ZDoom Wars I v3.0i


-Created a very basic CVar query list to see which CVars are currently altered in game in real time. Type ‘CvarQuery’ in console to toggle on and off. CVars only will be listed if they’re altered from their default values and this list will automatically fade after 5 seconds



-Ettin(Enchanted): I suppose this is balance related. I removed A_RadiusThrust from the Enchanted Ettin magic projectile. This will probably lower the damage some, but it also means Flembranes don’t lose most of their health in two hits


-Programmer: Fiddled with the Close Too Close values and states. Watch as I accidentally make this guy way too powerful for its own good, or even more worthless

-Entity: Reverted the Entity’s changes from the prior version with +FRIGHTENED and what not


Turret(Spreadshot): Raised the cost by two on all Spreadshot Turrets so now the retrofit cost makes sense


-If ‘ZDW_Herolimit’ was turned off, Silver, and Yellow LMS Leaders; along with Silver TLMS Leaders would not have a cooldown and always reimburse


-Revenant: Revenant’s cost message on the fullscreen hud said 26/8, not 24/6

-Pain Elemental(Dual): Dual Pain Elemental’s on LMS would shoot 1 soul only and wait two seconds afterwards.


-Mummy: Altfire ghost Mummies only cost 3 mana

-Undead Knight(s): The Red Axe projectile from both varieties of Undead Knights were able to pass through ghosts


-Acolyte: Burned Acolytes hit with the repair drone would die twice instead of fading away


-Super Cyclops Flemoid: Corrected full screen hud and cost message that stated Super Cyclops can hit ghosts. Should be partially hit ghosts


-Spore(Upgraded): Upgraded Spores did not fire the upgraded projectile

Download: ZDoomWarsIv3.0i.pk3

Also in case you’re wondering, here’s a list of the current CVars available.

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.
ZDW_ManaRegenerationSpeed: Controls the rate of mana regeneration
ZDW_HeroManaRegenerationSpeed: Controls the rate of hero mana regeneration
ZDW_FlightLimiter: If set to 1, removes the flight limiter set for Virus and the flight items
ZDW_MonsterRemover: If set to 1, turns off the monster remover
ZDW_TeamFriendlyFire: If set to 1, players take team damage
ZDW_SummonerSpeed: If set to 1, players are given rage runes
ZDW_Cooldowns: If set to 1, hero cooldowns will be disabled
ZDW_AllSummoners: If set to 1, you will start with all available summoners for your class
ZDW_Heroes: If set to 1, disables heroes from being summoned. Also affects ‘AllSummoners’
ZDW_VanillaSummoners: If set to 1, all LMS classes will be vanilla colored.
ZDW_ClassicWeaponSwitch: If set to 1, summoners will no longer autoswitch.
ZDW_Revives: If set to 1, monsters can be revived an infinite number of times.
ZDW_HeroLimit: If set to 1, disables the hero limit players have
ZDW_StartingMana: Controls the amount of mana players start with. Default is 100.
ZDW_StartingHeroMana: Controls the amount of hero mana players start with. Default is 0.
ZDW_StartingArmor: Denotes how much armor players start with. Default is 0.
ZDW_UncappedHealthRegeneration: If set to 1, players health will regenerate indefinitely
ZDW_OldSkoolHud: If set to 1, the fullscreen hud will be switched to the pre ZDoom Wars 2.4 version
ZDW_Flight: If set to 1, all classes will have the ability to fly
ZDW_MonsterTeleporter: If set to 1, you will not be able to use the monster teleporter summoner
ZDW_MonsterTeleporterLimit: Default is 3. This controls the amount of teleporters a player/team may summon
ZDW_HPBars: If set to 1, health bars will no longer spawn above monsters
ZDW_HeroFieldLimit: Controls the amount of heroes players may have on the field at one time. Default is 4
ZDW_PermanentMana: If set to 1, dropped mana doesn’t disappear
ZDW_HeroMessages: If set to 1, the images for summoned heroes no longer appear
ZDW_ManaPerKill: If set to 1, mana will no longer be dropped and instead will be given to the killing player
ZDW_ManaDrops: If set to 1, mana will no longer be dropped by monsters
ZDW_StartingDoomHealth: Sets the Doom Marine’s starting health. Default is 270
ZDW_StartingHereticHealth: Sets Corvus’s starting health. Default is 230
ZDW_StartingHexenHealth: Sets Daedolon’s starting health. Default is 220
ZDW_StartingStrifeHealth: Sets the Strife Guy’s starting health. Default is 260
ZDW_StartingChexHealth: Sets the Chex Warrior’s starting health. Default is 250
ZDW_StartingVirusHealth: Sets c375 starting health. Default is 175
ZDW_MaxDoomHealth: Sets the Doom Marine’s Max health. Default is 270
ZDW_MaxHereticHealth: Sets Corvus’s Max health. Default is 230
ZDW_MaxHexenHealth: Sets Daedolon’s Max health. Default is 220
ZDW_MaxStrifeHealth: Sets the Strife Guy’s Max health. Default is 260
ZDW_MaxChexHealth: Sets the Chex Warrior’s Max health. Default is 250
ZDW_MaxVirusHealth: Sets c375 Max health. Default is 175
ZDW_HealthRegenerationSpeed: Controls the rate of health regeneration. Default is 1
ZDW_ManaMaxAmount: Sets the amount of mana players may carry. Default is 500
ZDW_HeroManaMaxAmount: Sets the amount of hero mana players may carry. Default is 200
ZDW_HeroMana: If set to 1, Hero Mana drops are enabled
ZDW_SummonMana: If set to 1, mana drops get turned off
ZDW_ProjectileTeleports: If set to 1, players teleporting abilities use projectiles instead of melee
*CooldownTime: Cooldown times for each monster that can be set to any second value for any monster. Set * to whatever monster name is appropriate eg: CyberdemonCooldownTime
*Limit: Limits the number of a hero you can summon per round. Set * to whatever monster name is appropriate eg: CyberdemonLimit

ZDoomWars I v3.0h

Another revision. Yes yes, because we still have another 16 letters to go!


-Created a new CVar flag called ‘ZDW_ProjectileTeleports.’ If set to 1, players will shoot projectiles instead of ‘punching’ monsters to teleport them

-Upgrade summoners can now be sent to inventory instead of removed. Holding Altfire will send them to inventory while tapping altfire five times completely removes the summoner for the round

-Clientsided projectiles that had been previously skipped over

-Also redid and optimized a redundant script or two


-Health items now auto activate when the player reaches 1 or less health just like they did in Hexen



-Programmer: Reworked Chuckie’s frightened state so he’ll no longer try to masquerade as a second rate John Matrix

-Entity: Removed the chance for the Entity to ever get into it’s frightened/increased missile state. This is more of a test to see if this makes the monster more consistent


-Cleaned up a few retrofit teleport states that could cause the wrong sprites to appear on a few monsters


-Weredragon(retrofitted) Retrofitted Weredragon’s when teleported would revert back to their normal counterparts


-Ettin: Silver Team Ettin(s) could not be enchanted via the enchant wave


-Spectre B: Spectre B shared their limit counter with Spectre A

-Entity: Entity’s health was at 7350 when it should have been 7250

Download: http://zdwi.neszone.net/downloads/ZDoomWarsIv3.0h.pk3

ZDoom Wars I v 3.0g

And another minor update. This version is more of a retroactive compatibility release for the Zand 2.0 release with a few minor bugfixes thrown in of course.

Data V3.0g Changelog:

-This release is primarily to make sure everything is compatible and working in Zandronum 2.0. There are a lot of under the hood anticipatory bug fixes and code changes to make sure everything works smoothly. I have a hunch though that more will be found so please let me know

-Removed -TELESTOMP from the player classes. Yeah that was a big mistake. I quickly learned there was a reason that flag wasn’t deactivated to begin with

-New Translations: Green Pain Elemental(s)



-Lost Soul: HUD messages listed the wrong amount of health for Lost Souls. This applies to the Pain Elemental versions as well


-Garogoyle: Vanilla Garogoyles still had the bugged revive state where they would endlessly produce corpses

-Garogoyle: Silver Team Gargoyles could not be ghosted via the ghost wave

-Mummy(Ghost): Mummy Ghosts were missing the PUSHABLE flag


-Swamp Stalker: Team LMS Stalkers didn’t ever enter their firing states. How did this one go unnoticed for so long?

Download: http://zdwi.neszone.net/downloads/ZDoomWarsIv3.0g.pk3


ZDoom Wars I v 3.0f & Map Pack 1.6c

Well here’s to another revision update. Now we’re on 3.0f and the maps are at 1.6c. Should be pretty good to go.

Data V3.0f Changelog]

-A big unnoticeable change, but all the decorate files internally are now .dec instead of .txt. I guess if you’re studying (STEALING1!11!!!#$) the code from this it saves you from having to set each txt as decorate in your lump editor

-Made a rudimentary script to prevent telefrags. It activates and deactivates sv_unblockplayers at the beginning of each round. Also added -TELESTOMP to the classes for the heck of it

New translations: Silver Sentinel




-Turret: Turrets can no longer hit ghosts. There. Now leave me alone about this


-Telefogs produced by the monster remover would not appear


-Mancubus: When retrofitted to the flame version and teleported on TLMS, Mancubi would revert back to the normal version

-Vile Pulse: Vile pulse Viles when removed by the monster remover dropped blue mana


-Repair Drone: This a rather bizarre one. Online in servers this seems to be completely busted and just clears any translation whatsoever. Offline or a server I host it works fine. I’m going to take a guess and say it’s because of how the translations are loaded. I gave them their own separate script and since there’s no way of testing this until this is uploaded… here’s to hoping!


In addition to previous versions Land Carriers and Leaders cooldowns being flipped, their limits also were. You could summon 3 Leaders per round and 4 Land Carriers

-Landcarrier: I still don’t believe this to be a real bug. The original code is fine, and not to mention I’ve never had anyone tell me how to reproduce it nor have they ever actually confirmed seeing it. I’ve also never seen it personally and the Land Carrier can jump around so it doesn’t necessarily always spawn all 50 pairs at once. Talk about blasphemous rumours. Anyway I rewrote the Drone summoning code where no matter what, the Land Carrier will summon 50 pairs of Drones maximum. Period

Maps V1.6c Changelog:
Fixed various texture errors throughout several maps. Never ending process, but everything counts!

ZDWARS12: -Whole map got a complete texture rehaul and is now known as ‘Verdant’

ZDWARS26: -Vanilla Hexen was able to remove or teleport Tyketto

ZDWARS29: -Mana wouldn’t spawn during the random intervals

Data: ZDoomWarsIv3.0f.pk3
Maps: ZDoomWarsIMapsv1.6c.pk3

And that’s all she wrote. I also finally revived the irc channel on irc.zandronum.com:6667 at #ZDoomWars. I don’t know why I waited this long or why this is happening either soooooo… hope you enjoy it!

ZDoom Wars I Map Pack v 1.6b

Very long overdue considering the magnitude of some bugs within the last release. There’s a new map too! So without further adieu…

-Removed Greatest Crucible from the map pack for several various reasons

-Aaaaaand replaced it with a new map by GuiGui called “Underworld Siege”

-Fixed the missing sprites that caused broken actors for Snowfield(ZDWARS28) and The Rule of Three(ZDWARS30)

-Fixed various texture misalignments and small detail errors throughout the pack. This of course is a never ending battle

ZDWARS1: Removed the blocking, hanging corpses in hell marble side to the north

ZDWARS2: Raised that rock on the edge to the east of the map

ZDWARS3: Changed the sky back to the previous version and removed the authentic void one. I still stand behind the void one, but I’m just so sick of the constant whining and complaining

ZDWARS5: This was long overdue, but finally made the long bridge in the center a 3D Floor

-Also detailed the elevator area on the north eastern building up top

ZDWARS8: Completely blocked off that interior room. I’m sorry, but I’m not a map detailer genius like mik57 or Damage and any ability I do have is lost due to lack of motivation

ZDWARS12: Pulled the wall on the south west portion of the map with 3 platforms more towards the pit

-Pulled the edge of the cliff where you make the leap of faith to get to the platforms closer

ZDWARS13: Widened the doorways within the center silver structure

ZDWARS17: Made the elevator in the Inquisitor base to the platform next to it only accessible from the ground

ZDWARS21: Opening title code was missing the map number

Download: ZDoomWarsIMapPackv1.6b.zip