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#  [The Workshop](https://www.realm667.com/forum/the-workshop "View Category 'The Workshop'")  208 topics

 | A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin! |
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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/user/barrel.png)](https://www.realm667.com/forum/the-workshop/586-how-to-make-a-range-gun-available-only-in-berserk) | [How to make a range gun available only in berserk](https://www.realm667.com/forum/the-workshop/586-how-to-make-a-range-gun-available-only-in-berserk "I am making a shotgun that shoots blasts of hellfire,but i want it to be available only in berserk mode(need berserk power to get the weapon ready,even if it is picked up).When i put the...")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 10 years 8 months ago, by CaptainManiac       [Last Post](https://www.realm667.com/forum/the-workshop/586-how-to-make-a-range-gun-available-only-in-berserk#3107 "Thanks you") 10 years 8 months ago     by CaptainManiac | Replies:6  Views:5824 | [Last Post](https://www.realm667.com/forum/the-workshop/586-how-to-make-a-range-gun-available-only-in-berserk#3107 "Thanks you") by CaptainManiac      10 years 8 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/581-how-to-make-a-animated-weapon-pickup-icon) | [How to make a animated weapon pickup icon](https://www.realm667.com/forum/the-workshop/581-how-to-make-a-animated-weapon-pickup-icon "Hi,guys,i am new in modding and want to make a weapon,but i want to make its icon animated and separated the first three frames for the pickup.I worry about that it won't animate,because for the...")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 10 years 8 months ago, by CaptainManiac       [Last Post](https://www.realm667.com/forum/the-workshop/581-how-to-make-a-animated-weapon-pickup-icon#3095 "It's simple: first you'd want to rename your like so:  And then, it's just a matter of writing the Spawn state sequence, like this:") 10 years 8 months ago     by Blue Shadow | Replies:1  Views:5347 | [Last Post](https://www.realm667.com/forum/the-workshop/581-how-to-make-a-animated-weapon-pickup-icon#3095 "It's simple: first you'd want to rename your like so:  And then, it's just a matter of writing the Spawn state sequence, like this:") by Blue Shadow      10 years 8 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/585-apologies-for-the-delay) | [Apologies for the delay...](https://www.realm667.com/forum/the-workshop/585-apologies-for-the-delay "I'd like to apologies to the newly registered users who made posts in the last week or so for the delay in approving their first posts.")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 10 years 8 months ago, by Blue Shadow       [Last Post](https://www.realm667.com/forum/the-workshop/585-apologies-for-the-delay#3094 "I'd like to apologies to the newly registered users who made posts in the last week or so for the delay in approving their first posts.") 10 years 8 months ago     by Blue Shadow | Replies:0  Views:5051 | [Last Post](https://www.realm667.com/forum/the-workshop/585-apologies-for-the-delay#3094 "I'd like to apologies to the newly registered users who made posts in the last week or so for the delay in approving their first posts.") by Blue Shadow      10 years 8 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/weapon.png)](https://www.realm667.com/forum/the-workshop/577-help-plasma-supressor) | [\[Help\] Plasma supressor](https://www.realm667.com/forum/the-workshop/577-help-plasma-supressor "¡Hi there! So this is my first post, let me introduce myself; I work for PainKiller the creator of Project Brutality, my job is search resources for the mod, and one day I found these sprites in the Zandronum forums:  - http://forum.zdoom.org/download/file.php?id=18426 - http://forum.zdoom.org/download/file.php?id=18425 - http://forum.zdoom.org/download/file.php?id=18424 e item for the gun. -Make a fire animation for the gun. (The secondary fire is the same of the original bd 20b plasma gun) -Create the dual wield sprites and the recharge animation with the black glooves.  And if you can fix some issues in the gun  Please guys I really need help for this: ¿Can someone help me? Please")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 10 years 8 months ago, by Dr Nash       [Last Post](https://www.realm667.com/forum/the-workshop/577-help-plasma-supressor#3073 "¡Hi there! So this is my first post, let me introduce myself; I work for PainKiller the creator of Project Brutality, my job is search resources for the mod, and one day I found these sprites in the Zandronum forums:  - http://forum.zdoom.org/download/file.php?id=18426 - http://forum.zdoom.org/download/file.php?id=18425 - http://forum.zdoom.org/download/file.php?id=18424 < -----  Author: ¨Tomicapo¨  Actually the gun is a combination of the Demon tech rifle, with parts of the Brutal Doom version 20b/18 plasma gun. And this ones are not finished yet.  The third one is the chosen from the mod. And I really need help from some weapon designer/creator to finish it [Because I don't know how to create guns]  The things needed here is: -Create the item for the gun. -Make a fire animation for the gun. (The secondary fire is the same of the original bd 20b plasma gun) -Create the dual wield sprites and the recharge animation with the black glooves.  And if you can fix some issues in the gun  Please guys I really need help for this: ¿Can someone help me? Please") 10 years 8 months ago     by Dr Nash | Replies:0  Views:5355 | [Last Post](https://www.realm667.com/forum/the-workshop/577-help-plasma-supressor#3073 "¡Hi there! So this is my first post, let me introduce myself; I work for PainKiller the creator of Project Brutality, my job is search resources for the mod, and one day I found these sprites in the Zandronum forums:  - http://forum.zdoom.org/download/file.php?id=18426 - http://forum.zdoom.org/download/file.php?id=18425 - http://forum.zdoom.org/download/file.php?id=18424 e item for the gun. -Make a fire animation for the gun. (The secondary fire is the same of the original bd 20b plasma gun) -Create the dual wield sprites and the recharge animation with the black glooves.  And if you can fix some issues in the gun  Please guys I really need help for this: ¿Can someone help me? Please") by Dr Nash      10 years 8 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/568-vagary) | [Vagary](https://www.realm667.com/forum/the-workshop/568-vagary "Ok Ghastly here is what I got so fare :)")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 10 years 8 months ago, by yuraofthehairfan       [Last Post](https://www.realm667.com/forum/the-workshop/568-vagary#3043 "Ok Ghastly here is what I got so fare :)") 10 years 8 months ago     by yuraofthehairfan | Replies:0  Views:5635 | [Last Post](https://www.realm667.com/forum/the-workshop/568-vagary#3043 "Ok Ghastly here is what I got so fare :)") by yuraofthehairfan      10 years 8 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/549-request-zombie-bfg-tank) | [\[REQUEST\] Zombie BFG Tank](https://www.realm667.com/forum/the-workshop/549-request-zombie-bfg-tank "I was looking for the Zombie BFG Tank that I really want. Any contribution or help may be appreciated.")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 10 years 10 months ago, by mattbratt11       [Last Post](https://www.realm667.com/forum/the-workshop/549-request-zombie-bfg-tank#2971 "I decided I will plan on making it soon. I will post my creation "Zombie BFG Tank" sometime soon to see what you guys think about it.  BTW, Here's a sneak preview of Zombie BFG Tank.") 10 years 10 months ago     by mattbratt11 | Replies:5  Views:6749 | [Last Post](https://www.realm667.com/forum/the-workshop/549-request-zombie-bfg-tank#2971 "I decided I will plan on making it soon. I will post my creation "Zombie BFG Tank" sometime soon to see what you guys think about it.  BTW, Here's a sneak preview of Zombie BFG Tank.") by mattbratt11      10 years 10 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/532-daedabus) | [Daedabus?](https://www.realm667.com/forum/the-workshop/532-daedabus "Can I have the deadabus???")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 10 years 11 months ago, by Cacodemon112       [Last Post](https://www.realm667.com/forum/the-workshop/532-daedabus#2876 "I'm sorry, but you can't have it. It was taken down from the front page for a reason. It wouldn't be smart on our part to go against the author's wishes and give it to you "under the table".") 10 years 11 months ago     by Blue Shadow | Replies:1  Views:5812 | [Last Post](https://www.realm667.com/forum/the-workshop/532-daedabus#2876 "I'm sorry, but you can't have it. It was taken down from the front page for a reason. It wouldn't be smart on our part to go against the author's wishes and give it to you "under the table".") by Blue Shadow      10 years 11 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/524-3-round-bursts-for-handgun) | [3 round bursts for handgun?](https://www.realm667.com/forum/the-workshop/524-3-round-bursts-for-handgun "I have recently made a handgun that is semi-auto and has 3 round burst when you press altfire.  Heres the decorate:  I have a problem at the alt-fire, if i have limited ammo and the clip almost ran out (the amount of clip is 2 for example) i would make the gun burst 2 rounds instead of 3. so any decorate coding help here? Thanks")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 11 years 5 days ago, by NourPrince       [Last Post](https://www.realm667.com/forum/the-workshop/524-3-round-bursts-for-handgun#2839 "Thank you so much!") 11 years 5 days ago     by NourPrince | Replies:2  Views:5766 | [Last Post](https://www.realm667.com/forum/the-workshop/524-3-round-bursts-for-handgun#2839 "Thank you so much!") by NourPrince      11 years 5 days ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/181-sky-textures-pack) | [Sky Textures Pack](https://www.realm667.com/forum/the-workshop/181-sky-textures-pack "Before the hack attack, we had a thread where we were compiling together a bunch of new skybox textures for people to use. Since this was a thread, rather than a finished submission, it was lost when...")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 11 years 9 months ago, by MagicWazard       [Last Post](https://www.realm667.com/forum/the-workshop/181-sky-textures-pack#2777 "Well, the sky may be... ehehhe... Last one sky you did is more good than older ones. Awesome.") 11 years 3 weeks ago     by ozymandias81 | Replies:8  Views:14.4k | [Last Post](https://www.realm667.com/forum/the-workshop/181-sky-textures-pack#2777 "Well, the sky may be... ehehhe... Last one sky you did is more good than older ones. Awesome.") by ozymandias81      11 years 3 weeks ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/493-realm667bestiarybackup-additional-monsters) | [realm667bestiarybackup+additional monsters](https://www.realm667.com/forum/the-workshop/493-realm667bestiarybackup-additional-monsters "You don´t have to download every single monster in the bestiary, because I have done this before the website got down. :)  Let´s say it´s a backup of the website´s bestiary, but I took the time to give them TIDs and sorted them by category. I also added some additional monsters from some other resources.  every monster is left in its original wad, credits should be included IN every single wad. Please report bugs so I can fix them.  http://forum.zdoom.org/viewtopic.php?f=37&t=47870")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 11 years 2 months ago, by Warchild       [Last Post](https://www.realm667.com/forum/the-workshop/493-realm667bestiarybackup-additional-monsters#2772 "Oh god no") 11 years 4 weeks ago     by Tormentor667 | Replies:2  Views:5670 | [Last Post](https://www.realm667.com/forum/the-workshop/493-realm667bestiarybackup-additional-monsters#2772 "Oh god no") by Tormentor667      11 years 4 weeks ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/504-lots-of-things) | [lots of things.](https://www.realm667.com/forum/the-workshop/504-lots-of-things "Sorry I'm not sure where to post this. I've been working on a bunch of guns and I want to put them all in one file. I also want to add screen flash? Or something and have the screen jump like in...")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 11 years 1 month ago, by BTBAMAR15       [Last Post](https://www.realm667.com/forum/the-workshop/504-lots-of-things#2750 "thanks man. As far as the screen flash thing, I kind of would just like to incorporate the effects used in brutal doom when you fire the supershotgun, etc. The screen kicks up, and I'm not sure how...") 11 years 1 month ago     by BTBAMAR15 | Replies:2  Views:5215 | [Last Post](https://www.realm667.com/forum/the-workshop/504-lots-of-things#2750 "thanks man. As far as the screen flash thing, I kind of would just like to incorporate the effects used in brutal doom when you fire the supershotgun, etc. The screen kicks up, and I'm not sure how...") by BTBAMAR15      11 years 1 month ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/342-baby-caco-pet) | [Baby Caco Pet](https://www.realm667.com/forum/the-workshop/342-baby-caco-pet "This is just a silly little thing I did because I said I would do this when the Baby Caco was first put up onto this site. It's just the baby caco only being able to hop around and do melee attacks....")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 11 years 5 months ago, by doomedarchviledemon       [Last Post](https://www.realm667.com/forum/the-workshop/342-baby-caco-pet#2708 "they are kind of stupid, it stays at his place and when you shoot it , it flees into one direction and walks against the wall over and over again...") 11 years 2 months ago     by Warchild | Replies:1  Views:5662 | [Last Post](https://www.realm667.com/forum/the-workshop/342-baby-caco-pet#2708 "they are kind of stupid, it stays at his place and when you shoot it , it flees into one direction and walks against the wall over and over again...") by Warchild      11 years 2 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/482-map-for-gzdoom-1-8-02-team-dodge-rocket) | [Map for GZDoom 1.8.02: Team Dodge Rocket](https://www.realm667.com/forum/the-workshop/482-map-for-gzdoom-1-8-02-team-dodge-rocket "I built this *unfinished WAD for DOOM II 1.9 using the latest GZDoom Builder. The idea is simple: Team Dodge Rocket. I thought of Dodge Ball and then Why not dodge Rocket? Shoot rockets back and...")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 11 years 2 months ago, by wadfarmer       [Last Post](https://www.realm667.com/forum/the-workshop/482-map-for-gzdoom-1-8-02-team-dodge-rocket#2669 "Sorry, but Realm is not the place to share one's projects. You might want to take this to or forums.") 11 years 2 months ago     by Blue Shadow | Replies:1  Views:5327 | [Last Post](https://www.realm667.com/forum/the-workshop/482-map-for-gzdoom-1-8-02-team-dodge-rocket#2669 "Sorry, but Realm is not the place to share one's projects. You might want to take this to or forums.") by Blue Shadow      11 years 2 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/bossbrain.png)](https://www.realm667.com/forum/the-workshop/478-how-to-upload) | [How To Upload?](https://www.realm667.com/forum/the-workshop/478-how-to-upload "Where Can I Upload My Beast To? How Do I Upload It?")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 11 years 2 months ago, by enderkevin13       [Last Post](https://www.realm667.com/forum/the-workshop/478-how-to-upload#2656 "Check the .") 11 years 2 months ago     by Blue Shadow | Replies:1  Views:5749 | [Last Post](https://www.realm667.com/forum/the-workshop/478-how-to-upload#2656 "Check the .") by Blue Shadow      11 years 2 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/477-no-beginners-luck) | [No Beginners Luck](https://www.realm667.com/forum/the-workshop/477-no-beginners-luck "So, I am very new to this whole modding Doom thing, I only started this mid summer, and I was going through the tutorials and one of tutorials, "Editors & Tools to start with" had a DECORATer tap, I...")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 11 years 2 months ago, by Reaper       [Last Post](https://www.realm667.com/forum/the-workshop/477-no-beginners-luck#2653 "Well, I got started by a combination of two different approaches: 1) Making real simple monsters (such as Zombiemen mods) to get a hang of the basic syntax and structure of an actor, and 2) Reverse-engineering monsters other people made to learn how to pull off the more complex behaviors. Basically, finding something sophisticated, and changing stuff until I learned exactly what made it "work", so I knew how to replicate that behavior on my own, and how to adjust it for my own preferences. (Finally figuring out how the ZSpecOps worked made me feel like I just leveled up in real life.)  Just remember--there's no shame in learning through other people's examples, especially if they have made something that's very similar to what you want to achieve. That can be a lot more effective than trial-and-error if you're still very new. Just be careful not to completely rip anybody off--if you wind up borrowing large chunks of code without performing significant modifications, give credit to whoever originally wrote it. Once you're confident enough to write code from scratch, you don't usually need to credit other people just for having similar ideas (though you can if you want to).  And I just use SLADE3. I don't have any familiarity with DecX 2 at all, so I can't state an opinion about it one way or the other.  As for image editing programs, I think a lot of people use GIMP since it's free and has a lot of functionality that Paint doesn't have, including the ability to support layers (which is great when you're trying to composite multiple sprites together). I'm lucky enough to actually have Photoshop, albeit an old version, though Photoshop isn't the best for palette-based graphics (it can do the job, though).") 11 years 2 months ago     by MagicWazard | Replies:1  Views:5113 | [Last Post](https://www.realm667.com/forum/the-workshop/477-no-beginners-luck#2653 "Well, I got started by a combination of two different approaches: 1) Making real simple monsters (such as Zombiemen mods) to get a hang of the basic syntax and structure of an actor, and 2) Reverse-engineering monsters other people made to learn how to pull off the more complex behaviors. Basically, finding something sophisticated, and changing stuff until I learned exactly what made it "work", so I knew how to replicate that behavior on my own, and how to adjust it for my own preferences. (Finally figuring out how the ZSpecOps worked made me feel like I just leveled up in real life.)  Just remember--there's no shame in learning through other people's examples, especially if they have made something that's very similar to what you want to achieve. That can be a lot more effective than trial-and-error if you're still very new. Just be careful not to completely rip anybody off--if you wind up borrowing large chunks of code without performing significant modifications, give credit to whoever originally wrote it. Once you're confident enough to write code from scratch, you don't usually need to credit other people just for having similar ideas (though you can if you want to).  And I just use SLADE3. I don't have any familiarity with DecX 2 at all, so I can't state an opinion about it one way or the other.  As for image editing programs, I think a lot of people use GIMP since it's free and has a lot of functionality that Paint doesn't have, including the ability to support layers (which is great when you're trying to composite multiple sprites together). I'm lucky enough to actually have Photoshop, albeit an old version, though Photoshop isn't the best for palette-based graphics (it can do the job, though).") by MagicWazard      11 years 2 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/180-brightmaps-for-existing-submissions) | [Brightmaps for Existing Submissions](https://www.realm667.com/forum/the-workshop/180-brightmaps-for-existing-submissions "Hey guys,  Basically I'm just restarting the thread we had on the old version of the site where we were collecting brightmaps for existing submissions. I wanted to kick things off with brightmaps for 5 different actors:  Note that I also took the liberty of adding muzzle flash illumination to the Zombie Railgunner's attack sprites, like I did with Ghastly's ZSpecOps a while back. Torm, you originally submitted the Zombie Railgunner; is that change OK with you?")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 11 years 9 months ago, by MagicWazard       [Last Post](https://www.realm667.com/forum/the-workshop/180-brightmaps-for-existing-submissions#2606 "Cool, then I will have a look at that later. Obviously I'll be looking out first for creatures that don't already have existing brightmaps; those will be most valuable.") 11 years 3 months ago     by MagicWazard | Replies:5  Views:5830 | [Last Post](https://www.realm667.com/forum/the-workshop/180-brightmaps-for-existing-submissions#2606 "Cool, then I will have a look at that later. Obviously I'll be looking out first for creatures that don't already have existing brightmaps; those will be most valuable.") by MagicWazard      11 years 3 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/mugshot.png)](https://www.realm667.com/forum/the-workshop/335-request-bulkier-revenant-sprites) | [\[REQUEST\] Bulkier Revenant Sprites](https://www.realm667.com/forum/the-workshop/335-request-bulkier-revenant-sprites "Has anyone made sprites for a Revenant that looks like the standard Revenant, but with more, and bulkier tech? I'd like to simply make a strong variant, with more health, and the ability to fire...")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 11 years 5 months ago, by colboh       [Last Post](https://www.realm667.com/forum/the-workshop/335-request-bulkier-revenant-sprites#2006 "So colboh, here you are some pretty sprites I've found inside ZDoom Forums...  http://forum.zdoom.org/viewtopic.php?f=3&t=15080&start=11175#p703394  Credits goes to Megaherz.  ...and to me to have find them for you :lol: :lol: :lol:") 11 years 5 months ago     by ozymandias81 | Replies:8  Views:5401 | [Last Post](https://www.realm667.com/forum/the-workshop/335-request-bulkier-revenant-sprites#2006 "So colboh, here you are some pretty sprites I've found inside ZDoom Forums...  http://forum.zdoom.org/viewtopic.php?f=3&t=15080&start=11175#p703394  Credits goes to Megaherz.  ...and to me to have find them for you :lol: :lol: :lol:") by ozymandias81      11 years 5 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/336-bulletpuff-accuracy-problem) | [BulletPuff Accuracy Problem](https://www.realm667.com/forum/the-workshop/336-bulletpuff-accuracy-problem "Recently, I was delaying Blaster's Weapon Pack so i can make a weapon conversion. Duke Nukem 3D & 64 to Doom,  But some of 64 weapons aren't any of normal N64's.... weapons.... Like N64 Glock 18 for example, You have additional 3 clips to shoot but the reload is alittle slower. what about Dual UZIs? alittle faster than Chaingun Cannon, see? N64 Weapons is upgrades.  But let's go to the main problem, I tried to make the accuracy as random as possible but it ended up nerfed to 100% accuracy  Small patch of code: TNT1 A 0 A_FireBullets(5,3,1,5,"BulletPuff")  The 5 and 3 is for random accuracy, but still... making it 100% accuracy again without EVEN changing...  Any solutions? :oops:")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 11 years 5 months ago, by NourPrince       [Last Post](https://www.realm667.com/forum/the-workshop/336-bulletpuff-accuracy-problem#1961 "[/quote]  Really thanks for getting this helpful paragraph! No sarcasam") 11 years 5 months ago     by NourPrince | Replies:2  Views:5174 | [Last Post](https://www.realm667.com/forum/the-workshop/336-bulletpuff-accuracy-problem#1961 "[/quote]  Really thanks for getting this helpful paragraph! No sarcasam") by NourPrince      11 years 5 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/soulsphere.png)](https://www.realm667.com/forum/the-workshop/306-replacing-stuff-with-other-stuff) | [Replacing stuff with other stuff](https://www.realm667.com/forum/the-workshop/306-replacing-stuff-with-other-stuff "So, just for fun, I'm writing one of those custom PK3s that randomly replaces items and monsters with harder ones. I've got a couple of questions:  * How do I replace a single item placed on a map with two items? I've seen this done on a mod before (can't remember the name of it, but it was on Doomworld).  * How do I keep an item from spawning under certain conditions (for example; the ceiling is too low, the player doesn't have the right weapons yet, and so on)?")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 11 years 6 months ago, by colboh       [Last Post](https://www.realm667.com/forum/the-workshop/306-replacing-stuff-with-other-stuff#1701 "While I'm not completely sure if this thread belongs really to The Workshop one or any other r667s, I'll try to answer your questions:  1. Just try to use an actor that has properly states in it that will spawn 2/3 copies of the same actor with A_Jump / A_SpawnItem tricks via decorate (jump for the state, spawn for the desired actor) 2. It's a bit tricky to explain I think, but surely you must use external compiled acs + CallACS functions to get rid such stuff. Sorry to not give to you any clue, I'm a bit busy ATM and I just wanted to be of some help for the purpose.") 11 years 6 months ago     by ozymandias81 | Replies:1  Views:5027 | [Last Post](https://www.realm667.com/forum/the-workshop/306-replacing-stuff-with-other-stuff#1701 "While I'm not completely sure if this thread belongs really to The Workshop one or any other r667s, I'll try to answer your questions:  1. Just try to use an actor that has properly states in it that will spawn 2/3 copies of the same actor with A_Jump / A_SpawnItem tricks via decorate (jump for the state, spawn for the desired actor) 2. It's a bit tricky to explain I think, but surely you must use external compiled acs + CallACS functions to get rid such stuff. Sorry to not give to you any clue, I'm a bit busy ATM and I just wanted to be of some help for the purpose.") by ozymandias81      11 years 6 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/weapon.png)](https://www.realm667.com/forum/the-workshop/297-angled-pistol-and-action-machinegun-enhanced) | [Angled Pistol and Action Machinegun Enhanced](https://www.realm667.com/forum/the-workshop/297-angled-pistol-and-action-machinegun-enhanced "Oh yes... you heard it right, I have Angled Pistol and Action Machinegun Enhanced by me, DUAL WEAPONS THAT ARE ENHANCED!!!!  Anyways  Changes to Angled Pistol: Made it semi-automatic Rehanded so it only use one hand (I mean cmon...) Added Reload Changed "AngledPistol" to "9mmPistol"  Download for Angled Pistol Enhanced: https://drive.google.com/file/d/0B6KNGdGG49RUN0xHbE5QN051NVE/view?usp=sharing  Action Machinegun: Well... You can shoot once and adjusted the reload. LOL  Download for Action Machinegun Enhanced: https://drive.google.com/file/d/0B6KNGdGG49RUalBNVkI5X1BEbWs/view?usp=sharing  P.S Makes sense that both can reload, RIGHT? anyways, if you want to reload without waiting, use alt fire.")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 11 years 6 months ago, by NourPrince       [Last Post](https://www.realm667.com/forum/the-workshop/297-angled-pistol-and-action-machinegun-enhanced#1583 "Oh yes... you heard it right, I have Angled Pistol and Action Machinegun Enhanced by me, DUAL WEAPONS THAT ARE ENHANCED!!!!  Anyways  Changes to Angled Pistol: Made it semi-automatic Rehanded so it only use one hand (I mean cmon...) Added Reload Changed "AngledPistol" to "9mmPistol"  Download for Angled Pistol Enhanced: https://drive.google.com/file/d/0B6KNGdGG49RUN0xHbE5QN051NVE/view?usp=sharing  Action Machinegun: Well... You can shoot once and adjusted the reload. LOL  Download for Action Machinegun Enhanced: https://drive.google.com/file/d/0B6KNGdGG49RUalBNVkI5X1BEbWs/view?usp=sharing  P.S Makes sense that both can reload, RIGHT? anyways, if you want to reload without waiting, use alt fire.") 11 years 6 months ago     by NourPrince | Replies:0  Views:5516 | [Last Post](https://www.realm667.com/forum/the-workshop/297-angled-pistol-and-action-machinegun-enhanced#1583 "Oh yes... you heard it right, I have Angled Pistol and Action Machinegun Enhanced by me, DUAL WEAPONS THAT ARE ENHANCED!!!!  Anyways  Changes to Angled Pistol: Made it semi-automatic Rehanded so it only use one hand (I mean cmon...) Added Reload Changed "AngledPistol" to "9mmPistol"  Download for Angled Pistol Enhanced: https://drive.google.com/file/d/0B6KNGdGG49RUN0xHbE5QN051NVE/view?usp=sharing  Action Machinegun: Well... You can shoot once and adjusted the reload. LOL  Download for Action Machinegun Enhanced: https://drive.google.com/file/d/0B6KNGdGG49RUalBNVkI5X1BEbWs/view?usp=sharing  P.S Makes sense that both can reload, RIGHT? anyways, if you want to reload without waiting, use alt fire.") by NourPrince      11 years 6 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/mugshot.png)](https://www.realm667.com/forum/the-workshop/286-annihilator-problem) | [Annihilator Problem](https://www.realm667.com/forum/the-workshop/286-annihilator-problem "The Annihilator demon works, for the most part, but for some reason, whenever it fires the homing rockets, it shoots sideways, instead of directly at the target. Any ideas?")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 11 years 6 months ago, by colboh       [Last Post](https://www.realm667.com/forum/the-workshop/286-annihilator-problem#1528 "It don't see any problem with it myself. The monster works fine on my end.") 11 years 6 months ago     by Blue Shadow | Replies:1  Views:5243 | [Last Post](https://www.realm667.com/forum/the-workshop/286-annihilator-problem#1528 "It don't see any problem with it myself. The monster works fine on my end.") by Blue Shadow      11 years 6 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/hot.png)](https://www.realm667.com/forum/the-workshop/285-polished-quake-sounds) | [Polished Quake Sounds?](https://www.realm667.com/forum/the-workshop/285-polished-quake-sounds "I'm making myself a Randomizer; a wad that replaces monsters in a level with variants of them from the Bestiary, just for fun (and a little added difficulty). One thing I'd like is a variant of one of the Quake sounds the Super Shotgun guy goes with; when he dies, in addition to his death rattle, he makes a thud upon hitting the ground. The problem is, it's like two seconds after, instead of shortly after like the bull demon's. Can anyone give me the sound effect with just the death sound, and not the thud? Thanks!")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 11 years 6 months ago, by colboh       [Last Post](https://www.realm667.com/forum/the-workshop/285-polished-quake-sounds#1526 "I'm making myself a Randomizer; a wad that replaces monsters in a level with variants of them from the Bestiary, just for fun (and a little added difficulty). One thing I'd like is a variant of one of the Quake sounds the Super Shotgun guy goes with; when he dies, in addition to his death rattle, he makes a thud upon hitting the ground. The problem is, it's like two seconds after, instead of shortly after like the bull demon's. Can anyone give me the sound effect with just the death sound, and not the thud? Thanks!") 11 years 6 months ago     by colboh | Replies:0  Views:5106 | [Last Post](https://www.realm667.com/forum/the-workshop/285-polished-quake-sounds#1526 "I'm making myself a Randomizer; a wad that replaces monsters in a level with variants of them from the Bestiary, just for fun (and a little added difficulty). One thing I'd like is a variant of one of the Quake sounds the Super Shotgun guy goes with; when he dies, in addition to his death rattle, he makes a thud upon hitting the ground. The problem is, it's like two seconds after, instead of shortly after like the bull demon's. Can anyone give me the sound effect with just the death sound, and not the thud? Thanks!") by colboh      11 years 6 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/281-items-help) | [Items Help?](https://www.realm667.com/forum/the-workshop/281-items-help "I was working on a weapon pack called Blaster's Weapon Pack, but i had a problem, i can't make the items float like most of the games. and i mean float like.... Shadow Mavericks mod for example?  I just want an decorate example of this shit... please?.")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 11 years 6 months ago, by NourPrince       [Last Post](https://www.realm667.com/forum/the-workshop/281-items-help#1507 "A_ChangeVelocity is a new function that was put in to replace things like ThrustThingZ with a more flexible alternative. Because of that, ThrustThingZ is less likely to have continued support since there's a better, newer way to do what it does.") 11 years 6 months ago     by zrrion the insect | Replies:8  Views:5168 | [Last Post](https://www.realm667.com/forum/the-workshop/281-items-help#1507 "A_ChangeVelocity is a new function that was put in to replace things like ThrustThingZ with a more flexible alternative. Because of that, ThrustThingZ is less likely to have continued support since there's a better, newer way to do what it does.") by zrrion the insect      11 years 6 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/278-goblin-submission-for-doom) | [Goblin submission for Doom](https://www.realm667.com/forum/the-workshop/278-goblin-submission-for-doom "I would like to request for a submission of my original creation, the Goblin. I have attached a zip file of this custom monster I am using for my Doom mod, Occultic Doom.  http://forum.zdoom.org/viewtopic.php?f=19&t=47975  This monster was inspired by Germanic folklore pertaining to Imps, as lesser creatures to that of Goblins. Therefore, I have created the Goblins to be similar to the imps, with exception of being more aggressive with their projectile attack. Thus they are a somewhat stronger enemy.  Some people have mentioned that they would like to see this in Hexen, and Heritic as well. I have made it for doom, but I could submit versions for those other games, if that's allowed.")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 11 years 7 months ago, by Kontra\_Kommando       [Last Post](https://www.realm667.com/forum/the-workshop/278-goblin-submission-for-doom#1489 "I think to use it in Heretic or Hexen it'd need more work to make it more fantasy (wear some ragged clothing, wield a weapon, maybe stand a bit more upright) so it's solidly Doom-style as-is.") 11 years 6 months ago     by Gez | Replies:2  Views:5637 | [Last Post](https://www.realm667.com/forum/the-workshop/278-goblin-submission-for-doom#1489 "I think to use it in Heretic or Hexen it'd need more work to make it more fantasy (wear some ragged clothing, wield a weapon, maybe stand a bit more upright) so it's solidly Doom-style as-is.") by Gez      11 years 6 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/mugshot.png)](https://www.realm667.com/forum/the-workshop/273-doomplayer-doubt-random-starting-weapon) | [DoomPlayer Doubt!! \[Random starting weapon?\]](https://www.realm667.com/forum/the-workshop/273-doomplayer-doubt-random-starting-weapon "Please, someone ....I need to know if there's a way to make the Doom Player starts with a random weapon! Someone knows how to do it??")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 11 years 7 months ago, by kolobosney       [Last Post](https://www.realm667.com/forum/the-workshop/273-doomplayer-doubt-random-starting-weapon#1470 ":yell: It works, awesome! Just like what I want! You guys really are a great help hand!! Thank you very much!!") 11 years 7 months ago     by kolobosney | Replies:3  Views:5243 | [Last Post](https://www.realm667.com/forum/the-workshop/273-doomplayer-doubt-random-starting-weapon#1470 ":yell: It works, awesome! Just like what I want! You guys really are a great help hand!! Thank you very much!!") by kolobosney      11 years 7 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/266-skulltag-minigun-smoothed) | [Skulltag Minigun Smoothed](https://www.realm667.com/forum/the-workshop/266-skulltag-minigun-smoothed "Information and Credits: See W- Wait! It's obvious to say that mini-gun is made by Skulltag, and its smoothed by me,, so? :XD:  Link: https://drive.google.com/file/d/0B6KNGdGG49RUcUktMll4WHN1SDA/view?usp=sharing  Changes:  Adjusted Minigun's Head alittle bit Smoothed it (of course) made it selectable when using to play it XD You dont need skulltag to run it, so its 100% GZDoom Approved")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 11 years 7 months ago, by NourPrince       [Last Post](https://www.realm667.com/forum/the-workshop/266-skulltag-minigun-smoothed#1421 "Information and Credits: See W- Wait! It's obvious to say that mini-gun is made by Skulltag, and its smoothed by me,, so? :XD:  Link: https://drive.google.com/file/d/0B6KNGdGG49RUcUktMll4WHN1SDA/view?usp=sharing  Changes:  Adjusted Minigun's Head alittle bit Smoothed it (of course) made it selectable when using to play it XD You dont need skulltag to run it, so its 100% GZDoom Approved") 11 years 7 months ago     by NourPrince | Replies:0  Views:5518 | [Last Post](https://www.realm667.com/forum/the-workshop/266-skulltag-minigun-smoothed#1421 "Information and Credits: See W- Wait! It's obvious to say that mini-gun is made by Skulltag, and its smoothed by me,, so? :XD:  Link: https://drive.google.com/file/d/0B6KNGdGG49RUcUktMll4WHN1SDA/view?usp=sharing  Changes:  Adjusted Minigun's Head alittle bit Smoothed it (of course) made it selectable when using to play it XD You dont need skulltag to run it, so its 100% GZDoom Approved") by NourPrince      11 years 7 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/137-wip-malignant-monsters-pack-v9) | [\[WIP\] Malignant Monsters Pack v9](https://www.realm667.com/forum/the-workshop/137-wip-malignant-monsters-pack-v9 "- December 6th, 2014  Engine Requirement:  * or newer.  * or newer.  * It doesn't work with "Skulldronum", sorry.  What's new/changed in this version:  * Malignant Fiend: Lengthened its normal attack animation sequence a bit, and increased its pain chance from 15 to 30.")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 11 years 10 months ago, by Blue Shadow       [Last Post](https://www.realm667.com/forum/the-workshop/137-wip-malignant-monsters-pack-v9#1418 "Sorry, when I said "resistance" I more meant "immunity". I figure that if you're already changing the damage factor on the converting monster to try to prevent it from dying, might as well go the full distance and make it immune.") 11 years 7 months ago     by MagicWazard | Replies:5  Views:6648 | [Last Post](https://www.realm667.com/forum/the-workshop/137-wip-malignant-monsters-pack-v9#1418 "Sorry, when I said "resistance" I more meant "immunity". I figure that if you're already changing the damage factor on the converting monster to try to prevent it from dying, might as well go the full distance and make it immune.") by MagicWazard      11 years 7 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/259-model-1887-smoothed) | [Model 1887 Smoothed](https://www.realm667.com/forum/the-workshop/259-model-1887-smoothed "Information and Credits: See WADS  Download Link: https://drive.google.com/file/d/0B6KNGdGG49RUYVgxYXhUMlZWZlk/view?usp=sharing  Changes: Made the Model 1887 pump like Brutal-Doom Style New Sounds and of course animations")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 11 years 8 months ago, by NourPrince       [Last Post](https://www.realm667.com/forum/the-workshop/259-model-1887-smoothed#1379 "Information and Credits: See WADS  Download Link: https://drive.google.com/file/d/0B6KNGdGG49RUYVgxYXhUMlZWZlk/view?usp=sharing  Changes: Made the Model 1887 pump like Brutal-Doom Style New Sounds and of course animations") 11 years 8 months ago     by NourPrince | Replies:0  Views:5635 | [Last Post](https://www.realm667.com/forum/the-workshop/259-model-1887-smoothed#1379 "Information and Credits: See WADS  Download Link: https://drive.google.com/file/d/0B6KNGdGG49RUYVgxYXhUMlZWZlk/view?usp=sharing  Changes: Made the Model 1887 pump like Brutal-Doom Style New Sounds and of course animations") by NourPrince      11 years 8 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/258-demon-eclipse-dropped-save-monsters-to-the-repo) | [Demon Eclipse dropped - Save monsters to the repo](https://www.realm667.com/forum/the-workshop/258-demon-eclipse-dropped-save-monsters-to-the-repo "Eriance has unfortunately dropped DE, but the latest version is available as resources here: http://forum.zdoom.org/viewtopic.php?f=19&t=13397  So, I guess it'd be time to collect stuff and submit it to the repo before everything's lost.")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 11 years 8 months ago, by Tormentor667       [Last Post](https://www.realm667.com/forum/the-workshop/258-demon-eclipse-dropped-save-monsters-to-the-repo#1377 "Ericance on ZDoom Forums.") 11 years 8 months ago     by Salahmander | Replies:2  Views:5908 | [Last Post](https://www.realm667.com/forum/the-workshop/258-demon-eclipse-dropped-save-monsters-to-the-repo#1377 "Ericance on ZDoom Forums.") by Salahmander      11 years 8 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/245-my-first-ever-map) | [My first ever map!](https://www.realm667.com/forum/the-workshop/245-my-first-ever-map "Hello fellow DooMers. I'm pleased to finally release my first map(for Doom 2). It's a single Hell-themed level, relatively short, but a decent enough length that it'd be worth trying. I am looking for...")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 11 years 8 months ago, by Ancient EviL       [Last Post](https://www.realm667.com/forum/the-workshop/245-my-first-ever-map#1372 "There's a lot more traffic on these other forums so you'll get a lot more feedback.  However, here's mine:  1. Learn to unpeg your door tracks. The walls on the sides of the door need to have the "lower unpegged" flag set so that their texture doesn't move up and down when the door closes or opens. 2. Doors look much better if they are not flush with the wall. Make a small alcove. 3. Your map is far too orthogonal. Use other angles, make curved shapes. You have lit areas around torches (good detail) but they are all spiky (bad). Light isn't spiky. 4. Your map is far too flat. Try to vary height in a way that has a result on gameplay, like monsters in elevated places or windows or low walls that block the path but let you see and shoot what's on the other side. 5. Using the Easter-egg Wolfenstein 3D textures and monsters is generally not appreciated. 6. Likewise, gratuitous sound replacements and streamed (MP3, OGG, etc.) music making the bulk of the map's size is not very popular.  My advice for you would be to try to recreate from scratch or , without copy-pasting anything from the original levels. Just try to recreate them from memory (and perhaps looking at the wiki article for map and screenshots) and then compare your recreation with the original. See what's missing, see what looks worse; this will help you find how to make better maps.") 11 years 8 months ago     by Gez | Replies:2  Views:5323 | [Last Post](https://www.realm667.com/forum/the-workshop/245-my-first-ever-map#1372 "There's a lot more traffic on these other forums so you'll get a lot more feedback.  However, here's mine:  1. Learn to unpeg your door tracks. The walls on the sides of the door need to have the "lower unpegged" flag set so that their texture doesn't move up and down when the door closes or opens. 2. Doors look much better if they are not flush with the wall. Make a small alcove. 3. Your map is far too orthogonal. Use other angles, make curved shapes. You have lit areas around torches (good detail) but they are all spiky (bad). Light isn't spiky. 4. Your map is far too flat. Try to vary height in a way that has a result on gameplay, like monsters in elevated places or windows or low walls that block the path but let you see and shoot what's on the other side. 5. Using the Easter-egg Wolfenstein 3D textures and monsters is generally not appreciated. 6. Likewise, gratuitous sound replacements and streamed (MP3, OGG, etc.) music making the bulk of the map's size is not very popular.  My advice for you would be to try to recreate from scratch or , without copy-pasting anything from the original levels. Just try to recreate them from memory (and perhaps looking at the wiki article for map and screenshots) and then compare your recreation with the original. See what's missing, see what looks worse; this will help you find how to make better maps.") by Gez      11 years 8 months ago |

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