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

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| [![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_rejected.png)](https://www.realm667.com/forum/closed-submissions/539-autoshotgun) | [AutoShotgun](https://www.realm667.com/forum/closed-submissions/539-autoshotgun "Information: Name: AutoShotgun Class: Level 3 Type: Hitscan Palette: Doom Summon: AutoShotgun Ammotype: Shell AltFire: Yes Powered Mode: No  Submitted: EffinghamHuffnagel Decorate: EffinghamHuffnagel Sprites: UnTrustable Sprite Edit: EffinghamHuffnagel (minor) Sounds: Pulled them from some wads 15 yrs ago. I edited them and have been using them as my default sounds since. ACS: No  I saw that Realm6667 had an AutoShotgunGuy monster, but no real AutoShotgun, so I did this in an evening as a break from getting monster Decorates to work right. I found these sprites in the ZDoom Spriting Carnival. UnTrustable posted them three years ago. He called it a ChainShotgun. As good a description as any, I guess. There is no Reload state, since the SSG is the only Doom weapon that actually has one. To try and balance the increased firing speed, I decreased damage and accuracy over distance. Shotguns are meant to use close-up. It may need some adjusting, but it will clear a crowded room quickly. The main Fire is the Shotgun, the AltFire is the SSG.  Download: http://www.m*diafire.com/download/3f38l6a1bw4v4jj/AutoShotgun.zip")        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 10 years 9 months ago, by EffinghamHuffnagel       [Last Post](https://www.realm667.com/forum/closed-submissions/539-autoshotgun#5602 "No feedback from the author for over a year, closing...") 9 years 4 months ago     by Blue Shadow | Replies:8  Views:9261 | [Last Post](https://www.realm667.com/forum/closed-submissions/539-autoshotgun#5602 "No feedback from the author for over a year, closing...") by Blue Shadow      9 years 4 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_rejected.png)](https://www.realm667.com/forum/closed-submissions/575-tac-pistol) | [Tac Pistol](https://www.realm667.com/forum/closed-submissions/575-tac-pistol "Information:  Name: Tac Pistol Class: 2 Type: Hitscan Palette: Palleted PNG Summon: TacPistol. Ammo Type: Bullets Altfire: No Powered Mode: No Added States: No  Credits: Submitted: Spectre0618 (Chris Black) Decorate: JoeyTD, SuperSonix07, (name changed by Spectre0618 in decorate) Sounds: FreeSFX.co.uk Sprites: 3D realm's rise of the triad: Dark war Sprite Edit: JoeyTD, (modified by Spectre0618) Idea Base: Colt 45 by JoeyTD ACS: no  Description: Colt 45 originally submitted by JoeyTD and modifd by Spectre0618. Changed the firing sprite, adjusted the animation sequence, changed the color of the gloves to black and used a new sound effect.  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 10 years 7 months ago, by spectre0618       [Last Post](https://www.realm667.com/forum/closed-submissions/575-tac-pistol#5601 "It doesn't look like there will be, closing...") 9 years 4 months ago     by Blue Shadow | Replies:7  Views:7901 | [Last Post](https://www.realm667.com/forum/closed-submissions/575-tac-pistol#5601 "It doesn't look like there will be, closing...") by Blue Shadow      9 years 4 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_rejected.png)](https://www.realm667.com/forum/closed-submissions/807-submission-probjectile) | [\[Submission\] Probjectile](https://www.realm667.com/forum/closed-submissions/807-submission-probjectile "Info: Name: Probjectile Class: 6 Type: Hitscan, Railgun Palette: Doom Summon: Probjectile Ammunition Type: RadioTagCell1 (custom), RadioTagCell2 (Custom) AltFire: Yes Powered States: No Added States: No Precompiled ACS: Yes LOADACS: Yes ACS Source: Yes  Description: This little railgun pistol may not pack much of a punch, but it lets you see enemy stats. Alt fire shoots a weaker slug at a faster fire rate.  Credits: Submitted: Ultimate Freedoomer Ammo Decorate: Ultimate Freedoomer Weapon Decorate: Vanilla Doom pistol decorate, modified by Ultimate Freedoomer ACS Source: Ultimate Freedoomer LOADACS: Ultimate Freedoomer Precompiled ACS: Ultimate Freedoomer Weapon Pickup Sprite: ZDoom pistol pickup sprite pre-v2.8, modified by Ultimate Freedoomer Small Ammo Pickup Sprite: Freedoom v0.10.1 small energy recharge pickup sprite, modified by Ultimate Freedoomer Large Ammo Pickup Sprite: Freedoom v0.10.1 large energy recharge pickup sprite, modified by Ultimate Freedoomer All Other Sprites: Freedoom v0.10.1 Pistol, modified by Ultimate Freedoomer Sounds: Freedoom Polaric Energy Cannon, modified by Ultimate Freedoomer Idea base: Probjectile from the Doom Bible World Sprite: View Sprite: Download:")        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 9 years 9 months ago, by Ultimate Freedoomer       [Last Post](https://www.realm667.com/forum/closed-submissions/807-submission-probjectile?start=10#5600 "At this point it's clear that read-out idea won't work. It might work for a weapon like, I don't know, some sort of scoped tech rifle. If you use the scope, you can see the information of the thing...") 9 years 4 months ago     by Blue Shadow   - [1](https://www.realm667.com/forum/closed-submissions/807-submission-probjectile?start=0 "Page:1") - [2](https://www.realm667.com/forum/closed-submissions/807-submission-probjectile?start=10 "Page:2") | Replies:13  Views:15.2k | [Last Post](https://www.realm667.com/forum/closed-submissions/807-submission-probjectile?start=10#5600 "At this point it's clear that read-out idea won't work. It might work for a weapon like, I don't know, some sort of scoped tech rifle. If you use the scope, you can see the information of the thing...") by Blue Shadow      9 years 4 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_rejected.png)](https://www.realm667.com/forum/closed-submissions/903-submission-heat-ray) | [\[SUBMISSION\] Heat Ray](https://www.realm667.com/forum/closed-submissions/903-submission-heat-ray "Information:  Name: Heat Ray Class: 5 Type: Ripper Palette: Custom Summon: HeatRay Ammo Type: Rocket Altfire: No Powered Mode: No Added States: No  Credits:  Submitted: Quantum_Dranger Decorate: Quantum_Dranger GLDefs: None Sounds: Id Software Sprites: Quantum_Dranger, Id Software Sprite Edit: None Idea Base: Quantum_Dranger ACS: None  Description:  A handheld flamethrower that uses rocket fuel to spew a burning ripper that tears through weaker enemies but it ineffective in taking down larger foes.  Images:  http://imgur.com/SuY4B2T  http://imgur.com/NOiECQ3  Download:  http://www.m*diafire.com/file/lx43bnlie8qcitz/HeatRay.zip")        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 9 years 5 months ago, by Quantum\_Dranger       [Last Post](https://www.realm667.com/forum/closed-submissions/903-submission-heat-ray#5594 "I agree with everything that's been said. Personally, I don't find the weapon exciting to use; it's just lacking.  Does it belong to the Other style? I'm afraid I'd have to say no.") 9 years 5 months ago     by Blue Shadow | Replies:7  Views:5262 | [Last Post](https://www.realm667.com/forum/closed-submissions/903-submission-heat-ray#5594 "I agree with everything that's been said. Personally, I don't find the weapon exciting to use; it's just lacking.  Does it belong to the Other style? I'm afraid I'd have to say no.") by Blue Shadow      9 years 5 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png)](https://www.realm667.com/forum/closed-submissions/591-submission-quad-shotgun) | [\[Submission\] Quad-Shotgun](https://www.realm667.com/forum/closed-submissions/591-submission-quad-shotgun "Information: Name: Quad Shotgun Class: 3 Type: Hitscan Palette: Doom Summon: QuadShotgun Ammotype: Shell AltFire: Yes  Credits: Submitted: DBJ87 Decorate: DBJ87 Sprites: Id Software, 1337spy, Bgraybr, Warhawk Sprite Edit: 1337spy (Idle Sprites), Bgraybr, Warhawk Sounds: Id Software (Doom 3 Fire & Reload), Bad Mojo (Quad Fire) Idea Base: Based on the QuadShotgun Zombie's Weapon by Ghastly_dragon.  Thanks to MagicWazard, Blue Shadow, Bad Mojo for your feedback and input. Thank you to Yholl. For giving me the permission to use the sprite set now in use.  Quad Shotgun's sprites taken, with permission, from DRLA. I take no credit for any sprites now in place.  Description: 4 Barrelled Shotgun, 4 Boom-Sticks of carnage! Simple, but effective it deals heavy damage but the reload time causes a long delay between shots. It might use more ammo, but bullets have a higher chance to hit than the Super-Shotgun, due to modifications made to the Barrels, decreasing its horizontal spread. Can plough through crowds of weaklings but is limited in tight situations. You can make the most of the gun's bullet & spread at close range but you're more open to enemy attacks. But which is better? Speed or Power? Quality or Quantity?  Can take out some of the higher tier enemies in 3-5 shots* at close range. *Compared to average 5-8 from the Super Shotgun vs. Baron of Hell & Mancubus. It does use more ammo overall compared to the Super-Shotgun. But the weapon is a lot more accurate with a higher chance of all the bullets hitting your target.  Fires 4 Single shots with high accuracy, taking out weaker enemies that would take 2-4 standard shotgun blasts quicker. Or use the Alternative fire to manually reload the gun or fire all 4 barrels at once dealing high damage & better accuracy against wider targets & slightly faster reload times compared to the Super-Shotgun.  "Custom Punch" damage has been added mostly extra effects such as stronger close range damage, larger push-backs & gibbing weak enemies*, (especially when firing all 4 at once, extra impact increases the effective value of using the Quad Shotgun at close range instead of any alternative. The push-back factor mostly is influenced by the weapon's Kickback, but the more bullets that hit the target at close range (stacking the damage from this attack) the farther they should fly back. *Best comparison being like the Plasmagun, critical hits that deal highest damage & take the most health off. Enemies such as Imps, Former Humans & Sergeants occasionally gib from at short to point-blank range. More information about Melee Damage configuration of File's Description.  Updates:  //12/12/16 -3rd incarnation (of the online export) of the with new Sprites & Sounds. (See Credits) -Close Range Damage increased with a Melee Attack dealing moderate damage. -Faster Reload compared to any version pre December 2016. -Reload Sound Sequence improved.  //01/03/17 -Weapon's Firing & Reload Sequences have had all sounds allocated to seperate channels. Firing Sounds were getting cut off when reloading. (Thanks to Blue Shadow & MagicWazard, for addressing this) -Reload Sound timing for when gun is actually closed is more accurately placed. -Bullet Damage rounded down to 7 (from 7.5) to fix Issues with newer the GZDoom/ZDoom configurations. (Thanks to Blue Shadow, for addressing this & MagicWazard, for addressing this)  I can only take credit for the idea on creating this version of a highly popular idea itself & creating the Decorate for it.  All other Credit goes to those named above. Thank you to everyone that has tested this since it was first started & everyone who has given me feedback. And thank to Yholl, 1337spy and the team behind DRLA. For permission to use the new Idle Sprite models & Flashes.  Sprite:  Download http://www.m*diafire.com/file/k2orv3mvd2cv150/Quad-Shotgun.zip")        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 10 years 6 months ago, by DBJ87       [Last Post](https://www.realm667.com/forum/closed-submissions/591-submission-quad-shotgun?start=40#5582 ".") 9 years 5 months ago     by Blue Shadow   - [1](https://www.realm667.com/forum/closed-submissions/591-submission-quad-shotgun?start=0 "Page:1") - [2](https://www.realm667.com/forum/closed-submissions/591-submission-quad-shotgun?start=10 "Page:2") - [3](https://www.realm667.com/forum/closed-submissions/591-submission-quad-shotgun?start=20 "Page:3") - <a class="disabled">...</a> - [5](https://www.realm667.com/forum/closed-submissions/591-submission-quad-shotgun?start=40 "Page:5") | Replies:46  Views:31.8k | [Last Post](https://www.realm667.com/forum/closed-submissions/591-submission-quad-shotgun?start=40#5582 ".") by Blue Shadow      9 years 5 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png)](https://www.realm667.com/forum/closed-submissions/907-update-zombie-plasma-scientist) | [\[UPDATE\] Zombie Plasma Scientist](https://www.realm667.com/forum/closed-submissions/907-update-zombie-plasma-scientist "Information: Name: Zombie Plasma Scientist Difficulty: Easy Connections: None Summon: ZombieScientistPlasma Melee: No Distance: Projectile Type: Human, Undead Brightmaps: No Added States: None ACS: No  Credits: Submitted: DavidN Decorate: DavidN GLDefs: DavidN Sounds: id Software (edited plasma sound) Sprites: scalliano (base for zombie scientist) Sprite Edit: DavidN Idea Base: Needed a ranged-weapon scientist.  Description: A scientist monster based on scalliano's great zombie scientist suite. It carries a plasma pistol that does 11-15 damage per hit. It is about as tough as an imp, but moves a little faster.  Sprite:  Download: http://www.teamouse.net/games/doom/ZombieScientistPlasma.wad  Update: This is an update to my existing submission of the same name in the Doom bestiary. I've updated his gun to look more like a plasma pistol and added some GLDEFS.")        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 9 years 5 months ago, by DavidN       [Last Post](https://www.realm667.com/forum/closed-submissions/907-update-zombie-plasma-scientist#5581 "Approved.  Edit: .") 9 years 5 months ago     by Blue Shadow | Replies:1  Views:5012 | [Last Post](https://www.realm667.com/forum/closed-submissions/907-update-zombie-plasma-scientist#5581 "Approved.  Edit: .") by Blue Shadow      9 years 5 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png)](https://www.realm667.com/forum/closed-submissions/899-submission-legend-sphere) | [\[Submission\] Legend Sphere](https://www.realm667.com/forum/closed-submissions/899-submission-legend-sphere "Name: Legend Sphere Type: Buddha Palette: Custom Summon: LegendSphere Use Type: Instant Duration: 60 seconds Added States: No  Submitted: Salahmander Decorate: Salahmander, MagicWazard GLDefs: Salahmander Sprites: id Software, Midway Sprite Edit: Salahmander Idea Base: Doom counterpart to Tome of the Forsaken.  Description: Use this and no matter how much damage you take, your health will never drop below 1%.  Preview:  Download Link: https://www.dropbox.com/s/kop1u4p8355yfke/LegendSphere.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 9 years 5 months ago, by Salahmander       [Last Post](https://www.realm667.com/forum/closed-submissions/899-submission-legend-sphere?start=10#5580 ".") 9 years 5 months ago     by Blue Shadow   - [1](https://www.realm667.com/forum/closed-submissions/899-submission-legend-sphere?start=0 "Page:1") - [2](https://www.realm667.com/forum/closed-submissions/899-submission-legend-sphere?start=10 "Page:2") | Replies:16  Views:14.3k | [Last Post](https://www.realm667.com/forum/closed-submissions/899-submission-legend-sphere?start=10#5580 ".") by Blue Shadow      9 years 5 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_rejected.png)](https://www.realm667.com/forum/closed-submissions/904-submission-small-ammo-variants) | [\[Submission\] Small Ammo Variants](https://www.realm667.com/forum/closed-submissions/904-submission-small-ammo-variants "Info: Name: Small Ammo Variants Type: Ammo Palette: Doom Summon (for each, in order listed): SmallClipBox, SmallShellBox, SmallRocketBox, SmallCell Added States: No ACS: No  Credits: Submitted: angry cat Decorate: angry cat Sprites: ID Software Sprite Edit: angry cat Idea Base: Smaller Variants of Large Ammo Counterparts  Description: A Few Smaller Ammo Variants i made in my Spare Time that Gives Half of Their Bigger Variants.  Preview(s):  Download")        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 9 years 5 months ago, by AngryCat       [Last Post](https://www.realm667.com/forum/closed-submissions/904-submission-small-ammo-variants#5568 "It happens. :) I'm going to move these to the "no thanks" section for now--not because they're bad, but because they're so similar to the aforementioned mid-grade ammo items.") 9 years 5 months ago     by MagicWazard | Replies:3  Views:5503 | [Last Post](https://www.realm667.com/forum/closed-submissions/904-submission-small-ammo-variants#5568 "It happens. :) I'm going to move these to the "no thanks" section for now--not because they're bad, but because they're so similar to the aforementioned mid-grade ammo items.") by MagicWazard      9 years 5 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png)](https://www.realm667.com/forum/closed-submissions/897-demon-lamp) | [Demon Lamp](https://www.realm667.com/forum/closed-submissions/897-demon-lamp "Name: Demon Lamp Palette: Custom Summon: DemonLamp(Ext) Special Effects: No ACS: No  --Credits-- Submitted: Mor'ladim Decorate: Mor'ladim GLDefs: Mor'ladim Sounds: N/A Sprites: Mor'ladim Idea Base: None  A demon head shaped lamp on a chain. Comes with an extinguished version.  [image]")        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 9 years 6 months ago, by Morladim       [Last Post](https://www.realm667.com/forum/closed-submissions/897-demon-lamp#5492) 9 years 6 months ago     by Blue Shadow | Replies:2  Views:6054 | [Last Post](https://www.realm667.com/forum/closed-submissions/897-demon-lamp#5492) by Blue Shadow      9 years 6 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png)](https://www.realm667.com/forum/closed-submissions/866-creature-lamps) | [Creature Lamps](https://www.realm667.com/forum/closed-submissions/866-creature-lamps "I can't remember if my account is still active or it was deleted, so I made a new one. ANYWAY:  Name: Creature Lamps Palette: Custom Summon: CreatureLamp(Short), ArachnidLamp(Short) Special Effects: Yes (Embers) ACS: No  --Credits-- Submitted: Mor'ladim Decorate: Mor'ladim Sounds: N/A Sprites: Mor'ladim, Capcom Idea Base: None  Two ceiling creature lamps, both offering a standard and short length. Small embers occasionally appear from the lamps.  It's been a long time since I submitted something here. Hope I did everything right!")        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 9 years 7 months ago, by Morladim       [Last Post](https://www.realm667.com/forum/closed-submissions/866-creature-lamps?start=10#5491) 9 years 6 months ago     by Blue Shadow   - [1](https://www.realm667.com/forum/closed-submissions/866-creature-lamps?start=0 "Page:1") - [2](https://www.realm667.com/forum/closed-submissions/866-creature-lamps?start=10 "Page:2") | Replies:11  Views:14.6k | [Last Post](https://www.realm667.com/forum/closed-submissions/866-creature-lamps?start=10#5491) by Blue Shadow      9 years 6 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png)](https://www.realm667.com/forum/closed-submissions/875-update-a-possible-mix-up-with-power-ring-spawners) | [\[UPDATE\] A possible mix-up with Power Ring Spawners?](https://www.realm667.com/forum/closed-submissions/875-update-a-possible-mix-up-with-power-ring-spawners "I think there might be a mix-up with the Power Ring Spawners in the SFX Shop. In the document lump it says to use the THIRD argument to control the size of the area for the ring spawners, but when I...")        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 9 years 6 months ago, by cmw1986       [Last Post](https://www.realm667.com/forum/closed-submissions/875-update-a-possible-mix-up-with-power-ring-spawners#5427 "Updated.") 9 years 6 months ago     by Blue Shadow | Replies:6  Views:6732 | [Last Post](https://www.realm667.com/forum/closed-submissions/875-update-a-possible-mix-up-with-power-ring-spawners#5427 "Updated.") by Blue Shadow      9 years 6 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png)](https://www.realm667.com/forum/closed-submissions/836-submission-damaging-effects-up-to-date) | [\[SUBMISSION\]Damaging Effects\[UP-TO-DATE\]](https://www.realm667.com/forum/closed-submissions/836-submission-damaging-effects-up-to-date "[INFO] Name: Damage Hud Effects Type: Hud effects (SFX Other) ACS: Yes Commands: (these are their default values) fd_enable = 1 toggles screen fade bs_enable = 1 toggles blood splats ds_enable = 1 toggles death splats hb_enable = 1 toggles heart beat bs_devmode = 0 toggles dev mode hb_starthp = 30 sets the max amount of health that triggers the heart beat hb_delay = 30 sets the delay between heart beats ds_amount = 20 sets the amount of blood splats on death bs_minamount = 2 Minimum amount of blood bs_maxamount = 5 Maximum amount of blood bs_speed = 2 Blood appearance speed bsfdDefaults = 0 Set to 1 to reset cvars back to default values setdmgfx for opening the settings menu from console also binded to a key  [CHANGELOG] In v 2.1: +New blood on screen graphics,this time they are PNGOUT'ed +No need of changing the Player decorate,all scripts are activated automatically +This time it could work with Brutal Doom and other mods that change the player's actor. +Aded Info +Added Credits +Added Documentation In Version 3.0: +blood now utilizes the whole screen +remade all blood splats from scratch, there are 9 new splats plus 2 lots of rotations (180* and 90*). +changed names of all blood graphics as they were conflicting with the zdoom "blood on wall" graphics. +PNGOUT'd. +blood now covers the screen when dead. -removed HudSize, its not needed anymore. +added more stuff to the code... Thanks to BadMojo for commenting the lines In version 3.1: changes: -blood splats will now change opacity in relation to how much damage was dealt. +added devmode cvar (this just displays the last amount of damage taken at the bottom right of the screen) +Updated Documentation notes: To enable demode, type "bs_devmode 1" in the console without the quotes. In version 3.2: +Updated Documentation +new CVARS In version 4.0: +Added menu for easy customising,it is bound to a key you need to assign +Added new commands:bs_minamount,bs_maxamount,bs_speed,bsfdDefaults -the speed at which the blood shows on screen can be cjanged via a cvar or menu -the minimum and maximum amount of blood on screen can be changed via cvar or menu -The menu is rearanged and fixed from grammar,the debug mode option is the last +Updated INFO lump for the cvars In version 4.1: +Added yet another cvar for the opacity value of the blood splats... just a bool though: its an int now: bs_alpha +Implemented blood opacity value in the menu, options are default, low and very low +Implemented a crude "hackish" way to set the default values in the menu +Updated INFO lump for the CVARs In version 4.2: +Added new function:the heartbeat +New console commands(hb_enable,hb_starthp,hb_delay) +new original heartbeat sound from scratch +updated menu In version 4.3: -improved heartbeat sound(no cripling anymore) [CREDITS] Submitted:CaptainManiac Sprites:BadMojo ACS by:CaptainManiac,BadMojo Idea by:CaptainManiac Special Thanks:Blue Shadow,MaxED,Scifista42,Buuu342 Ideabase:The Fading and Blood on Screen effect from The Saboteur's regeneration system  [Description] Adds 3 effects to the players view when taking damage. 1. When reaching critical health levels(50% and lower), the screen begins to fade to white, then as your health gets lower, it fades to red, getting more intense as you meet your inevitable doom. 2. You see your own blood while taking damage. 3.You hear your heartbeat when you reach very low health and it deafens your pain sounds. [HOW IS USED] Run doom (zdoom, gzdoom or the latest zandronum) with the command line: -file DAMAGEFX.WAD  OR  Simply drag and drop the wad onto the games excecutable.  [CONSOLE COMMANDS] These are the default cvar values, can be modified using the console in game or by the menu as options.  fd_enable = 1 toggles screen fade bs_enable = 1 toggles blood splats ds_enable = 1 toggles death splats hb_enable = 1 toggles heart beat bs_devmode = 0 toggles dev mode hb_starthp = 30 sets the max amount of health that triggers the heart beat hb_delay = 30 sets the delay between heart beats ds_amount = 20 sets the amount of blood splats on death bs_minamount = 2 Minimum amount of blood bs_maxamount = 5 Maximum amount of blood bs_speed = 2 Blood appearance speed bsfdDefaults = 0 Set to 1 to reset cvars back to default values setdmgfx for opening the settings menu from console also binded to a key  [Screenshots] Those screenies describe the features of this cool Hud Effect!  They are along with the attachments,showing you the new features of the effect.It has developer mode enabled This happens when the effect is enabled and you are low on health or inflict damage(I left myself to be damaged when capturing those screenies(Zandronum). The last if when you die(And it is enabled of course). [Download Link] Previous version:4.2  Officially Final Edition v4.3:")        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 9 years 8 months ago, by CaptainManiac       [Last Post](https://www.realm667.com/forum/closed-submissions/836-submission-damaging-effects-up-to-date?start=70#5418 "It's uploaded now! Thank you guys for the effort on this!") 9 years 6 months ago     by MagicWazard   - [1](https://www.realm667.com/forum/closed-submissions/836-submission-damaging-effects-up-to-date?start=0 "Page:1") - [2](https://www.realm667.com/forum/closed-submissions/836-submission-damaging-effects-up-to-date?start=10 "Page:2") - [3](https://www.realm667.com/forum/closed-submissions/836-submission-damaging-effects-up-to-date?start=20 "Page:3") - <a class="disabled">...</a> - [8](https://www.realm667.com/forum/closed-submissions/836-submission-damaging-effects-up-to-date?start=70 "Page:8") | Replies:75  Views:44k | [Last Post](https://www.realm667.com/forum/closed-submissions/836-submission-damaging-effects-up-to-date?start=70#5418 "It's uploaded now! Thank you guys for the effort on this!") by MagicWazard      9 years 6 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png)](https://www.realm667.com/forum/closed-submissions/842-strife-holograms) | [Strife Holograms](https://www.realm667.com/forum/closed-submissions/842-strife-holograms "Name: Strife Holograms Palette: Custom Summon: OrderHolo(1,2,3), FrontHolo(1,2,3) Special Effects: Yes  Submitted: Gothic Decorate: Gothic GLDefs: Gothic Sprites: Rogue Entertainment Sprite Edit: Gothic Idea Base: UAC Holograms  removed")        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 9 years 8 months ago, by Gothic       [Last Post](https://www.realm667.com/forum/closed-submissions/842-strife-holograms#5408 "Uploaded!") 9 years 6 months ago     by MagicWazard | Replies:3  Views:6956 | [Last Post](https://www.realm667.com/forum/closed-submissions/842-strife-holograms#5408 "Uploaded!") by MagicWazard      9 years 6 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png)](https://www.realm667.com/forum/closed-submissions/798-update-hierophant) | [\[UPDATE\] Hierophant](https://www.realm667.com/forum/closed-submissions/798-update-hierophant "Updated submission:  Changes:  * Changed the way the curses are inflicted. The new approach no longer relies on the presence of custom pain states. This allowed for the removal of the KEYCONF lump.  * The curse projectile now inflicts a curse upon the actor it hits directly.  * DECORATE code enhancements and cleanup.  * Optimized the sprites.  * Updated the INFO and CREDITS lumps.  Download:  https://www.dropbox.com/s/fdz41r528ct1raa/Hierophant.zip?dl=1  -----  The main reason behind the update was to get rid of the KEYCONF lump, because if you define your own player class, and you load this WAD on top, it'll override your player class with the one it comes with, which isn't really good at all.")        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 9 years 10 months ago, by Blue Shadow       [Last Post](https://www.realm667.com/forum/closed-submissions/798-update-hierophant?start=10#5313 "Uploaded! Thanks for the work on this.") 9 years 7 months ago     by MagicWazard   - [1](https://www.realm667.com/forum/closed-submissions/798-update-hierophant?start=0 "Page:1") - [2](https://www.realm667.com/forum/closed-submissions/798-update-hierophant?start=10 "Page:2") | Replies:15  Views:15.7k | [Last Post](https://www.realm667.com/forum/closed-submissions/798-update-hierophant?start=10#5313 "Uploaded! Thanks for the work on this.") by MagicWazard      9 years 7 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_rejected.png)](https://www.realm667.com/forum/closed-submissions/857-submission-spellcross-35-monster-collection) | [\[SUBMISSION\] Spellcross 35 Monster Collection](https://www.realm667.com/forum/closed-submissions/857-submission-spellcross-35-monster-collection "Information: These Monsters require OPENGL to be used and require the option of "Adjust Spirit Clipping" set to never to visually appear correct. Hopefully Realm667 can help me solve this issue. In addition, Monsters highlighted with "*" have additional rules to them, found in the README file attached.  All Monsters use this: Brightmaps: No Added States: No ACS: None  Name: Orc Difficulty: Very Easy Connections: None Summon: Orc Melee: Yes - 3-30 Damage - Fast Attack Speed Distance: No Type: Orc, Weapon Wielder.  Name: Ka-Orc Difficulty: Easy Connections: None Summon: KaOrc Melee: Yes - 4-40 Damage - Slow Attack Speed Distance: No Type: Orc, Weapon Wielder.  Name: Magotar Difficulty: Very Easy Connections: None Summon: MagotarGround Melee: Yes - 2-28 Damage - Average Attack Speed - Small chance to attack twice in a row. Distance: No Type: Demon, Weapon Wielder.  Name: Magotar (Air) Difficulty: Very Easy Connections: Has a chance to spawn "Magotar" on non-extreme death. Summon: MagotarAir Melee: Yes - 2-28 Damage - Average Attack Speed - Small chance to attack twice in a row. Distance: No Type: Demon, Flyer, Weapon Wielder.  Name: Shadow Magotar Difficulty: Very Easy Connections: Same as "Magotar" but Fuzzy Rendered. Summon: ShadowMagotarGround Melee: Yes - 2-28 Damage - Average Attack Speed - Small chance to attack twice in a row. Distance: No Type: Demon, Weapon Wielder.  Name: ShadowMagotar (Air) Difficulty: Very Easy Connections: Same as "Magotar (Air)" but Fuzzy Rendered. Summon: ShadowMagotarAir Melee: Yes - 2-28 Damage - Average Attack Speed - Small chance to attack twice in a row. Distance: No Type: Demon, Flyer, Weapon Wielder.  Name: Dark Elf Difficulty: Very Easy Connections: None Summon: DarkElf Melee: No - But retreats from nearby targets if in Melee Range. Distance: Yes - 6 Damage - Average Attack Speed - Projectile 1 shot - Very Fast Missile Speed Type: Demon, Archer  Name: Arrow Thrower Difficulty: Easy Connections: None Summon: ArrowThrower Melee: No Distance: Yes - 1 Damage - Fast Attack Speed - Projectile 9 shots - Very Fast Missile Speed Type: Artillery, Wood  Name: Ballista Difficulty: Easy Connections: None Summon: Ballista Melee: No Distance: Yes - 7 Damage - Fast Attack Speed - Projectile 1 shot - Fast Missile Speed Type: Artillery, Metal  Name: Harpy Difficulty: Easy Connections: None Summon: Harpy Melee: Yes - 4-36 Damage - Average Attack Speed - Attacks Twice. Distance: Partly - Affects the target with a 25% Damage Amplification effect for 6 seconds. Short Range. Type: Demon, Flyer  Name: Undead Difficulty: Easy Connections: None Summon: Undead Melee: Yes - 3-18 Damage - Average Attack Speed Distance: Partly - Affects the target with a 85% Movement Slow effect for 1.1 second. Very Short Range. Type: Undead, Magical, Shield Wielder.  Name: Ka-Orc Kommander* Difficulty: Medium Connections: None Summon: KaOrcKommander Melee: Yes - 8-80 Damage - Fast Attack Speed Distance: No Type: Orc, Armoured, Weapon Wielder.  Name: Mri Difficulty: Easy Connections: None Summon: Mri Melee: No Distance: Yes - 15 AoE Damage (80 radius) - Average Attack Speed - Hitscan 1 shot - Instant Speed, but delayed by 1/4 of a second. Type: Demon, Magical, Chanter  Name: Golem Difficulty: Easy Connections: None Summon: Golem Melee: No Distance: Yes - 4 Damage - Average Attack Speed - Projectile 1 shot - Fast Missile Speed - Will instantly attack again if the target is close. Type: Stone, Magical  Name: Mechanical Tower Difficulty: Easy Connections: Spawns 1 "Orc" on death. Summon: MechanicalTower Melee: No Distance: Yes - 3 Damage - Average Attack Speed - Projectile 1->3 shots - Average Missile Speed - Changes from 1 -> 3 shots depending on much health is lost. Type: Metal, Wood, Machine  Name: Wizard Difficulty: Medium Connections: Monsters cannot infight with this Monster. Summon: Wizard Melee: No Distance: Yes - 13 Damage - Average Attack Speed - Projectile 1 shot - Fast Missile Speed Type: Mage, Magical.  Name: Ghost* Difficulty: Medium Connections: None. Summon: SpellcrossGhost Melee: Yes - 6-60 Damage - Fast Attack Speed Distance: No. Type: Ghost, Flyer.  Name: Balloon Difficulty: Easy Connections: None. Summon: Balloon Melee: No. Distance: Yes - 6 Damage - Average Attack Speed - Projectile 1 shot - Average Missile Speed Type: Zeppelin, Metal, Wood, Machine, Flyer.  Name: Nekromancer Difficulty: Easy Connections: Has a uncommon chance to summon "Undead" monster. Summon: Nekromancer Melee: No. Distance: Yes - 1+ Damage - Average Attack Speed - Projectile 1 shot - Fast Missile Speed - Has the RIPPER effect. Type: Undead, Magical.  Name: Hell Rider* Difficulty: Medium Connections: None. Summon: HellRider Melee: No. Distance: Yes - 3 Damage - Fast Attack Speed - Projectile 2 shot - Fast Missile Speed. Type: Demon, Animal Rider, Teleporter.  Name: War Orc Difficulty: Easy Connections: None. Summon: WarOrc Melee: No. Distance: Yes - 1-5 Damage - Average Attack Speed - Hitscan 4 shots - Instant. Type: Orc, Armoured, Gun Wielder.  Name: Anti-Tank Orc Difficulty: Easy Connections: None. Summon: AntiTankOrc Melee: No. Distance: Yes - 4+ Damage - Average Attack Speed - Projectile 1 shot - Fast Missile Speed - Has the PIERCEARMOR effect. Type: Orc, Armoured, Gun Wielder.  Name: Sonic Cannon Difficulty: Easy Connections: None. Summon: SonicCannon Melee: No. Distance: Yes - 10 AoE Damage (214 radius) - Slow Attack Speed - Hitscan 1 shot - Instant Speed, but requires line of sight. Type: Machine, Metal, Magical.  Name: Mechanical Mammoth Difficulty: Medium Connections: None. Summon: MechanicalMammoth Melee: No. Distance: Yes - 30 AoE Damage (128 radius) - Average Attack Speed - Hitscan 1->3 (randomized) shots - Instant Speed, but delayed by 3/4 of a second. Type: Machine, Metal, Magical.  Name: Kamikaze Bird* Difficulty: Very Easy Connections: None. Summon: KamikazeBird Melee: Partly - Instant suicide in Melee, dealing 40 AoE Damage (128 radius) Distance: Partly - Activates "Lost Soul" Charge, chasing target faster until out of sight or blocked. Type: Bird, Flyer, Suicidal.  Name: Conjurer Difficulty: Easy Connections: Has a common chance to summon "Kamikaze Bird" monster. Summon: Conjurer Melee: No. Distance: Yes - 2 Damage + 10 AoE Damage (96 radius) - Average Attack Speed - Projectile 1 shot - Average Missile Speed Type: Mage, Magical.  Name: Fortress of Terror Difficulty: Hard Connections: Spawns 1 "Anti-Tank Orc" on death. Summon: FortressOfTerror Melee: No. Distance1: Yes - 30 Damage - Fast/Very Fast Attack Speed - Projectile 1 shot - Fast Missile Speed - Attacks Faster when weaker. Common Attack. Distance2: Yes - 3 Damage - Fast/Very Fast Attack Speed - Projectile 16 shots - Fast Missile Speed - Attacks Faster when weaker. Uncommon Attack. Type: Boss, Machine, Stone, Metal.  Name: Dragon* Difficulty: Hard Connections: None. Summon: Dragon Melee: No. Distance: Yes - 15 Damage - Fast Attack Speed - Projectile 1 shot - Fast Missile Speed - Common Attack. Type: Boss, Dragon, Flyer.  Name: Elven Master Difficulty: Easy Connections: None. Summon: ElvenMaster Melee: No - But retreats from nearby targets if in Melee Range. Distance: Yes - 12 Damage - Average Attack Speed - Projectile 1 shot - Extremely Fast Missile Speed Type: Demon, Archer  Name: Knight of Death* Difficulty: Medium Connections: None. Summon: KnightOfDeath Melee: No Distance: Yes - 15 Damage - Fast Attack Speed - Projectile 1 shot - Fast Missile Speed Type: Undead, Horse Rider, Magical.  Name: Demon Difficulty: Medium Connections: None. Summon: SpellcrossDemon Melee: No Distance: Yes - 10 Damage - Average Attack Speed - Projectile 1 shot - Fast Missile Speed - If the Demon receives pain, it fires another missile. Type: Demon, Teleporter  Name: Magician Difficulty: Medium Connections: Has a rare chance to summon "Hell Rider" monster. Starts to summon "Demon" if less than 1/6th health, dies in the process if successful dealing 75 AoE damage (128 radius). Summon: Magician Melee: No. Distance: Yes - 5 Damage - Average Attack Speed - Projectile 1 shot - Slow Missile Speed - Has the SEEKERMISSILE effect. Type: Mage, Magical.  Name: Slizoid* Difficulty: Very Easy->Very Hard (depending on density) Connections: Summons 3 additional Slizoids on alert. Has a rare chance to spawn "Slizoid" on movement. Summon: Slizoid Melee: Yes - 1-3 Damage - Fast Attack Speed - Has a common chance to ignore the target instead. Distance: Partly - Jumps towards the target dealing 1 damage. Medium Range. Type: Slime, Ooze, multiplier.  Name: Predator* Difficulty: Medium Connections: None. Summon: Predator Melee: Partly - Delayed Suicide in Melee, dealing 96 AoE Damage (400 radius) Distance: Yes - 8 Damage - Very Fast Attack Speed - Projectile 1 shot - Fast Missile Speed - Refire effect. Type: Machine, Magical, Wood, Suicidal.  Name: Black Angel Difficulty: Medium Connections: None. Summon: BlackAngel Melee: No. Distance: Yes - 35 AoE Damage (80 radius)- Fast Attack Speed - Hitscan 1 shot - Instant Speed, but delayed by 1/6th of a second. Short Range. Type: Magical, Fallen Angel, Weapon Wielder, Flyer.  Credits: Submitted: Paul Bates/Blackgaze Decorate: Paul Bates/Blackgaze Sounds: From the computer game "Spellcross" edited by Paul Bates/Blackgaze Sprites: From the computer game "Spellcross" edited by Paul Bates/Blackgaze Idea Base: From the computer game "Spellcross", Monster action and logic inspired by the ingame Spellcross attacks.  Description: 35x Custom Monsters based on the computer game "Spellcross", a majority of the monsters offer something different other than walk and shoot so check out the more descriptive READ-ME attached file for the full Monster Details.  Sprite:  Monsters above are shown in image order. I will submit individual images for each Monster if requested.  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 9 years 7 months ago, by Blackgaze       [Last Post](https://www.realm667.com/forum/closed-submissions/857-submission-spellcross-35-monster-collection#5302 "BadMojo said nearly everything I would have to say, including the subject of color palettes. :) Although we generally require sprites to be paletted, they don't need to be forced into an existing game...") 9 years 7 months ago     by MagicWazard | Replies:9  Views:6947 | [Last Post](https://www.realm667.com/forum/closed-submissions/857-submission-spellcross-35-monster-collection#5302 "BadMojo said nearly everything I would have to say, including the subject of color palettes. :) Although we generally require sprites to be paletted, they don't need to be forced into an existing game...") by MagicWazard      9 years 7 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png)](https://www.realm667.com/forum/closed-submissions/663-fire-serpents) | [Fire Serpents](https://www.realm667.com/forum/closed-submissions/663-fire-serpents "Name: Fire Serpents Difficulty: Easy - Medium Summon: FireSerpent, FlameSerpent Melee: No Distance: Projectile Type: Demon  Submitted: Doomedarchviledemon Decorate: Doomedarchviledemon Sprites: Exhumed / Powerslave, Raven Software Sprite Edits: Doomedarchviledemon Sounds: Doom 3, Hexen, Freesounds Idea Base: The Chinese Dragon enemy from Gex: Enter the Gecko  Description: Spawned from the hottest depths of hell these fire serpents are immune to fire based attacks and spit hot fire at their enemies. The younger serpents shoot out slow moving streams of concentrated fire at their enemies. The older serpents shoot out longer and faster streams of fire that spread out to cover more area. The older serpent's body also produce hot lava droplets while it flies around which can harm those who are unfortunate enough to be standing underneath them. Luckily these serpents are fairly weak.  Consider this an apology enemy for taking so damn long on the worms. Wouldn't you know it, this enemy only took about a day to complete also. :XD:")        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 10 years 3 months ago, by doomedarchviledemon       [Last Post](https://www.realm667.com/forum/closed-submissions/663-fire-serpents?start=10#5278 "Now uploaded!") 9 years 7 months ago     by MagicWazard   - [1](https://www.realm667.com/forum/closed-submissions/663-fire-serpents?start=0 "Page:1") - [2](https://www.realm667.com/forum/closed-submissions/663-fire-serpents?start=10 "Page:2") | Replies:11  Views:15k | [Last Post](https://www.realm667.com/forum/closed-submissions/663-fire-serpents?start=10#5278 "Now uploaded!") by MagicWazard      9 years 7 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png)](https://www.realm667.com/forum/closed-submissions/847-sentient-mushroom) | [Sentient Mushroom](https://www.realm667.com/forum/closed-submissions/847-sentient-mushroom "Name: Sentient Mushroom Difficulty: Medium Connections: None Summon: SentientMushroom, MushroomSpawner Melee: No Distance: Projectile Type: Magic, Plant Brightmaps: None Added States: None ACS: No  Submitted: Gothic Decorate: Gothic GLDefs: Gothic Sounds: Raven Software, Monolith Productions Sprites: Raven Software Sprite Edit: Gothic  What seems to be a regular decoration, is actually a dangerous creature that tosses poisonous gas around it to keep intruders out of its territory. If you hear a squeal, you better keep your distance.  Includes a random spawner for the surprise factor on your maps.  http://i.imgur.com/mtJve9J.png  removed")        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 9 years 8 months ago, by Gothic       [Last Post](https://www.realm667.com/forum/closed-submissions/847-sentient-mushroom?start=10#5258) 9 years 8 months ago     by Blue Shadow   - [1](https://www.realm667.com/forum/closed-submissions/847-sentient-mushroom?start=0 "Page:1") - [2](https://www.realm667.com/forum/closed-submissions/847-sentient-mushroom?start=10 "Page:2") | Replies:10  Views:15.2k | [Last Post](https://www.realm667.com/forum/closed-submissions/847-sentient-mushroom?start=10#5258) by Blue Shadow      9 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/844-fire-pillars-strife) | [Fire Pillars (Strife)](https://www.realm667.com/forum/closed-submissions/844-fire-pillars-strife "Name: Fire Pillars (Strife) Palette: Strife Summon: StoneFirePillar, AztecFirePillar  Submitted: Gothic Decorate: Gothic GLDefs: Gothic Sprites: Rogue Entertainment, Raven Software Sprite Edit: Gothic Idea Base: Zrrion's Doom and Hexen Pillars  http://i.imgur.com/iN0Tifr.png  removed")        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 9 years 8 months ago, by Gothic       [Last Post](https://www.realm667.com/forum/closed-submissions/844-fire-pillars-strife#5205 "This has been uploaded as well! Let me know if there's any issue with this or the Rebels pack.") 9 years 8 months ago     by MagicWazard | Replies:2  Views:6110 | [Last Post](https://www.realm667.com/forum/closed-submissions/844-fire-pillars-strife#5205 "This has been uploaded as well! Let me know if there's any issue with this or the Rebels pack.") by MagicWazard      9 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/843-impaled-rebels) | [Impaled Rebels](https://www.realm667.com/forum/closed-submissions/843-impaled-rebels "Name: Impaled Rebels Palette: Strife Summon: ImpaledRebel, ImpaledRebel2  Submitted: Gothic Decorate: Gothic Sprites: Rogue Entertainment, id Software Sprite Edit: Gothic Idea Base: Doom props  http://i.imgur.com/kiHZq3z.png  removed")        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 9 years 8 months ago, by Gothic       [Last Post](https://www.realm667.com/forum/closed-submissions/843-impaled-rebels#5183 "My thoughts exactly! I'll get these and the Fire Pillars uploaded before the weekend's over.  EDIT: Whoops! Slipped my mind yesterday. I'll do it tonight.") 9 years 8 months ago     by MagicWazard | Replies:2  Views:5599 | [Last Post](https://www.realm667.com/forum/closed-submissions/843-impaled-rebels#5183 "My thoughts exactly! I'll get these and the Fire Pillars uploaded before the weekend's over.  EDIT: Whoops! Slipped my mind yesterday. I'll do it tonight.") by MagicWazard      9 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/789-update-40mm-grenade-launcher) | [\[UPDATE\] 40mm Grenade Launcher](https://www.realm667.com/forum/closed-submissions/789-update-40mm-grenade-launcher "While this is first of several updates I am gonna post, I noticed that this weapon needed some polishment here and there. What's changed:  * No more keyconf, instead included the slot for the weapon via Weapon.SlotNumber  * Commented out DoomEdNums  * Fixed caps & indentations inside decorate  * all sprites through Slade automated process  * Included INFO & CREDITS lump within the wad itself  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 9 years 10 months ago, by ozymandias81       [Last Post](https://www.realm667.com/forum/closed-submissions/789-update-40mm-grenade-launcher?start=10#5113 "All good. .") 9 years 8 months ago     by Blue Shadow   - [1](https://www.realm667.com/forum/closed-submissions/789-update-40mm-grenade-launcher?start=0 "Page:1") - [2](https://www.realm667.com/forum/closed-submissions/789-update-40mm-grenade-launcher?start=10 "Page:2") | Replies:13  Views:13.2k | [Last Post](https://www.realm667.com/forum/closed-submissions/789-update-40mm-grenade-launcher?start=10#5113 "All good. .") by Blue Shadow      9 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/826-update-auto-shotgun) | [\[UPDATE\] Auto Shotgun](https://www.realm667.com/forum/closed-submissions/826-update-auto-shotgun "Added ability to use the reload key.  -Added flag WRF_ALLOWRELOAD to A_WeaponReady state to make use of the reload key -Created Reload state and moved all reloading code into it  https://www.dropbox.com/s/4n8gacbvgtrg53w/AUTOSHOTv8.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 9 years 9 months ago, by BadMojo       [Last Post](https://www.realm667.com/forum/closed-submissions/826-update-auto-shotgun#5112 "Looks fine to me!") 9 years 8 months ago     by MagicWazard | Replies:1  Views:4952 | [Last Post](https://www.realm667.com/forum/closed-submissions/826-update-auto-shotgun#5112 "Looks fine to me!") by MagicWazard      9 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/660-submission-nerve-tear-gas-launcher) | [\[SUBMISSION\] Nerve (tear) Gas Launcher](https://www.realm667.com/forum/closed-submissions/660-submission-nerve-tear-gas-launcher "Information: Name: Riot Nerve Gas Launcher Class: 5 Type: Projectile and AoE Palette: Doom Summon: GasGun Ammo Type: Sarin Gas Grenades Altfire: no Powered Mode: no Added States: no  Credits: Submitted: Deathknight Decorate: Deathknight, MagicWazard, idGamer Sounds: 3D Realms, Raven Software, ID Games Sprites: 3D Realms, Raven Software, ID Games, Deathknight Sprite Edit: Deathknight Idea Base:Shadow warrior Gas Grenade, and the idea of a half damage/half suppression weapon. ACS: none  Description: This was a Riot Gun loaded with tear gas that was used before the invasion to suppress severe civil unrest. Yet once the hordes of hell were unleashed unto earth, many of these guns were outfitted to fire deadly grenades containing the chemical mixtures to form Sarin. Can kill with both direct impact from the grenade and the deadly nerve gas which it produces. Does not work underwater.")        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 10 years 3 months ago, by deathknight       [Last Post](https://www.realm667.com/forum/closed-submissions/660-submission-nerve-tear-gas-launcher?start=20#5108 "Alright, then, .") 9 years 8 months ago     by Blue Shadow   - [1](https://www.realm667.com/forum/closed-submissions/660-submission-nerve-tear-gas-launcher?start=0 "Page:1") - [2](https://www.realm667.com/forum/closed-submissions/660-submission-nerve-tear-gas-launcher?start=10 "Page:2") - [3](https://www.realm667.com/forum/closed-submissions/660-submission-nerve-tear-gas-launcher?start=20 "Page:3") | Replies:29  Views:20.4k | [Last Post](https://www.realm667.com/forum/closed-submissions/660-submission-nerve-tear-gas-launcher?start=20#5108 "Alright, then, .") by Blue Shadow      9 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/604-submission-chaos-reaver) | [\[SUBMISSION\] Chaos Reaver](https://www.realm667.com/forum/closed-submissions/604-submission-chaos-reaver "Info: Name: Chaos Reaver Difficulty: Medium Connections: None Summon: ChaosReaver Melee: Yes Distance: Projectile Type: Demon Brightmaps: No Added states: No ACS: No  Credits: Submitted: Jaeden Decorate: Jaeden GLDefs: Jaeden Sounds: Raven Software Sprites: Jaeden, Raven Software Sprite Edit: Jaeden  Description: A bug-like demon that shoots fireballs from distance or bites at close range.  Sprite: [image]  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 10 years 6 months ago, by jaeden7734       [Last Post](https://www.realm667.com/forum/closed-submissions/604-submission-chaos-reaver#5073 "Yeah, it does look a bit flat art-wise. It's not a bad attempt by any means, but it doesn't particularly mix with some of the other stuff.") 9 years 9 months ago     by Dreadopp | Replies:4  Views:6446 | [Last Post](https://www.realm667.com/forum/closed-submissions/604-submission-chaos-reaver#5073 "Yeah, it does look a bit flat art-wise. It's not a bad attempt by any means, but it doesn't particularly mix with some of the other stuff.") by Dreadopp      9 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/85-crimson-soul) | [Crimson Soul](https://www.realm667.com/forum/closed-submissions/85-crimson-soul "Name: Crimson Soul Difficulty: Very Easy Connections: Uses Lost Soul sounds Summon: CrimsonSoul, CrimsonSoul2, CrimsonSoul3 Melee: Yes Distance: Charge Type: Undead, Fire Brightmaps: No Added States: No ACS: No  Submitted: Jaeden Decorate: Jaeden Sprites: Jaeden Sounds: ID Software Idea Base: Lost Soul  Description: A small flying monster that burns nearby enemies. It charges from distance and has low health.  Sprite: [image]  Download:")        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 11 years 9 months ago, by jaeden7734       [Last Post](https://www.realm667.com/forum/closed-submissions/85-crimson-soul#5072 "While I do think the behavior could work, I have to agree that the main body sprites are a bit too simplistic.") 9 years 9 months ago     by Dreadopp | Replies:7  Views:6532 | [Last Post](https://www.realm667.com/forum/closed-submissions/85-crimson-soul#5072 "While I do think the behavior could work, I have to agree that the main body sprites are a bit too simplistic.") by Dreadopp      9 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/505-submission-vile-soul) | [\[SUBMISSION\] Vile Soul](https://www.realm667.com/forum/closed-submissions/505-submission-vile-soul "[INFO]: Name: Vile Soul Difficulty: Medium Connection: Lost Soul Summon: VileSoul Melee: Charge Attack Distance: Fire Attack Type: Demon, Undead Brightmaps: Not yet  [CREDITS]: Submitted: EffinghamHuffnagel Decorate: HorrorMovieGuy (original concept), EffinghamHuffnagel GLDefs: Not yet Sounds: SigFloyd (Brutal Doom SE), Freesound.org (Creative Commons 0) Sprites: id, Lexus Alyus Sprite Edit: EffinghamHuffnagel Idea Base: A new Lost Soul variant  [DESCRIPTION] A Lost Soul variant that can resurrect like an Arch-Vile at the cost of its life. It has Arch-Vile speed and more health than a normal Lost Soul. It also has a distance weapon: the Arch-Vile fire attack/damage; but not the blast effect/damage. It uses the fire attack 25% of the time.  [PREVIEW]  [DOWNLOAD]  https://www.dropbox.com/s/0roywvy5ad22onn/VileSoul.zip?dl=0  Updated - 9/7/15 ----- I added Info and Credits lumps, converted all the sounds/graphics to ogg/png, added the +NOBLOOD flag and increased health to 150 so one close-up SSG shot will not always kill them.  I'd still like someone with more Decorate experience to look at my code and see if it's okay.These two Souls are the first monsters I've created. I don't know that I used A_FadeOut correctly. Or is that more for use in GZDoom?  I also checked and found that A_Chase now has increased functionality and supersedes A_VileChase, so I'll try to redo the code there. And I still need to learn how to do GLDefs and Brightmaps.")        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 10 years 11 months ago, by EffinghamHuffnagel       [Last Post](https://www.realm667.com/forum/closed-submissions/505-submission-vile-soul#5056 "Like Blue Shadow, I'm not entirely sold by this one. The sprite coloring is okay I guess, but I think some other modification to the base monster sprites would help make it stand out a bit more.") 9 years 9 months ago     by Dreadopp | Replies:3  Views:6236 | [Last Post](https://www.realm667.com/forum/closed-submissions/505-submission-vile-soul#5056 "Like Blue Shadow, I'm not entirely sold by this one. The sprite coloring is okay I guess, but I think some other modification to the base monster sprites would help make it stand out a bit more.") by Dreadopp      9 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/537-submission-soldier-of-fortune-i-textures) | [\[SUBMISSION\] Soldier Of Fortune I Textures](https://www.realm667.com/forum/closed-submissions/537-submission-soldier-of-fortune-i-textures "Information: Source: Soldier Of Fortune I - Platinum Edition Count: 3141 + 28 Palette: Truecolor PNGs Format: Textures Folder (Longnames) Anims/Switches: Yes Description: Soldier Of Fortune I textures  Credits: Conversion: Ozymandias81 Author: Raven Software Submitted: Ozymandias81  Description: Textures & relative Skyboxes from Soldier Of Fortune I - Platinum Edition,  Preview:  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 10 years 9 months ago, by ozymandias81       [Last Post](https://www.realm667.com/forum/closed-submissions/537-submission-soldier-of-fortune-i-textures#5025) 9 years 9 months ago     by Blue Shadow | Replies:6  Views:9056 | [Last Post](https://www.realm667.com/forum/closed-submissions/537-submission-soldier-of-fortune-i-textures#5025) by Blue Shadow      9 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/821-update-bfg10k) | [\[UPDATE\] BFG10K](https://www.realm667.com/forum/closed-submissions/821-update-bfg10k "Updated submission:  Changes:  * Fixed a typo in GLDEFS which resulted in an error on start-up when using the OpenGL renderer.  Download:  https://www.dropbox.com/s/ycrid2yxnxvp28s/BFG10k.zip?dl=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 9 years 9 months ago, by Blue Shadow       [Last Post](https://www.realm667.com/forum/closed-submissions/821-update-bfg10k#4992 "No problem for me! I've gone ahead and uploaded the update. Let me know if anything else doesn't check out.") 9 years 9 months ago     by MagicWazard | Replies:5  Views:5797 | [Last Post](https://www.realm667.com/forum/closed-submissions/821-update-bfg10k#4992 "No problem for me! I've gone ahead and uploaded the update. Let me know if anything else doesn't check out.") by MagicWazard      9 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/791-update-aa-12-shotgun) | [\[UPDATE\] AA-12 Shotgun](https://www.realm667.com/forum/closed-submissions/791-update-aa-12-shotgun "Updated the weapon with just minor nitpicks:  * Fixed a couple of caps & indentations inside Decorate lump  * all sprites through Slade automated process  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 9 years 10 months ago, by ozymandias81       [Last Post](https://www.realm667.com/forum/closed-submissions/791-update-aa-12-shotgun#4977 "Looks good too! The update has been uploaded to the repo.") 9 years 9 months ago     by MagicWazard | Replies:2  Views:5837 | [Last Post](https://www.realm667.com/forum/closed-submissions/791-update-aa-12-shotgun#4977 "Looks good too! The update has been uploaded to the repo.") by MagicWazard      9 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/792-update-action-machinegun) | [\[UPDATE\] Action MachineGun](https://www.realm667.com/forum/closed-submissions/792-update-action-machinegun "Noticed several things here which needed to be changed / updated so far:  * Fixed a couple of caps / indentations as always inside the Decorate lump  * all sprites within the weapon  * Converted the only one .wav file to .ogg with Audacity (didn't touch the quality - 11025mhz), saved 8kb  * KEYCONF lump removed, added Weapon.SlotNumber instead to the weapon itself  * Included both INFO & CREDITS lump inside the wad  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 9 years 10 months ago, by ozymandias81       [Last Post](https://www.realm667.com/forum/closed-submissions/792-update-action-machinegun#4976 "Looks good! I've uploaded the update to the repo.") 9 years 9 months ago     by MagicWazard | Replies:2  Views:5392 | [Last Post](https://www.realm667.com/forum/closed-submissions/792-update-action-machinegun#4976 "Looks good! I've uploaded the update to the repo.") by MagicWazard      9 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/811-update-plasma-repeater) | [\[UPDATE\] Plasma Repeater](https://www.realm667.com/forum/closed-submissions/811-update-plasma-repeater "Just a small bugfix...  -The hud sprite name was clashing with the name of the doom plasma balls.... my bad :ouch: , I changed the name and decorate accordingly so it should be ok now.  https://www.dropbox.com/s/nahha1hrxg3zork/PLASMAREPEATERv7.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 9 years 9 months ago, by BadMojo       [Last Post](https://www.realm667.com/forum/closed-submissions/811-update-plasma-repeater#4974 "Updated the repo entry! Let me know if you see any further problems.") 9 years 9 months ago     by MagicWazard | Replies:3  Views:5389 | [Last Post](https://www.realm667.com/forum/closed-submissions/811-update-plasma-repeater#4974 "Updated the repo entry! Let me know if you see any further problems.") by MagicWazard      9 years 9 months ago |

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