I won't beat around the bush. I'm sure veterans of ZDoom Wars are wincing right now, in memory of the previous Realm667 faction. It was poorly made, poorly balanced, without any theme or central function, had no sense of progression to it, and a lot of the enemies were simply rips from other games and/or recolors.
This is not that faction. The goal of Realm667 is to act as a repository for community content, to help people to grow and develop by showing them what can be done and how it can be done. Realm667 is the bastion of imagination, where ideas go from in the head to in the engine to in reality staring at you down the barrels of the SSG. It's unfortunate, then, that so many others use it simply as an archive to copy-paste--you see something that looks cool, download it, copy it, paste it in, and call it a day.
In the interest of giving Realm667 better representation in the ZDoom Wars community, I've strived to create a new faction with a strict quality control in place, and very little is just "copy-pasted" in without extensive modification.
Please enjoy, and please let me know any balance considerations/concerns you feel are necessary.
If you wish to play online, please head to the NODE-3.net [13] - Texas - ZDoom Wars server!
You will need the the Nazis! faction in order to play this.
http://files.drdteam.org/index.php/file ... v0.16c.pk3 - v0.16c alpha download, 8.58 megs
Spoiler: Changelog
FROM 0.14 to 0.16c
==================
MONSTERS:
- The Paladin's shots are now more accurate and do more damage.
^- The basic laser shot has had its bottom damage cutoff increased from 6-48 to 20-48.
^- The Laser Blast had its bottom cutoff increased from 8-64 to 32-64.
^- The Star Shot had its bottom cutoff increased from 12-96 to 48-96.
^- The non-star shots now home in slightly.
^- All of the Paladin's shots have had their height and radius reduced to 6, so as to more easily squeeze around tight spaces. The Star Shot has its radius and height at 12.
- The Fallen's damage has been reduced from 3-24 to 8-20.
- The Fallen is no longer stuck in ghost mode once it pops from pain back into existence.
- The Fallen's ghost mode is now more transparent to indicate that it is indeed in ghost mode.
- The Fallen now shoots in bursts of four shots instead of five.
- The Maephisto's laser damage has been increased from 18-144 to 90-150.
- The Maephisto's chaingun damage has been increased from 6-12 to 8-12.
- The Maephisto's bolts have had their damage increased from 3-24 to 12-24.
- The Maephisto also has slightly less of a chance to use the laser beam now.
- The explosion damage on impact of the Maephisto's laser was removed, so as to no longer harm allies--given that the laser passes through enemies, its inclusion was hurting allies more than enemies.
- The Maephisto's bolts have a beefier shooting sound.
- The Maephisto's bolts now have pretty sparkle effects behind them.
- The Maephisto's laser damage no longer outruns its actual sprite.
- The UAC Walker's damage/gun spread has been increased from three 3-6 shots to four 3-6 shots.
- The UAC Walker's grenade has been increased from 8-24 to 12-24.
- Sentry guns fire much more accurately and at a slightly increased rate.
- Sentry guns will now target enemies at a farther distance.
- Nightshade missile has had its baseline damage increased from 8-28 to 12-28.
- Fake Hierophants no longer drop mana.
- Fake Hierophants have had their HP reduced from 375 to 325.
- The Nightmares and Ethereal Souls of the Darkness Rift no longer tick down their health.
- The Fake Hierophants, however, now do.
- Blots no longer hop in place over and over after attacking, but now seek out other enemies.
- Blots have had their height and radius halved from 32 to 16, allowing them to sneak into smaller places.
- Blots can now go off ledges, instead of getting stuck on them and hopping fruitlessly.
- Blots now actually do damage to their intended target.
- Blots now cost 5 summon mana instead of 3.
- Blots no longer deal insane damage to surrounding enemies.
- Horn Beasts were accidentally dealing insane amounts of damage with their heat wave. This has been toned down.
- The Sentry Gun now partially hits ghosts, and UAC Walker has had its ghost-hitting abilities slightly improved. Two bullets out of every burst will now hit ghosts.
- The Maephisto's chaingun now hits ghosts.
- The Terminator's chaingun now partially hits ghosts.
- The Terminator has had its range needed for the chaingun reduced from 2000 to 1500.
- The Terminator's blaster has had its damage cutoff increased from 2-14 to 6-14.
- The Terminator's blaster has beefier sounds behind it now.
- The Flesh Wizard actually costs hero mana now.
ETC:
- Mana use has been slightly readjusted across the board, in favor making summon mana go down and hero mana go up. It was found that people were starving for summon mana and had surpluses of hero mana.
- Insufficient mana messages now use ACS instead of A_Print, for convenience of those spectating.
- There is now a progression tree for the Strife Mission Objectives button!
- Fixed a few typos in a few obituaries.
- (Some) Alternate colors are now included!
^- All colors except for the UAC Walker and the Maephisto are now done. NOT looking forward to coloring them.
^- Colors to be improved: Paladin, Fallen, Wicked, Ethereal Soul. Not looking forward to them, either.
- Disciples of D'Sparil no longer play Flesh Wizard sound effects.
Spoiler: Screenshots
Spoiler: Faction information
As a faction, Realm667 relies primarily on harassment. Their damage and durability is not up to par with other factions at all, but they make up for it with years of advanced ZDoom behavior that 90s FPSes couldn't even begin to dream of. Based entirely around the idea of "death by a thousand cuts", Realm667 rarely hits hard but it usually hits in areas where enemies didn't even know they could hurt. In the end, Realm667 is the thinking man's faction, and the commander that fights smart rather than rushes is will be the one to win the day.
The tech tree is split in three different paths--the Path of Tech, the Path of Flesh, and the Path of Darkness. All of these paths have wildly diferent functions and playstyles, but all of them must be used in tandem with each other for Realm667 to really shine in a war.
The Path of Tech on the left is where Realm667 has its damage dealers. Expensive, slow, and a little frail, these enemies nonetheless are where the main offensive power lies and will more than likely be the slayers of the army.
The Path of Flesh in the middle is where Realm667's defensive units lie. The path is notoriously long to go through, but it lasts the longest; the enemies are incredibly meaty and happily takes the damage that other units simply can't handle.
The Path of Darkness on the right is where Realm667's support units lie, and perhaps the main bulk of the faction. While their damage is laughable at best, almost every unit has something to cause headaches for the enemy commander.
Mini-Sentinel
Cost: 4
Health: 75
Damage: Medium-Low
Aerial Suppression Unit
Cannot hit ghosts
Mini-Sentinels are steel orbs that hover high and low, moving very slowly--woe to any man or woman that comes in its sights, however, because their repeated three-shot bursts can be devastating in high numbers.
Flesh Spawn
Cost: 3
Health: 75
Damage: Low
Aerial Brawler Unit
Can hit ghosts
These balls of flesh and teeth are surprisingly quick in the air and love to swarm all over an enemy. Even the toughest of elite units can have trouble when mobbed from head to toe by sharp teeth.
Guardian Cube
Cost: 3
Health: 50
Damage: Low
Aerial Skirmish Unit
Can hit ghosts
A strange arcane cube with skulls on every side, it sees all and watches all. Whatever it watches also gets a three-burst shot of two-eyed flames pelting it from a lengthy distance.
Deployable Sentry Gun
Cost: 6/1
Health: 300
Damage: Medium
Defense Unit
Can partially hit ghosts
These Sentry Guns stand in one place, immobile and immoveable. Whatever they see in their sights is promptly pelted by and endless hail of gatling fire. Though the caliber of bullets is the lowest of all the units, the sheer speed a battalion can put out can mow down enemies.
Slime Worm
Cost: 5
Health: 250
Damage: Medium
Brawler Unit
Can partially hit ghosts
Strange worms made of flesh and slime, they slither quickly across the ground and swarm enemies in large numbers. They are also capable of spraying forth projectile vomit, corroding flesh and metal and dealing lingering poison damage--unfortunately, it passes through ghosts.
Blot
Cost: 4
Health: 150
Damage: Low
Brawler Unit (Ghost)
Can hit ghosts
These strange wisps of shadows possess a strange intelligence, and happily lunge at any enemy to consume them. Unfortunately, it's hard for shadows to physically consume anything, but they do occupy whatever unit they lunge at and keep him from attacking back. Any attack that wounds them are met with them vanishing, only to return and surprise them a few moments later.
Terminator
Cost: 14/5
Health: 500
Damage: Medium
Suppression Unit
Can partially ghosts
Cybernetic beasts with armor, a gatling gun, and a laser blaster, these beasts have no fear and give no fucks. They alternate happily between their weak-but-rapid gatling gun and their powerful-but-slow laser blaster, demolishing opposition effortlessly.
Flesh Wizard
Cost: 9/3
Health: 450
Damage: Medium-Low
Skirmish Unit
Can hit ghosts
Strange wizards that have melted and integrated flesh of others in place of their own, they are among the most difficult to face in wide open areas--they phase in and out of reality at speeds unthinkable, appearing only to shoot scalding blasts of flame.
Wicked
Cost: 11/4
Health: 425
Damage: Medium-Low
Aerial Skirmish Unit
Can hit ghosts
Beings made of layers of flesh that defy physics and reason, they move through the air quickly and pelt enemies from high above with balls of fire. Any attempt to counterattack is met simply with deft dashes to the side.
Nightshade
Cost: 7/2
Health: 125
Damage: Medium-Low
Aerial Skirmish Unit
Can hit ghosts
Corporeal ghosts with barely any presence in this world, they flit in and out of existence as they shoot seeking missiles--and temporarily become invulnerable when they become seriously wounded.
UAC Walker
Cost: 23/11
Health: 900
Damage: High
Suppression/Shock Unit
Can partially hit ghosts
Weapons platforms on two legs, they hold gatling guns that spray buckshot in a wide spread and a hidden compartment up top to lob grenades down at those beneath it. Brutal at close range, their effectiveness quickly diminishes the farther away their opponent is.
Hierophant
Cost: 22/9
Health: 1500
Damage: Low
Meatshield Unit
Can partially hit ghosts
The Hierophant is a demonic monstrosity that happily wades into any fray he's invited to--and many he isn't invited to. He is capable of spawning up to six fake Hierophants during his lifetime that draw fire away from himself and others, letting allies slaughter with impunity.
Horn Beast
Cost: 20/6
Health: 650
Damage: Low
Support/Suppression Unit
Can hit ghosts
Possibly the most frustrating unit for enemy commanders, the Horn Beast does very little damage but is capable of forcing units back with a wide heat wave that disrupts formation and opens pathways for other units to charge on through.
Maephisto
Cost: 46/14
Health: 1500
Damage: High
Suppression/Shock Unit
Can hit ghosts
The Maephisto dominates the battlefield as soon as he sets foot on it. Wielding a powerful gatling gun, two laser blasters, and a powerful laser cannon, whatever the Maephisto doesn't destroy it will force away limping and whimpering.
Fallen
Cost: 36/12
Health: 1300
Damage: Medium
Aerial Skirmish Unit
Can hit ghosts
The Fallen is the penultimate unit of Darkness, and boasts many of the more frustrating abilities of his lessers. In addition to being able to shoot bolts of fire at a rapid rate, it can shoot forth a heat wave like the Horn Beast, it can phase into ghost mode like the Nightshade, and it can vanish and move to another place for a surprise attack when wounded like the Blot.
Paladin
Cost: 100/90
Health: 4750
Damage: High
Sniper Hero
Can hit ghosts
The Paladin has three primary objectives: 1: Seek out enemies, 2: Destroy enemies, 3: Give no fucks. It acts on all three with ease, picking out enemies from an incredible range and sniping them with an endless torrent of laser fire in between smartass one-liners. Even the most stalwart elite unit is rendered paste under the Paladin's fire, and the only chance other Hero units stand is if they can penetrate through his gunplay to get up close to his fragile armor.
Darkness Rift
Cost: 120/100
Health: 3500
Damage: Medium
Support Hero (Ghost)
Can hit ghosts
The Darkness Rift is a game-changer in every sense of the word. It is a barely-corporeal tear in the rift of reality, which constantly summons endless streams of Nightmares and Ethereal Souls once it enters combat. It also overwhelms whatever walks into its rift, dealing a constant stream of melee damage--and as a final touch, it occasionally emits out waves that revives fallen enemies to do battle for it.
Spoiler: Credits
PLAYER:
- Tormentor667 graphics taken from the Undead Hunter, made by Icytux.
^- Tormentor667 sounds taken from Doom 3/Quake III Arena and the Ultimate Torment & Torture marine, by IdSoftware and Tormentor667/Enjay respectively.
- Salvation Sphere made by PillowBlaster, with sprites done by Captain Toenail.
^- Pick-up sound effect taken from Fatal/Fake.
- Summon-Gun sprites from the Proximity Launcher, done by Mechadon.
^- Shot sound effect from the Hellstorm Cannon by The Funktasm, originally from Epic Games.
MONSTERS:
- Mini Sentinel originally designed by Gothic.
^- Shooting sound effect taken from Duke Nukem 3D.
^- Sight/active sound effect taken from the Rail-Bot by Captain Toenail, originally from Rogue Entertainment.
- Flesh Spawn originally designed by Vader.
- Guardian Cube originally designed by Eriance.
- Deployable Sentry Gun originally designed by Captain Toenail.
- Slime Worm originally designed by Captain Toenail and Freedoom.
- Blot originally designed by Captain Toenail.
^- Sound effects taken from the Poe by hnsolo77, Vader, and Tormentor667.
- Terminator originally designed by Vader.
^- Chaingun sound effect taken from Counterstrike.
^- Blaster sound effect taken from Batteries Still Not Included, by WildWeasel.
- Flesh Wizard originally designed by Melvin and Freedoom.
^- Projectile taken from the Wicked.
- Wicked originally designed by Eriance.
- Nightshade originally designed by Eriance.
- UAC Walker originally designed by Virtue.
^- Chaingun sound effect taken from Unreal II: The Awakening.
^- Walking sound effect taken from Painkiller.
- Hierophant originally designed by Eriance.
^- The clones fakes were heavily inspired by the Poe, by hnsolo77.
^- The Fake's pain/death sounds were taken from the Shadow, by Vader.
^- Hierophant sight/death sounds taken from the Deep One by Dr. Doctor.
- Horn Beast originally designed by Mr. Green and Rolls.
^- Active and Pain sound effects taken from the Butcher, by Rolls and Ghastly Dragon, originally from Baldur's Gate.
- Maephisto originally designed by Virtue.
^- Laser firing sound effect taken from Devil May Cry 3.
^- Bolt firing sound taken from Zen Dynamics, by Xaser.
- Fallen originally designed by Eriance.
^- Sound effects taken from the Chaos Wyvern and Hell's Guard, by ETTiNGRiNDER and Espi.
- Paladin originally designed by Captain Toenail.
^- Voices from Unreal Tournament 2003/2004, by Epic Games.
^- Firing sound effect from Quake III Arena and Unreal Tournament '99.
^- Burst firing mode taken from the Terminator and Disciple.
^- Heavy shots taken from Azazel, by DBThanatos and Vader.
- Darkness Rift originally designed by Ghastly.
^- Intro sound taken from the Gatekeeper, by zrrion the insect.
^- Death sound taken from the White Spectre, by Skullcold.
^- Ethereal Soul originally designed by Neoworm.
^- Nightmare originally designed by Eriance.