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 v3.0b & Maps v1.5c

Trying something new here. Doing separate resources in hopes of updating things easier as they come and to ‘finish’ 3.0 because this wasn’t the vision I had for the release. Yeah… don’t count on that happening. Unless I’m getting paid don’t expect anything too crazy here. We’ll see though.


-Cleaned up a lot of antiquated and old code. Using this as an excuse for anything that’s now broken that wasn’t before

-Teleport fog now changes depending on your class. The sprites and sound now correspond to whichever class you are by using the sprites and sounds from their game of origin

-Created a new CVar called ‘ZDW_PermanentMana.’ If set to 1, dropped mana will no longer disappear if not picked up

-Made another CVar called ‘ZDW_HeroMessages.’ If set to 1, Hero Event Images no longer appear

-Made yet another CVar called ‘ZDW_ManaPerKill.’ If set to 1, you will be rewarded with mana for successfully killing monsters instead of mana being dropped

-And of course if that’s going to exist, why not ‘ZDW_ManaDrops.’ If set to 1, mana will no longer be dropped by monsters

-Time for another Cvar! Created the ‘ZDW_Starting*Health’ cvar. Default values are the classes normal health. For example Doom’s is ‘ZDW_StartingDoomHealth 270’ and these values can be set to ANYTHING

-And since you can set starting health, why not max health? Just used ‘ZDW_Max*Health’ instead of ‘Starting’ as mentioned in the previous bullet point

-Since you can control starting health(and this CVar is admittedly overdue), ‘ZDW_HealthRegenerationSpeed’ now exists to control the rate that health regenerates

-And because that is now a CVar, the old cvar to turn off health regeneration has been removed as a result

-Removed the ‘Double Max Mana’ CVar and instead replaced it with two way more in depth variables. Now exact amounts can be set via server with ‘ZDW_ManaMAxAmount’ and ‘ZDW_HeroManaMaxAmount’

-Cooldowns can now be controlled based on the hero. You can set ‘*CooldownTime’ (ex: CyberdemonCooldownTime) to whatever value you want per hero

-Hero mana drops can now be enabled! By default they equate to the same values of mana as normal monsters drop. The CVar is ‘ZDW_HeroMana’

-And for fun, normal mana drops can also be turned off by setting ‘ZDW_SummonMana’ to 1

-‘ZDW_PermanentItems’ has been created and when set to 1, items will no longer disappear once dropped

-Lowered the time it takes to remove an unwanted upgrade from 5 seconds to 2

-Gave the teleporter summoners the correct telefog sprites per each class

-New Translations: Heretic Imp(s), Undead Knight(s)


-Arachnotron: Arachnotrons have redone sprites that clean up their legs courtesy of Vilde. This means translations look way better


-Stalker: Upgraded Stalkers are now gold to tell the difference between the non upgraded ones


The Ground Upgrade summoner can now be removed from inventory



-Lost Soul: Mr. Skull Head’s damage has been lowered

-Hell Knight: Dropped their projectile from 10 to 7 damage

-Baron of Hell: Dropped their projectile from 11 to 10

-Arachnotron: Lowered Arachnotrons radius to 48

-Spider Mastermind: Changed and adjusted the height, radius, and scaled size back to .85


-Mummy(s): Melee Golem’s painchance was lowered to 60. Their Melee states tics have also been reduced and Golems that shoot fire have had the projectiles damage lowered

-Disciple: Disciples damage was lowered

-Ophidian: Ophidians damage was lowered

-D’Sparil: The amount of Disciples D’Sparil summons is now limited to 12


-Adjusted some values for unlocking. It now takes 9 Serpents to unlock Bishops and only 8 to unlock Wendigo\Yeti\Mage Man

-Ettin: Slowed down Ettin’s melee state

-Wraith: Lowered their melee and projectile damage

-Korax: Lowered Zoraks radius to 55


Bipedal: Health lowered to 140

-Armored Bipedal: Lowered their damage a bit

-Larva: Raised Larvelle’s painchance from 20 to 40 and lowered their melee range to 70 from 84 and slowed down their attack state


-Speadshot Turret: Raised damage from (4,5) to 2 and dropped their projectile speed from 24 to 16 and also raised their missile state speed to match single shot turrets


-There was a typo on the cvar ZDW_FieldLimit so they would not archive between map votes without intermission or game changes

-Respawns would break item givers for colored and even vanilla inventory and screw up several functions

-The team selector start for most team based maps is 5082. For ZDoom Wars it was 5082 for the Green team. Not anymore

-Teleporters cost message said 3 per round, not 5

-‘ZDW_FieldHeroLimit’ still appeared on the console log for servers. This flag no longer exists and was antiquated code

-‘ZDW_Flight’ wouldn’t work upon respawn

-Here’s where things get even cuter: There was a typo for TLMS heroes on the fieldcheck so you could summon an unlimited amount of monsters on the field UNLESS you were Doom. Nice

-Permanent mana did not have GLDefs


-Cacodemon: Cacodemon’s spawn states looped instead of going to See

-Revenant(s): When a Revenant was a Rail version, their idle states had A_Chase instead of A_Wander which is why they likely went ballistic when someone died or spectated

-Rail Revenant: If retrofitted, Rail Revenants did the same melee damage as normal Revs

-Mancubus: If retrofitted and teleported, Flame Mancubus would revert back to normal

-Pain Elemental (Dual): Dual elements via retrofit could revert back to single

-Pain Elemental (Dual): If retrofitted and teleported, Flame Mancubus would revert back to normal

-Cyberdemon: Blue Team Cyberdemons couldn’t teleport


-Green LMS teleporters would explode upon being summoned

-Gargoyle(s): Impys XDeath state didn’t have unset blocking so their corpses were still solid

-Mummy(s): Team upgraded Golems all summoned the silver team projectile upon their death

-Nitro Mummy(s): Hothead couldn’t be teleported

-Nitro Mummy(upgraded): Upgraded Nitro Golems wouldn’t spew fireballs upon death

-Disciple: Disciples couldn’t be teleported and vanilla ones could be ghosted. Their attack sound also didn’t fully play

-Undead Knight (Ghosts): Vanilla revived Knights when removed would drop blue instead of pink mana

-Iron Lich: TLMS Liches had +FIREDAMAGE which drastically lowered the damage they did with fire projectiles

-D’Sparil: Wizzrobes attack sound for team form 2 monsters didn’t play


-Wraith: Reiver’s summonballs didn’t summon in mid air


-Cooldown images for Spectre A, B and the Programmer were all scrambled

-Most monsters had either 32 MaxDropOffHeight or MaxStepHeight. Default for other monsters is 24

-Acolytes: Acolytes had a Melee state that forced them to constantly fire when in melee range. This is actually a leftover but from 302_2

-Reaver’s: Reaver’s spawn states looped instead of going to See

-Templars (Sniper): Vanilla revived Sniper Templars would be the normal variety

-Entity: You could summon 7 Entitys per round. Nice job fixing revised code you idiot

-Repair Drone: Their cost message displayed antiquated information. For the record, most of the time when I say antiquated information, I mean I change something wacky in the beta, but is different in the final and I forget. I’m sorry that I don’t get paid enough to test this more


-Common Flemoid(Split): Upgraded and gummi flavored gelatino men dropped normal colored spores

-Armored Bipedal: Vanilla revived Armored Bipedals couldn’t be removed by Hexen. Yeah I doubt anyone noticed this

-Maximus: LMS Maximus displayed the TLMS obituaries

-Flembrane: The jump states in the missile could bypass the spore limit all together

-Slime Carrier: When teleported, Slime Carriers would be ‘ready’ and full of goo to drop

-Flem Meteor(s): The amount of spores a meteor could make on the hud message was off


-Greater Prism: Greater Prism’s cost was wrong on the full screen hud

-Mesh Flier: Mesh Flier’s cost was also wrong on the full screen hud

-Land Carrier: Cost message said they summoned 50 drones instead of 50 pairs. Changed it to 100 just for clarity. Also when teleported at the right time, Land Carrier’s could skip the Drone and Air Carrier limits and make unlimited amounts of each


-Fixed Strife flats overwriting Doom default textures… again.

-Fixed the floating cubes over monsters heads on Command and Conquer so they no longer can interact/replace hpbars from other monsters

-The states in Flame Temple can now be deactivated via cvar. The flag for this is to set “ZDWars17 Boss” to 1

Download: v3.0b & Maps 1.5c

ZDoom Wars I v2.9b

v2.9B (January 16th 2014)

I guess I’m officially announcing that the project will be done after version 3.2. 3.0 will come out after Zandronum 2.0 is released. Carry on.



-You now are able to set a point and have monsters teleport there by ‘retrofitting’ them. Go to controls and assign ‘Monster Teleporter’ to be able to use this. Currently you can only summon 5 teleporters per round and they have 200hp so use them wisely! Also note that teams will share teleporters, but you can teleport any monster that is on your team. Keep this in mind!

-And because of the teleporters, the CVar ZDW_MonsterTeleporter has been created. Set to 1 to disable the teleporter summoners

-Oh and now you’re limited to the amount of heroes you may have on the field at once. This can be set with ZDW_HeroFieldLimit and the default is 4. This rebalances a certain class with their heroes and is also a byproduct of the teleporters changing game dynamics

-The cooldown images FINALLY have been replaced

-Added in more scripts and made the existing ones no longer hidden. Here’s to everyone wondering who Sirena is

-You now can ban classes you don’t want on servers. The CVar for this is ‘Ban*’ so for instance lets say you do not want anyone to play as Doom. Type BanDoom. BanHeretic, BanHexen, BanStrife, BanChex, and BanVirus are the other ones

-Downsized and messed with all the summonball code. Don’t be surprised if this leads to more bugs

-Redid and optimized a lot of ACS, and Decorate for optimization and to prepare ZDoom Wars to work correctly for Zandronum 2.0. Again here’s to not breaking things and leading to more bugs

New Translations: D’Sparil, \Undead Knight(s), \Afrit, Death Wyvern, Wendigo/Yeti, Mesh Flier


-There is now a limit to how many heroes you can have on the field at once. 3 for ultimate, and 4 for anything else. This can be turned off with the CVar ZDW_FieldHeroLimit

-Also you can set the number for any hero in the game. Example: CyberdemonFieldLimit or SpiderMastermindFieldLimit

-Speaking of which, you now can control the maximum number of specific heroes you can summon each round. Ex: CyberdemonLimit


-Redid the coding for the cooldown timers & images so they’re sbarinfo based moreso than ACS. They no longer bleed into spectators, continue after you die or spectate and other weirdness

-Fixed quite a lot of broken, miscoded and non existant actor based GLDefs


-Imp: Red Imps could not be removed

-Shotgunner: Green Shotgunners could not be removed

-Chaingunner: Every flavor of Chaingunners could be removed with the vanilla monster remover



-Gargoyle Leaders: Impy now can be pushed and shoved out of the way


-Sabreclaw: Green Clinks had a typo after the melee state in which they would disappear after attacking

-Disciple: Attack sound didn’t play

-Weredragon: When retrofitted and when a player spectated or died, Weredragons would cause servers to crash

-D’Sparil: Summonballs didn’t have GLDefs



-Wendigo/Yeti: Added in their lost ‘puff’ detail when they walk. Consequently this also made them a heck of a lot quieter when wandering around


-The monster remover couldn’t pierce Cubeman’s invulnerability

-Death Wyvern: Blue Team Wyverns actually summoned the LMS variant



-Acolyte: Lowered their damage from 4, 9.5 to 4, 8

-Rebel: Lowered their damage from 4, 9.5 to 4, 8

-Reaver: Dropped the damage from their bullet projectile from 8 to 4. Also removed the 1/2 damage immunity to players as well

-Inquisitor(s): Dropped the damage from their bullet projectiles from 14 to 10


-Inquisitor(s): Blue & Green Inquisitors could not be removed from battle. This was present on both LMS and TLMS

-Repair Drone: Colored LMS Repair Drones weren’t functioning. Also applied damagetypes to prevent infighting with other players on TLMS



-Cyclops: Blinky now can be pushed and shoved out of the way

-FlemBrane: Spore limits have been lowered from 15 to 10

-Flem Meteor: Spore limits for the cheese maker have been raised to 70 and 80 from 40 and 50


-Common Flemoid (Upgraded): Common Flemoids that were upgraded to split never spawned flem spores upon death

-Slime Carrier: Slime Carriers spores created hostile flemoids. Seriously why does this bug somehow pop up every two versions for either these or meteors?



Mesh Flier: Lowered their cost from 40/15 to 40/12


-c375: The height limiter could be bypassed by flying upward and standing still

-Mill: Every color of Mill could be removed by Vanilla colored players

-Turret: Level 2 Turrets had antiquated information displayed on the information message

-Felix: Vanilla level 3 Felixes did not display an image when removed

-Land Carrier: The hud message said it spawned 50 drones, not 100


-Reorganized and refiled the pk3 to proper directories instead of wads

-Removed some Chex resource leftovers that overwrote some patches, textures and skies

-ZDWARS2 Lowered the rock/dirt clod next to the base with the gate. This allows for greater crossfire

-ZDWARS5 Made the room on the roof more accessable and adjusted other minor arctecture.

-Added another tower facing the elevator of the skybase

-ZDWARS8 Barred off that one particular area…

-ZDWARS10 Fixed some height issues with the water

-ZDWARS14 Shortened the two long halls on the south west and south east portions of the map

-Revenants missiles for some reason had bullet sound effects when fired

-The monsters are now controlled by a CVar. To disable, set ‘ZDWars14 Monsters’ to 1 before the start of the round

-ZDWARS16 Fixed some height issues with the water

-ZDWARS17 Fixed a few messed up details

-ZDWARS18 Fixed the area behind the middle part where some people thought it was fun to abuse engine flaws and not play the rules

-ZDWARS19 The boss is now controlled by a CVar. To disable, set ‘ZDWars19 Boss’ to 1 before the start of the round

-ZDWARS20 The map should not cause as many fps drops now

-ZDWARS21 Fixed some scrolled textures on the floor in the waterfall base

-ZDWARS24 Fixed a segment that didn’t teleport the player and resulted in death

-ZDWARS26 The boss is now controlled by a CVar. To disable, set ‘ZDWars26 Boss’ to 1 before the start of the round

-Some areas were adjusted towards the pit and a pillar was added

-ZDWARS28 The mountain area around the northern edge of the map is no longer accessable for c375

-ZDWARS30 Fields of Fate has been removed from the map pack and replaced with a new map called ‘The Rule of Three’ by yours truly

-ZDWARS32 Edited the back area in the hill base