So the original ZDoom Wars author Captain Ventris has released a public alpha for his commercial game known as “Xenomia” which acts as the long lost sequel for ZDWars by the way of spiritual succession. The gameplay itself is very similar to ZDWars and features original 16 bit graphics with this build providing “you with the ability to fling killer fighting mushrooms at your friends until your eyes bleed.” Make an account and check it out!
C is a revision of the previous map pack to clear out patch errors. They’re exactly the same otherwise.
-Renamed all the previous CVars to remove the space so they’re easier and more consistent to work with. Ex: “ZDWars26 Boss” is now “ZDWars26Boss”
ZDWARS1: Created a new CVar called “ZDWars1Pit” and if set to 1, the center will no longer drop and turn to lava
ZDWARS3: -Raised the archway between the west side of the map and the center pillar portion. Also raised the floor in the caged room’s pits. Raised the platforms in the stained transparent Doom glass so monsters no longer walk off. Made the ledge on the western part of the central room a 3d floor with the underneth portion connecting to the other large room and in process cut the black and white faux teleporter room to said platform.
ZDWARS9: Created a new CVar called “ZDWars9Pits” and if set to 1, the portions of the floor will no longer drop down to lava
ZDWARS11: -Made the blood pool no longer damage you because… that never really made sense to begin with. Raised the ceiling of the red cave area above the lava pit that connects to the white area
ZDWARS15: -Opened up the three paths into the graveyard portion
ZDWARS16: -Raised the cage area to the west of the amp
ZDWARS17: -FINALLY got the correct track information for this map. Thanks Gui!
-Added in 4 platforms to the Felix area to try and balance it out compared to the other two segments
ZDWARS18: -Removed the cages from the pathway to the bases and replaced them with passages that cut and better connect all the areas together
ZDWARS19: -Heavily edited the map. Removed seveeral portions, opened up many hall ways, added in several platforms. Just a bunch of changes that make the map less claustrophobic and more suited for this mod
ZDWARS21: -Added a few platforms and opened up the caves/block area at the western part of the map
ZDWARS23: -Map had a large revamp with several heavily edited areas including making the outside portion smaller
-Adding another passageway from the slime to outside via window
-Adding another opening down the ramp to the outside area
-Increasing the map01 platforms size
-Making the E1M3 area less campable (Taken from the Kosher maps… Thanks combinebobnt)
-Adding a few passageways/platforms through the map02 portion
-A few other misc platform additions
ZDWARS28: -Now is replaced with a new map called “Discord” by Damage aka Grymmoire
ZDWARS29: -Created a new CVar called “ZDWars29Spawners” and if set to 1, mana will no longer be periodically spawned and the towers will no longer produce damaging floors at random
-Added 4 platforms around the core of the map to make the outer ones more balanced?
-The transparent green boxes are now able to have monsters summoned upon them
ZDWARS30: -Removed the micro sector rocks upon the large castle platforms on either side of it and replaced them with a very modest amount of the ‘Rubble’ actors. Also made the stained glass ‘Block Everything’ as originally intended
ZDWARS32: -Fixed a lot of odd texturing in the white base. I have a feeling that no matter what the texturing in this map will never be right, but it’s still a personal favorite regardless
-ZDWARS6: -Fixed a whole lot of vertices not connecting in the center, several erroneous textures and sector brightness issues
-ZDWARS7: -Fixed the hom and various broken/misaligned textures
-ZDWARS13: -For whatever reason, the red fog stopped functioning between engine revisions. No idea how long this has been busted
-ZDWARS17: -Statues never properly spawned the heroes they represented before due to me not knowing how to code. Nice
-ZDWARS19: -For whatever reason after the Zandronum updates, the dummy boss that romps around wouldn’t spawn
-ZDWARS26: -For whatever reason after the Zandronum updates, Tyketto no longer spawned
-ZDWARS29: -For whatever reason after the Zandronum updates, pink mana no longer spawned. Ugh.
-ZDWARS30: -Forgot to add NEXTMAP to the map info so the map would never properly rotate. Fixed those two broken trees near the start of the river, removed those cages on the grass side that prevented summoning
Download: Map Pack v1.7c
Also I’m a dum dum and never linked the required resources pk3 here. Whoops. Here’s the link.
Download: ZDoom Wars I Resources v 3.x
Bug fixes. Entity felt like game breaking enough to warrant this release.
Spoiler: Data V3.0l Changelog (Close)
Arch-Vile(s): Arch-Vile’s, as well as Pulse, had a radius of 64 on their summmonballs. 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
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
Wraith: The Reiver cost was 10/3 and not 12/3 on the fullscreen hud
Macil: LMS Macil’s didn’t properly loop in their firing state meaning they wouldn’t have rapid fire as they should have
Entity: Team Blue and Green Entities did not take red suppression damage while being susceptible to their own team suppression damage
Quadrumpus: Quadpumpus vanilla projectiles didn’t leave a decal on a wall
Spreadshot Turret: Level 2 Spreadshot summonballs weren’t translucent and the summon sound didn’t play. Talk about game breaking bugs. The cost message also said they cost more than they did
Felix: The hud messages and new hud erroneously stated that the Felix could partially hit ghosts. This is not true because the Felix CAN ALWAYS hit ghosts
Land Carrier: Level 2 & 3 Land Carriers were said to have spawned 100 pair of Drones when they only made 50 pair
Final revision until 3.1. I still plan on making it a pseudo closed beta so beware.
-When upgrading or removing an upgrade that permanently changes a monster, you now default to whichever monster said upgrade affected EG: Removed Ettin Upgrade -> Ettin Summoner is now automatically selected
New Translations – Hexen Templar, Red Nazi
-Reinstated ‘A_CrispyPlayer’ to the Strife player’s death state
-Repair Drone: The message for the Repair Drone’s information now stays on screen two times longer than any other summoner
-Reduced the Flembomination radius from 90 to 78
-Permanent mana would always give a quantity of 1 no matter the pickup.
-ZDWARS 17 – Flame Temple: Statue heroes wouldn’t spawn thanks to botched code. Quickly fixed and added the map fix into this pk3 until I release version 1.7 of the map pack
-Team Vile Pulses revived LMS Monsters instead of TLMS. I can only imagine the large amounts of infighting and other AI abnormalities this caused
-Team Cyberdemons within melee range would sometimes fire rockets without team damage types. This means there would be friendly fire and even death to players/team monsters
-For the umpteenth time fixed Yeti/Wendigo obits again. I bet they’re still broken just to spite me.
-Red team Treadmills could not be removed from battle… not like you’d do that anyway but still
-Related to the last problem, Red Team Treadmills wouldn’t ever fade after being revived more than once
-Programmer: Fiddled with the Close Too Close values and states again. Third time’s the charm!
-Entity: Reverted the Entity’s changes from the previous version… AGAIN. This time I raised the cost from 100/90 to 125/100 because now it almost can kill a Cyberdemon
-Removed ‘A_CrispyPlayer’ from the fire death state until Zandronum fixes the crashing issue