##  Other

####  Alternate/Gib Deaths

 Preview

![AltGibDeaths](https://www.realm667.com/images/content/repository/sfxshoppe/AltGibDeaths.png)

 Info

**Count:** 18

 Credits

See individual wads for credits**

 Description

A collection of alternate deaths and gib deaths for stock Doom monsters, available for modders to implement. Does have states included in the Info lump, but none are implemented.

Still a potential work in progress. If you have any deaths you'd like to add, send a message to Ghastly on the forums.

&gt;**Download** [ ArchiveAlternate/Gib Deaths](https://www.realm667.com/index.php?option=com_docman&task=doc_download&gid=766&Itemid=) (229KB)
Updated May, 8th, 2013

####  Animated UAC Logo

 Preview

![AnimatedUACLogo](https://www.realm667.com/images/content/repository/sfxshoppe/AnimatedUACLogo.png "CasingSpawners.png")

 Info

**Type:** Animated UAC Logo
 **Connection:** None
**SpawnOffsets:** None
**Documentation:** Yes **SpawnCeiling:** No
**Variants:** none
**Summon:** [red/green/blue/yellow]UACPainter

 Credits

Submitted:**  Captain Toenail
Decorate:** Captain Toenail
 **Sprites:** Doom Font
**Sounds:** none
**Idea:** Quake3 wall animations

 Description

I've had this idea in my head for quite some time, using DECALDEF to create cool animations on the walls. You could create groovy disco lights, team-icons for CTF bases, projectors etc. using animated decals. I've never seen it done before though so I thought I would submit this to FX as an example (which is useful in its own right for maps)

&gt;**Download**
[ ArchiveAnimated UAC Logo](https://www.realm667.com/index.php?option=com_docman&task=doc_download&gid=720&Itemid=) (5,7KB)

####  Damage and Low Health Effects

 Preview

![DAMAGEFX](https://www.realm667.com/images/content/repository/sfxshoppe/DAMAGEFX.jpg "DAMAGEFX.jpg")

 Info

**Name:** Damage Hud Effects
 **Type:** Hud effects (SFX Other)
 **ACS:** Yes

 Credits

 **Submitted:** CaptainManiac
**Sprites:** BadMojo
**ACS:** CaptainManiac,BadMojo
**Idea by:** CaptainManiac
**Special Thanks:** Blue Shadow,MaxED,Scifista42,Buuu342
**Ideabase:** The Fading and Blood on Screen effect from The Saboteur's regeneration system

 Description

Enables blood splatter effects when suffering damage and/or dying. Intensity of the damage splats are proportional to damage suffered. Also provides "fade" effects for when the player's health gets below 50%. Effects can be individually turned on/off or modified.

&gt;**Download**
[ ArchiveDamage and Low Health Effects](https://www.realm667.com/index.php?option=com_docman&task=doc_download&gid=996&Itemid=) (125 KB)
Updated Jun 29th, 2020

####  Doom 3 Blood Decals

 Preview

![D3_Blood_Decals.png](https://www.realm667.com/images/content/repository/sfxshoppe/D3_Blood_Decals.png "D3_Blood_Decals.png")

 Info

**Type:** Blood Decals **Connection:** None **Documentation:** Yes **Count:** 23

 Credits

Submitted:** Ghastly_Dragon **DecalDef:** Ghastly_Dragon **Sprites:** iD Software

&gt;**Download**
[ ArchiveDoom 3 Blood Decals](https://www.realm667.com/index.php?option=com_docman&task=doc_download&gid=635&Itemid=) (207KB)

####  Flame Traps

 Preview

![FlameTraps](https://www.realm667.com/images/content/repository/sfxshoppe/FlameTraps.png "FlameTraps.jpg")

 Info

**Type:** Wall and floor mounted traps that shoot flames.
 **Connections:** None
 **Spawn Offsets:** Arguments
 **Spawn Ceiling:** No
 **Summon:** FireballSpitter, FireballSpitterInactive, FlameJetter, FlameJetterInactive, FlameJetterToggle, FloorGrill, FloorGrillInactive, FloorGrillToggle
 **Brightmaps:** No
 **Actor modification:** No
 **ACS:** No

 Credits

 **Submitted:** Captain Toenail
**Code:** Captain Toenail
 **GLDefs:** Captain Toenail
 **Sounds:** freesound.org (liamg-sfx, highpixel, cubicApocalypse), edited by Captain Toenail
 **Sprites:** Doom
 **Sprite Edit:** Captain Toenail
 **Idea Base:** 3D platforming games like Tomb Raider

 Description

This pack contains several fire themed traps to place in your map. Use sparingly or players will hate you

&gt;**Download**
[ ArchiveFlame Traps](https://www.realm667.com/index.php?option=com_docman&task=doc_download&gid=1147&category_slug=sfx-shoppe&Itemid=424) (93 KB)

####  IWad Brightmaps

 Preview

![allbrimaps.png](https://www.realm667.com/images/content/repository/sfxshoppe/allbrimaps.png "allbrimaps.png")

 Info

**Type: Brightmaps for Doom, Heretic, Hexen, and Strife**

 Credits

Submitted:** Virtue **Brightmaps:** Virtue

&gt;**Download**
[ ArchiveIWad Brightmaps](https://www.realm667.com/index.php?option=com_docman&task=doc_download&gid=631&Itemid=) (~3MB)

####  Parallaxing Sky Viewpoint

 Preview

![<preview_name>](https://www.realm667.com/images/content/repository/sfxshoppe/skycamerademo.gif "skycamerademo.gif")

 Info

**Type:** Custom sky camera **Connections:** None (Inherits from a built-in (G)ZDoom actor.) **Spawn Offsets:** Where the camera will be is determined by the mapper themselves. **Spawn Ceiling:** No, can be raised to it in-editor. **Variants:** None **Summon:** ParallaxingSkyViewpoint **Brightmaps:** N/A **Actor Modification:** Only inherits from the pre-existing SkyViewpoint that is inside the engine archive. **ACS:** No

 Credits

**Code:** inkoalawetrust (Rewritten code), DrPyspy (Original code) **Sprite Edit:** Custom sky camera graphic by Tabijaky, made from GZDB/UDB's sky viewpoint graphic. **Idea Base:** The Source engines' 3D skyboxes.

 Description

This actor is an improved version of the built-in ZDoom sky viewpoint: <https://zdoom.org/wiki/Classes:SkyViewpoint>. If you already know how to use the built-in sky camera, you'll be able to use this one with little issue, as long as you also read these instructions on how to use it below.
The parallaxing skybox camera only has one extra custom argument, located at the Action/Tag/Misc tab on the Edit Thing menu.
This argument is Sky Parallax, which controls how much parallax the sky camera has, AKA how much the skybox will move around when the player moves, the higher the value, the more the camera moves relative to the player, the lower the value, the less it moves.
For example, a value of 128 or 256 may be ideal if your skybox has things like buildings and hills, that are supposed to be far away from the playable portion of the map.
If you have issues like the player moving forward but the sky camera moving sideways, change the sky cameras' angle to 0.
You can also use the included skyparallaxexample.wad map as a reference on how to use the sky camera.
The default value for the Sky Parallax argument is 64.

&gt;**Download**
[ ArchiveParallaxing Sky Viewpoint](https://www.realm667.com/index.php?option=com_docman&task=doc_download&gid=1138&Itemid=) (796 KB)
*Updated Jan 11th, 2023*
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				<h3>Welcome Back</h3>
<p>Dear visitors, the Realm667 is back online with an upgraded system, a new framework and updated plugins. It's not perfectly finished yet but you are able to access your primary source for anything related to Doom modding.</p>
<p>If you encounter some bugs - visual or partical ones - please take the time to post them in our "<strong>Let us know</strong>" <a href="/kunena/let-us-know">forum</a>, so we can take care of it.</p>
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