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
Super Riot Shotgun
Info
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
archive Super Riot Shotgun (33 KB)
Cacomancer
Info
Name: Cacomancer
Difficulty: Medium
Connections: none
Summon: Cacomancer
Melee: no
Distance: projectile
Type: Demon, healer, support
Brightmaps: yes
Actor modification: no
ACS: no
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
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
archive Cacomancer (181 KB)
Hell Duke
Info
Name: Hell Duke
Difficulty: Hard
Summon: Hellduke
Melee: Yes
Connections: Cyberdemon
Distance: Projectile, Melee
Type: Demon/Mechanical
Brightmaps: no
ACS: No
archive Hell Duke (543 KB)
Vanilla Heretic Corpses
Info
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
archive Vanilla Heretic Corpses (2 KB)
AN-94
archive AN-94 (334 KB)
Devastator
archive Devastator (300 KB)
Dark Claw
Info
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
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
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.
archive Dark Claw (94 KB)
Terminator Shotgun
archive Terminator Shotgun (503 KB)
Behemoth
Info
Name: Behemoth
Difficulty: Hard
Summon: Behemoth
Melee: No
Connections: fatso
Distance: Projectile (close and long)
Type: Demon/Mechanical
Brightmaps: No
ACS: No
Credits
Submitted: Flyingbrick
Code: Amuscaria
GLDefs: SkyMarshall, SamVision
Sounds: DBThanatos, 3DRealms, id Software
Sprites: Amuscaria
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.
archive Behemoth (558 KB)
Updated Mar 16th, 2024
Osiris Props
Info
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
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
archive Osiris Props (63 KB)
Console Doom Textures
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
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.
archive PSX Doom Textures (1.81 MB)
3D Hero & TAO Textures
Download
archive 3D Hero & TAO Textures (1.29 MB)
archive 3D Hero & TAO Textures (1.29 MB)
Infernal Beast
Info
Name: Infernal Beast
Difficulty: medium
Connections: none
Summon: Infernalbeast
Melee: yes
Distance: projectile
Type: Demon
Brightmaps: no
Actor modification: no
ACS: no
archive Infernal Beast (212 KB)
ThermoNuker
Info
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
archive ThermoNuker (113 KB)
Tazer
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
archive Tazer (39 KB)
Lazer Rifle
archive Rapid Lazer Rifle (76 KB)
Insane Plasma Array
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
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
archive Insane Plasma Array (492 KB)
Gas Blower
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
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
archive Gas Blower (49 KB)
Dust Blower
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
archive Dust Blower (80 KB)
Molotov Cocktail
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
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
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.
archive Molotov Cocktail (261 KB)
Ice Crystal Gun
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
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.
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.
archive Ice Crystal Gun (160 KB)
M16 (Vanilla)
archive Vanilla M16 (30 KB)
Tainted Spheres
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
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.
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.
archive Tainted Spheres (27 KB)
Updated Jan 4th, 2024
Fire Aura Sphere
Info
Name: Fire Aura Sphere
Type: Damage Aura
Palette: Doom
Summon: FireAuraSphere
Use type: Instant
Duration: Instant
Brightmaps: No
Actor modification: No
ACS: No
archive Fire Aura Sphere (87 KB)
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)
Updated Jan 5th, 2024
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)
Updated Mar 15th, 2024
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)