ZDoom Wars I Maps v1.7c

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

Bugs:

-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

ZDoom Wars I v3.0l

Bug fixes. Entity felt like game breaking enough to warrant this release.

Spoiler: Data V3.0l Changelog (Close)
Bugs:

Doom:

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

Heretic:

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:

Wraith: The Reiver cost was 10/3 and not 12/3 on the fullscreen hud

Strife:

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

Chex:

Quadrumpus: Quadpumpus vanilla projectiles didn’t leave a decal on a wall

Virus:

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

Download: ZDoomWarsIv3.0l.pk3

ZDoomWars I v 3.0k

Final revision until 3.1. I still plan on making it a pseudo closed beta so beware.

General:

-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

Strife:

-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

Balance:

Chex:

-Reduced the Flembomination radius from 90 to 78

Bugs:

General:

-Permanent mana would always give a quantity of 1 no matter the pickup.

Maps:

-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

Doom:

-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

Hexen:

-For the umpteenth time fixed Yeti/Wendigo obits again. I bet they’re still broken just to spite me.

Virus:

-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

Download: ZDoomWarsIv3.0k.pk3

ZDoom Wars I v3.0j

Balance:

Strife:

-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

Bugs:

Strife:

-Removed ‘A_CrispyPlayer’ from the fire death state until Zandronum fixes the crashing issue

Download: ZDoomWarsIv3.0j2.pk3

ZDoom Wars I v3.0i

General:

-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

Balance:

Hexen:

-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

Strife:

-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

Virus:

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

Bugs:

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

Doom

-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.

Heretic

-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

Strife

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

Chex

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

Virus

-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