Hello, everyone. 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.
I have heard that there was a complete file download (of decent size) but I. There are many zdoom wars servers that are up, simply loading a.
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 in order to play this. - 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.
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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!