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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/soulsphere.png)](https://www.realm667.com/forum/the-workshop/1087-key-fauna-enemy-hybrid-s-slulls-skull-slugs-hell-wildlife-and-key) | [Key/Fauna/Enemy Hybrid(s): Slulls, \[Skull Slugs: Hell Wildlife and Key\]](https://www.realm667.com/forum/the-workshop/1087-key-fauna-enemy-hybrid-s-slulls-skull-slugs-hell-wildlife-and-key "Inspired by a minor typo on /vr/, where somebody mentioned "Red Slull removed from inventory", for a map called Dance of Death for the upcoming Vinesauce competition, the "Red Slull" was the basis for the Slulls; Skull Slugs.  A close relative of the Devil Worms, the Skull Slugs have a similar lineage. It is belived that the "skull orbs" are infact the eggs of this species of hellish wildlife. Despite the name, they consist of a body akin to large centipedes, covered in copious amounts of an unusual sort of secreted gelatin, and a head ending in a skull; As they age, they grow larger and the secretions more deadly, whilst their mandibles harden. These make them deadly to their prey; ae: imps and other humanoids. The newborn typically can be confused for keys unless they are approached, at which point they'll try running away. They can otherwise be substituted for keys.")        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 8 years 5 months ago, by SArais       [Last Post](https://www.realm667.com/forum/the-workshop/1087-key-fauna-enemy-hybrid-s-slulls-skull-slugs-hell-wildlife-and-key#6825 "Dependant on settings or commentate in it's script I guess. You don't need to kill it, but it is possible to. There could be a time before it becomes active, or be proximity-based. Could possibly...") 8 years 5 months ago     by SArais | Replies:2  Views:6748 | [Last Post](https://www.realm667.com/forum/the-workshop/1087-key-fauna-enemy-hybrid-s-slulls-skull-slugs-hell-wildlife-and-key#6825 "Dependant on settings or commentate in it's script I guess. You don't need to kill it, but it is possible to. There could be a time before it becomes active, or be proximity-based. Could possibly...") by SArais      8 years 5 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/1080-telefrag-from-nothing) | [Telefrag from nothing?](https://www.realm667.com/forum/the-workshop/1080-telefrag-from-nothing "I am currently working on a weapon and made a very bare bones test to see if what I am planning on making will even work. So far it looks promising... if it wasn't for the fact that this weapon...")        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 8 years 6 months ago, by doomedarchviledemon       [Last Post](https://www.realm667.com/forum/the-workshop/1080-telefrag-from-nothing#6799 "Ooooh I see. Alright, I thought that section was for the int failchance which determines the chance of weather or not the Thing will actually spawn. I miscounted where that part was in the code lol. Silly me. :P Thanks for the help!") 8 years 6 months ago     by doomedarchviledemon | Replies:2  Views:6187 | [Last Post](https://www.realm667.com/forum/the-workshop/1080-telefrag-from-nothing#6799 "Ooooh I see. Alright, I thought that section was for the int failchance which determines the chance of weather or not the Thing will actually spawn. I miscounted where that part was in the code lol. Silly me. :P Thanks for the help!") by doomedarchviledemon      8 years 6 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/1078-losing-ammo-when-you-lose-armor) | [Losing ammo when you lose armor](https://www.realm667.com/forum/the-workshop/1078-losing-ammo-when-you-lose-armor "I'm working on recreating the Energy Armor from Quake 2 in a more accurate form than the tech armor currently on the repository, with the following differences:  * Can be deactivated & activated at will  * Takes 1 Energy Cell for every armor point lost when damage is taken (instead of taking a set amount of cells when activated from the inventory)  * When used, gives an amount of armor points equivalent to the player's current amount of cells (backpack withstanding)  Here's the ACS for damage taking in its current form (thanks to the Blood Amulet for the base): #library "EnergyArmor.acs" #include "zcommon.acs"  Script "EnergyArmor" (void) { int oldhealthEnergyarmor = GetActorProperty(0, APROP_Health); While(CheckInventory("Cell")) { // Calculate damage taken int sustaineddamageEnergyarmor = oldhealthEnergyarmor - GetActorProperty(0, APROP_Health); If(sustaineddamageEnergyarmor) // If player sustained damage, take cells... { TakeInventory("Cell", sustaineddamageEnergyarmor * GetAmmoCapacity("Cell") / 100); } oldhealthEnergyarmor = GetActorProperty(0, APROP_Health); Delay(1); } } As it is, you don't start losing cells until you take damage. How do I fix this & add the additional features in the above bullet list?")        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 8 years 6 months ago, by Ultimate Freedoomer       [Last Post](https://www.realm667.com/forum/the-workshop/1078-losing-ammo-when-you-lose-armor#6789 "I'm working on recreating the Energy Armor from Quake 2 in a more accurate form than the tech armor currently on the repository, with the following differences:  * Can be deactivated & activated at will  * Takes 1 Energy Cell for every armor point lost when damage is taken (instead of taking a set amount of cells when activated from the inventory)  * When used, gives an amount of armor points equivalent to the player's current amount of cells (backpack withstanding)  Here's the ACS for damage taking in its current form (thanks to the Blood Amulet for the base): #library "EnergyArmor.acs" #include "zcommon.acs"  Script "EnergyArmor" (void) { int oldhealthEnergyarmor = GetActorProperty(0, APROP_Health); While(CheckInventory("Cell")) { // Calculate damage taken int sustaineddamageEnergyarmor = oldhealthEnergyarmor - GetActorProperty(0, APROP_Health); If(sustaineddamageEnergyarmor) // If player sustained damage, take cells... { TakeInventory("Cell", sustaineddamageEnergyarmor * GetAmmoCapacity("Cell") / 100); } oldhealthEnergyarmor = GetActorProperty(0, APROP_Health); Delay(1); } } As it is, you don't start losing cells until you take damage. How do I fix this & add the additional features in the above bullet list?") 8 years 6 months ago     by Ultimate Freedoomer | Replies:0  Views:6196 | [Last Post](https://www.realm667.com/forum/the-workshop/1078-losing-ammo-when-you-lose-armor#6789 "I'm working on recreating the Energy Armor from Quake 2 in a more accurate form than the tech armor currently on the repository, with the following differences:  * Can be deactivated & activated at will  * Takes 1 Energy Cell for every armor point lost when damage is taken (instead of taking a set amount of cells when activated from the inventory)  * When used, gives an amount of armor points equivalent to the player's current amount of cells (backpack withstanding)  Here's the ACS for damage taking in its current form (thanks to the Blood Amulet for the base): #library "EnergyArmor.acs" #include "zcommon.acs"  Script "EnergyArmor" (void) { int oldhealthEnergyarmor = GetActorProperty(0, APROP_Health); While(CheckInventory("Cell")) { // Calculate damage taken int sustaineddamageEnergyarmor = oldhealthEnergyarmor - GetActorProperty(0, APROP_Health); If(sustaineddamageEnergyarmor) // If player sustained damage, take cells... { TakeInventory("Cell", sustaineddamageEnergyarmor * GetAmmoCapacity("Cell") / 100); } oldhealthEnergyarmor = GetActorProperty(0, APROP_Health); Delay(1); } } As it is, you don't start losing cells until you take damage. How do I fix this & add the additional features in the above bullet list?") by Ultimate Freedoomer      8 years 6 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/1070-sparks-effect) | [sparks effect](https://www.realm667.com/forum/the-workshop/1070-sparks-effect "Hello i am using the wad called"sparks" located in the elemental effects section but i dont know use it or activate it please help me")        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 8 years 7 months ago, by zaymonexus       [Last Post](https://www.realm667.com/forum/the-workshop/1070-sparks-effect#6746 "First: are you using it with a ZDoom-compatible map format? ("Vanilla" map formats don't allow for extensibility.)  Second: Have you assigned map editor numbers to the spark spawners? If not, then they won't appear in the list of actors you can drop into a map.  Third: Once you've met the first and second criteria, since the spark spawners don't have a special category set, they'll appear in a generic unsorted category (called "Decorate" if using Doom Builder) for actors that don't have a category set.  Lastly, when dropping them into a map, you'll need to remember to set arguments ("args") in order to further control their behavior. There's a text file called "DOCUMENT" in the WAD which describes how to do this.") 8 years 7 months ago     by MagicWazard | Replies:1  Views:5829 | [Last Post](https://www.realm667.com/forum/the-workshop/1070-sparks-effect#6746 "First: are you using it with a ZDoom-compatible map format? ("Vanilla" map formats don't allow for extensibility.)  Second: Have you assigned map editor numbers to the spark spawners? If not, then they won't appear in the list of actors you can drop into a map.  Third: Once you've met the first and second criteria, since the spark spawners don't have a special category set, they'll appear in a generic unsorted category (called "Decorate" if using Doom Builder) for actors that don't have a category set.  Lastly, when dropping them into a map, you'll need to remember to set arguments ("args") in order to further control their behavior. There's a text file called "DOCUMENT" in the WAD which describes how to do this.") by MagicWazard      8 years 7 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/1040-request-base-texture-bases-for-concepting-bases-to-make-new-textures) | [\[REQUEST/BASE\] Texture bases for concepting/bases to make new textures.](https://www.realm667.com/forum/the-workshop/1040-request-base-texture-bases-for-concepting-bases-to-make-new-textures "Here's a pair of images that may translate well to new Textures for use in maps. There's already an unused Hematite texture; so having a better, usable one would be spot on. Hope these are useful to someone.  I tried to make an edit but it looks really bad.  I imagine the Hematite could be used as a bridging texture between Blood and Lava textures.- seeing as the name is loosely "Blood Ore" The other image with the skulls could be a blue, possibly icy or twinkling animation, SPFace/Skullwall style texture; but with skulls and crystals instead of skin and faces.  Possible combinations of textures-flats-variants appreciated; others encouraged to do the same in tandem. Further inspiration could be pulled from observation of the map in Duke 2, presumably the seventh, with a blue backround and what seems to be a "oozing bulbous wall" which loosely resembles 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 8 years 8 months ago, by SArais       [Last Post](https://www.realm667.com/forum/the-workshop/1040-request-base-texture-bases-for-concepting-bases-to-make-new-textures#6661 "Here's a pair of images that may translate well to new Textures for use in maps. There's already an unused Hematite texture; so having a better, usable one would be spot on. Hope these are useful to someone.  I tried to make an edit but it looks really bad.  I imagine the Hematite could be used as a bridging texture between Blood and Lava textures.- seeing as the name is loosely "Blood Ore" The other image with the skulls could be a blue, possibly icy or twinkling animation, SPFace/Skullwall style texture; but with skulls and crystals instead of skin and faces.  Possible combinations of textures-flats-variants appreciated; others encouraged to do the same in tandem. Further inspiration could be pulled from observation of the map in Duke 2, presumably the seventh, with a blue backround and what seems to be a "oozing bulbous wall" which loosely resembles it.") 8 years 8 months ago     by SArais | Replies:0  Views:5960 | [Last Post](https://www.realm667.com/forum/the-workshop/1040-request-base-texture-bases-for-concepting-bases-to-make-new-textures#6661 "Here's a pair of images that may translate well to new Textures for use in maps. There's already an unused Hematite texture; so having a better, usable one would be spot on. Hope these are useful to someone.  I tried to make an edit but it looks really bad.  I imagine the Hematite could be used as a bridging texture between Blood and Lava textures.- seeing as the name is loosely "Blood Ore" The other image with the skulls could be a blue, possibly icy or twinkling animation, SPFace/Skullwall style texture; but with skulls and crystals instead of skin and faces.  Possible combinations of textures-flats-variants appreciated; others encouraged to do the same in tandem. Further inspiration could be pulled from observation of the map in Duke 2, presumably the seventh, with a blue backround and what seems to be a "oozing bulbous wall" which loosely resembles it.") by SArais      8 years 8 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/bossbrain.png)](https://www.realm667.com/forum/the-workshop/1037-monster-loop-table) | [Monster Loop Table](https://www.realm667.com/forum/the-workshop/1037-monster-loop-table "Has anyone tried making a monster loop table?  If not, In the decorate actor files ; would I under drop item add a bunch of identification numbers (1,2,3,4,1250) or something?")        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 8 years 8 months ago, by aj505       [Last Post](https://www.realm667.com/forum/the-workshop/1037-monster-loop-table#6643 "I think he means "loot table", if I understand correctly (he mentions "drop item"). The answer to that is not exactly, no...you can have a monster drop multiple items, but each one has a separate chance of dropping, so it won't just drop one particular item out of the list. What you can do, though, is create a new which contains a list of items you want the monster to drop, as well as the probability of each item, then assign that new RandomSpawner as the "drop item". This will give a pretty close approximation of a "loot table".") 8 years 8 months ago     by MagicWazard | Replies:2  Views:6442 | [Last Post](https://www.realm667.com/forum/the-workshop/1037-monster-loop-table#6643 "I think he means "loot table", if I understand correctly (he mentions "drop item"). The answer to that is not exactly, no...you can have a monster drop multiple items, but each one has a separate chance of dropping, so it won't just drop one particular item out of the list. What you can do, though, is create a new which contains a list of items you want the monster to drop, as well as the probability of each item, then assign that new RandomSpawner as the "drop item". This will give a pretty close approximation of a "loot table".") by MagicWazard      8 years 8 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/1036-lighting-on-weapons) | [Lighting On Weapons](https://www.realm667.com/forum/the-workshop/1036-lighting-on-weapons "What method could I use to make the digital readout on this rifle lite up? https://ibb.co/fiKv5w")        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 8 years 8 months ago, by InterdimensionalInterloper       [Last Post](https://www.realm667.com/forum/the-workshop/1036-lighting-on-weapons#6638 "But how do I get the texture to stay on the weapon? I mean, I cant just tell my decorate file to put that little GL texture on top of the rifle while it has another texture that consists of the rifle itself right?") 8 years 8 months ago     by InterdimensionalInterloper | Replies:2  Views:6396 | [Last Post](https://www.realm667.com/forum/the-workshop/1036-lighting-on-weapons#6638 "But how do I get the texture to stay on the weapon? I mean, I cant just tell my decorate file to put that little GL texture on top of the rifle while it has another texture that consists of the rifle itself right?") by InterdimensionalInterloper      8 years 8 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/1019-the-friendly-tag) | [The FRIENDLY Tag](https://www.realm667.com/forum/the-workshop/1019-the-friendly-tag "So, as part of an ARK TC mod for DOOM, i'm adding demon taming. The idea is, a normal kill is just a kill, and after a while, the demon will re-spawn, to prevent the player from genociding the world...")        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 8 years 10 months ago, by skelepound       [Last Post](https://www.realm667.com/forum/the-workshop/1019-the-friendly-tag#6633 "OK - I'll look into posting it on the forums. Pretty sick for a while now, so haven't been online - just so y'all know I have not yet abandoned the project.") 8 years 8 months ago     by skelepound | Replies:7  Views:7005 | [Last Post](https://www.realm667.com/forum/the-workshop/1019-the-friendly-tag#6633 "OK - I'll look into posting it on the forums. Pretty sick for a while now, so haven't been online - just so y'all know I have not yet abandoned the project.") by skelepound      8 years 8 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/soulsphere.png)](https://www.realm667.com/forum/the-workshop/1033-question-with-sprites) | [Question with sprites](https://www.realm667.com/forum/the-workshop/1033-question-with-sprites "I have a question  I am attempting to code a sprite sheet that has more frames than available frame letters.  In theory would coding each state as a seperite ACTOR work? : IDLE, WALK, ATTACK, ATTACK 2, PAIN, DEATH, X DEATH.  Maybe someone could explain or talk theory with me.  AJ505")        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 8 years 9 months ago, by aj505       [Last Post](https://www.realm667.com/forum/the-workshop/1033-question-with-sprites#6599 "You're not restricted to the same sprite name per actor:  The above is fine.") 8 years 9 months ago     by Blue Shadow | Replies:1  Views:6065 | [Last Post](https://www.realm667.com/forum/the-workshop/1033-question-with-sprites#6599 "You're not restricted to the same sprite name per actor:  The above is fine.") by Blue Shadow      8 years 9 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/soulsphere.png)](https://www.realm667.com/forum/the-workshop/1034-gameplaymodes) | [Gameplaymodes](https://www.realm667.com/forum/the-workshop/1034-gameplaymodes "I like to play doom as a single player last man standing 3 Lives 3 chances to clear the level. Now what sort of script would i need to concoct to apply these settings to the levels i am making")        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 8 years 9 months ago, by InterdimensionalInterloper       [Last Post](https://www.realm667.com/forum/the-workshop/1034-gameplaymodes#6598 "I like to play doom as a single player last man standing 3 Lives 3 chances to clear the level. Now what sort of script would i need to concoct to apply these settings to the levels i am making") 8 years 9 months ago     by InterdimensionalInterloper | Replies:0  Views:5221 | [Last Post](https://www.realm667.com/forum/the-workshop/1034-gameplaymodes#6598 "I like to play doom as a single player last man standing 3 Lives 3 chances to clear the level. Now what sort of script would i need to concoct to apply these settings to the levels i am making") by InterdimensionalInterloper      8 years 9 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/hot.png)](https://www.realm667.com/forum/the-workshop/1031-light-strobe-effect-collors) | [Light strobe effect collors](https://www.realm667.com/forum/the-workshop/1031-light-strobe-effect-collors "The light effects on objects and torches somehow became a thing on the zandorioum client I am using. And I like it! But the body armors of my mod are pulsing with funny colors and I need to know what...")        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 8 years 9 months ago, by InterdimensionalInterloper       [Last Post](https://www.realm667.com/forum/the-workshop/1031-light-strobe-effect-collors#6582 "I've used this to help as a guideline, more for Railgun core & ring or blood colours than lights.  Sadly, my math isn't fantastic, but another thing I've that has helped is using programs like "Paint" (Windows) or something similar that has the default palette for PCs laid out when picking colours.  I hope this might help. :)") 8 years 9 months ago     by DBJ87 | Replies:3  Views:5905 | [Last Post](https://www.realm667.com/forum/the-workshop/1031-light-strobe-effect-collors#6582 "I've used this to help as a guideline, more for Railgun core & ring or blood colours than lights.  Sadly, my math isn't fantastic, but another thing I've that has helped is using programs like "Paint" (Windows) or something similar that has the default palette for PCs laid out when picking colours.  I hope this might help. :)") by DBJ87      8 years 9 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/switch.png)](https://www.realm667.com/forum/the-workshop/1029-using-new-keys-in-maps) | [Using New Keys in maps](https://www.realm667.com/forum/the-workshop/1029-using-new-keys-in-maps "I'm working on a megawad that requires the player to enter a chamber at the end of each map that requires a silver key to exit the map in. I added the key from the "VARIOUS DOOM KEYS" made by Disguise...")        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 8 years 9 months ago, by InterdimensionalInterloper       [Last Post](https://www.realm667.com/forum/the-workshop/1029-using-new-keys-in-maps#6566 "Are you referring to ZWADCONV? I open it with the command prompt (shortcut: Win + R to open the "Run" dialog; then, type "CMD" in the dialog and select OK) in order to run it. Navigate to the directory the map is in, and type "zwadconv <old map name>.wad <new map name>.wad". Note that the map WAD's name should be all one word. So in other words, "zwadconv myoldmap.wad mynewmap.wad" would be valid, but "zwadconv my old map.wad my new map.wad" would likely throw an error.") 8 years 9 months ago     by MagicWazard | Replies:9  Views:7209 | [Last Post](https://www.realm667.com/forum/the-workshop/1029-using-new-keys-in-maps#6566 "Are you referring to ZWADCONV? I open it with the command prompt (shortcut: Win + R to open the "Run" dialog; then, type "CMD" in the dialog and select OK) in order to run it. Navigate to the directory the map is in, and type "zwadconv .wad .wad". Note that the map WAD's name should be all one word. So in other words, "zwadconv myoldmap.wad mynewmap.wad" would be valid, but "zwadconv my old map.wad my new map.wad" would likely throw an error.") by MagicWazard      8 years 9 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/1006-concept-for-original-demons) | [Concept for Original Demons](https://www.realm667.com/forum/the-workshop/1006-concept-for-original-demons "When modding for DOOM, I only ONCE created a (half-assed) new enemy, Cyberthuhu. But I do alot of sketching of demons, and demon cyborgs in particular, so I was thinking: what if there was a thread...")        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 8 years 11 months ago, by skelepound       [Last Post](https://www.realm667.com/forum/the-workshop/1006-concept-for-original-demons#6325 "https://postimg.org/image/rfeetqs3p/  thats a slightly older drawing - but its a good example, and seems fairly suited to Doom. Demon bird monster think, I call it (with a smirk) a Hooker. Like I said - both an example AND an official submission. Anyone wants to turn into a DOOM monster, thats what its here for.") 8 years 11 months ago     by skelepound | Replies:3  Views:6489 | [Last Post](https://www.realm667.com/forum/the-workshop/1006-concept-for-original-demons#6325 "https://postimg.org/image/rfeetqs3p/  thats a slightly older drawing - but its a good example, and seems fairly suited to Doom. Demon bird monster think, I call it (with a smirk) a Hooker. Like I said - both an example AND an official submission. Anyone wants to turn into a DOOM monster, thats what its here for.") by skelepound      8 years 11 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/961-not-going-to-next-level) | [Not going to next level.](https://www.realm667.com/forum/the-workshop/961-not-going-to-next-level "I do my my maping in GZDoom: doom2/UDMF. When put the exit at the end of the map, it goes straight to the end like at the end of doom2 after beaten the game, and not to the next level. I do put end normal for the command.  Is there something special that I am suppose to do?")        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 9 years 2 months ago, by chrislm82       [Last Post](https://www.realm667.com/forum/the-workshop/961-not-going-to-next-level#6069 "You did create a new lump for your WAD, right? That's where you'd be defining the order in which levels are played. If it's missing, or invalid, you may get weird results.  Also, there is an action special, , which is supposed to instantly end the game; if you're using this, you probably want to use instead.") 9 years 2 months ago     by MagicWazard | Replies:1  Views:6390 | [Last Post](https://www.realm667.com/forum/the-workshop/961-not-going-to-next-level#6069 "You did create a new lump for your WAD, right? That's where you'd be defining the order in which levels are played. If it's missing, or invalid, you may get weird results.  Also, there is an action special, , which is supposed to instantly end the game; if you're using this, you probably want to use instead.") by MagicWazard      9 years 2 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/960-please-help-with-install-wolfendoom-mod) | [Please help with install WolfenDoom mod?](https://www.realm667.com/forum/the-workshop/960-please-help-with-install-wolfendoom-mod "Hello, I downloaded several files off ModDB but I am not sure what to do with them all, as several seem to be updates, so I am not sure if I need to patch certain files with other ones. I have made...")        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 9 years 2 months ago, by PistolSlap       [Last Post](https://www.realm667.com/forum/the-workshop/960-please-help-with-install-wolfendoom-mod#6059 "Ok, so then I guess what I should do is patch the files in "wolfendoom update" into the "wolfendoom" folder? And since there are only a couple files in "wolfendoom v2", I should also patch those into...") 9 years 2 months ago     by PistolSlap | Replies:4  Views:6697 | [Last Post](https://www.realm667.com/forum/the-workshop/960-please-help-with-install-wolfendoom-mod#6059 "Ok, so then I guess what I should do is patch the files in "wolfendoom update" into the "wolfendoom" folder? And since there are only a couple files in "wolfendoom v2", I should also patch those into...") by PistolSlap      9 years 2 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/957-fan-update-sprites-various-doom-keys-alternate-color-sprite-addon) | [\[FAN UPDATE\] \[SPRITES\] Various Doom Keys: Alternate Color Sprite Addon](https://www.realm667.com/forum/the-workshop/957-fan-update-sprites-various-doom-keys-alternate-color-sprite-addon "I was inspired by Various Doom Keys at Realm667, but the main reason it's not complete is why I released this wad with Key Sprites:  Feel free to add these sprites to your existing update in the future. Enjoy!")        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 9 years 2 months ago, by mattbratt11       [Last Post](https://www.realm667.com/forum/the-workshop/957-fan-update-sprites-various-doom-keys-alternate-color-sprite-addon#6010 "I was inspired by Various Doom Keys at Realm667, but the main reason it's not complete is why I released this wad with Key Sprites:  Feel free to add these sprites to your existing update in the future. Enjoy!") 9 years 2 months ago     by mattbratt11 | Replies:0  Views:6916 | [Last Post](https://www.realm667.com/forum/the-workshop/957-fan-update-sprites-various-doom-keys-alternate-color-sprite-addon#6010 "I was inspired by Various Doom Keys at Realm667, but the main reason it's not complete is why I released this wad with Key Sprites:  Feel free to add these sprites to your existing update in the future. Enjoy!") by mattbratt11      9 years 2 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/954-help-with-sprites-and-scripts) | [Help with Sprites and Scripts](https://www.realm667.com/forum/the-workshop/954-help-with-sprites-and-scripts "I use GZDoom builder and slade 3.  I wanna get more familiar with sprites and scripts, and wanna start with something simple.  I am wondering first what is good program to make sprites, and how to implement them into builder. Also, how do I take an exisiting sprite and make it look different.  I am wanting to take the lab glass and make it where when they get destroyed it leaves a little puddle behind.  I am sure a script is also required for this and assistant on that would be great also.  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 9 years 2 months ago, by chrislm82       [Last Post](https://www.realm667.com/forum/the-workshop/954-help-with-sprites-and-scripts#5987 "Ahh I see, ok well youll need sprites for that first of all. I can put you in the right direction code wise, its really simple.  Open up the wad in slade, click on the DECORATE lump, and compare this small addition of code I added to the first actor... this should give you a good idea on how to accomplish what you want:") 9 years 2 months ago     by BadMojo | Replies:4  Views:6122 | [Last Post](https://www.realm667.com/forum/the-workshop/954-help-with-sprites-and-scripts#5987 "Ahh I see, ok well youll need sprites for that first of all. I can put you in the right direction code wise, its really simple.  Open up the wad in slade, click on the DECORATE lump, and compare this small addition of code I added to the first actor... this should give you a good idea on how to accomplish what you want:") by BadMojo      9 years 2 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/951-request-to-re-open-dbigfont-variants) | [Request to re-open DBigFont Variants](https://www.realm667.com/forum/the-workshop/951-request-to-re-open-dbigfont-variants "I know I went inactive for ages but I'd like the topic re-opened so I can address the issue with the submission.  I'm unable to reproduce the error that was reported, unfortunately, and would appreciate any more info that can be provided.  Link to the topic in question: http://realm667.com/index.php/en/forum-board/closed-submissions/778-dbigfont-variants  Link to the submission, for testing: http://jimmy.the-powerhouse.net/WAD/fonts/DBigFontVariants.pk3")        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 9 years 2 months ago, by jimmy       [Last Post](https://www.realm667.com/forum/the-workshop/951-request-to-re-open-dbigfont-variants#5968 "I ran the version of the font you linked here, but I don't see the error this time. I tried it in ZDoom 3.0.0, so perhaps something changed in the newer version?") 9 years 2 months ago     by Dreadopp | Replies:2  Views:6276 | [Last Post](https://www.realm667.com/forum/the-workshop/951-request-to-re-open-dbigfont-variants#5968 "I ran the version of the font you linked here, but I don't see the error this time. I tried it in ZDoom 3.0.0, so perhaps something changed in the newer version?") by Dreadopp      9 years 2 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/953-zombies) | [Zombies](https://www.realm667.com/forum/the-workshop/953-zombies "Sorry, new to the forum. I will introduce myself later.  Wanted to request a sprite or group of sprites from one of the many great sprite authors who post their work here in the repository.  Really like the zombie fodder that was recently posted. I plan to use it in an upcoming mod I have started work on, credits will be given of course. Now if only there were clothed variations of the zombie fodder, it would be cool to see some UAC admin, engineering or civilian-based zombies because I'm currently looking for some to use in my mod. I've been looking high and low for months and have found none like what I need. As I don't have the time, patience, or skill necessary to make any, I would be willing to collaborate with someone to make it happen. They should be melee zombies, or perhaps even have some variations that use weapons, like the various scientist packs, which I will also be using. Again, cool stuff and I agree that it is definitely a much-needed missing aspect of DOOM.  I have tried my hand at making sprites in the past which is why I know how long and arduous a task it is, and I also know that most people are in my position so I'm willing to patiently wait until someone makes the time.")        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 9 years 2 months ago, by zombiedraken       [Last Post](https://www.realm667.com/forum/the-workshop/953-zombies#5952 "Welcome to the forum.  I was going to suggest the zombie scientists but you appear to know about them. Well, I can only suggest that you ask for assistance on the , since there are many talented spriters over there. You might get lucky, who knows.") 9 years 2 months ago     by Blue Shadow | Replies:1  Views:6369 | [Last Post](https://www.realm667.com/forum/the-workshop/953-zombies#5952 "Welcome to the forum.  I was going to suggest the zombie scientists but you appear to know about them. Well, I can only suggest that you ask for assistance on the , since there are many talented spriters over there. You might get lucky, who knows.") by Blue Shadow      9 years 2 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/bossbrain.png)](https://www.realm667.com/forum/the-workshop/922-looking-for-team-member) | [Looking for team member.](https://www.realm667.com/forum/the-workshop/922-looking-for-team-member "I recently began work on mapping for a huge mod. This mod is paying tribute to a certain something. The mod will be a quality product and when finished will be seen by millions of people with no...")        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 9 years 4 months ago, by TheZombie       [Last Post](https://www.realm667.com/forum/the-workshop/922-looking-for-team-member#5756 "I have a guy scripting some special fire modes for some special weapons. Thats under way. I have a guy working on sprites but have havent heard back from him in a few days, so not sure whats up with...") 9 years 4 months ago     by TheZombie | Replies:4  Views:6250 | [Last Post](https://www.realm667.com/forum/the-workshop/922-looking-for-team-member#5756 "I have a guy scripting some special fire modes for some special weapons. Thats under way. I have a guy working on sprites but have havent heard back from him in a few days, so not sure whats up with...") by TheZombie      9 years 4 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/920-looking-for-help-with-drawing-under-water-full-body-sprites-for-hexens-stalker) | [Looking for help with drawing under-water/full-body sprites for Hexen's Stalker](https://www.realm667.com/forum/the-workshop/920-looking-for-help-with-drawing-under-water-full-body-sprites-for-hexens-stalker "Hey, I'm working on a project to deal with the low-hanging-fruit of ZHexen mapping.  One of the more interesting enemies Hexen introduced was the Stalker, which is an enemy which swims. One of the big issues with modern source ports of Hexen is the fact that the original Hexen had the player sink a few map-pixels into the water-texture to simulate depth, so the Stalker's vanilla sprites only cover it popping out of the water. Most modern mappers exclusively use semi-transparent 3D floors for water, which completely breaks the effect, especially if you want the player to swim around.  If anyone knows where sprites like this exist or would like to help make them, I'm putting together new Decorate for the Stalker to make a version which actually swims around.  This is the thread on ZDoom's forums: https://forum.zdoom.org/viewtopic.php?f=60&t=55803  This is what I have so far (an unpolished side-view of the attack)  Right now, I need to get rotations and sprites of it actually swimming through the water, like a snake, and attacking while under water.")        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 9 years 4 months ago, by Raccoon       [Last Post](https://www.realm667.com/forum/the-workshop/920-looking-for-help-with-drawing-under-water-full-body-sprites-for-hexens-stalker#5739 "To me it's less "interesting" and more "needed": we NEED this to make modern Maps with the vanilla underwater enemies.") 9 years 4 months ago     by Raccoon | Replies:2  Views:6398 | [Last Post](https://www.realm667.com/forum/the-workshop/920-looking-for-help-with-drawing-under-water-full-body-sprites-for-hexens-stalker#5739 "To me it's less "interesting" and more "needed": we NEED this to make modern Maps with the vanilla underwater enemies.") by Raccoon      9 years 4 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/weapon.png)](https://www.realm667.com/forum/the-workshop/877-weapon-improvement) | [Weapon Improvement](https://www.realm667.com/forum/the-workshop/877-weapon-improvement "Hey MagicWazard,  I have a weapon that needs fixing to behave how I want for it to do.  My weapon is fireworks that are supposed to stop an enemy in its tracks when the enemy comes across one after the player places one on the ground (the enemy also enters and stays in pain state without taking any pain/damage which is what I already have so far). Then the firework is supposed to activate itself and launch straight up into the sky and take the enemy along with it! (which eventually blows up and kills the enemy). Sound pretty cool, eh?!.  How do I go by accomplishing this task?. What actually really needs to be fixed with the weapon's codes is probably just the FireworksLighting actor, but I could be wrong. Here are the current codes for the fireworks and an enemy (replaces rifle zombies) to help you with this neat idea:")        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 9 years 6 months ago, by cmw1986       [Last Post](https://www.realm667.com/forum/the-workshop/877-weapon-improvement?start=10#5525 "No worries; like I said before, I probably wasn't terribly clear. Anyways, I'll take a look when I can, but don't hesitate to ask around on the ZDoom forums in the meanwhile. Much smarter people hang out there all the time, and one of them may be able to help you out if I can't.") 9 years 5 months ago     by MagicWazard   - [1](https://www.realm667.com/forum/the-workshop/877-weapon-improvement?start=0 "Page:1") - [2](https://www.realm667.com/forum/the-workshop/877-weapon-improvement?start=10 "Page:2") | Replies:11  Views:15.4k | [Last Post](https://www.realm667.com/forum/the-workshop/877-weapon-improvement?start=10#5525 "No worries; like I said before, I probably wasn't terribly clear. Anyways, I'll take a look when I can, but don't hesitate to ask around on the ZDoom forums in the meanwhile. Much smarter people hang out there all the time, and one of them may be able to help you out if I can't.") by MagicWazard      9 years 5 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/mugshot.png)](https://www.realm667.com/forum/the-workshop/658-wip-pyrobus) | [\[WIP\] Pyrobus](https://www.realm667.com/forum/the-workshop/658-wip-pyrobus "[INFO] Name: Pyrobus Difficulty: Very Hard, Boss Connection: Mancubus, Bruiser Demon, Afrit Summon: Pyrobus Melee: Yes (Set with a melee state Flamethrower attack) Distance: Projectile Type: Demon, Cybernetic Brightmaps: Yes GLDefs: Yes (From Scratch)  [CREDITS] WAD Created by: DBJ87 Decorate Created by: DBJ87 Palette: PNG Palette (Doom) Sprites: ID Software, Xim, Tormentor667, Eriance, DBJ87 SFX: ID Software (Doom 3), Tormentor667, Epsi, Ebola (Afrit Fire, Fly, Comet Explode) Idea Base: Own Idea  [INFO] When one surviving Mancubus brought the "essence" of Geological Damage back to Hell after the Demons failed the 1994 invasion of Earth. It spent many years underground, trying to improve its brethren while also stewing over the dramatic improvements that Imps & Barons were getting... It eventually had enough of seeing it's species being easy to kill targets and so,it's used it's knowledge of Pyrotechnics, Elements & Geological Destruction to upgrade itself into an unstable & very angry fire spewing monster!  The Pyrobus harnesses the destructive powers of Earth's extinct Volcanoes, turning it's cannons into fully fledged Flamethrowers, having the ability to create various Earthquakes & Fissures (especially when enraged). This Fatso also fires a more explosive set of 6 fireballs in the Traditional Mancubus style & sometimes finishes that off with a round of 6 Volcanic comets!  Obviously, being a Mancubus, it's a large target and because of that, it has had a massive health boost (plus being a Large Boss Monster I expect, you'd want a decent fight). Despite it's powerful attacks, as long as you have some cover and plenty of ammo, it will go down quicker than expected. Fully immune to Fire or Splash damage*.  *Early Version Tests with attacks saw it would easily damage, sometimes even killing itself in enclosed areas before you can.  //Attacks Melee: Flamethrower- 3 "Stage" flamethrower alternating shots that stop or continue at a set minimum range. Leaves fire burning for a few seconds after shots hit any solid object. On a small map, this will be it's primary attack. It is more vulnerable when using this attack as it is the slowest attack, standing still & easiest to avoid...  Missile: Missile 1- Pyroblast: Mancubus' Fat-Shot, but slightly larger, faster, & leaves a lump of fire when it hits a solid object. Fired in 3 blasts and the Pyrobus may jump to fire it's "Volcano" shot at the end of the 3rd shot. (So it will be attacking 6 times)  Missile 2- Sweep Fissure: Shoots a floor hugging missile in an arch from -24 to 24 in gaps of 12 (up to - 72 to 72). The missile then explodes into a wall of fire, dealing explosive damage & leaving small traces of fire where the blasts erupted from. Causes a light Quake at the start & end of the shot, signalling when it enters & exits it's invulnerability states**. **Base damage from shots still hurt it because they explode underneath it (due to it's large size) and it is still able walk over an erupting area.  Missile 3- 360 Fissure: The hardest missile to avoid. Set up like the Sweep Fissure but attacks in full circle of the Pyrobus with a gap of 20 in between each blast (0, 20, 40 etc). Causes a heavy Quake at the start & end of the shot, signalling when it enters & exits it's invulnerability state***. Triggered as a rare Missile attack or as one of the 2 retaliation attacks from it's Pain State. ***Base damage from shots still hurt it because they explode underneath it (due to it's large size) and it is still able walk over an erupting area.  Missile 4- Volcano: 2 Boulders of slightly hardened Lava that are fired in alteration. Each shot causes a Quake & each boulder drops more fire, over a larger area, than the Pyroblast. Shots. Volcanic shots are fired 6x with a slight delay in between each arm. Only fired if jumped to from Pyroblast, if you escape the final stage of it's Flamethrower or in retaliation to Pain.  [UPDATE HISTORY]  23/01/17 [Version 3.5] -Finished Darkening Skin & evened out Colours of the Cannons. -Eye Brightness slightly changed for Frames H-U & V. -Duplicate or mirrored attack, ready to attack sprites removed. -Brightmaps for all stages of Walking & Pain added highlighting Eyes. -Full Body Brightmaps' Brightness vary with the attack used. -Fissure Attack Sprites have had some changes made to the facial design. -"Volcano" Comets have been recoloured.  06/02/17 Requested Changes. Noise output (it does become a real pain): -Dropped Fire & Fissure Attacks have a silent version created & added to the Pyrobus' attacks & projectiles. -To help with noise reduction, Pain & Fissure Jump % reduced, with original setting left as a note, if you find it has now become too easy.  [PREVIEW] [V1] [Original file has been deleted. Sprites used, aren't included but will be added if requested]  [V2]  [V3.5]  [DOWNLOAD] Taken offline.")        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 3 months ago, by DBJ87       [Last Post](https://www.realm667.com/forum/the-workshop/658-wip-pyrobus?start=10#5480 "Done & Thank you MagicWazard :)  Current update has: Dropped Fire (From Flamethrower, Fissures & Comets) & the Fissure attacks explosive spawner have a secondary version, which are silent.  Cannons & Pipes across shoulders, still need some work, the Pipes more so, I'm sure everyone can't have missed the disproportionate or uneven colours (random shades of grey) but it's getting pretty tricky to match the colours or smooth them out when zoomed in to fix these minor details. Most easily spotted on the Walking Sprites A-F... everything else seems to be OK, hopefully it's starting to look or live up to some expectations. I really can't think of anything else that can be done after these few details are fixed.  Any modifications others have made to the appearance or the Brightmaps (if any), feel free to share them on this project's page.") 9 years 6 months ago     by DBJ87   - [1](https://www.realm667.com/forum/the-workshop/658-wip-pyrobus?start=0 "Page:1") - [2](https://www.realm667.com/forum/the-workshop/658-wip-pyrobus?start=10 "Page:2") | Replies:12  Views:18.3k | [Last Post](https://www.realm667.com/forum/the-workshop/658-wip-pyrobus?start=10#5480 "Done & Thank you MagicWazard :)  Current update has: Dropped Fire (From Flamethrower, Fissures & Comets) & the Fissure attacks explosive spawner have a secondary version, which are silent.  Cannons & Pipes across shoulders, still need some work, the Pipes more so, I'm sure everyone can't have missed the disproportionate or uneven colours (random shades of grey) but it's getting pretty tricky to match the colours or smooth them out when zoomed in to fix these minor details. Most easily spotted on the Walking Sprites A-F... everything else seems to be OK, hopefully it's starting to look or live up to some expectations. I really can't think of anything else that can be done after these few details are fixed.  Any modifications others have made to the appearance or the Brightmaps (if any), feel free to share them on this project's page.") by DBJ87      9 years 6 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/bossbrain.png)](https://www.realm667.com/forum/the-workshop/878-help-an-elephant-big-one-map-wad-is-causing-hom-errors-on-the-run) | [\[Help\]An elephant-big one-map wad is causing HOM errors on the run](https://www.realm667.com/forum/the-workshop/878-help-an-elephant-big-one-map-wad-is-causing-hom-errors-on-the-run "So,i tried to make a big map on 2 floors( has 3d floors,yes) and some of the sectors with floors and ceilings cause HOMs on the world.When i try to remove and remove one HOM another HOM is on the run. http://www.m*diafire.com/file/ndqgd3i71qm88r2/MAP01.wad this is the where i have uploaded my map.It is Doom 2 in UDMF format for GZDOOM.I made very small sectors that occupy very small place on the map,so do not confuse if you do not see them and think there are no sectors.Just zoom.I do not know where the other HOM s come from.Can somebody help me remove those hell?")        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 9 years 6 months ago, by CaptainManiac       [Last Post](https://www.realm667.com/forum/the-workshop/878-help-an-elephant-big-one-map-wad-is-causing-hom-errors-on-the-run#5405 "So,i tried to make a big map on 2 floors( has 3d floors,yes) and some of the sectors with floors and ceilings cause HOMs on the world.When i try to remove and remove one HOM another HOM is on the run. http://www.m*diafire.com/file/ndqgd3i71qm88r2/MAP01.wad this is the where i have uploaded my map.It is Doom 2 in UDMF format for GZDOOM.I made very small sectors that occupy very small place on the map,so do not confuse if you do not see them and think there are no sectors.Just zoom.I do not know where the other HOM s come from.Can somebody help me remove those hell?") 9 years 6 months ago     by CaptainManiac | Replies:0  Views:6201 | [Last Post](https://www.realm667.com/forum/the-workshop/878-help-an-elephant-big-one-map-wad-is-causing-hom-errors-on-the-run#5405 "So,i tried to make a big map on 2 floors( has 3d floors,yes) and some of the sectors with floors and ceilings cause HOMs on the world.When i try to remove and remove one HOM another HOM is on the run. http://www.m*diafire.com/file/ndqgd3i71qm88r2/MAP01.wad this is the where i have uploaded my map.It is Doom 2 in UDMF format for GZDOOM.I made very small sectors that occupy very small place on the map,so do not confuse if you do not see them and think there are no sectors.Just zoom.I do not know where the other HOM s come from.Can somebody help me remove those hell?") by CaptainManiac      9 years 6 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/bossbrain.png)](https://www.realm667.com/forum/the-workshop/702-problem-with-characters-projectile-attack) | [Problem With Character's Projectile Attack](https://www.realm667.com/forum/the-workshop/702-problem-with-characters-projectile-attack "I seem to be having a problem with a character in my project. What I want him to do is summon the same blue 'powerup rings' like the ones from the Powerup Ring Spawners wad in the Particle Spawners subcatergory of the SFX Shop in the Repository.  OK anyways, this is what currently happens: In the game my character is able to spawn the rings on its current target (he replaces the Archviles), but however, the rings do not appear the same as the blue powerup rings shown within the Powerup Ring Spawners demo map. So what I want is for the character's ring projectile to look exactly like them when I play the game. What I think needs to be fixed might probably have to be both the 'KingRing' and 'RingSummon' actors listed below.  What I have enclosed is both the DECORATE codes of my character and the PRS wad from the Repository (just in case). Any help will be greatly appreciated and hopefully someone understands me about what I want for my mod.  Also, my PRS sprite is perfectly fine. It's just its codes that need changing (just so you know). :)  DECORATE codes of character:")        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 2 months ago, by cmw1986       [Last Post](https://www.realm667.com/forum/the-workshop/702-problem-with-characters-projectile-attack#5402 "Sweet frickin' Moses, it worked!!! All I have to do now is improve the sounds for the character, which I probably can do on my own unless I need help again. But anyways, thank you so very much!. :cool:  Peace! -cmw1986") 9 years 6 months ago     by cmw1986 | Replies:8  Views:6900 | [Last Post](https://www.realm667.com/forum/the-workshop/702-problem-with-characters-projectile-attack#5402 "Sweet frickin' Moses, it worked!!! All I have to do now is improve the sounds for the character, which I probably can do on my own unless I need help again. But anyways, thank you so very much!. :cool:  Peace! -cmw1986") by cmw1986      9 years 6 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/bossbrain.png)](https://www.realm667.com/forum/the-workshop/862-zombie-henchman-weapon) | [Zombie Henchman Weapon](https://www.realm667.com/forum/the-workshop/862-zombie-henchman-weapon "Is there a weapon for the zombie henchman?")        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 9 years 7 months ago, by Fiorello1       [Last Post](https://www.realm667.com/forum/the-workshop/862-zombie-henchman-weapon#5333 "Offhand, I don't know, but I do remember that his sound file was titled "10MM"; that might be a clue for finding it, if it exists.") 9 years 7 months ago     by MagicWazard | Replies:1  Views:6553 | [Last Post](https://www.realm667.com/forum/the-workshop/862-zombie-henchman-weapon#5333 "Offhand, I don't know, but I do remember that his sound file was titled "10MM"; that might be a clue for finding it, if it exists.") by MagicWazard      9 years 7 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/863-happy-new-year-realm667) | [Happy New Year,Realm667](https://www.realm667.com/forum/the-workshop/863-happy-new-year-realm667 "Happy New Year to all Realm667 users.I wish you all beautiful and the best and the most important-LIFE,HAPPINESS 'N LUCK!  -BY THE MAD ONE")        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 9 years 7 months ago, by CaptainManiac       [Last Post](https://www.realm667.com/forum/the-workshop/863-happy-new-year-realm667#5315 "Happy New Year to all Doomers, Strifers, the Heretics & Hexeners. And to any other Doom-based can run off ZDoom/GZDoom Engine Gamers.") 9 years 7 months ago     by DBJ87 | Replies:1  Views:7260 | [Last Post](https://www.realm667.com/forum/the-workshop/863-happy-new-year-realm667#5315 "Happy New Year to all Doomers, Strifers, the Heretics & Hexeners. And to any other Doom-based can run off ZDoom/GZDoom Engine Gamers.") by DBJ87      9 years 7 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/hot.png)](https://www.realm667.com/forum/the-workshop/856-question-weapon-parts-and-upgrades) | [\[QUESTION\]Weapon Parts and Upgrades????](https://www.realm667.com/forum/the-workshop/856-question-weapon-parts-and-upgrades "Hi.I have heard about the weapon parts on Hexen and i somewhat like the assemblingt system,but i wonder if there is a way to create a weapon from existing weapon by adding weapon parts to it,like if...")        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 9 years 7 months ago, by CaptainManiac       [Last Post](https://www.realm667.com/forum/the-workshop/856-question-weapon-parts-and-upgrades#5270 "Thank you.I will try what you suggested.Also,the scoped M60 needs to take the original from the Inventory") 9 years 7 months ago     by CaptainManiac | Replies:4  Views:6899 | [Last Post](https://www.realm667.com/forum/the-workshop/856-question-weapon-parts-and-upgrades#5270 "Thank you.I will try what you suggested.Also,the scoped M60 needs to take the original from the Inventory") by CaptainManiac      9 years 7 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/mugshot.png)](https://www.realm667.com/forum/the-workshop/834-help-low-health-fade-blood-splatter-effect) | [\[Help\] Low health fade/blood splatter effect](https://www.realm667.com/forum/the-workshop/834-help-low-health-fade-blood-splatter-effect "Hi.Sorry for my childish questioning.To be honest,i tried to make a script that fades screen when player's health lowers.I tried the script in game and it does not work.I do not make it for a project...")        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 9 years 9 months ago, by CaptainManiac       [Last Post](https://www.realm667.com/forum/the-workshop/834-help-low-health-fade-blood-splatter-effect?start=30#5097 "I think the blood images in screen does no overlap.I tested it on Brutal Doom 64 and it works except the blood images do not show on hurt. I do not think the blood images make problems with the player and are good,so no more are needed(In The Saboteur this fading was combined with regeneartion system(which i do not want to implement now) and the effect itself was made with a whole OpenGl/DirectX Shader)).As i tested it on Classic Doom it spawns on the whole screen,except the statusbar,i think i can fix this by adding HUDMSG_LAYER_OVERHUD flag,but i am not sure the statusbar will be shown if there are many bloodsplat images.I will publish it,crediting all who helped me,including you.") 9 years 8 months ago     by CaptainManiac   - [1](https://www.realm667.com/forum/the-workshop/834-help-low-health-fade-blood-splatter-effect?start=0 "Page:1") - [2](https://www.realm667.com/forum/the-workshop/834-help-low-health-fade-blood-splatter-effect?start=10 "Page:2") - [3](https://www.realm667.com/forum/the-workshop/834-help-low-health-fade-blood-splatter-effect?start=20 "Page:3") - [4](https://www.realm667.com/forum/the-workshop/834-help-low-health-fade-blood-splatter-effect?start=30 "Page:4") | Replies:38  Views:26.1k | [Last Post](https://www.realm667.com/forum/the-workshop/834-help-low-health-fade-blood-splatter-effect?start=30#5097 "I think the blood images in screen does no overlap.I tested it on Brutal Doom 64 and it works except the blood images do not show on hurt. I do not think the blood images make problems with the player and are good,so no more are needed(In The Saboteur this fading was combined with regeneartion system(which i do not want to implement now) and the effect itself was made with a whole OpenGl/DirectX Shader)).As i tested it on Classic Doom it spawns on the whole screen,except the statusbar,i think i can fix this by adding HUDMSG_LAYER_OVERHUD flag,but i am not sure the statusbar will be shown if there are many bloodsplat images.I will publish it,crediting all who helped me,including you.") by CaptainManiac      9 years 8 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/825-man-wad) | ["Man.wad" ?](https://www.realm667.com/forum/the-workshop/825-man-wad "Hi there.  I remember seeing a submit of a monster simply called "man", that was an civilian guy in gray that was unarmed in its walking frames, but had a pistol for the missile ones.  Does anyone still happen to have a copy of it?  Thanks in advanced.")        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 9 years 9 months ago, by ravick       [Last Post](https://www.realm667.com/forum/the-workshop/825-man-wad#4971 "Hi there.  I remember seeing a submit of a monster simply called "man", that was an civilian guy in gray that was unarmed in its walking frames, but had a pistol for the missile ones.  Does anyone still happen to have a copy of it?  Thanks in advanced.") 9 years 9 months ago     by ravick | Replies:0  Views:6292 | [Last Post](https://www.realm667.com/forum/the-workshop/825-man-wad#4971 "Hi there.  I remember seeing a submit of a monster simply called "man", that was an civilian guy in gray that was unarmed in its walking frames, but had a pistol for the missile ones.  Does anyone still happen to have a copy of it?  Thanks in advanced.") by ravick      9 years 9 months ago |

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