Download Zdoom Wars Download

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Keep in mind this version has been in development for a while and had several private builds. Some things listed may not be how they are upon release and I may have accidently omitted logging a change or two.

Download Zdoom Wars In The United. Many of the WADs were made in the style of the base game, others were based on TV series, movies, or original themes.

Thanks to all the guys in Mobius' teamspeak. This version wouldn't have happened without you fine gentlemen. General: -All weapons now have their appropriate tag names and no longer default to 'Shotgun' -Now every monster that drops blue mana upon death (minus the mine) will have an HPBar. Should have done this one years ago -Doubled the height of mana, and item pickups from the default 16 to 32 -Restored the original Chaingunner attack sound, Cyberdemon walk sound, Spider Mastermind walk sound, and Arachnotron walk sounds -Added in BRIGHT to all the lighting sprites used in the main pk3. This includes all the torches, lights ect.

Also added in missing GLDefs to a few said objects -Now when a hero is made a message will be logged to console indicating said monster. Colors have been applied to the text to further tell 'em apart as well -New Translations: Arch-Vile(All), Crusaders(All), Doom Imp(C), Lost Soul (G,R), Cacodemon(Y),Iron Lich(Y), Afrit (B, G, R, S),Hexen Bishop(all(including making the blur shadowed(but not painstate.

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UGH.))), Wendigo (R, Y), Meshwalker(Y), Hexen Teleporter(all), Strife Teleporter(all), Team Teleporter(all) Balance: -Spawned monsters now face the same direction in which they were summoned. This actually radically improves the AI of the mod -If you hold down fire when using the teleporter, the second projectile file will be a ranged one.

This applies to all classes with the except for Virus -Implemented something I'd like to call the 'XDeath Rule' across the entire mod. What this means is if a low tier monster that can be revived gets gibbed, they can no longer be revived as the corpse has been destroyed.

This isn't too different than what Doom has already had to begin with only now it's applied to every class. However, Mid-Tier monsters are the exceptions to this 'rule.'

Chaingunners, Cacodemons, Undead Knights, Wraiths, Chaos Serpents, Swamp Stalkers, Templars, Reavers, Order Turrets, Quadrumpus, Stridicus, and Mills can still be revived despite a gibbed death. Eventually a lot of monsters will have attacks that are guaranteed to gib to help balance this further, but that'll have to wait until a later revision Bugs: -When using max health altering cvars, old limits would still be respected thanks to 'healthing' being super bugged -Hopefully fixed all the projectile in projectile obituary bugs for the Iron Lich, Wendigo, and Barrage Weredragon. Again -Monsters that don't bleed left blood splatters decals on the walls Doom: General: -Spider Masterminds now have fixed sprites which allows them to have clean translations much like the event images. Thanks you NEON for these new sprites! American Horizons Schaller Pdf Merge. Balance: -Dropped the number of Chaingunners to Revenants to 8, and increased the number of Revenants to Mancubus to 7 -Pain Elemental(Both): Redid Pain Elementals completely. Removed the FRIGHTENED flag completely so they don't run away.

Now they perform a check where if they're closer than 400 map units, they will have the flag MISSILEEVENMORE which makes them way more useful in an actual fighting situation. They are no longer pushable either. Dual Elementals now have the limit of 60 as well. Bugs: -SS Officer: Schutzstaffel were not able to be removed -Flame Mancubus: Retrofitted and prefitted Flame Mancs had different attack states -Arch-Vile(s): Arch-Vile's, as well as Pulse, had a radius of 64 on their summonballs. It should have been 20.

Now Vile's will be less prone to missed spawns. Also attempted to redo the FRIGHTENED flag system so the Vile doesn't just take off and never return to the battlefield Heretic: General: -Clink: Upgraded Clinks have new sprites courtesy of Savant. Balance: -D'Sparil: D'Sparil stage 2 can now spawn up to 16 Disciples instead of 12 -Iron Lich: Ice attack can now pierce invuln Bugs: -Mummy: Apparently this engine doesn't know how to inherit and upgraded Ressed Mummies would call for a Deathstate that should be inherited but wasn't -Ophidian: The Cost message said 31/8 and not 32/8 as it should have read -D'Sparil(Serpent): In the 'See' state, D'Sparil had an ill defined jump that is more than likely responsible for many teamkills/owner kills over the past several years. This should curb said issue Hexen: Balance: -Wendigo/Yeti: Wendigos remain exactly the same while Yetis, their upgraded counter part, can no longer hit ghosts in any capacity.

The shards now pass through ghosts just like the main projectile -Menelkir: Increased Menelkir's health from 650 to 900 and slightly increased their firing rate -Heresiarch: Thanks to both Avernus and Gui, the Heresiarch has been completely decoded and now is able to be balanced. The HP determines what attack does with 1/3 being more liekly to shoot red seeker balls, 1/3 more likely to shoot purple balls, and 1/3 likely to summon Bishops if they're far enough otherwise its more apt to do purple attacks.

The projectles themselves have been weakened a bit, but I'm sure this will need extensive testing to really be ironed out. The max Bishop count that the Heresiarch can make is also set to 10 for now. Again a big thanks to Avernus and Gui! Bugs: -Swamp Stalker: Added +DONTOVERLAP to prevent these things from stacking -Wraith: Reiver's attack sound did not play upon being spawned and their cost was 10/3 and not 12/3 on the fullscreen hud -Wendigo(and Yeti too): The Wendigo's 'See' state didn't loop and jumped to 'Idle' which is why they would incessantly make their active sound. Also removed and redid redundant code for both monsters Strife: General: -Strife mech monsters now spawn the proper 'blood' from the game (spark/fire upon impact) Crusaders, Order Bishops, and Inquisitors now all make the unique Strife sound for their steps instead of the generic large clop from before Balance: -Stalker(Both): Stalkers can no longer be resurrected. Soundarya Samara Song Download here. However, they're still affected by the repair drone -Order Bishop: Order Bishop's height is now 100 up from the default 56.

Also dropped the damage the missile does from 9 to 7 and dropped the explosion damage from 64 to 48. If this is too much then next release will increase the attack again -Crusader(Devastator): Raised the melee state by 2 tics -Programmer: Removed the 'Close Enough' state and reworked the 'Frightened' flag check in 'See' as per Avernus' recommendations. Also completely remade the Projectile. It doesn't inherit which means it no longer does teamdamage, and now the individual bolts/radius of the spot have been adjusted so it's more effective. Also restored the Programmer's melee state along with increasing the missile chance -Spectre A: Lowered the chance to attack, the double bolt, but increased the strength of the projectile to compensate.

Dropped the price down to 70/40 as it was originally due to the rebalance -Spectre B: Upped the chance to attack, made the attack shoot twice in the frame, and increased the strength of the bolt. Dropped the price down to 80/45 due to the rebalance -Repair Drone: Raised the cost from 30/12 to 40/20 -Entity: Wrote out all of the Entity's attacks so they no longer share attacks with other Strife heroes and each Sigil attack has been adjusted to better suit the monster.

Also abandoned the random choice for an attack in favor of using distance to have a higher chance to do certain attacks depending on where the Entity is vs the target. Integrated the old item replacement patch into the main wad. Hopefully EvilSpaceTomato doesn't mind. I'll modify this more later, but this gets the job done for now -Order Bishop: Changed Bishop's height from 100 to 70 -Programmer: Removed the melee attack and modified the behavior so it once again runs away while dropping lightning bolts -Maximus, Flembomination, and Super Cyclops Flemoid: The projectiles that could sometimes pass through ghosts didn't have the null frame and wouldn't work properly Spoiler: Data V3.1d. Added in 11 new maps. They are as follows: ZDWars33: Derivativecraft by Grymmoire ZDWars34: Castle Defense by Banjoster ZDWars35: Lesser Crucible by Leonan (Yes, brought this back and it will be rehauled next map pack release) ZDWars36: Burning Demise by Guigui. This one has a CVar for the lava floor called 'ZDWars36Trap' and setting it to 1 turns off the damage ZDWars37: The Kosher by Ivan ZDWars38: Red Canyon by Whodaman (Rehauled duel version) ZDWars39: The Programmer Core by Gardevoir ZDWars40: Netherworld by Grymmoire ZDWars41: The Dead Tropics by Razgriz ZDWars42: Invasion!

By Grymmoire ZDWars43: Fort Frenzy by yours truly (Rehauled and better than ever) ZDWars44: Downtown Redux by Gardevoir Thanks to all of you fine folks and your contributions. There are also an additional 6 or so maps that are still being worked on and will be added in to the next map pack release. Spoiler: Serverside CVars to alter gameplay.

ZDW_HeroReimbursement: If set to 1, mana refunds from missumoned heroes are turned off ZDW_Items: If set to 1, no items will be dropped by monsters or players. Repo Man: Project Lead Gardevoir: Map detailing & rebuilding Guigui: Consulting for balance and figuring out a lot of balance/coding quirks TerminusEst13: Graphics Abridged Credits for contributions & resources until a proper credits screen is created: Captain Ventris, Mik57, and Damage for the ZDoom Wars public betas Banjoster: For the concept of the colored classes, Team LMS, Upgraded Armor Bipedal Sprites, Turret Sprites, Spore Sprites, and the Nitro Mummy Sprites. 75: For the concept of Chex decals, the basis code, and for the Chexter Radiation Suit sprites. Avernus: For Heresiarch source code Neoworm: For the new mana sprites, and chainmail Ettins. Bloax: For the Doom monster burning sprites.

Donald Duck: For the Doom frozen sprites. Liamythesh: For the Sirena sprites Popsoap & Thetis: For the Nashgore colored blood fix. Savant: For the Sniper Templar, and Clink sprites. NEON: For Spider Mastermind Sprites Vilde: For the cleaner Arachnotron sprites. Zael: Helping me in the days of 'ZDoom Wars Optimized' and being a catalyst for me even getting into the realm of doom modding. Flem Meteor: Meteors have been completely reworked.

They will now spawn spores quicker now, but after 40 spores have been created the meteor dies. Upgraded Meteors may spawn 50 -Slime Canisters: Canisters now have a 50% chance of dropping a spore instead of a res slime these were neither broken nor overpowered in any way. Why change the way these work especially the flem meteor: there is no reason to summon them at their cost of hero mana.

40 spores, assuming all of them are common flemoids, will cost 80 regular mana. Meteors cost 40/20 or 40/30. The cost to hero mana is too much. Summoning 50 common flemoids would cost less in the long run will give more feedback later. Flem Meteor: Meteors have been completely reworked. They will now spawn spores quicker now, but after 40 spores have been created the meteor dies. Upgraded Meteors may spawn 50 -Slime Canisters: Canisters now have a 50% chance of dropping a spore instead of a res slime these were neither broken nor overpowered in any way.

Why change the way these work especially the flem meteor: there is no reason to summon them at their cost of hero mana. 40 spores, assuming all of them are common flemoids, will cost 80 regular mana.

Meteors cost 40/20 or 40/30. The cost to hero mana is too much. Summoning 50 common flemoids would cost less in the long run will give more feedback later 1. I upped the counts for Flem Meteors the next release to 60 and 70 respectively. The point of meteors are to be multiple summoners alongside your own and not be complete substitutes.

This way you're making monsters faster than your opponent(s) can handle and you get an upper hand. For these reasons they should be slightly less cost efficient if you ask me. Regardless this should make them worth it again. The Slime Canister and other items are supposed to mimic the abilities for each class, with Strife being the only exception of course.

The fact that they only had resurrection slime was a mistake on my part and they should have also summoned spores all along. Anyhoo for the handful of you guys who still play/care about the development of this wad I'm actually closing in on the release of the next version. Should be out before Thanksgiving, but we shall see. I suppose if you have any bugs/feedback/suggestions this would be the time to let them be known. Aside from this if anyone wants to help out, I have some stuff I definitely could use a hand with. Without further ado: -Mapping Basically just editing a few maps to make them more playable.

I did quite a few last revision, but unfortunately I lack the time or patience to finish the job these days. -A campaign mode This would fall in line a bit with the previous one and current maps could be modified to fit this. Basically just waves or invasion kind of gameplay using coop and if you really want to get fancy then limited resource challenges. You know, that sort of deal. -ACS Wizardry I definitely am lacking in this department. I know enough to get by and to make concepts work (with copious amounts of glue and duct tape) however there are a few things I definitely could use a hand with. Off the top of my head I can think of in game menus being the first things here.

Aaaaaaaaaaaaaaaand that's about it. The funny thing is Fields of Fate has actually been on the chopping block to be cut for quite a while.

The reason it's still in was in the beginning when mik57 was going to do detailing, he had planned to redo that map in addition to several others in the larger pack. Then when that kind of fizzled out a large number of maps were cut Fields stuck around because I had planned to redo it myself.

Then when that fizzled out there were 32 maps left making the project megawad sized and both Ventris and myself felt that's a good place to leave it. It's stuck around since then because there aren't any replacements that would be better suited in it's spot. Despite Fields essentially being a skeleton of a map.

As unfortunate as that is. Repo wrote: The funny thing is Fields of Fate has actually been on the chopping block to be cut for quite a while. The reason it's still in was in the beginning when mik57 was going to do detailing, he had planned to redo that map in addition to several others in the larger pack. Then when that kind of fizzled out a large number of maps were cut Fields stuck around because I had planned to redo it myself. Then when that fizzled out there were 32 maps left making the project megawad sized and both Ventris and myself felt that's a good place to leave it.

It's stuck around since then because there aren't any replacements that would be better suited in it's spot. Despite Fields essentially being a skeleton of a map.

As unfortunate as that is. I would rather you just chop the map in general, it's not going anywhere, it's 3 years old, maybe older, I have no idea where to take it, I've lost my motive to work on the map itself, and really the map is now being used as a story element that plays little to no roll entirely. So, I wont be broken if you remove it, I've learned a lot since I made it, and the map itself I've basically deemed as crap in my own eyes. Reaku wrote: I would rather you just chop the map in general, it's not going anywhere, it's 3 years old, maybe older, I have no idea where to take it, I've lost my motive to work on the map itself, and really the map is now being used as a story element that plays little to no roll entirely. So, I wont be broken if you remove it, I've learned a lot since I made it, and the map itself I've basically deemed as crap in my own eyes. I totally understand where you're coming from. I'll go ahead and remove it for the next release.

I'm pretty new to this mod, but I'm starting to get the hang of it and I'm having quite a bit of fun on the few servers I can find. I had a question, though. Of the 6 standard classes (not counting the various mods I've seen where you can play as Duke Nukem or Wolf3D), Hexen would be my preferred class.

However, a person on a server I was playing on told me that Hexen is overpowered, namely because of Slaughtertars and Wraiths. Is this correct? Has anyone else had severe issues fighting against an army of these units? Tyketto wrote: I'm pretty new to this mod, but I'm starting to get the hang of it and I'm having quite a bit of fun on the few servers I can find.

I had a question, though. Of the 6 standard classes (not counting the various mods I've seen where you can play as Duke Nukem or Wolf3D), Hexen would be my preferred class. However, a person on a server I was playing on told me that Hexen is overpowered, namely because of Slaughtertars and Wraiths. Is this correct? Has anyone else had severe issues fighting against an army of these units? First off, glad to see a new player! This game unfortunately has taken a pretty bad hit in terms of active guys now a days so it makes me glad to see you're enjoying it and having fun!

As for the Hexen thing. Terminus pretty much nailed it. Lots of folks like to state something they struggle with as grounds for something being off balance and as a merit to then demand that it gets changed. However when the shoe is on the other foot and another player is complaining about something they do that's just as 'cheap' or 'unfair', you'll then hear a thousand different reasons as to why it's ok to do and shouldn't be changed. It's just the nature of the beast unfortunately. Balance is largely opinion and that's what makes adjusting things so tricky in the long run.

In this case using those two monsters at the same time forms a synergy of sorts because they are already pretty versatile land and air units in their own right. Together they cover each others cons extremely well with their own pros so it's no doubt they'd often be successful when paired. It's when you use one monster in multiple situations successfully (and often) and they slaughter monsters with similar cost/role is when there's a balance problem usually. Again this along with most if not all other balance discussions are subject to opinion and could be debated ad infinitum. Hexen does have some balance changes coming up in the new release, but Slaughtars aren't being adjusted as of now.

Wraiths are being reworked a bit, but it's so minor that it's almost not even worth noting.