##

#  [Closed Submissions](https://www.realm667.com/forum/closed-submissions "View Category 'Closed Submissions'")  884 topics

 | This is the place all closed submissions go, no matter if they were approved or rejected. It's meant to be an archive, nothing else. |
|---|

  ##

 | <a id="forumtop"> </a> [ ](#forumbottom) | Subject | Replies / Views | Last Post |

|---|---|---|---|
| [![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png)](https://www.realm667.com/forum/closed-submissions/1939-update-bfg10k) | [\[update\] BFG10K](https://www.realm667.com/forum/closed-submissions/1939-update-bfg10k "1")        Category: [Closed Submissions](https://www.realm667.com/forum/closed-submissions "This is the place all closed submissions go, no matter if they were approved or rejected. It's meant to be an archive, nothing else.")     Topic started 2 years 9 months ago, by Gothic       [Last Post](https://www.realm667.com/forum/closed-submissions/1939-update-bfg10k#11167) 2 years 8 months ago     by Gothic | Replies:4  Views:928 | [Last Post](https://www.realm667.com/forum/closed-submissions/1939-update-bfg10k#11167) by Gothic      2 years 8 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png)](https://www.realm667.com/forum/closed-submissions/1954-medusas-head) | [Medusa's Head](https://www.realm667.com/forum/closed-submissions/1954-medusas-head "Info: Name: Medusa's Head Class: 3-7 Type: Railgun, BFGSpray Palette: Heretic Summon: MedusaHead AmmoType: StoneEssence, StoneEssenceHefty Altfire: No Powered Mode: Yes Brightmaps: No Actor Modifications: No ACS: No  Credits: Submitted: Ganbare-Lucifer Code: Craneo GLDefs: none Sounds: Kalisto Entertainment, Raven Software, HorrorMovieRei Sprites: Dolphman, 3DRealms, Raven Software, Bernini, KDiZD, Rolls, Sgt_Mark_IV, Skelegant, Amuscaria, NeoWorm Sprite Edit: Craneo Idea Base: Greek Mythology DETAILED FRANKENSPRITE PARTS CREDITS: Dolphman (Shadow Warrior weapons rip) 3DRealms, Raven Software, Gian Lorenzo Bernini (weapon sprite parts) KDiZD, Rolls (pickup sprite parts) Sgt_Mark_IV, Skelegant (muzzleflash) Amuscaria (ammo, projectile) Craneo (edit)  Description: The freshly cut head of a Gorgon transformed into a magical artifact by some madman, it uses alchemical petrification potions as ammunition, fires a somewhat deadly laser from both eyes, when powered up, it turns enemies into ice statues!  https://drive.google.com/file/d/1KwhYZ1hiNjhUrTCN6-auoz_ErGnsx53y/view?usp=drive_link  Another one by and permitted by Craneo.")        Category: [Closed Submissions](https://www.realm667.com/forum/closed-submissions "This is the place all closed submissions go, no matter if they were approved or rejected. It's meant to be an archive, nothing else.")     Topic started 2 years 9 months ago, by Ganbare-Lucifer       [Last Post](https://www.realm667.com/forum/closed-submissions/1954-medusas-head#11156) 2 years 8 months ago     by Gothic | Replies:1  Views:812 | [Last Post](https://www.realm667.com/forum/closed-submissions/1954-medusas-head#11156) by Gothic      2 years 8 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png)](https://www.realm667.com/forum/closed-submissions/1949-submission-sticky-bomb-launcher) | [\[SUBMISSION\] Sticky Bomb Launcher](https://www.realm667.com/forum/closed-submissions/1949-submission-sticky-bomb-launcher "Info Name: Sticky Bomb Launcher Class: 5 Type: Projectile Palette: Doom Summon: SBlauncher Ammo Type: Sticky Bomb (custom) Altfire: Yes Powered Mode: No Brightmaps: Yes Actor modification: No ACS: No  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)  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  Sprite preview  Download https://drive.google.com/file/d/14xYxh5Lgnd-b9BIh_5fsgj8UQirPcKhC/view?usp=sharing  This weapon was originally based entirely on Daikatana's C4 Vizatergo, but when it was almost finished I added some features from Shadow Warrior's sticky bombs. While testing different feature combinations I had the idea of making everything configurable so the modder can make the bombs behave exactly like in Daikatana, or Shadow Warrior, or a mix of both, or none of the above. Default is all features enabled except the selfdestruction.  A few notes on the sticky bombs. They work by scanning a close radius around them for monsters, then attach to a monster by warping to a spot on their sprite that's as close as possible to the spot where you hit it, but not too far away from the middle of the monster so it doesn't look like the bomb is hovering in the air around it. This is why it may look like the bomb is changing course in the last moment before hitting the monster, but it's a compromise I had to make to make it look believable when monsters walk around with bombs stuck on them. Same for decorations and other obstacles, although there it is less noticable.  Known issues: Sometimes the bombs won't stick to large monsters if hit directly from certain angles. This happens because Doom actors have a square shaped hitbox and some monsters have a much larger hitbox than their actual sprite. Most monsters are fine but it is very noticable with the Spider Mastermind. The alternative is increasing the proximity check radius but that will result in an even more jarring warp effect when a monster moves into the radius and I didn't like that at all. The radius is configurable in the main Zscript file so you can double or even triple it to see what I mean. Easiest fix would be reducing the affected monster's hitbox but of course I'm not gonna touch that in a weapon mod. Also it may sometimes happen that the bomb doesn't stick to surfaces if you manage to hit an edge or a portal line. This is because it uses LineTrace to scan for surfaces and in literal edge cases it may miss the surface and think it has hit nothing at all, thus falling down.  I tested the weapon extensively and the issues above were all I could find and not fix, but I might have missed something else so let me know if you come across any other issues.")        Category: [Closed Submissions](https://www.realm667.com/forum/closed-submissions "This is the place all closed submissions go, no matter if they were approved or rejected. It's meant to be an archive, nothing else.")     Topic started 2 years 9 months ago, by DeVloek       [Last Post](https://www.realm667.com/forum/closed-submissions/1949-submission-sticky-bomb-launcher#11155) 2 years 8 months ago     by Gothic | Replies:6  Views:990 | [Last Post](https://www.realm667.com/forum/closed-submissions/1949-submission-sticky-bomb-launcher#11155) by Gothic      2 years 8 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png)](https://www.realm667.com/forum/closed-submissions/1930-submission-edited-strife-textures) | [\[SUBMISSION\] Edited Strife Textures](https://www.realm667.com/forum/closed-submissions/1930-submission-edited-strife-textures "Source: Strife edits Count: 158 Palette: Strife Format: ZDoom TEXTURES Anims/Switches: ZDoom compatible Description: Several edits of Strife textures. Contains boxes, doors, pipes, stained glass, and more.  Author: PGE, Dolphman (helped with glass Submitted by: PGE")        Category: [Closed Submissions](https://www.realm667.com/forum/closed-submissions "This is the place all closed submissions go, no matter if they were approved or rejected. It's meant to be an archive, nothing else.")     Topic started 2 years 11 months ago, by Margaret Thatcher       [Last Post](https://www.realm667.com/forum/closed-submissions/1930-submission-edited-strife-textures#11154) 2 years 8 months ago     by Gothic | Replies:5  Views:1035 | [Last Post](https://www.realm667.com/forum/closed-submissions/1930-submission-edited-strife-textures#11154) by Gothic      2 years 8 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png)](https://www.realm667.com/forum/closed-submissions/1955-submission-doomsday-cultist) | [\[SUBMISSION\] Doomsday Cultist](https://www.realm667.com/forum/closed-submissions/1955-submission-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  Description: He, for one, welcomes his new demon overlords. They thanked him by turning him into a zombie. Armed with only a semi-automatic pistol he doesn't pose much of a threat, but the fanaticism of his former self makes him slightly faster and much more aggressive than the usual zombie.  Credits 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.  Sprite preview  Download https://drive.google.com/file/d/1LP8F-bnW8ljIgx_nO7eUmDUgsh_btFsM/view?usp=sharing")        Category: [Closed Submissions](https://www.realm667.com/forum/closed-submissions "This is the place all closed submissions go, no matter if they were approved or rejected. It's meant to be an archive, nothing else.")     Topic started 2 years 9 months ago, by DeVloek       [Last Post](https://www.realm667.com/forum/closed-submissions/1955-submission-doomsday-cultist#11136 "Sorry, I though the counter was there so the player gets a chance to attack while it is reloading, but since its a Zombieman tier enemy, it wouldn't have much use. Anyway,") 2 years 8 months ago     by Gothic | Replies:3  Views:902 | [Last Post](https://www.realm667.com/forum/closed-submissions/1955-submission-doomsday-cultist#11136 "Sorry, I though the counter was there so the player gets a chance to attack while it is reloading, but since its a Zombieman tier enemy, it wouldn't have much use. Anyway,") by Gothic      2 years 8 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png)](https://www.realm667.com/forum/closed-submissions/1953-submission-scorpius-zombie-tank) | [\[SUBMISSION\] Scorpius Zombie Tank](https://www.realm667.com/forum/closed-submissions/1953-submission-scorpius-zombie-tank "I decided to clean up the unused Scorpion Tank from DukeNukem3D. Now Doom's zombies have another deadly toy to play with.  Information: 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  Description: The Scorpius is a diabolical product of the UAAF's R&D tomfoolery. This menacing marvel, under the command of a relentless Former Commando, packs a punch with a pair of forward-facing energy blasters, and an earth-shaking tail-mounted plasma cannon.  Credits: 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")        Category: [Closed Submissions](https://www.realm667.com/forum/closed-submissions "This is the place all closed submissions go, no matter if they were approved or rejected. It's meant to be an archive, nothing else.")     Topic started 2 years 9 months ago, by CaptainToenail       [Last Post](https://www.realm667.com/forum/closed-submissions/1953-submission-scorpius-zombie-tank#11135) 2 years 8 months ago     by Gothic | Replies:1  Views:877 | [Last Post](https://www.realm667.com/forum/closed-submissions/1953-submission-scorpius-zombie-tank#11135) by Gothic      2 years 8 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png)](https://www.realm667.com/forum/closed-submissions/1952-submission-berserker-commando) | [\[SUBMISSION\] Berserker Commando](https://www.realm667.com/forum/closed-submissions/1952-submission-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  Description: This former commando has been injected with an experimental Berserk serum. Now he is twice as sturdy, very fast, extremely pain resistant and packs a deadly punch. Can perform an attack combo, every 4th punch in a row is extra devastating. Keep your distance!  Credits Code: DeVloek GLDefs: DeVloek Sounds: id Software Sprites: id Software, David G. Sprite Edit: DeVloek Idea Base: a zombie that used the Berserk pack  Preview sprite  Download link https://drive.google.com/file/d/1ofszLcJLZIB0LblWeLtGQst8u5_PEJEl/view?usp=sharing  edit: did some minor sprite and code touchups, also changed the obituary to display the correct monster name")        Category: [Closed Submissions](https://www.realm667.com/forum/closed-submissions "This is the place all closed submissions go, no matter if they were approved or rejected. It's meant to be an archive, nothing else.")     Topic started 2 years 9 months ago, by DeVloek       [Last Post](https://www.realm667.com/forum/closed-submissions/1952-submission-berserker-commando#11134) 2 years 8 months ago     by Gothic | Replies:1  Views:772 | [Last Post](https://www.realm667.com/forum/closed-submissions/1952-submission-berserker-commando#11134) by Gothic      2 years 8 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png)](https://www.realm667.com/forum/closed-submissions/1898-submission-gross-elemental) | [\[SUBMISSION\] Gross Elemental](https://www.realm667.com/forum/closed-submissions/1898-submission-gross-elemental "Name: Gross Elemental Difficulty: Medium Connections: None Summon: GrossElemental Melee: No Distance: Projectile Type: Demon GLDEFs: Yes Submitted: Ganbare-Lucifer  Gross Elemental Credits: Sprites: ID Software, Craneo Sounds: Nintendo, DissyEx Decorate: Craneo Venom Maggot Credits: Sprites: Freedoom (Fredrik Johanson), Craneo Sounds: Nintendo, DissyEx Decorate: Craneo  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.  Craneo allowed and requested me to submit his Gross Elemental since the bot auto banned his IP.  https://cdn.discordapp.com/attachments/915776692570689546/1131364849457307768/Gross_Elemental_v2.pk3")        Category: [Closed Submissions](https://www.realm667.com/forum/closed-submissions "This is the place all closed submissions go, no matter if they were approved or rejected. It's meant to be an archive, nothing else.")     Topic started 3 years 2 weeks ago, by Ganbare-Lucifer       [Last Post](https://www.realm667.com/forum/closed-submissions/1898-submission-gross-elemental#11133 "You know what? I think it's ok for now.") 2 years 8 months ago     by Gothic | Replies:4  Views:1294 | [Last Post](https://www.realm667.com/forum/closed-submissions/1898-submission-gross-elemental#11133 "You know what? I think it's ok for now.") by Gothic      2 years 8 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_rejected.png)](https://www.realm667.com/forum/closed-submissions/1890-submission-dog-soldier) | [\[Submission\] Dog Soldier](https://www.realm667.com/forum/closed-submissions/1890-submission-dog-soldier "Info:  Name: Dog Soldier  Difficulty: Easy  Connection: RifleCommando, MBFHelperDog  Summon: DogSoldier  Melee: No  Distance: Hitscan  Type: Humanoid dog  Brightmaps: Yes  Added States: AltDeath  ACS: none  Game: Doom  Credits:  Submitted: Amiga Angel  ZScript: Amiga Angel  GLDEFs: Xim  Sounds: Id Software  Sprites: Id Software  Sprite Edit: David G, Xim, Amiga Angel  Idea Base: Zombieman and Doom dogs  Description:  A creature that has been created by heavily modified DNA by UAC scientists as the ultimate cannonfodder.  Link: https://drive.google.com/file/d/1wnaUjIUI3Xac2pumrw30kcihIVWMoSeU/view?usp=sharing")        Category: [Closed Submissions](https://www.realm667.com/forum/closed-submissions "This is the place all closed submissions go, no matter if they were approved or rejected. It's meant to be an archive, nothing else.")     Topic started 3 years 4 weeks ago, by Amiga Angel       [Last Post](https://www.realm667.com/forum/closed-submissions/1890-submission-dog-soldier?start=10#11121 "Sorry, but I'll stand with my decision of not adding this one. I know this wasn't intended as a joke monster, but I still think the sprites look too silly to be useful, unlike the Anubis which is...") 2 years 9 months ago     by Gothic   - [1](https://www.realm667.com/forum/closed-submissions/1890-submission-dog-soldier?start=0 "Page:1") - [2](https://www.realm667.com/forum/closed-submissions/1890-submission-dog-soldier?start=10 "Page:2") | Replies:14  Views:2844 | [Last Post](https://www.realm667.com/forum/closed-submissions/1890-submission-dog-soldier?start=10#11121 "Sorry, but I'll stand with my decision of not adding this one. I know this wasn't intended as a joke monster, but I still think the sprites look too silly to be useful, unlike the Anubis which is...") by Gothic      2 years 9 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_rejected.png)](https://www.realm667.com/forum/closed-submissions/1760-update-allied-marines-pack-2022-update) | [\[UPDATE\] Allied Marines Pack (2022 Update)](https://www.realm667.com/forum/closed-submissions/1760-update-allied-marines-pack-2022-update "Name: Allied Marines  Difficulty: Easy-Hard (If you disable Friendly Flag or enemy raises. They are intended to help the Player)  Connection: Doom, Ally Marines, Cooperative Gameplay in Single Player  Summon: Ally"xx" (Punch, Pistol, Machinegun, Chaingun, Shotgun, Minigun, Chainsaw, Plasmagun, RocketLauncher, BFG9000, SSG, Railgun, Bombardier, Grenadier, BFG10K, Flamethrower, Sniper, SonicRailgun, AutoSG, Hellstorm, QuadSG, FreezeRifle, Pistol2, RiotShield, Unmaker, Jetpack, Tank)  Melee: Melee Marine (Punch & uses a Charge attack) & Chainsaw Marine.  Distance: Hitscan, Projectile, Explosive, Railgun, Seeker, Fire.  Type: Human, Marines, Allies. Submitted by: DBJ87  Decorate Created by: DBJ87  Palette: PNG Palette  Brightmaps: Yes  Sprites: ID Software, DBJ87, Mark Quinn, Anthony Cole, Xim, CaptainToenail, FuzzballFox, Alando1, Skulltag Team, Scalliano, Logan MTM.  Sprite Edit: DBJ87  Brightmaps Edit: DBJ87  SFX: Custom, That_One_Doom_Mod, Doom3, CthulhuCultist, Tormentor667, Skulltag Team, Eriance, Raven Software, Rise of the Triad, Xim's Marine Pack, Doom64, 3D Realms  Idea Base: Own Idea, yuraofthehairfan (Colour Blending & Captive Marines)   [Description]  27 Allied Marines with extensive behaviour changes including shooting, reaction timing, movement speed & parameters, tracking & targeting as well as a Large Arsenal of weapons to assist the Player. Also includes Captive Marines & Colour Blend templates to increase diversity as Allies or additional Enemies.   UPDATE 16/06/22  - Additional sounds added including a crushed state splatter like the PS1/N64 versions of Doom had. Gorey fun for all!  - Template added that has all default stats which allies inherit. Flags, Speed, Pain Chance modified with each Marine. This reduces decorate   space & allows easier navigation. - Original 17 Marine Actor Names (summon/spawning) renamed for better reference.  - Heat Seeking Missile & Grenade Launcher users renamed to Bombardier/Grenadier.  - +7 new & +3 marines previously cut from original submission added (see below).  - Decorate updated for several marines for more attack versatility.  - Updated INFO with information on new marines.  - GLDEF updated w/ the new Decorate Changes.  - Sprite alignment centre point checked over, tweaked if needed.  - Freeze Rifle Decal added   **Other Changes to original submission** - Gib Death threshold increased from -30 to -50 HP - Fist Marine has a fast combo attack to add stacking damage.  - Railgun Marine Damage boosted from 50 to 100, to 80 to 100.  - Ammo drops tweaked for marines using explosives to drop a box of rockets, except Rocket Launcher Marine obviously.  - Flamer Marine shoots up to 3x Vanilla Mancubus' "Fat Shot" as an extra attack. Will jump to default Flame Blanket if enemy closes in during Missile state.  - Custom SFX for Flamer Marine's Fat Shot. Origin unknown. Used in Meta Doom as well as many other WADs, author not made clear on Meta Doom, most recently downloaded user of set sound. (Help to get correct credits before updating online submission)  New Marines:  History? See Spoiler.  **New Marine Info (2022 New Recruits)** //Sonic Railgun: AllySonicRailgun  A sniper that fires vollies of railshots similar to Chaingunners. Will also charge up the railgun to discharge a more powerful railshot.   //Auto Shotgun: AllyAutoSG  Fires rapid Shotgun blasts up to 8x before a quick reload. Very useful for mowing down weaker enemies while stalling bigger enemies such as Arachnotrons or the Mancubus who flinch almost every time a hitscan attack pops them.  //HellStorm Cannon: AllyHellstorm  Only attacks at mid-range. Fires 8 cluster bombs dealing huge damage to all that's in his range. Will try to avoid targets early as they close in.  //QuadShotgun: AllyQuadSG  Fires either 4 tight spread & very accurate shotgun blasts in quick succession.  Or just unloads all 4 in a huge blast each attack dealing more damage than other Shotgun based marines.   //Freeze Rifle: AllyFreezeRifle  Similar to Plasma Marine except projectiles fired will deal Ice Damage & freeze targets when killed. Stay near him to shatter his frozen kills so he will swap to a nearby fresh target quicker.  //Dual Pistols: AllyPistol2  2 Pistols, 2 attacks (3x Burst shot or a long-range pop-shot) & twice the damage output.  //Riot Shield: AllyRiotShield  A Pistol user with extra protection! The Riot shield dramatically reduces his speed but he has +25% extra health (Total 250) & is resistant to a majority of enemy attacks ("Normal" damage, dealt by the majority of Vanilla enemies). Attacks like the other Pistol Marines & will charge enemies at close range, bashing them w/ his shield until they knock him back or either is killed, melee damage stacks fast but it's not going to wipe out Hell Knights upwards quickly.  //Unmaker: AllyUnmaker  Where this guy got this weapon from(?), you don't care! As long as he's on your side, you've got a devastating force fighting for you! Fires an extremely accurate hitscan attack for massive damage or unleashes a volley or railshots after a brief charge. Just pray he's not killed near an Archvile...  //JetPack: AllyJetpack  Starts off as a typical dual wielding pistol user but after seeing his first hostile target a jetpack is equipped & this marine adds aerial assistance! If killed whilst in flight, he cannot be revived but this marine is very hard to hit even with hitscan attacks.  //Tank: AllyTank  Deployed in a very heavily armoured tank, this unit can take a lot of damage!  Wielding heavy machineguns & rocket launchers, it offers an unbelievable amount of heavy firepower! But the Tank will crush anything destroyable in its way and yes, that includes you! It's large size also makes deploying it in small maps or sectors unadvisable. Best saved for softening up the higher tier Demons.  **New Marine Credits**  Sonic Railgun (originally cut from 2017 submission*)  Sprites: Id Software, Xim  Sounds: Id Software, Eriance  Idea Base: Auto SG Zombie by Scalliano  Brightmaps/GLDefs: DBJ87  Auto SG  Sprites: Id Software, Scalliano, Xim (Auto SG Zombie)  Sounds: Id Software, Eriance  Idea Base: Auto SG Zombie by Scalliano  Brightmaps/GLDefs: DBJ87  Hellstorm Cannon  Sprites: Id Software, Unknown*  Sounds: Id Software (Doom), Epic Games, The Funktasm  Idea Base: Hellstorm Cannon by Ghastly Dragon  Brightmaps/GLDefs: DBJ87   Quad SG  Sprites: Id Software, Logan MTM (Quad SG Zombie)  Sounds: Id Software (Doom & Doom 3)  Idea Base: Quad SG Zombie by Ghastly Dragon & Quad Shotgun by DBJ87  Brightmaps/GLDefs: DBJ87Freeze Rifle  Sprites: Id Software, Xim (Freeze Rifle Zombie)  Sounds: Id Software (Doom), TheDarkArchon (Freeze Rifle SFX)  Idea Base: Freezer Zombie by Xim  Brightmaps/GLDefs: DBJ87   Dual Pistol (originally cut from 2017 submission*)  Sprites: Id Software, Mark Quinn  Sounds: Id Software (Doom & Doom 3)  Idea Base: Dual Pistol Zombie, Pistol Marine  Brightmaps/GLDefs: DBJ87   Riot Shield Sprites: 3D Realms, Id Software, Mark Quinn (Shotgun & Pistol Marines), DBJ87  Sprite Edit: DBJ87  Sounds: Id Software  Brightmaps/GLDefs: DBJ87  Idea Base: Own Idea*, Doom 3   Unmaker (originally cut from 2017 submission*)  Sprites: Id Software, Xim  Sounds: Id Software, Raven Software  Brightmaps/GLDefs: DBJ87 Idea base: Unmaker Zombie by Xim.  Jetpack Sprites: Id Software, 3D Realms  Sounds: Id Software, 3D Realms (Duke Nukem 3D)  GLDefs: DBJ87  Jetpack Sprites: Id Software, 3D Realms Sounds: Id Software, 3D Realms (Duke Nukem 3D) GLDefs: DBJ87 Idea Base: Jetpack Zombie by Captain Toenail & Ghastly Dragon  Tank  Sprites: Id Software, 3D Realms  Sprite Edit: DBJ87  Sounds: Id Software, 3D Realms  GLDefs: DBJ87  Idea base: Zombie Tanks by Enjay.  ")        Category: [Closed Submissions](https://www.realm667.com/forum/closed-submissions "This is the place all closed submissions go, no matter if they were approved or rejected. It's meant to be an archive, nothing else.")     Topic started 4 years 1 month ago, by DBJ87       [Last Post](https://www.realm667.com/forum/closed-submissions/1760-update-allied-marines-pack-2022-update?start=20#11096 "Closing this due to inactivity") 2 years 9 months ago     by Gothic   - [1](https://www.realm667.com/forum/closed-submissions/1760-update-allied-marines-pack-2022-update?start=0 "Page:1") - [2](https://www.realm667.com/forum/closed-submissions/1760-update-allied-marines-pack-2022-update?start=10 "Page:2") - [3](https://www.realm667.com/forum/closed-submissions/1760-update-allied-marines-pack-2022-update?start=20 "Page:3") | Replies:24  Views:7511 | [Last Post](https://www.realm667.com/forum/closed-submissions/1760-update-allied-marines-pack-2022-update?start=20#11096 "Closing this due to inactivity") by Gothic      2 years 9 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png)](https://www.realm667.com/forum/closed-submissions/1942-update-automatic-crossbow) | [\[UPDATE\] Automatic Crossbow](https://www.realm667.com/forum/closed-submissions/1942-update-automatic-crossbow "Update for the automatic crossbow: Now darts will get stuck on actors in the exact position they've been hit! Also, updated credits and scaled down stuck projectiles.  Info Name: Automatic Crossbow Class: 4 Type: Projectile Palette: Doom Summon: AutoCBow Ammo Type: DartAmmo(Custom) Reload: Yes Altfire: No Powered Mode: No Brightmaps: No Actor modification: No ACS: Yes  Credits Submitted: Kan3 Code: Kan3 Sprites: ddzeeeeee (Model), Kan3, , (Hand by Dzierzan, Mike12, El_Sombrerero (aka Dude27th), ravage, Captain J, GAA1992, Monolith Productions) Sprite Edit: Kan3 Sounds: Bethesda (TES: Skyrim) Idea base: Van Helsing automatic crossbow  Description The nightmare of every vampire out there, this fully automatic crossbow will rain metal darts on your enemies thanks to its elaborate gas powered mechanism.  Download I can't use "link" because it gives me "Error 403: Remote file inclusion attempted." :/ https://drive.google.com/file/d/1agejEM-fySXv_B2ZlmdOZ_TiaJjW7dRe/view?usp=sharing")        Category: [Closed Submissions](https://www.realm667.com/forum/closed-submissions "This is the place all closed submissions go, no matter if they were approved or rejected. It's meant to be an archive, nothing else.")     Topic started 2 years 9 months ago, by Kan3       [Last Post](https://www.realm667.com/forum/closed-submissions/1942-update-automatic-crossbow#11095) 2 years 9 months ago     by Gothic | Replies:2  Views:863 | [Last Post](https://www.realm667.com/forum/closed-submissions/1942-update-automatic-crossbow#11095) by Gothic      2 years 9 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png)](https://www.realm667.com/forum/closed-submissions/1943-update-brightmaps-for-gothictx) | [\[UPDATE\] Brightmaps for GOTHICTX](https://www.realm667.com/forum/closed-submissions/1943-update-brightmaps-for-gothictx "Brightmaps for the old GothicTX texture set.")        Category: [Closed Submissions](https://www.realm667.com/forum/closed-submissions "This is the place all closed submissions go, no matter if they were approved or rejected. It's meant to be an archive, nothing else.")     Topic started 2 years 9 months ago, by CaptainToenail       [Last Post](https://www.realm667.com/forum/closed-submissions/1943-update-brightmaps-for-gothictx#11094) 2 years 9 months ago     by Gothic | Replies:1  Views:1074 | [Last Post](https://www.realm667.com/forum/closed-submissions/1943-update-brightmaps-for-gothictx#11094) by Gothic      2 years 9 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png)](https://www.realm667.com/forum/closed-submissions/1945-submission-plasma-ssg) | [\[SUBMISSION\] Plasma SSG](https://www.realm667.com/forum/closed-submissions/1945-submission-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  Description: This plasma weapon has 2 firemodes, use Altfire to switch between them. The 1st mode shoots blasts of plasma projectiles at a low fire rate, like a shotgun. The 2nd mode sprays projectiles at a high fire rate, like a submachine gun. Both firemodes are very inaccurate beyond close range.  Credits Code: DeVloek GLDefs: DeVloek Sounds: Kreastricon62, TannerSound, DeVloek Sprites: SoniK.O.Fan, GeminiTH Sprite Edit: DeVloek Idea Base: Plasma Shotgun  Sprite preview  Download link https://drive.google.com/file/d/1JNRV8AWkMCiou2ksdzvADgeRdsY9ikf5/view?usp=drive_link  The other day I downloaded a bunch of plasma weapons from the repository and the Plasma Shotgun caught my interest. I was looking for something like that to include in one of my projects but tbh the weapon turned out to be quite underwhelming for several reasons. So I decided to make my own plasma shotgun. Looking for some fitting sprites I came across SoniK.O.Fan's work. I took one of his original weapon designs and changed the sprites to a bunch of different colors, this gave me the idea to give the weapon a 2nd fire mode. So now the weapon functions both as a shotgun and a submachine gun. For the shotgun mode I tried to balance the damage around the original SSG, should be pretty much on par with it, albeit at a slightly higher fire rate. The "uzi" mode does less DPS than the original Plasma Rifle since I didn't want to make it too powerful, but the amount of projectiles is good for painlocking monsters.  edit: I'm not too convinced of the name "Plasma SSG" anymore since I added the smg firemode. Maybe one of you guys has an idea for a more fitting name? The only thing I could think of that isn't already taken is Plasma Blaster but that sounds a little bit boring tbh ^^")        Category: [Closed Submissions](https://www.realm667.com/forum/closed-submissions "This is the place all closed submissions go, no matter if they were approved or rejected. It's meant to be an archive, nothing else.")     Topic started 2 years 9 months ago, by DeVloek       [Last Post](https://www.realm667.com/forum/closed-submissions/1945-submission-plasma-ssg#11092) 2 years 9 months ago     by Gothic | Replies:1  Views:661 | [Last Post](https://www.realm667.com/forum/closed-submissions/1945-submission-plasma-ssg#11092) by Gothic      2 years 9 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png)](https://www.realm667.com/forum/closed-submissions/1946-submission-haywire-turret) | [\[SUBMISSION\] Haywire Turret](https://www.realm667.com/forum/closed-submissions/1946-submission-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  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.  Credits Code: DeVloek GLDefs: DeVloek Sounds: Kreastricon62, TannerSound, DeVloek Sprites: DeVloek (based on a model by McCarthy3D) Idea Base: lack of ceiling turrets  Preview sprite  Download link https://drive.google.com/file/d/1B9HW_d16FYPxByW5vrwr1E1kqHZUYu3x/view?usp=sharing  I was looking for ceiling-mounted turrets for one of my projects but couldn't find anything except the one from Strife. So I decided to make my own ;) And since I needed a somewhat immersive reason why the turret attacks the player I came up with the haywire thing. Not sure if the style fits Doom that much since I suck at overpainting 3D models but I hope it's good enough for the 'other' category.")        Category: [Closed Submissions](https://www.realm667.com/forum/closed-submissions "This is the place all closed submissions go, no matter if they were approved or rejected. It's meant to be an archive, nothing else.")     Topic started 2 years 9 months ago, by DeVloek       [Last Post](https://www.realm667.com/forum/closed-submissions/1946-submission-haywire-turret#11091) 2 years 9 months ago     by Gothic | Replies:1  Views:804 | [Last Post](https://www.realm667.com/forum/closed-submissions/1946-submission-haywire-turret#11091) by Gothic      2 years 9 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_rejected.png)](https://www.realm667.com/forum/closed-submissions/1801-submission-in-game-tip-machine) | [\[Submission\] In-Game Tip machine](https://www.realm667.com/forum/closed-submissions/1801-submission-in-game-tip-machine "Name: Tip Machine Type: A tutorial tool used to inform the player when to crouch, jump etc Palette: Doom Natural Summon: N/A Use type: Instant Duration: Instant Brightmaps: N/A Actor modification: None - Stand-Alone. Plug n Play ACS: Created in decorate to bypass ACS  Credits: Code: Gunslahyer_Pi GLDefs: Gunslahyer_Pi Sounds: Gunslahyer_Pi Sprites: Gunslahyer_Pi Sprite Edit: Gunslahyer_PI Idea Base: Tip prisms from Eradicator  Description: A customisable tutorial item sprite to allow map creators to redefine whether an object needs to be jumped over, crouched under or use a flashlight. More uses where available.  Notes: Item sprite appears properly in -game. Happy to make any adjustments.  Sprite:    Download Link: https://drive.google.com/file/d/1a1yE_2H_yxtGRRObAiIHJxe0P6GO6QZV/view?usp=share_link  Full Tutorial Download Link: https://drive.google.com/file/d/1x2FYODbt93mEvnkePH5g-PdvnoK2QPRE/view?usp=share_link")        Category: [Closed Submissions](https://www.realm667.com/forum/closed-submissions "This is the place all closed submissions go, no matter if they were approved or rejected. It's meant to be an archive, nothing else.")     Topic started 3 years 9 months ago, by Gunslahyer\_Pi       [Last Post](https://www.realm667.com/forum/closed-submissions/1801-submission-in-game-tip-machine#11087 ""I made this with intention to attract novice and amateur map creators to bypass advanced coding since a lot of ACS can be quite confronting and confusing."  I think using ACS would be much easier than using an actor to print a message, especially when you can't customize it. Sorry, but I don't see this getting much use.") 2 years 9 months ago     by Gothic | Replies:5  Views:1466 | [Last Post](https://www.realm667.com/forum/closed-submissions/1801-submission-in-game-tip-machine#11087 ""I made this with intention to attract novice and amateur map creators to bypass advanced coding since a lot of ACS can be quite confronting and confusing."  I think using ACS would be much easier than using an actor to print a message, especially when you can't customize it. Sorry, but I don't see this getting much use.") by Gothic      2 years 9 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_rejected.png)](https://www.realm667.com/forum/closed-submissions/1796-new-test-item) | [New test item](https://www.realm667.com/forum/closed-submissions/1796-new-test-item "Hello,  I'm new on this forum, but I'm playing for some time with custom items I found here; I tried to create a new Item, the ArtiMonsterResurrect, with an effect similar to custom trading card games.  S")        Category: [Closed Submissions](https://www.realm667.com/forum/closed-submissions "This is the place all closed submissions go, no matter if they were approved or rejected. It's meant to be an archive, nothing else.")     Topic started 3 years 9 months ago, by SPollazzon       [Last Post](https://www.realm667.com/forum/closed-submissions/1796-new-test-item#11086 "Closing this due to inactivity") 2 years 9 months ago     by Gothic | Replies:5  Views:1434 | [Last Post](https://www.realm667.com/forum/closed-submissions/1796-new-test-item#11086 "Closing this due to inactivity") by Gothic      2 years 9 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_rejected.png)](https://www.realm667.com/forum/closed-submissions/1725-submission-comet-electron-shooter) | [\[SUBMISSION\] Comet Electron Shooter](https://www.realm667.com/forum/closed-submissions/1725-submission-comet-electron-shooter "Information: Name: Comet Electron Shooter Class: 6 Type: Projectile Palette: Doom Summon:CometElectronShooter Ammo Type: Cell  Credits: Code: Tyrannotitan Fan Sounds: Valve/Gearbox, People Can Fly Sprites: Neccronixis Idea Base: Gauss Cannon from DOOM  Description: Your averange plasma ball launcher. Looks awesome.  Sprite: in attachment Download Link: https://www.dropbox.com/s/jsgh4ynfvpqtmh0/Comet_Electron_Shooter.zip?dl=0")        Category: [Closed Submissions](https://www.realm667.com/forum/closed-submissions "This is the place all closed submissions go, no matter if they were approved or rejected. It's meant to be an archive, nothing else.")     Topic started 4 years 8 months ago, by TyrannotitanFan       [Last Post](https://www.realm667.com/forum/closed-submissions/1725-submission-comet-electron-shooter?start=20#11078 "I'm glad you asked first. It's just about ready to be posted as a new submission.  Close this thread down. I'll create a new submission thread in due time.  Ta.") 2 years 9 months ago     by Gunslahyer\_Pi   - [1](https://www.realm667.com/forum/closed-submissions/1725-submission-comet-electron-shooter?start=0 "Page:1") - [2](https://www.realm667.com/forum/closed-submissions/1725-submission-comet-electron-shooter?start=10 "Page:2") - [3](https://www.realm667.com/forum/closed-submissions/1725-submission-comet-electron-shooter?start=20 "Page:3") | Replies:28  Views:9705 | [Last Post](https://www.realm667.com/forum/closed-submissions/1725-submission-comet-electron-shooter?start=20#11078 "I'm glad you asked first. It's just about ready to be posted as a new submission.  Close this thread down. I'll create a new submission thread in due time.  Ta.") by Gunslahyer\_Pi      2 years 9 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_rejected.png)](https://www.realm667.com/forum/closed-submissions/1736-submission-god-killer) | [\[submission\] God Killer](https://www.realm667.com/forum/closed-submissions/1736-submission-god-killer "Credits: Code: SkeletronMK666 GLDefs: none Sprite Edit: Taken form a toy nerf gun, Edited over by SkeletronMK666 Sprites: skeletronMK666 Idea Base: i seen a cool toy in the store :P Sound and sound mixing: Wolvexus, Idgames, SkeletornMK666  Description: The God Killer is a golden chaingun that shoots explosive rounds that deal devistating damage at simi fast speed.  info: Name: GodKiller Class: level 6 Type: Projectile Paltte: Custom PNG Summon: GODKILLER Ammo Type: Rockets Altfire: none Powered Mode: none ActorModifcations: NONE ACS: NONE  Hello, this is SkeletronMK666 and this is my submission to ream667. I seen a toy in the store and thought: this would be a cool gun. it had a golden barrel, so i took pictures of it and made it into an ulitmate weapon of destruction.  ")        Category: [Closed Submissions](https://www.realm667.com/forum/closed-submissions "This is the place all closed submissions go, no matter if they were approved or rejected. It's meant to be an archive, nothing else.")     Topic started 4 years 6 months ago, by SkeletronMK666       [Last Post](https://www.realm667.com/forum/closed-submissions/1736-submission-god-killer?start=10#11074 "Closing this due to inactivity") 2 years 9 months ago     by Gothic   - [1](https://www.realm667.com/forum/closed-submissions/1736-submission-god-killer?start=0 "Page:1") - [2](https://www.realm667.com/forum/closed-submissions/1736-submission-god-killer?start=10 "Page:2") | Replies:15  Views:7362 | [Last Post](https://www.realm667.com/forum/closed-submissions/1736-submission-god-killer?start=10#11074 "Closing this due to inactivity") by Gothic      2 years 9 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png)](https://www.realm667.com/forum/closed-submissions/1924-submission-doom-dev-decor) | [\[SUBMISSION\] Doom Dev Decor](https://www.realm667.com/forum/closed-submissions/1924-submission-doom-dev-decor "1: Development Evil Eye  Connection: None Palette: Doom Summon: EvilEye2 Ambient Sound: No De-/Activatable: No Destroyable: No Special Effects: No Brightmaps: No ACS: No  Code: PGE Sprites: id Software Idea Base: "Romero's Doom Dump Gore" on R667  Description: An alternate version of the Evil Eye found in RomeroDoomDump.  2: 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  Description: Lights found in RomeroDoomDump.  Code: PGE GLDEFS: Captain Toenail, Jimmy, PGE Sprites: id Software Sprite Edit: PGE Idea Base: "Romero's Doom Dump Gore" on R667  3: Development Nature Decor  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  Code: PGE Sprites: id Software Idea Base: "Romero's Doom Dump Gore" on R667  Description: Natural props found in Doom's prototypes and RomeroDoomDump.  4: Development Tech Decor  Connection: None Palette: Doom Summon: EmptyBarrel, ExplosiveBarrelSloppy, TechPillarTall, TechPillarTiny, Seat Ambient Sound: No De-/Activatable: No Destroyable: Yes (ExplosiveBarrelSloppy) Special Effects: No Brightmaps: No ACS: No  Code: PGE Sprites: id Software Idea Base: "Romero's Doom Dump Gore" on R667  Description: Technological props found in Doom's prototypes and RomeroDoomDump.")        Category: [Closed Submissions](https://www.realm667.com/forum/closed-submissions "This is the place all closed submissions go, no matter if they were approved or rejected. It's meant to be an archive, nothing else.")     Topic started 2 years 11 months ago, by Margaret Thatcher       [Last Post](https://www.realm667.com/forum/closed-submissions/1924-submission-doom-dev-decor#11047 "Added and") 2 years 9 months ago     by Gothic | Replies:7  Views:1153 | [Last Post](https://www.realm667.com/forum/closed-submissions/1924-submission-doom-dev-decor#11047 "Added and") by Gothic      2 years 9 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png)](https://www.realm667.com/forum/closed-submissions/1936-submission-possessed-mannequin) | [\[SUBMISSION\] Possessed Mannequin](https://www.realm667.com/forum/closed-submissions/1936-submission-possessed-mannequin "CREDITS: Submitted: Ganbare-Lucifer Decorate: 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")  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  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!  Another one by and permission from Craneo  https://drive.google.com/file/d/1x41G0o5GYCdjP3tMRvSbQnOc2eINSssH/view?usp=drive_link")        Category: [Closed Submissions](https://www.realm667.com/forum/closed-submissions "This is the place all closed submissions go, no matter if they were approved or rejected. It's meant to be an archive, nothing else.")     Topic started 2 years 10 months ago, by Ganbare-Lucifer       [Last Post](https://www.realm667.com/forum/closed-submissions/1936-submission-possessed-mannequin#11046) 2 years 9 months ago     by Gothic | Replies:7  Views:1167 | [Last Post](https://www.realm667.com/forum/closed-submissions/1936-submission-possessed-mannequin#11046) by Gothic      2 years 9 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png)](https://www.realm667.com/forum/closed-submissions/1935-submission-slimethrower) | [\[SUBMISSION\] Slimethrower](https://www.realm667.com/forum/closed-submissions/1935-submission-slimethrower "After seeing the recent submission of a slime monster I was reminded of a weapon I made for a nuclear waste-themed mappack almost a decade ago. Work on the maps has long been abandoned but the weapon...")        Category: [Closed Submissions](https://www.realm667.com/forum/closed-submissions "This is the place all closed submissions go, no matter if they were approved or rejected. It's meant to be an archive, nothing else.")     Topic started 2 years 10 months ago, by DeVloek       [Last Post](https://www.realm667.com/forum/closed-submissions/1935-submission-slimethrower?start=10#11045) 2 years 9 months ago     by Gothic   - [1](https://www.realm667.com/forum/closed-submissions/1935-submission-slimethrower?start=0 "Page:1") - [2](https://www.realm667.com/forum/closed-submissions/1935-submission-slimethrower?start=10 "Page:2") | Replies:11  Views:2259 | [Last Post](https://www.realm667.com/forum/closed-submissions/1935-submission-slimethrower?start=10#11045) by Gothic      2 years 9 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png)](https://www.realm667.com/forum/closed-submissions/1937-submission-translocator) | [\[SUBMISSION\] Translocator](https://www.realm667.com/forum/closed-submissions/1937-submission-translocator "Info Name: Translocator Class: - Type: Projectile Palette: Doom Summon: Translocator Ammo Type: Translocator Beacon (Custom) Altfire: Yes Powered Mode: No Brightmaps: Yes Actor modification: No ACS: No  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 disappears 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.  Credits: Code: DeVloek GLDefs: DeVloek Sounds: Digital Extremes Sprites: DeVloek (based on concept art by Sly) Idea Base: Unreal Tournament Translocator  Preview Sprite:  Download: https://drive.google.com/file/d/1gmth5IonxLFJL_Sy7fdFKghn14znpraV/view?usp=drive_link  I'm submitting this to the Armory since it's technically a weapon, and it is possible to telefrag non-bosses, but its' primary use is faster movement around the map and reaching previously unreachable places. Of course inspired by the Translocator from the Unreal Tournament series, but with a few differences.  The most obvious difference is the controls, primary fire triggers both the beacon launch and the teleport action since that feels more natural to me. Also the beacon cannot be destroyed by conventional means, but if it somehow ends up outside the map boundaries it will be teleported back to your translocator. Another difference is the damage dealt, in UT it deals a crazy amount of damage but in Doom I think bosses shouldn't be telefragged as this would make boss fights absolutely trivial. Since I wasn't able to use the standard teleport action for technical reasons, I'm using explosion damage for the purpose of telefragging so all monsters immune to blasts are immune to telefrags as well. In standard Doom that's only the Cyberdemon and the Spider Mastermind. Heretic, Hexen and Strife bosses should be immune too, haven't tested those.  I struggle to give it a class rating since it can insta-gib most monsters so I left that out in the info section. But I did include an option in the Zscript to easily configure the telefrag damage or turn it off altogether. I also included a function to determine if the beacon's position is safe to teleport to, ie. not blocked by any walls or ceilings. If the position is very close to a wall, a better position is searched within a small radius around the beacon so teleporting should work anyway in most cases. If the position is blocked when trying to teleport, a warning sound is played instead and both the translocator and the beacon blink red. I haven't really tested if it's possible to get stuck in decorations but you should be able to teleport away if that happens.  Here's a short video of the thing in action: https://youtu.be/Uj3floAFLOE  Obviously using it will break many maps since you can easily take shortcuts but it's much fun :) Hope to see some maps designed around it some day...")        Category: [Closed Submissions](https://www.realm667.com/forum/closed-submissions "This is the place all closed submissions go, no matter if they were approved or rejected. It's meant to be an archive, nothing else.")     Topic started 2 years 10 months ago, by DeVloek       [Last Post](https://www.realm667.com/forum/closed-submissions/1937-submission-translocator#11044) 2 years 9 months ago     by Gothic | Replies:4  Views:909 | [Last Post](https://www.realm667.com/forum/closed-submissions/1937-submission-translocator#11044) by Gothic      2 years 9 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png)](https://www.realm667.com/forum/closed-submissions/1934-submission-hells-angel) | [\[SUBMISSION\] Hell's Angel](https://www.realm667.com/forum/closed-submissions/1934-submission-hells-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  Description: A flying demoness that can shoot 4 or more fireballs in a row. Also has the ability to strafe and change altitude, this happens randomly but allows her to avoid incoming projectiles. Health and damage are relatively low but large groups can create a "bullet hell" environment.  Credits: Code: DeVloek GLDefs: DeVloek Sounds: Mike Koenig, 999999990, acclivity, AlesiaDavina, DeVloek Sprites: id Software, Craneo, HorrorMovieGuy, scalliano, Freedoom 2 Sprite Edit: DeVloek Idea Base: Succubus mythology and various winged R667 monsters  Preview sprite:  Download: https://drive.google.com/file/d/10Aei5h2k4Gw6Jd8uGIoBJm2SCcSdOWRG/view?usp=drive_link  edit: I forgot to remove some debug messages, also replaced the forum attachment with an upload to my google drive for easier maintenance incase something else comes up")        Category: [Closed Submissions](https://www.realm667.com/forum/closed-submissions "This is the place all closed submissions go, no matter if they were approved or rejected. It's meant to be an archive, nothing else.")     Topic started 2 years 10 months ago, by DeVloek       [Last Post](https://www.realm667.com/forum/closed-submissions/1934-submission-hells-angel#11011) 2 years 10 months ago     by Gothic | Replies:6  Views:941 | [Last Post](https://www.realm667.com/forum/closed-submissions/1934-submission-hells-angel#11011) by Gothic      2 years 10 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png)](https://www.realm667.com/forum/closed-submissions/1928-submission-frost-elemental) | [\[SUBMISSION\] Frost Elemental](https://www.realm667.com/forum/closed-submissions/1928-submission-frost-elemental "Name: Frost Elemental Difficulty: Medium Connections: None Summon: FrostElemental Melee: No Distance: Projectile Type: Demon GLDEFs: Yes Submitted: Ganbare-Lucifer  Name: Chiller Soul Difficulty: VeryEasy Connections: None Summon: ChillerSoul Melee: No Distance: Projectile Type: Demon GLDEFs: Yes Submitted: Ganbare-Lucifer  Frost Elemental Credits: Sprites: Id Software, Raven Software Sprite Edit: Wartorn Sounds: Raven Software Decorate: Aerial, Fury3, Ganbare-Lucifer Chiller Soul Credits: Sprites: Id Software, Raven Software Sprite Edit: Captain Toenail Sounds: Id Software GLDefs: Ghastly_dragon Decorate: Aerial, Ganbare-Lucifer  Trade the melee attack for an ice breath, and you have a somewhat less painful version of the Pain Elemental. Beware the Chiller Souls, though.  https://drive.google.com/file/d/1egnneJyth_1_fesEaJY0hekIL-veEprw/view?usp=drive_link")        Category: [Closed Submissions](https://www.realm667.com/forum/closed-submissions "This is the place all closed submissions go, no matter if they were approved or rejected. It's meant to be an archive, nothing else.")     Topic started 2 years 11 months ago, by Ganbare-Lucifer       [Last Post](https://www.realm667.com/forum/closed-submissions/1928-submission-frost-elemental#10999 "Sprite Edit: Captain Toenail, Ganbare-Lucifer  I did the frozen edits from Toenail's sprites.") 2 years 10 months ago     by Ganbare-Lucifer | Replies:9  Views:1090 | [Last Post](https://www.realm667.com/forum/closed-submissions/1928-submission-frost-elemental#10999 "Sprite Edit: Captain Toenail, Ganbare-Lucifer  I did the frozen edits from Toenail's sprites.") by Ganbare-Lucifer      2 years 10 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png)](https://www.realm667.com/forum/closed-submissions/1846-submission-needler-imp) | [\[SUBMISSION\] Needler Imp](https://www.realm667.com/forum/closed-submissions/1846-submission-needler-imp "Info: Name: Needler Imp Difficulty: Medium Connection: Imp Summon: NeedlerImp Melee: Yes Distance: Yes, Railgun and Needle Type: Demon Credits: Submitted: Ganbare-Lucifer Decorate: Ganbare-Lucifer, Virtue, Skelegant GLDEFs: Yes Sounds: Bungie Studios, Virtue, Skelegant Sprites: id Software Sprite Edit: NoC0ncentrate51, Ganbare-Lucifer Idea Base: Imp from Neoplasma wad and slightly on the Needler weapon from Halo Description: An Imp that has been heavily modified with geologic elements and cybernetic enhancement. Beware of it as it can shoot three red crystal needles and a railgun powered by the stone on its back. https://drive.google.com/file/d/1T8iEj6FgWKdjJIKsBuNGljGQYUYMj38y/view?usp=share_link")        Category: [Closed Submissions](https://www.realm667.com/forum/closed-submissions "This is the place all closed submissions go, no matter if they were approved or rejected. It's meant to be an archive, nothing else.")     Topic started 3 years 4 months ago, by Ganbare-Lucifer       [Last Post](https://www.realm667.com/forum/closed-submissions/1846-submission-needler-imp#10992 "Ok, I think it's fine as it is.") 2 years 10 months ago     by Gothic | Replies:9  Views:1513 | [Last Post](https://www.realm667.com/forum/closed-submissions/1846-submission-needler-imp#10992 "Ok, I think it's fine as it is.") by Gothic      2 years 10 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png)](https://www.realm667.com/forum/closed-submissions/1892-submission-super-chaingun) | [\[SUBMISSION\] Super Chaingun](https://www.realm667.com/forum/closed-submissions/1892-submission-super-chaingun "Name: Super Chaingun Class: 6 Type: Hitscan Palette: Doom Summon: SuperCGun, SuperCGib Ammo Type: Clip  Submitted: PGE Code: PGE GLDEFS: BigStronk Sounds: Id Software (Doom/Doom II) Sprites: Id Software, LkMax, Amuscaria Sprite Edit: Doom64Hunter, 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.")        Category: [Closed Submissions](https://www.realm667.com/forum/closed-submissions "This is the place all closed submissions go, no matter if they were approved or rejected. It's meant to be an archive, nothing else.")     Topic started 3 years 3 weeks ago, by Margaret Thatcher       [Last Post](https://www.realm667.com/forum/closed-submissions/1892-submission-super-chaingun?start=10#10991) 2 years 10 months ago     by Gothic   - [1](https://www.realm667.com/forum/closed-submissions/1892-submission-super-chaingun?start=0 "Page:1") - [2](https://www.realm667.com/forum/closed-submissions/1892-submission-super-chaingun?start=10 "Page:2") | Replies:17  Views:2468 | [Last Post](https://www.realm667.com/forum/closed-submissions/1892-submission-super-chaingun?start=10#10991) by Gothic      2 years 10 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png)](https://www.realm667.com/forum/closed-submissions/1931-submission-hell-boar) | [\[SUBMISSION\] Hell Boar](https://www.realm667.com/forum/closed-submissions/1931-submission-hell-boar "Name: Hell Boar Difficulty: Medium Connections: Pinky Summon: HellBoar Melee: Yes Distance: None Type: Demon GLDEFs: No  Submitted: Ganbare-Lucifer Decorate: Craneo, Neoworm Sounds: Mojang, LukeWarnut Sprites: Id Software, Konami, Paddu, Neoworm Sprite Edit: Craneo  Another one by and permission from Craneo  https://drive.google.com/file/d/1Nu8_iCUt1PumM5xZpFUWm44-W2UQy3lp/view?usp=drive_link")        Category: [Closed Submissions](https://www.realm667.com/forum/closed-submissions "This is the place all closed submissions go, no matter if they were approved or rejected. It's meant to be an archive, nothing else.")     Topic started 2 years 10 months ago, by Ganbare-Lucifer       [Last Post](https://www.realm667.com/forum/closed-submissions/1931-submission-hell-boar#10982) 2 years 10 months ago     by Gothic | Replies:4  Views:950 | [Last Post](https://www.realm667.com/forum/closed-submissions/1931-submission-hell-boar#10982) by Gothic      2 years 10 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_rejected.png)](https://www.realm667.com/forum/closed-submissions/1723-submission-m2019-blaster) | [\[Submission\] M2019 Blaster](https://www.realm667.com/forum/closed-submissions/1723-submission-m2019-blaster "Information: Name: M2019 Blaster Class: 2 Type: Projectile Palette: Doom Summon: DeckardGun Ammotype: Ammo44 AltFire: No Powered Mode: No Brightmaps: No Added States: Yes ACS: No  Credits: Code: Deon GLDefs: - Sounds: Uzver, Lippeth Sprites: Deon Sprite Edit: Deon Idea Base: Bladerunner's pistol from the movie (Deckard's gun)  Description: This is a signature weapon of Bladerunners, hunters after replicants, "artificial humans", in Bladerunner movie. The weapon has reload sequence and sounds.  Sprite: Various HUD sprites including a couple from reload sequence, plus a pickup sprite:   Download Link: ")        Category: [Closed Submissions](https://www.realm667.com/forum/closed-submissions "This is the place all closed submissions go, no matter if they were approved or rejected. It's meant to be an archive, nothing else.")     Topic started 4 years 8 months ago, by Deon       [Last Post](https://www.realm667.com/forum/closed-submissions/1723-submission-m2019-blaster?start=10#10964 "Closing this for now due to inactivity. Feel free to resubmit if you're willing to keep working on it.") 2 years 11 months ago     by Gothic   - [1](https://www.realm667.com/forum/closed-submissions/1723-submission-m2019-blaster?start=0 "Page:1") - [2](https://www.realm667.com/forum/closed-submissions/1723-submission-m2019-blaster?start=10 "Page:2") | Replies:11  Views:4864 | [Last Post](https://www.realm667.com/forum/closed-submissions/1723-submission-m2019-blaster?start=10#10964 "Closing this for now due to inactivity. Feel free to resubmit if you're willing to keep working on it.") by Gothic      2 years 11 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_rejected.png)](https://www.realm667.com/forum/closed-submissions/1703-submission-m4-m203) | [\[SUBMISSION\] M4-M203](https://www.realm667.com/forum/closed-submissions/1703-submission-m4-m203 "Information: Name: M4-M203 Class: 4 Type: Hitscan Palette: Doom Summon: M4M203 Ammotype1: Clip Ammotype2: RocketAmmo AltFire: Yes  Credits: Submitted: HawkwiththeGlock Decorate: HawkwithGlock Sprites: Petrilla Enterprises Sprite Edit: Pisstepanks Sounds: Valve, Madness Combat  Description: The classic M4 w/M203 grenade launcher, can go together with the Swat Shotgun.  Sprite: (NOTE: Not all of the HUD sprite will be displayed in game)  HUD: https://imgur.com/ESnGATr Pickup: https://imgur.com/3AR1hLC  Download Link: https://www.dropbox.com/s/c83r0wpr1g55ry7/M4-M203.zip?dl=0")        Category: [Closed Submissions](https://www.realm667.com/forum/closed-submissions "This is the place all closed submissions go, no matter if they were approved or rejected. It's meant to be an archive, nothing else.")     Topic started 4 years 9 months ago, by HawkwithGlock       [Last Post](https://www.realm667.com/forum/closed-submissions/1703-submission-m4-m203#10963 "Closing this for now due to inactivity. Feel free to resubmit if you have addressed its issues.") 2 years 11 months ago     by Gothic | Replies:7  Views:3203 | [Last Post](https://www.realm667.com/forum/closed-submissions/1703-submission-m4-m203#10963 "Closing this for now due to inactivity. Feel free to resubmit if you have addressed its issues.") by Gothic      2 years 11 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_rejected.png)](https://www.realm667.com/forum/closed-submissions/1863-the-demolition-gun) | [The Demolition Gun](https://www.realm667.com/forum/closed-submissions/1863-the-demolition-gun "Information: Name: DemolitionGun Connections: M79 Grenade Launcher and the UTNTPyroCannon Class: Level 7 Type: Projectile Palette: Doom Ammotype: Demolition Ammo Altfire: Yes  Credits: Code: BFG Major Mike Sounds: Nuclear Missile Launcher and UTNTPyroCannon Sprites: SGT_Mark (Brutal Doom v20), The Pyro shot sprites were made by Amuscaria, the explosions and fire effects come from Duke Nukem 3D, the rockets are from Freedoom, the nuclear missile projectile and fire effects come from Rise of the Triad, the giant explosion comes from Shadow Warrior, also the M79 Ammo box and grenades come from the m79, Daniel and 3d realms for the nuke missile sprites, and finally Eriance, 3d Realms Idea: Unreal tournament Redeemer  Description : After the rapid succession and popularity of the BFG 9000, the UAC decided to make another engineering marvel in gun design, and out came, the Demolition Gun  The Demolition gun is anything but weak, it fires a barrage of Napalm Bombs (From the UTNT Pyro Cannon), rockets, and grenades (from the m79 grenade launcher), and best of all, it has low recoil, however to keep it in balance, it has random spread, will absolutely annihilate you if you use it a little too close and up personal, and chews up ammo FAST. So as powerful as it is, it is balanced in least in my opinion, best put at the end game for tankier enemies.  Side note: I literally had to put it into a wad or it wouldn't work for some reason, I know it's bs but it literally would not work on my side at least.")        Category: [Closed Submissions](https://www.realm667.com/forum/closed-submissions "This is the place all closed submissions go, no matter if they were approved or rejected. It's meant to be an archive, nothing else.")     Topic started 3 years 3 months ago, by BFG Major Mike       [Last Post](https://www.realm667.com/forum/closed-submissions/1863-the-demolition-gun?start=10#10962 "Sorry, but I don't think this could fit in the repository. Also I must insist: STOP ripping sprites from Brutal Doom mods, unless you make the effort to credit everything properly, because most of the time credits aren't specified, and I'm honestly tired of having to check out poorly organized mods on ModDB.  There are tons of other places to find useful stuff better organized and") 2 years 11 months ago     by Gothic   - [1](https://www.realm667.com/forum/closed-submissions/1863-the-demolition-gun?start=0 "Page:1") - [2](https://www.realm667.com/forum/closed-submissions/1863-the-demolition-gun?start=10 "Page:2") | Replies:13  Views:2775 | [Last Post](https://www.realm667.com/forum/closed-submissions/1863-the-demolition-gun?start=10#10962 "Sorry, but I don't think this could fit in the repository. Also I must insist: STOP ripping sprites from Brutal Doom mods, unless you make the effort to credit everything properly, because most of the time credits aren't specified, and I'm honestly tired of having to check out poorly organized mods on ModDB.  There are tons of other places to find useful stuff better organized and") by Gothic      2 years 11 months ago |

| <a id="forumbottom"> </a> [ ](#forumtop) |  |

[Powered by](https://www.realm667.com/forum/credits) [Kunena Forum](https://www.kunena.org)
