon: Devastator
Ammo Type: Cell
Altfire: No
Powered Mode: No
Brightmaps: No
Actor modification: No
ACS: No
{tab=Credits}
Submitted: BFGMajorMike
Code: Amuscaria, Gothic
GLDefs: Gothic
Sounds: Doom 3, Doom 64, Strife, Amuscaria
Sprites: SoniK.O.Fan, Amuscaria, Doom, Strife
Sprite Edit: Amuscaria
Idea Base: The Devastator from Demon Eclipse and Stronghold

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Dark Claw

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DarkClaw

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Name: Dark Claw
Class: 6
Type: Projectile
Palette: Doom
Summon: DarkClaw
Ammo Type: DemonicEnergy (custom)
Altfire: No
Powered Mode: No
Brightmaps: No
Actor modification: No
ACS: No
{tab=Credits}
Submitted: Gothic
Code: Gothic
GLDefs: Gothic
Sounds: Koei-Tecmo (Fatal Frame)
Sprites: Nmn, id Software. Smoke sprites taken from WRW, unknown author.
Sprite Edit: Gothic
Idea Base: Dark Claw from the Doom Bible
{tab=Description}
The Dark Claw is a demonic artifact that casts a dark cloud of tortured essence that sticks into an enemy and damages it and anyone surrounding it.
It uses the same ammo as the Unmaker in the Armory, but this one has different sprites (this one doesn't need to be scaled down) so if you want to use both, check which sprites are you gonna use.

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archive Dark Claw  (94 KB)

Terminator Shotgun

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TerminatorShotgun

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Name: Terminator Shotgun
Class: 3
Type: Hitscan
Palette: Custom
Summon: TerminatorShotgun
Ammotype: Shells
AltFire: No
{tab=Credits}
Submitted: BFGMajorMike
Code: JoeyTD, BFGMajorMike
Sprites: id software, Lossforwords, Navaro
Sprite Edit: BFGMajorMike
Sounds: CoD: MW2

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archive Terminator Shotgun  (503 KB)

Behemoth

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Behemoth

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Name: Behemoth
Difficulty: Hard
Summon: Behemoth
Melee: No
Connections: fatso
Distance: Projectile (close and long)
Type: Demon/Mechanical
Brightmaps: No
ACS: No
{tab=Credits}
Submitted: Flyingbrick
Code: Amuscaria
GLDefs: SkyMarshall, SamVision
Sounds: DBThanatos, 3DRealms, id Software
Sprites: Amuscaria
{tab=Description}
A mancubus further enlarged and toughened up through the best of hell's rapidly advancing genetic and mechanical engineering. Instead of a couple crude flame thrower, it's armed with a pair of heavy basilisk cannons, being able to scorch hordes at close range, and blast them away at range with a mix of accuracy, speed, and power never seen before. It doesn't help demons have finally figured out how armor works.

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Updated Mar 16th, 2024

Osiris Props

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OsirisProps

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Name: Osiris Props
Connection: None
Palette: Doom
Summon:  Osiris_Short_[Stone/Obsidian/Fire]_Column, Osiris_[Stone/Obsidian]_Pillar, Osiris_Nefertiti(_Column), Osiris_Brazier(_Column), Osiris_Burning_Barrel, Osiris_Explosive_Barrel_[Nukage/Blood], Osiris_[Stone/Obsidian]_KeyMarker_[Red/Green/Yellow/Blue]
Ambient Sound: No
De-/Activatable: No
Destroyable: Yes, the explosive barrels
Special Effects: No
Brightmaps: No
Actor modification: No
ACS: No
{tab=Credits}
Submitted: Captain Toenail
Code: Captain Toenail
GLDefs: Captain Toenail, GZDoom (lights.pk3)
Sounds: N/A
Sprites: Osiris, Doom, Heretic
Sprite Edit: Glen Payne, Marshal Bostwick, Captain Toenail, Gothic
Idea Base: Osiris  TC

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Console Doom Textures

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PSXDoomTex

{tab=Info}
Source: JAG Doom, PSX Doom, PSX Final Doom
Count: 609 (Whole), 90 (Unique), 10 (PC)
Palette: Doom
Format: TEXTURES
Anims/Switches: Yes, ZDoom compatible
{tab=Credits}
Conversion: Team GEC, PGE
Author: Harry Teasley, PGE
Submitted: PGE
{tab=Description}
Textures taken from the ports of Doom and Final Doom to the Atari Jaguar and Sony PlayStation.
Comes in 3 packages.
WHOLE: Every single texture from PlayStation Doom.
UNIQUE: Only the unique ones (ie. ones that aren't PC textures with a sharpening filter).
PC: A set of textures edited to look more like their DOS counterparts.

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3D Hero & TAO Textures

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3DHeroTAOText

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Source: 3D Hero, TAO
Count: 436
Palette: Custom
Format: TX_Markers
Anims/Switches: ZDoom Compatible
{tab=Credits}
Conversion: Diodeus
Author: ENGINE Technology
Submitted: PGE
{tab=Description}
Textures from the Taiwanese 3D Shooters "3D Hero" and "TAO" by ENGINE Technology. Mostly themed around ancient China.

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archive 3D Hero & TAO Textures  (1.29 MB)

Infernal Beast

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InfernalBeast

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Name: Infernal Beast
Difficulty: medium
Connections: none
Summon: Infernalbeast
Melee: yes
Distance: projectile
Type: Demon
Brightmaps: no
Actor modification: no
ACS: no
{tab=Credits}
Submitted: DeVloek
Code: DeVloek
GLDefs: DeVloek
Sounds: JamesFarrell_97, cylon8472, magnuswaker, hykenfreak
Sprites: Nmn, Midway, Freedoom
Sprite Edit: DeVloek
Idea Base: Hellhound mythology
{tab=Description}
The Infernal Beast emerged from the fiery depths of hell to hunt down its prey. Not as sturdy as a Hellknight but much faster. Highly resistant to fire. Shoots barrages of fireballs while moving quickly into melee range.

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ThermoNuker

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ThermoNuker

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Name: ThermoNuker
Class: 5-7
Type: Projectile
Palette: Doom
Summon: ThermoNuker
Ammo Type: Hydrogen (Custom)
Altfire: Yes
Powered Mode: No
Brightmaps: Yes
Actor modification: No
ACS: No
{tab=Credits}
Submitted: DeVloek
Code: DeVloek
GLDefs: DeVloek
Sounds: GSC Game World, Valve, Wildweasel, Foxicity
Sprites: Banjo Software
Sprite Edit: Skelegant, DeVloek
Idea Base: Nuker from Hacx, Multi-Projectile Weapon from WRW
{tab=Description}
The Thermonuker launches devastating balls of thermonuclear fire. Use altfire to cycle through 3 different power levels.
A higher power level increases the damage and area of effect, but decreases the rate of fire and uses more hydrogen.

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archive ThermoNuker  (113 KB)
Updated Apr 27th, 2024

Tazer

{tab=Preview}

Tazer

{tab=Info}
Name: Tazer
Class: 1
Type: Melee
Palette: Doom
Summon: Tazer
Ammo Type: None
Altfire: No
Powered Mode: No
Brightmaps: Yes
Actor modification: No
ACS: No
{tab=Credits}
Submitted: DeVloek
Code: DeVloek
GLDefs: DeVloek
Sounds: 3D Realms, Greub
Sprites: 3D Realms, Laserraptor
Sprite Edit: DeVloek
Idea Base: Tazer from WRW
{tab=Description}
Deals less damage than the Chainsaw, but stuns enemies. Ineffective against bosses.

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archive Tazer  (39 KB)

Lazer Rifle

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LazerRifle

{tab=Info}
Name: Lazer Rifle
Class: 6
Type: Rail, Projectile
Palette: Doom
Summon: LazerRifle
Ammo Type: Cell
Altfire: Yes
Powered Mode: No
Brightmaps: Yes
Actor modification: No
ACS: No
{tab=Credits}
Submitted: Gothic
Code: MaxPower8905, Gothic
GLDefs: Gothic
Sounds: Volition (Descent), Blizzard (Starcraft)
Sprites: Amuscaria, Raven Software (Cyclones)
Sprite Edit: Gothic
Idea Base: The Rapid Lazer Rifle from the WRW

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archive Rapid Lazer Rifle  (76 KB)

Insane Plasma Array

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InsanePlasmaArray

{tab=Info}
Name: Insane Plasma Array
Class: 7
Type: Projectile
Palette: Custom
Summon: InsanePlasmaArray
Ammo Type: Cell
Altfire: No
Powered Mode: No
Brightmaps: Yes
Actor modification: No
ACS: No
{tab=Credits}
Submitted: Captain Toenail
Code: Kirby, Captain Toenail
GLDefs: Captain Toenail
Sounds: SamsterBirdies, GreenFireSound, CmdRobot, Pixabay, Quake3, Doom3
Sprites: Doom, Doom Beta, ROTT, Exhumed, Kirby, Unknown (wrw.wad)
Sprite Edit: Captain Toenail
Idea Base: Kirby's Insanity Plasma Rifle from the Weapons Resource Wad
{tab=Description}
Four supercharged plasmaguns are welded together to create this monstrous beast. Careful, this cannon can easily overheat with sustained use!

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archive Insane Plasma Array  (492 KB)
Updated Mar 28th, 2024

Gas Blower

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GasBlower

{tab=Info}
Name: Gas Blower
Class: 6
Type: Projectile
Palette: Doom
Summon: GasBlower
Ammo Type: FlammableGas (custom)
Altfire: Yes
Powered Mode: No
Brightmaps: No
Actor modification: No
ACS: No
{tab=Credits}
Submitted: Gothic
Code: Gothic, Captain Toenail
GLDefs: Gothic
Sounds: Raven Software (ShadowCaster, Hexen)
Sprites: Scuba Steve, Midway (Doom 64), Freedoom, Unsplash.com
Sprite Edit: Cardboard Marty, Gothic, Captain Toenail
Idea Base: Converting Cardboard Marty's Dust Blower into a Flammable Gas Blower
{tab=Description}
Blow toxic gas out of your arsenal, and then light the gas clouds on fire, using your lighter (altfire) or any explosive projectile.
Doesn't work underwater.

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archive Gas Blower  (49 KB)

Dust Blower

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DustBlower

{tab=Info}
Name: Dust Blower
Class: 2
Type: Projectile
Palette: Doom
Summon: PhobosDustBlower
Ammo Type: None
Altfire: No
Powered Mode: No
Brightmaps: No
Actor modification: No
ACS: No
{tab=Credits}
Submitted: Gothic
Code: Cardboard Marty, Gothic, Captain Toenail, NeuralStunner
Sounds: Valve (Half-Life)
Sprites: zrrion the insect, Scuba Steve, Neoworm, Unsplash.com
Sprite Edit: Gothic, Captain Toenail
Idea Base: The Dust Blower from the WRW
{tab=Description}
Blow away your enemies and their projectiles with this powerful air blower. You can also impulse yourself backwards for extra speed, or upwards to reach higher places. It also works as a propeller underwater.

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archive Dust Blower  (80 KB)

Molotov Cocktail

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Molotov

{tab=Info}
Name: Molotov Cocktail
Class: 5
Type: Projectile
Palette: Custom
Summon: MolotovCocktail
Ammo Type: MolotovAmmo (custom)
Altfire: No
Powered Mode: No
Brightmaps: Yes
Actor modification: No
ACS: No
{tab=Credits}
Submitted: Gothic
Code: Scientist, Gothic
GLDefs: Keksdose, Gothic
Sounds: Blood & Clive Barker's Undying.
Sprites: Scientist, Blood, Shadow Warrior, Dzierzan, Espi & Kristus, Doom 2, Scuba Steve, Per Kristian
Sprite Edit: Gothic
Idea Base: The Molotov Cocktail from the WRW
{tab=Description}
Hold the fire button to charge your power meter. The more you hold it, the further you can throw a molotov cocktail. Don't hold it for too long or it will explode in your hands. Doesn't work underwater.
Includes an alternate set of sprites with Doom hands inside the file. Check the "altsprites" folder if you want to use those instead.

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archive Molotov Cocktail  (261 KB)

Ice Crystal Gun

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IceCrystalGun

{tab=Info}
Name: Ice Crystal Gun
Class: 5
Type: Projectile
Palette: Custom
Summon: CrystalGun
Ammo Type: CrystalAmmo (custom)
Altfire: Yes
Powered Mode: No
Brightmaps: Yes
Actor modification: No
ACS: No
{tab=Credits}
Submitted: Captain Toenail
Code: Daniel, Kan3, Sir Robin, Captain Toenail
GLDefs: lights.pk3, Captain Toenail
Sounds: Unknown (wrw.wad)
Sprites: DukeNukem3D, Heretic, Hexen, HacX, Daniel, Marty Kira, Sgt_Mark_IV, Craneo
Sprite Edit: Captain Toenail
Idea Base: Daniel's Crystal Gun from the Weapons Resource Wad.
{tab=Description}
Daniel's Ice Crystal Gun from the Weapons Resource Wad. Now with new graphics, effects and a kick attack!

This frigid weapon thrusts spikes of magical crystalline ice towards the enemy. These will seek out and embed themselves in their target, before promptly exploding, dealing additional ice damage.

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archive Ice Crystal Gun  (160 KB)

M16 (Vanilla)

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VanillaM16

{tab=Info}
Name: M16 (Vanilla)
Class: 4
Type: Hitscan
Ammo Type: Clip
Palette: Doom
GLDefs: No
{tab=Credits}
Submitted: Okgo5555
Code: Okgo5555
Sounds: OKgo555
Sprites: Id Software, Luchador (model), adapted by Sgt_Mark_IV
Sprite Edit: Okgo5555
{tab=Description}
This is a more Vanilla DooM styled M16 Assault Rifle. It shoots in COD style 3-round bursts and is fully automatic when holding down the trigger.

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archive Vanilla M16  (30 KB)

Tainted Spheres

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TaintedSoulsphere

{tab=Info}
Name: Tainted Spheres
Type: Health, Invulnerability, Alpha change
Palette: Doom
Summon: RedSoul, BlackBlur, GoldInv, DarkMega
Use type: Instant
Duration: 30s (DarkMega, GoldInv), 75s (BlackBlur)
Brightmaps: No
Actor modification: No
ACS: No
{tab=Credits}
Submitted: Rifleman
Code: Rifleman
GLDefs: Rifleman
Sprites: Doom/Hexen/Strife
Sprite Edit: Rifleman
Idea Base: I wanted to make a powerup that's been tainted by something unholy and give it some negative properties.
{tab=Description}
These spheres work simliarly to the normal ones. But pick them up quick, because they have unpleasant area effects! Particle effects aded to visualize them.
Soulsphere that gives 150 HP instead of 100. But it also slowly hurts you when you get close and will tear out the souls of dead demons nearby and unleash them upon you.
Megasphere heals you quickly over 30 seconds, but it quickly heals the surrounding deamons as well.
Invulnerability has no inverted map and reflects projectiles, but the monsters around it are invincible.
Invisibility hides the monsters around, but it lasts longer and makes you almost completely invisible. And you can't be hit be seekers.

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archive Tainted Spheres (27 KB)
Updated Jan 4th, 2024

Fire Aura Sphere

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FireAuraSphere

{tab=Info}
Name: Fire Aura Sphere
Type: Damage Aura
Palette: Doom
Summon: FireAuraSphere
Use type: Instant
Duration: Instant
Brightmaps: No
Actor modification: No
ACS: No
{tab=Credits}
Submitted: DeVloek
Code: DeVloek
GLDEFS: DeVloek
Sounds: id Software, GSC Game World
Sprites: id Software
Sprite Edit: DeVloek
Idea base: Elemental damage auras from Grim Dawn
{tab=Description}
Gives the player a fiery aura that deals medium damage to all monsters within its radius and eventually incinerates them.
Corpses will be burned to ashes as well. Most effective against large mobs.

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archive Fire Aura Sphere  (87 KB)

Frost Aura Sphere

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IceAuraSphere

{tab=Info}
Name: Frost Aura Sphere
Type: Damage Aura
Palette: Doom
Summon: FrostAuraSphere
Use type: Instant
Duration: Instant
Brightmaps: No
Actor modification: No
ACS: No
{tab=Credits}
Submitted: DeVloek
Code: DeVloek
GLDEFS: DeVloek
Sounds: id Software, GSC Game World
Sprites: id Software
Sprite Edit: DeVloek
Idea base: Elemental damage auras from Grim Dawn
{tab=Description}
Gives the player a frosty aura that deals low damage to all monsters within its radius, slows them down and eventually freezes them.
Corpses will be frozen as well and can be shattered. Most effective against large mobs.

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archive Frost Aura Sphere  (37 KB)

Electric Aura Sphere

{tab=Preview}

LiteAuraSphere

{tab=Info}
Name: Electric Aura Sphere
Type: Damage Aura
Palette: Doom
Summon: ElectricAuraSphere
Use type: Instant
Duration: Instant
Brightmaps: No
Actor modification: No
ACS: No
{tab=Credits}
Submitted: DeVloek
Code: DeVloek
GLDEFS: DeVloek
Sounds: id Software, GSC Game World
Sprites: id Software, Squaresoft
Sprite Edit: DeVloek
Idea base: Elemental damage auras from Grim Dawn
{tab=Description}
Gives the player an electric aura that zaps random monsters within its radius and deals high damage to them.
The zapped monster will be stunned for a brief moment. Most effective against small mobs and single monsters.

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archive Electric Aura Sphere  (80 KB)

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