Creating complex and convincing projects always requires a certain amount of custom resources. This doesn't only cost a lot of time, you are also supposed to have the skill and software to realise custom actors, new sprite sets and complete new content. If you can't do that on your own, you can still ask someone else to help you but in most of the cases you are left on your own, especially if you have just started mapping. The Realm667 Repositories are supposed to fill this gap by offering all kinds of resources a project might need - no matter if you are looking for weapons, items, props, textures, monsters or special effects, no matter if you need them for your Doom-, Heretic-, Hexen- or Strife-themed map - we have what you are looking for. But the repositories aren't only an opportunity for mappers, it's also a chance for modders and spriters to spread their work - it's a give and take.
For the various categories of resource-types, simply choose from the left menu (e.g. "Beastiary", "Armory", etc.) to get a full list of all entries. If you want to have the classic preview overview with details, simply choose the theme/subtype of the category (e.g. "Doom style", "Heretic/Hexen style", etc.).
For the various categories of resource-types, simply choose from the left menu (e.g. "Beastiary", "Armory", etc.) to get a full list of all entries. If you want to have the classic preview overview with details, simply choose the theme/subtype of the category (e.g. "Doom style", "Heretic/Hexen style", etc.).
Latest submissions
Cranium Shaker
Info
Name: Cranium Shaker
Class: 3
Type: Hitscan
Palette: Doom
Summon: CraniumShaker
Ammo Type: Shell
Altfire: No
Powered Mode: No
Brightmaps: No
Actor modification: No
ACS: No
archive Cranium Shaker (144 KB)
AI Marines
Info
Name: AI Marines
Difficulty: Easy/Medium, Hard (When on a turret or in groups and squads.)
Connections: None
Summon: SmartMarine, TurretMarine, SmartMarineMGTurret, SM_NoCrouchZone, VanillaRifle
Melee: Yes (Rifle swing, can also use berserk packs if they get in their inventory)
Distance: Hitscan (Rifle), Projectile (Grenades and turrets)
Type: Human, Military
Brightmaps: No
Actor modification: No
ACS: No
Credits
Submitted: Inkoalawetrust
Code: Inkoalawetrust, Lewisk3 (Base code for making turrets usable by players), Boondorl (Swimmable 3D floor detection)
GLDEFS: inkoalawetrust
Sounds: Valve, FreeSound, GDC Audio Library, edited by Inkoalawetrust etc, check credits.txt
Sprites: id Software, Sergeant_Mark_IV, Ghastly_Dragon, Das M., Superdave938, Mryayayify, Tabijaky, Gorman Freebmane, Inkoalawetrust, TG5, Vader, etc, check credits.txt
Sprite edit: TG5, Tabijaky, inkoalawetrust
Idea Base: Having NPCs in Doom with a higher IQ than a wet towel. Half-Life 1 HECU (Partially)
Description
A Doom NPC with a brain for a change. They can do dozens of different things, such as avoid danger, work in groups, move in squads, dodge projectiles, take cover and so on, can easily be used as allies by being set to friendly, have multiple weapons, including turrets that both they and players can use, and are highly customizable. For more detailed information on all the stuff they are capable of (A lot), and how to properly and fully use them. Check the included Document.txt file.
archive AI Marines (934 KB)
Crate Models
Info
Name: Crate Models
Connection: N/A
Palette: Doom
Summon: Cube[32, 64][Blue, Green, Brown], Crate[32, 64, 128][Clean, Plank, Cross]
Ambient Sound: N/A
De-/Activatable: N/A
Destroyable: N/A
Special Effects: N/A
archive Crate Models (113 KB)
Updated May 28th, 2022
Enforcer
archive Enforcer (194 KB)
Single Action Revolver
Info
Name: Single Action Revolver
Class: 2
Type: Hitscan
Palette: Custom
Summon: ColtSA
Ammo Type: Clip
Altfire: Yes
Powered Mode: No
Brightmaps: No
Actor Modification: No
archive Single Action Revolver (212 KB)
Marauder
Info
Name: Marauder
Difficulty: Hard/Very Hard (Depending on environment.)
Connections: None
Summon: Marauder
Melee: Yes
Distance: Projectile, Hitscan
Type: Demon, Night Sentinel
Brightmaps: No
Actor modification: No
ACS: No
archive Marauder (957 KB)
Candlesticks
Info
Name: Candlesticks
Connection: None
Palette: Doom
Summon: CandelabraStand[2-11], CandelabraShort[1-11], Candlestick[1-11]
Ambient Sound: No
De-/Activatable: No
Destroyable: No
Special Effects: No
Brightmaps: No
Actor modification: No
ACS: No
archive Candlesticks (14.2 KB)
Plasma Caster
Info
Name: Plasma Caster
Class: 6
Type: Projectile
Palette: Doom
Summon: PlasmaCaster
Ammo Type: Cell
Altfire: No
Powered Mode: No
Brightmaps: No
Actor modification: No
ACS: No
archive Plasma Caster (55 KB)
Impactor Gauntlet
Info
Name: Impactor Gauntlet
Class: 1
Type: Melee
Palette: Doom
Summon: Impactor
Ammo Type: None
Powered Mode: No
Added States: No
ACS: No
Credits
Submitted: TheDoomedArchvile
Code: TheDoomedArchvile
Sounds: Capcom
Sprites: HacX
Sprite Edit: TheDoomedArchvile
Idea Base: Big mechanical punchy arm
Description
The Impactor Gauntlet was created with the aim to give space marines a perminent powerful melee weapon in case they run out of ammo. This heavy beast packs a serious punch which can knock back some foes when up close. This weapon also includes a boost thruster which allows the wearer to speed forward a ways to cross gaps and hit enemies multiple times, but deals significantly less damage. With careful timing, the primary fire can even punch away projectiles!
archive Impactor Gauntlet (97 KB)
Disciple Statues
archive Disciple Statues (38 KB)
Techno Columns
archive Techno Columns (30 KB)
Magnum Revolver
archive Magnum Revolver (226 KB)
Updated Dec 7th, 2021
Black Obelisks
Info
Name: Black Obelisk
Connection: No
Palette: Doom
Summon: BlackObelisk, BlackObeliskNoBase, BlackObeliskFloat
Ambient Sound: No
De-/Activatable: No
Destroyable: No
Special Effects: No
Brightmaps: Yes
Actor modification: No
ACS: No
archive Black Obelisk (98 KB)
White Marble Columns
Info
Name: White Marble Columns
Connection: None
Palette: Doom
Summon: ShortWhiteColumn(Skull(Gold/Blue/Red)/Heart/Book/Gem(Red/Green/Blue/Yellow), TallWhiteColumn(Gem(Red/Green/Blue/Yellow))
Ambient Sound: No
De-/Activatable: No
Destroyable: No
Special Effects: No
Brightmaps: No
Actor modification: No
ACS: No
archive White Marble Columns (19 KB)
Improved Torches
Info
Name: Improved Torches (aka Better Flame Animations)
Connection: Uses edited version of Ceiling Brazier
Palette: Doom
Summon: XTallBrazier, XTallBrazier2, XShortBrazier, XShortBrazier2, XCandles, XChandelier, XFlame, XFireBarrel, XWallTorch, XFlamingSkull, XCeilingBrazier, XRedTorch, XBlueTorch, XGreenTorch, XPurpleTorch
Ambient Sound: Yes
De-/Activatable: No
Destroyable: No
Special Effects: No
Brightmaps: No
Actor modification: No
ACS: No
Credits
Submitted: Rifleman
Code: Rifleman
GLDefs: Rifleman
Sounds: Unknown
Sprites: Doom, Strife, Hexen. Ceiling Brazier by Gothic
Sprite Edit: Rifleman
Idea Base: I was curious if I could improve the look of flames in various torches without using high-res assets - I wanted to preserve the vanilla aesthetic.
archive Improved Torches (944 KB)
Hand Cannon
archive Hand Cannon (290 KB)
Traffic Cones
Info
Name: Traffic Cones
Connection: None
Palette: Doom
Summon: TrafficCone(Green/Yellow/Blue/Red)
Ambient Sound: No
De-/Activatable: No
Destroyable: No
Special Effects: No
Brightmaps: Yes
Actor modification: No
ACS: No
archive TrafficCones (3 KB)
Fire Extinguisher
Info
Name: Fire Extinguisher
Connection: None
Palette: Doom
Summon: FireExtinguisher(Floor), CryoExtinguisher(Floor)
Ambient Sound: No
De-/Activatable: No
Destroyable: Yes
Special Effects: No
Brightmaps: No
Actor modification: No
ACS: No
archive FireExtinguisher (18 KB)