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.).
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.).

Latest submissions
Frost Aura Sphere
Info
Name: Frost Aura Sphere
Type: Damage Aura
Palette: Doom
Summon: FrostAuraSphere
Use type: Instant
Duration: Instant
Brightmaps: No
Actor modification: No
ACS: No
archive Frost Aura Sphere (37 KB)
Electric Aura Sphere
Info
Name: Electric Aura Sphere
Type: Damage Aura
Palette: Doom
Summon: ElectricAuraSphere
Use type: Instant
Duration: Instant
Brightmaps: No
Actor modification: No
ACS: No
archive Electric Aura Sphere (80 KB)
Blaster Pistol
Info
Name: Blaster Pistols
Class: 2
Type: Projectile
Palette: Doom
Summon: BlasterPickup, BlasterPistols
Ammo Type: Cell
Altfire: Yes
Powered Mode: No
Brightmaps: Yes
Actor modification: No
ACS: No
Credits
Submitted: Captain Toenail
Code: Inuyasha_989, ctlcdn, Captain Toenail
GLDefs: lights.pk3, Captain Toenail
Sounds: Unknown (wrw.wad)
Sprites: Doom, SiN, Inuyasha_989, Don Tello Sr.
Sprite Edit: Inuyasha_989, Don Tello Sr., Captain Toenail
Idea Base: Inuyasha_989's Blaster Pistol from the Weapons Resource Wad.
archive Blaster Pistol (72 KB)
Auto 9
Info
Name: Auto 9
Class: 2
Type: Hitscan
Palette: PNG
Summon: Auto9
Ammo Type: Clip
Altfire: No
Powered Mode: No
Brightmaps: No
Actor modification: No
ACS: No
archive Auto 9 (67 KB)
Slime Monster
Info
Name: Slime Monster
Difficulty: Medium
Connections: None
Summon: GreenSlime, OrangeSlime, OrangeSlimeSmall
Melee: Yes
Distance: Projectile, Spawn, Charge
Type: Alien/Magical, depending on the setting
Brightmaps: No
Actor modification: No
ACS: No
archive Slime Monster (393 KB)
Ettin Royal Guard
Info
Name: Ettin Royal Guard
Difficulty: Easy/Medium
Connections: Ettin
Summon: EttinRoyal
Melee: Yes
Distance: No
Type: Demon/Magical
Brightmaps: Yes
Actor modification: No
ACS: No
Credits
Submitted: Rifleman
Code: Rifleman
Sounds: Hexen IWAD
Sprites: Hexen
Sprite Edit: Rifleman
Idea Base: Wanted to make Ettins less useless, so I created a support actor for them.
Description
Only the strongest and most loyal amongst the Ettin get to become a Royal Guard.
These hulking brutes inspire nearby Ettin to endure pain and chase enemies with more vigor, but can also slip through ranks to the front where the fighting's thickest.
They will try to take you with them from behind the grave.
archive Ettin Royal Guard (275 KB)
Light Gun
Info
Name: Light Gun
Class: 2
Type: Hitscan
Palette: Doom
Summon: Lightgun
Ammo Type: Cell
Altfire: No
Powered Mode: No
Brightmaps: No
Actor modification: No
ACS: No
archive Light Gun (32 KB)
Trident Tri-Launcher
Info
Name: Trident Tri-Launcher
Class: 5
Type: Projectile
Palette: Doom
Summon: TripleLauncher
Ammo Type: TripleRocketAmmo, TripleRocketBox
Altfire: Yes
Powered Mode: No
Brightmaps: No
Actor modification: No
ACS: No
archive Trident Tri-Launcher (132 KB)
Super Grenade Launcher
Info
Name: Super Grenade Launcher
Class: 5
Type: Projectile
Palette: PNG
Summon: SuperGrenadeLauncher
Ammotype: RocketAmmo
AltFire: No
Credits
Submitted: BFGMajorMike
Code: BFGMajorMike
Sounds: Valve Software
Sprites: Killer-Frosty from Brutal Doom Insanity Nightmare, Freedoom
Sprite Edit: BFGMajorMike
Description
In a rapid need for Rapid Fire Explosives, the UAC came up with a simple yet lethal and effective idea, the Super Grenade Launcher, no reload needed, relatively fast rate of fire, reliable, the same damage as the rocket launcher, Rocket Launcher can kill a Baron in 5 Shots, so can this in 5 shots, but faster.
archive Super Grenade Launcher (46 KB)
Trenchgun
Info
Name: Trenchgun
Class: 3
Type: Hitscan
Palette: Doom
Summon: Trenchgun, TrenchgunVanilla
Ammo Type: Shell
Altfire: No
Powered Mode: No
Brightmaps: No
Actor modification: No
ACS: No
archive Trenchgun (160 KB)
Medic Commando
Info
Name: Medic Commando
Difficulty: Medium
Connections: Doom2 iwad
Summon: MedicCommando
Melee: No
Distance: Projectile
Type: Human, Undead
Brightmaps: No
Actor modification: None
ACS: None
archive Medic Commando (173 KB)
Vital Essence
Info
Name: Vital Essence / Vital Extract
Type: Health
Palette: Doom
Summon: VitalEssence, VitalExtract
Use type: Instant
Duration: Instant
Brightmaps: No
Actor modification: No
ACS: No
archive Vital Essence (3 KB)
Springfield Rifle
archive Springfield Rifle (162 KB)
Melter
Info
Name: Melter
Class: 6
Type: Beam
Palette: Doom
Summon: Melter, MelterHeatsink
Ammo Type: Cell
Altfire: No
Powered Mode: No
Brightmaps: Yes
Actor modification: No
ACS: No
Credits
Submitted: DeVloek
Code: DeVloek
GLDefs: DeVloek
Sounds: Aegersum, Reinsamba, Wildweasel, Verum384, DeVloek
Sprites: Zrrion, id Software, DeVloek
Sprite Edit: DeVloek
Idea Base: Thunderbolt from Quake
Description
Originally developed by the UAC as a mining tool, they quickly realised the Melter's deadly potential.
Powered by standard UAC cell packs, it fires a highly concentrated plasma beam within a limited range.
The weapon is prone to overheating, the built-in display will warn the user of high temperatures.
If the temperature reaches dangerous levels, the weapon will shut down until it has cooled off.
Allows installation of up to 3 heatsinks, each heatsink will prolong the firing duration by 33%.
Heatsinks will be automatically installed when picked up.
archive Melter (112 KB)
Edited Strife Textures
archive Edited Strife Textures (175 KB)
Sticky Bomb Launcher
Info
Name: Sticky Bomb Launcher
Class: 5
Type: Projectile
Palette: Doom
Summon: SBlauncher
Ammo Type: StickyBombAmmo (custom)
Altfire: Yes
Powered Mode: No
Brightmaps: Yes
Actor modification: No
ACS: No
Credits
Submitted: DeVloek
Code: DeVloek
GLDefs: DeVloek
Sounds: Epic, 3D Realms, DeVloek
Sprites: SoniK.O.Fan, DeVloek
Sprite Edit: DeVloek
Idea Base: Daikatana's C4 Vizatergo and Shadow Warrior's sticky bombs
Description
Launches Sticky Bombs that stick to walls, ceilings, obstacles, decorations as well as monsters.
Perfect for setting traps: launch as many bombs as you like, then press Altfire to detonate them all at once.
Beware, exploding bombs can hurt the player. Undetonated bombs can be defused and picked back up.
The following behavior can be configured in the ZSCRIPT file:
- Bombs stick to monsters or explode instantly when hitting them
- If stuck to a monster, bombs explode after a countdown or keep sticking
- Bombs explode when another bomb in proximity explodes, causing chain reactions
- Bombs selfdestruct after a countdown or stay until detonated otherwise
- Prevent bombs from sticking to certain textures (eg. liquids)
archive Sticky Bomb Launcher (87 KB)
Medusa's Head
Info
Name: Medusa's Head
Class: 3-7
Type: Railgun, BFGSpray
Palette: Heretic
Summon: MedusaHead
AmmoType: StoneEssence (custom)
Altfire: No
Powered Mode: Yes
Brightmaps: No
Actor Modifications: No
ACS: No
archive Medusa's Head (54 KB)
Scorpius Zombie Tank
Info
Name: Scorpius Zombie Tank
Difficulty: Hard
Connections: Doom2 iwad
Summon: ScorpiusTank
Melee: No
Distance: Projectile
Type: Human, Undead, Mechanical
Brightmaps: No
Actor modification: None
ACS: None
Credits
Submitted: Captain Toenail
Code: Captain Toenail
GLDefs: GZDoom (lights.pk3), Captain Toenail
Sounds: FreeSound.org (ReadeOnly, alphatone, C3Sabertooth, IanM32, dpren, deleted_user_2220466)
Sprites: DukeNukem3D, Doom2, Doom Beta, T.V. (UAAF logo)
Sprite Edit: Captain Toenail
Idea Base: Enjay's Zombie Tank
archive Scorpius Tank (299 KB)
Gross Elemental
Info
Name: Gross Elemental
Difficulty: Medium
Connections: None
Summon: GrossElemental
Melee: No
Distance: Projectile
Type: Demon
GLDEFs: Yes
Credits
Submitted: Ganbare-Lucifer
Code: Craneo
Sprites: ID Software, Craneo, Freedoom (Fredrik Johanson)
Sounds: Nintendo, DissyEx
Description
The Gross Elemental, also known as the Belzeb, are a breed of demons original to the "Rotten Warrens" area of Hell, these disgusting creatures attack by vomiting toxic puke at their prey on close range, they also give birth mid-battle to Venom Maggots via Asexual reproduction, despite their name, their Larvas have not yet developed the venom glands in their body, however, they still can bite you with their mandible, which can be infectious if not threated properly, it is said that a Gross Elemental can give birth to up to 50+ Larvas in less than an hour.
archive Gross Elemental (400 KB)
Doomsday Cultist
Info
Name: Doomsday Cultist
Difficulty: easy
Connections: uses Doom sounds
Summon: DoomsdayCultist
Melee: no
Distance: Hitscan
Type: Human, Undead
Brightmaps: yes
Actor modification: no
ACS: no
Credits
Submitted: DeVloek
Code: DeVloek
GLDefs: DeVloek
Sounds: id Software
Sprites: id Software, JoeyTD, TheUndeadSoldier, HorrorMovieRei
Sprite Edit: DeVloek
Idea Base: What would people do if a demon invasion actually happened? Some would fight, some would run. And some would turn against their fellow human beings and happily join the ranks of the demon army.
archive Doomsday Cultist (44 KB)
Berserker Commando
Info
Name: Berserker Commando
Difficulty: medium
Connections: uses Doom 2 sounds
Summon: BerserkerCommando
Melee: yes
Distance: no
Type: Human, Undead
Brightmaps: yes
Actor modification: no
ACS: no
archive Berserker Commando (45 KB)
Plasma SSG
Info
Name: Plasma SSG
Class: 6
Type: Projectile
Palette: Doom
Summon: PlasmaSSG
Ammo Type: Cell
Altfire: Yes
Powered Mode: No
Brightmaps: Yes
Actor modification: No
ACS: No
archive Plasma SSG (132 KB)
Haywire Turret
Info
Name: Haywire Turret
Difficulty: Medium
Connections: none
Summon: HaywireTurret
Melee: no
Distance: projectile
Type: Robotic
Brightmaps: yes
Actor modification: no
ACS: no
Credits
Submitted: DeVloek
Code: DeVloek
GLDefs: DeVloek
Sounds: Kreastricon62, TannerSound, DeVloek
Sprites: DeVloek (based on a model by McCarthy3D)
Idea Base: lack of ceiling turrets
Description
This ceiling-mounted plasma turret has gone completely haywire!
Whether it was a malfunction caused by damage to the security system or a botched hack job by cybernetic demons, the turret is attacking everything and everyone, no matter if friend or foe.
Will randomly change targets if more than one is within line of sight.
Can aim at targets that are below the turret, but targets directly under it are in a blind spot.
Ideally placed in rooms with a ceiling height between 128 and 192.
archive Haywire Turret (103 KB)
Development Tech Props
archive Dev Tech Props (9 KB)
Development Nature Props
Info
Name: Development Nature Props
Connection: None
Palette: Doom
Summon: BigTreeBloody, BigTreeSmooth, CarlsbadRock, Stalagmite2, Stalagtite2
Ambient Sound: No
De-/Activatable: No
Destroyable: No
Special Effects: No
Brightmaps: No
ACS: No
archive Dev Nature Props (17 KB)
Development Lights
Info
Name: Development Lights
Connection: None
Palette: Doom
Summon: Column2, HangingTechLamp, TechLamp3
Ambient Sound: No
De-/Activatable: No
Destroyable: No
Special Effects: No
Brightmaps: No
ACS: No
archive Dev Lights Props (6 KB)
Development Evil Eye
archive Dev Evil Eye (5 KB)
Possessed Mannequin
Info
Name: Possessed Mannequin
Difficulty: Easy
Connection: Normal Mannequin (included)
Summon: MannequinRandomSpawner (for specifics check Decorate.txt)
Melee: Yes
Distance: No
Type: Demon, Prop
Brightmaps: Yes
Actor Modification: No
ACS: No
Credits
Submitted: Ganbare-Lucifer
Code: Neoworm, swc132994, Craneo, Skelegant
Sounds: New Blood, Copper B. Chance, Valve, Craneo, Skelegant
Sprites: Id Software, Monolith Productions, Vader, ItsNatureToDie
Sprite Edit: Craneo, Skelegant
Idea Base: My own pediophobia growing up (fear of "innanimate humanoids")
Description
Do you ever feel like you are being watched? Have you ever caught something moving from the corner of your eye? Well, if you haven't, then this is your lucky - or perhaps, unlucky - day! As a demonic force has brought some of the local mall's mannequins to life! Keep an eye on them and defend yourself when they try to attack you!
archive Possessed Manequinn (105 KB)
Translocator
Info
Name: Translocator
Class: 1
Type: Projectile, Relocation
Palette: Doom
Summon: Translocator
Ammo Type: TLBeaconAmmo (Custom)
Altfire: Yes
Powered Mode: No
Brightmaps: Yes
Actor modification: No
ACS: No
Credits
Submitted: DeVloek
Code: DeVloek
GLDefs: DeVloek
Sounds: Digital Extremes
Sprites: DeVloek (based on concept art by Sly)
Idea Base: Unreal Tournament Translocator
Description
The primary firemode launches a teleport beacon that bounces off walls but sticks to floors.
Using primary fire again will teleport the user to the beacon. It is possible to teleport while the beacon is still mid-air.
If the beacon ends up in an invalid location (ie. not enough space), the user is warned instead of teleported.
The secondary firemode retrieves the beacon back to the translocator. Same if the beacon is destroyed for some reason.
Telefragging and the damage dealt can be configured. Default damage value equals the player's health + armor value.
Monsters that are immune to blast damage (eg. Cyberdemon) cannot be telefragged.
archive Translocator (39 KB)
Slimethrower
Info
Name: Slimethrower
Class: 6
Type: Projectile
Palette: Doom
Summon: Slimethrower
Ammo Type: SlimeAmmo (Custom)
Altfire: Yes
Powered Mode: No
Brightmaps: Yes
Actor modification: No
ACS: No
Credits
Submitted: DeVloek
Code: DeVloek
GLDefs: DeVloek
Sounds: Digital Extremes
Sprites: Apogee, Amuscaria, Darkjosh
Sprite Edit: DeVloek
Idea Base: Unreal Bio-Rifle
Description
The Slimethrower is a launcher-type weapon that shoots balls of acidic slime.
The primary firemode launches a burst of 10 slimeballs at high speed, but is rather inaccurate at a distance.
The secondary firemode charges up for 2 seconds, then launches a large heavy slimeball that inflicts massive damage and explodes into many smaller balls on impact. All projectiles also deal a small amount of poison damage.
For safety reasons the charging action can be aborted at any time. Beware of splash damage!
Note: due to the projectiles being affected by gravity, auto-aim is disabled for this weapon.
archive Slimethrower (73 KB)
Hell's Angel
Info
Name: Hell's Angel
Difficulty: Easy
Connections: None
Summon: HellsAngel
Melee: No
Distance: Projectile
Type: Demon
Brightmaps: Yes
Actor modification: No
ACS: No
archive Hell's Angel (201 KB)
Chiller Soul
archive Chiller Soul (114 KB)
Frost Elemental
archive Frost Elemental (289 KB)
Needler Imp
Info
Name: Needler Imp
Difficulty: Medium
Connection: None
Summon: NeedlerImp
Melee: Yes
Distance: Railgun, Projectile
Type: Demon, Cybernetic
archive Needler Imp (175 KB)
Super Chaingun
Info
Name: Super Chaingun
Class: 6
Type: Hitscan
Palette: Doom
Summon: SuperCGun, SuperCGib
Ammo Type: Clip
Powered Mode: No
Added States: No
Credits
Submitted: PGE
Code: PGE
GLDEFS: BigStronk
Sounds: Id Software (Doom/Doom II)
Sprites: Id Software, LkMax, Amuscaria
Sprite Edit: Doom64Hunter, further edited by PGE & BFGMajorMike
Idea Base: Spider Mastermind's "Super Chaingun"
ACS: No
Description
Pried from a Mastermind's corpse (and given a good wash), the Super Chaingun is yours to wield. Shoots 3 bullets at once, for the cost of 2. If the SSG can conjure up an extra shell's worth of pellets, so can the giant satanic brain mecha.
Includes an alternare pickup sprite to depict it fresh from the spider's wreckage.
archive Super Chaingun (26 KB)
Hell Boar
archive Hell Boar (262 KB)
Sideway SMG
archive Sideway Smg (32 KB)
AUG combat rifle
archive AUG Combat Rifle (63 KB)
More Skewered Corpses
Info
Name: More Skewered Corpses
Connection: No
Palette: Doom
Summon: SkeweredZombieman, HeadlessSkeweredZombieman, DecapdZombieman, SkeweredShotgunner, HeadlessSkeweredShotgunner, DecapdShotgunner, SkeweredMarine, HeadlessSkeweredMarine, DecapdMarine
Ambient Sound: No
De-/Activatable: No
Destroyable: No
Special Effects: No
archive Skewered Headless Corpses (18 KB)
Infantry Rifle
Info
Name: Infantry Rifle
Class: 3
Type: Hitscan
Palette: Doom
Summon: InfantryRifle
Ammo Type: Ammo30(Custom)
Credits
Submitted: Joblez
Code: Joblez
Sounds: Joblez, Cauldron, Infinity Ward
Sprites: TNT Team, Tripwire, Joblez, Sky_Hunter(Sketchfab), Id Software
Sprite Edit: Joblez
Idea Base: M1 Garand from Call of Duty 2
Description
Worn from generations of continuous use, the Infantry Rifle is an iconic and reliable service weapon. In practice, it's fairly accurate with decent damage, effective in both close and relatively far ranges. The only major trade-off is the rifle's limited clip capacity, which requires the weapon to be reloaded every eight rounds.
archive Infantry Rifle (99 KB)