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Realm667 Forums officially online! |
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Sunday, 13 December 2009 |
I know, I already said that a hundred times before: There will never be a forum on Realm667, never, ever! Oh yeah, and here it is, the official Realm667 messageboard So why did that happen although I never wanted to add one? Quite simple, it is all Ghastly's fault!
"Ghastly Dragon": Someone on ZDoom's IRC channel said you should make your own forum for R667, for the Beastary, Armory, SFX Shoppe,
"Ghastly Dragon": I figured that would be pointless, until I realized that I could pretty much get a guaranteed moderator position, there. :P
"Ghastly Dragon": Would be good to keep things organized, though. There could be a forum for the armory, beastary, and SFX shoppe, and each has a subforum for added or rejected submissions. :P
Well, and I just did it, the forum's meat consists mostly of submission and discussion forums for the Realm667 resource sites, as well as some other general stuff, every kind of forum has. Beyond, I also moved the HPack development forum to the Realm667 board now, as it is a more reliable host with much less advertisement spam.
So, feel free to register, submit your work, contribute to HPack or just spam, whatever you like more! You can access it by clicking on the link at the left or simply by using www.realm667.com/board 
Cheers, Torm
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Friday, 11 December 2009 |
 I honestly have no idea if there is another game around here that still has such a large and active community and this already for 16 years now. But hey, I am happy with it, and it was time to celebrate another year of great releases and achievements that keeps the game alive! 
I just read the Annual Cacowards while being at work and I was absolutely shocked regarding the fact that I haven't released a single wad in 2009 (...damn, that hasn't happen that often in the past few years since I am actively working on Doom projects ): I won a Cacoward! Well, not sure if I should be very happy about it considering which one it was 
"Despite the title, this is not a dig on the author. [..] Tormentor's guide has some useful hints, but they
don't matter if you don't have an understanding of texture layout,
architecture and flow."
Not as worse as really getting a "Worst Wad" award without actually releasing a wad But taking a look at the editing tutorials I really have the feeling that I improved a lot in the past years since I wrote the article and meanwhile I even think that some parts of it should be rewritten or enhanced. Comparing my latest Stronghold efforts with things I have made then doesn't make me feel proud
Nevermind, I just wanted to add that the jury and reviewers made a very good job this year as every project that I had in mind for a Cacoward actually got one, mostly Cutmanmike who really deserved one for his work with Ghouls vs Humans (also considering that he already came with new gamemode ideas for ZDoom, that man is crazy! )
Oh and for those of you who are wondering: "Why is Stronghold still not released?" Don't expect it in 2009. I already wrote this in a more detailed form in several community forums, but to make things short: Quality is more important then rushing a project out just for the sake of having a chance for a Cacoward! Sure, getting one would make us very proud but ensuring that people have fun playing it without any bugs or problems is more important and that's why we concentrate on making Stronghold as perfect as it can be. Expect a release 2010 - by using Blizzard's most famous phrase - just "when it's done!"
Cheers,
Torm
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Wednesday, 12 August 2009 |
When I started with the first instance of the official Realm667 Beastiary, I would have never thought how successful this is going to be. Today I added yet another bunch of misc. monsters and to my surprise there is a total of 157 entries in the archive now. Back in June 2007 , we started with only 60 entries from the old monster resource wad and now we have almost 3 times more. But actually, this is not what I wanted to say when I started writing this. Mostly I want to than all of you people that still stick to this old game and produce so many useful, innovative and challenging monsters to fill the Beastiary and make life easier for those people out there who are good mappers but not so good sprite artists or decorate coders. Thank you! 
So what's new as well? It's already been 3 months since my last update I know, but I have been very busy with Doom-related stuff, just as always HPack is running pretty well so far but I'd be happy to see some more activity - especially from the mappers that signed up to do some stuff. Some maps are already finished but others don't seem to have even begun, so I guess it's time to point that out The link to the dev forum is still the same, so get up your asses guys! 
For one better running active project there is even some news concerning Stronghold! The team has been working hard in the past few weeks, especially the past few days - thanks to some motivation boost by AgentME - and we are pretty sure that Stronghold will make it before 2010, so we even will have a chance to get us some Cacoward if the community decides it's good enough to get one, but I am filled with hope. So what's been done and what's left to do? The whole script revamp by AgentME is done about 95% and thanks to Torr Samaho's help and support, the whole thing will work pretty fine in Skulltag as soon as the next official version is released. The fullscreen and statbar hud is fully operational (yes I started to learn SBARINFO ) and except two maps which are mostly finished, the mapping department is done. Only few things next to the INTERMAP optimization and the final beta test are left to do, and I guess that might be somewhat a surprise for all those people who already declared Stronghold as "abandoned" or "dead" - sorry to disappoint you guys, but this is really going to be finished 
So stay tuned and expect some more news in the upcoming weeks,
Cheers, Dan
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HPack - Development officially started |
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Saturday, 02 May 2009 |
 Yes, I know, for some of you it has already been more than obvious but now it's official: There will be a Heretic-based community project for ZDoom/GZDoom, although it's success still depends on the contributions and participants. But, I am looking forward to this anyway 
The development forum can be accessed at http://www.hpack.tk/ , so make sure to bookmark this link. If you are interested in contributing in any way - mapping, decorations, sprites, textures, sounds, actors or whatever - make sure to sign up as well. The more the better I guess.
Right now, we are still in the Resource Gathering phase and planning the borders for this ambitious project. As soon as we are through with this and the first resource build is done, we are going to start with mapping - but that doesn't mean you can't start yet.
So without delaying this any further,
Cheers and I hope we see us at the dev board!
Dan
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Saturday, 25 April 2009 |
The contest is finally over an I started to upload all the submissions, especially the winners, but also the ones that are worth being added... wait, you have no idea what I am talking about? Oh well, you missed something I guess 
About one month ago, I started the official Realm667 Beastiary Contest, a competition where people could submit their latest creations (link to the thread). This one's over now and together with TheDarkArchon, GhastlyDragon, Icytux and Esselfortium I chose my Top 10 of monsters. If you want to know a more detailed info concerning this, simply read the thread. There you will also find the list of winners. Thanks again to everyone who participated, I am looking forward to what comes next!
Speaking of community efforts, I am up to something again. Some of you might already have seen that there is this Heretic texture pack thread running also over at ZDoom. Only by looking through the textures I feel like wanting to map for Heretic just now. I have also to admit that I played the almost finished Heretic Treasure Chest from Doomworld but honestly, I was more than disappointed. The maps aren't bad, but it's nothing new somehow... nothing that surprised me. That's when I thought it's time for a Heretic Community Map Pack in the same style of ZPack. I think you can do lots of cool stuff in Heretic with having the ability to use new actors, new editing features and other fancy stuff ZDoom can do. I am still in the planning phase but expect something in the near future
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Saturday, 21 March 2009 |
Hello beloved visitors ,
time for yet another news item! Damn, have I ever told you how great it is to know, that there is no need for a translation after writing this anymore? Okay, what's it all about today? I just wanted to mention that the contribution count is very high and I am glad to see that the resource sections get more and more entries each day I am looking through the forums, my pms or my email account. So considering all that work, I thought it would be nice to have also a new entry in the Tutorials section and that's what I went for last evening. It's not much, actually only some kind of a Beginners - How to Start tutorial for the most useful and necessary tools but that's all. Not much for all of us who are already deep into the Doom materia.
Another thing is The Beast 2009 contest: If you haven't already seen it, check this link and sign up, it is still running till April 29th, so lots of time to come up with something 
Next to that, I noticed that the site counter finally crawled over the 200.000 Visitors Barrier, that's simply awesome And considering the access count in the last few days, this will even get better. So thanks for your interest, and I hope you will check back soon again, as many things will happen here in the near future! 
Cheers,
Dan
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Wednesday, 18 March 2009 |
Yay, I am writing this news item for the second time now as my machine broke just when I wanted to save it ... nevermind, here we go: Finally, I am proud to announce, the reopened Realm667 in all its pride and beauty. So what has changed and why has it been offline for some days now?
As I already said some weeks ago, I wanted to split up the Realm667, as too many different types of content made it hard to find what you were actually looking for. It was an logical conclusion that something had to happen. Now it's done and what's left of this site after removing private and personal stuff is only pure Doom. The Realm667 got what it has been in the very beginning and what it always was supposed to be: A Doom Page!
But what has changed next to removing content? First of all, the Beastiary was highly improved. Instead of countless PNGs that made my webhost service happy because of the extra traffic fees I had to pay, you get now several compact and simple tabs filled with information for each monster as well as one sprite preview. It's easier to use and you get more information displayed at once, a real enhacement as I think.
I also finally added one of my ideas that I developed in the end of the last year, the SFX Shoppe. It's supposed to be a place where you can get and submit all kinds of different special effects like weather simulation (snow spawners, rain spawners), environmental effects (fire, steam, water, sparks) and other stuff like pad spawners, teleport effects and much much more. It's just a bit empty as of now but I promise this will be filled very soon with stuff from me and hopefully other contributers as well. Why did I add this? No need to invent the wheel twice as I say 
There are even some more kinds of resources here as well like texture resources (like "The Afterglow" at Doomworld, just with more recent updates), a Armory with decorate weapons and maybe we will even get some kind of a Deco Center with all kinds of nifty decoration packs in the near future. But well, we will see how the SFX Shoppe will work out and depending on that, I will decide what to do next. So get your asses up, do some contributions and I am sure that these things may turn into reality from just beind an idea!
Last but not least: The language system won't be updated anymore, as I don't think it makes that much sense. Almost everyone visiting this site is capable of speaking and reading english and considering that only a small part of visitors come from Switzerland, Austria and Germany where german is a primary language, it isn't worth the effort anymore to translate everything. The buttons are still there and the main structure of the site can be accessed in german but the news items will only be available in english from now on.
So, that's all for today and let's hope for yet another successful Realm667-Time!
Cheers,
Dan
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Sunday, 01 March 2009 |
Hello beloved visitors,
don't be shocked by reading the title of this news item, it isn't as dramatic as it may sound in the first moment. I am planning to split up Realm667.com. I have thought about this for a while now and it seems to make lots of sense considering all the different stuff that is placed here at the moment: Graphic design portfolio, music, blog, private images, doom, etc... it is definitely too much for one page to hold all of that.
So I made a decision - and yes, I thought about this for a while - and my plan is to split up the Realm667.com into 3 different pages instead of having only one. First at all, my print- and web portfolio will get its own page, simple and clean, with my new design label that I have started a few months ago (and no, I am not gonna tell you more ). Next to that, my Blog and Gallery as well as all the personal stuff and things will get an own page as they have absolutely nothing to do with Doom, graphic design and all the other shit random stuff I have online. Last but not least, Realm667 will become (again) what it has ever been: A Doom Page! 
The good thing after splitting that up is the possibilites I have with the Doom page later. As of now, I tried to NOT add even more different Doom content because I wanted to avoid having too much of that content online. As soon as there is a page completely dedicated to our all favorite game, I don't care anymore, so ideas like the SFX Shoppe, Beastiary Categories, Review Center and all the other stuff I had in mind can become reality. And that's something we need to go for *yay* 
So, expect some heavy changes in the near future!
Cheers, Dan
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Saturday, 13 December 2008 |
Yeah, after working, enhancing, testing, communicating and improving for about 3 months, I am proud to announce 3 titles that finally got revamped to work perfect with our favorite multiplayer client/server sourceport: Skulltag!
The first title I want to mention is "UTNT Invasion". People running servers have always had little problems with the performance, network lag and missing packages due to the particle generators. The fix was pretty minor and introduced by Ghastly Dragon as far as I know, I just put it into the wads themselves, improved some other little bugs and packaged the project for the re-release, now at v1.05.
The second one - and I am really happy that this beast finally runs on Skulltag as I have spent so many time to make it even coop-compatible - is nothing less than the Ultimate Torment & Torture itself. Also with the help of Ghastly Dragon, all the particle spawners, visual actor generators and everything else that's only there for your clientside-pleasure has been - you guessed it - clientsided and doesn't affect network traffic at all. As a result, the mod runs like a little kitten, even the system power that is necessary to run UTNT lag-free in single player has been reduced - v1.05
Last but not least, I have a little surprise for you and that's about the improved title number 3: "The City of the Damned - Apocalypse". Yes, I really did it and finally improved gameplay and made the whole mod multiplayer compatible. Special thanks goes to Jekyll Grim Payne who actually initiated this re-release, made countless gameplay fixes and finally forced me to improve several other things as well for the v1.2 ME you can get now and that I am 100% pleased with (and so I hope you are).
By the way, some of the files need the latest SVN builds or even the internal builds of GZDoom and Skulltag so make sure to get these before you start to play. Other than that, have fun with the updates
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actor Beastiary { +CLIENTSIDEONLY } |
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Saturday, 01 November 2008 |
Hello again,
yet another reason to announce some great update and / or addition to the Realm667... seems like there are only Doom news for ages now Nevermind! The whole Beastiary has been updated with countless bugfixes and improvements, mostly making sure that these monsters do produce as little as possible network traffic and lag. For a full changelog on each monster, just read the "Improvements Spoiler" at the bottom of this news article. Also to make sure everyone knows this: I was not responsible for these changes and that's the reason why I want to thank Ghastly Dragon here, as he was the one who did the improvements. Thanks alot man - and I think I can speak in the name of the whole community -, you made the Beastiary once again much better . So people, start your Download Managers and get the latest versions of all the updated monsters, zombies and demon spawn just now!
- Afrit:
Client-sided the trails and death effects for the comet and orbit
comets (couldn't make the orbit comets client-side. That'd mess it up).
Added the BaronScorch and Scorch decals to AfritBall and Comet. I also
removed the MissileType and MissileHeight from the comet and orbit
comets, since they aren't needed anymore
- Agathodemon: Just made the non-tracer attack's trail client-only.
- Annihilator:
Added the Scorch decal to both types of rockets. I also removed the
'replaces Rocket' from the non-guided rocket (might conflict with
people's mods).
- Apprentice of D'Sparil: Client-sided the
AODGhost actor spawn (The sprites, by the way, aren't in the wad).
Added the Scorch and BigScorch decals to FireBlast and SuperFireBlast
(I was going to write completely new decals, but Scorch and BigScorch
fit best).
- Arachnophyte: Added the bulletchip decal.
- Azazel:
Client-sided all purely visual effects. Added DoomImpScorch,
PlasmaScorchLower and Scorch to several of it's attacks (I left it off
the ghost ball, since decals don't really fit with attacks like that).
- Belphegor: Added the BaronScorch decal.
- Blood Demon: Client-sided the BloodDemonArm (tricky emulating A_CustomMissile's momentum and offset).
- Bormereth:
Client-sided all trails, the mace thrown in the death state and simple,
non-damage FX. Added the DoomImpScorch to both fireballs.
- Bruiser
Demon: Client-sided BruiserBallTrail (and removed the now-redundant
MissileType and MissileHeight from it). Added the BaronScorch and
Scorch decals to it's attacks.
- Cacolantern: Added the CacoScorch decal.
- Cacolich: Added the CacoScorch decal. Decals on the flame/gas streams would've been a little laggy.
- Catharsi: Added the PlasmaScorchLower decal.
- Chaingun Major: Added the Bulletchip decal.
- Crackodemon: Client-sided all trails.
- Cyber Mastermind: Added the Bulletchip decal.
- Dark Imp (Void): Client-sided DarkTail (and removed the now-redundant MissileHeight and MissileType).
- Darkness Rift: Added the PlasmaScorchLower decal to it's spear attack.
- Dune Warrior: Added the PlasmaScorchLower decal to CatharsiBall and Bulletchip for the hitscan attack.
- Ethereal
Soul: Client-sided ShadowTrail (as always removed the useless
MissileHeight and MissileType that was used to spawn the trail).
- Baphomet's Eyes: Added dynamic lights (Wasn't as easy as I thought XD).
- Flesh Wizard: Added dynamic lights and the BaronScorch decal.
- Flying Imp: Added DoomImpScorch decal.
- Fusion Spider: Added the PlasmaScorchLower decal and client-sided the projectile trail.
- Hectebus: Added the Scorch decal.
- Hellrose: Client-sided the spore and dirt actors.
- Hell's
Fury: Client-sided the soul harvester ball trail and the skull dropped
when it dies and added the BaronScorch decal to it's fireball. Also
changed Goto Death+12 to Death+11, since it was skipping one of the
real animation frames.
- Hell Guard: Added the PlasmaScorchLower decal.
- Hell
Warrior: Added the BaronScorch decal to the fireball attack (doesn't
look like the ripper needs a decal. What do you think?). Client-sided
the shield thrown in the death animation.
- Imp Warlord: Client-sided the mace and shield thrown in the death state (I'm getting better at that).
Added the RevenantScorch decal to the yellow seeker attack and
PlasmaScorchLower to the red skull attack (the green poison ball
doesn't have a decal that would fit, since poison wouldn't leave much
of a mark on a wall, if anything).
- Incubus: Client-sided all trails (that was a lot of A_CustomMissile'd trails).
- Knight
Archer: Added dynamic light, the CrossbowScorch decal, and corrected a
-1 delay at the end of the projectile's death state.
- Lesser
Mutant: Corrected minor grammar and capitalization mistakes in the
obituaries, client-sided the arms in the death sequence (and fixed the
offsets, since some of them spawned 20 pixels -under- it), and added
the DoomImpScorch and Bulletchip decals to it's attacks (poison doesn't
leave marks, but acid does).
- Nailborg: Client-sided NailBlur and
added the Bulletchip decal (at first, I wasn't sure it was large
enough, but I tried it and it looks good)
- Netherworld Drone:
Changed around the See state based on a comment left in my the author.
A_Jump to A_JumpIfCloser and retooled so if it's within that distance,
it'll keep running.
- Netherworld Queen: Unchanged. Unfortunately, it's attack won't leave any decals and I don't know why o.O.
- Nightmare: Client-sided the NightmareWisp actor.
- Nightmare Demon: Added the BaronScorch decal for it's attack.
- Obsidian
Statue: Added the Scorch decal to it's attack, client-sided the
tracerpuff (I could've sworn I did that already), and fixed the dynamic
lights (they were supposed to be subtractive). The fact that nobody
reported it's white dynamic lights makes me feel a little insulted,
nobody's used it.
- Phantom: Client-sided the projectile trails (Didn't add any decals, since ghost-ish attacks don't really need them).
- Phase Imp: Added the DoomImpScorch decal.
- Plasma Demon: Added RevenantScorch decal and client-sided the projectile trail.
- Plasma Elemental: Added ArachnotronScorch decal.
- Plasma Zombie: Removed the NashGore spawners in the XDeath state.
- Pyrodemon: Decals added to attacks and trails/visual effects client-sided.
- Rail Arachnotron: Added a new decal (made by Captain Toenail for Q:NA's Laser Guard).
- Railbot: Added the bulletchip decal.
- Rictus:
Client-sided RictusFire and removed the +Randomize flag from it
(according to TheShooter, that lags even when client-sided).
- Shadow: Client-sided all trails and ShadowTorso (that was a really laggy piece of work, lol).
- Slime
Imp: Added the DoomImpScorch decal, client-sided the projectile's trail
and corrected a misspelling in the obituary (was defeated by n slimp
imp).
- Slime Worm: Added the PlasmaScorchLower decal.
- Snake Imp: Added the PlasmaScorchLower decal. (I use it way too much, for it's a good all-around decal)
- Soul Harvester: Client-sided the ghost and trail.
- Source
Guardian: Added decal to CatharsiBall (FlameBreath still won't take
decals). Copy/pasted the lights from Netherworld Queen (credited to
Dreadopp) and Catharsi.
- Spirit Imp: Client-sided all trails and
removed the A_MissileAttack from the orbit spirits (they had no
MissileType to begin with).
- SSG Zombie: Added the Bulletchip Decal.
- Supreme
Fiend: Added dynamic lights (most copied from GZDoom.pk3), removed the
DecalDef lump and gave it the ArachnotronScorch decal (red wall scorch
for a green projectile...?). Changed the plasma projectile from a
translated player plasmaball to the arachnotron plasma sprite, which
was pretty much the same color. I changed it because there are a few
skins folder wads that change the plasmaball's color so it's more
cyanish, and it looks really odd with the SupremeFiend's translated
plasma.
- Terminator: Client-sided the grenade trail and the head,
arm and shoulderpad thrown in the death state. Added the BulletChip,
CacoScorch and RevenantScorch decals to it's attacks.
- Thamuz: Client-sided trails and added RevenantScorch and BFGLightning decals to it's attacks.
- Thor:
Client-sided trails and added decals. Moved the Comet spawning from the
See state to the Spawn state (Makes things a little easier).
- Tornado Demon: Client-sided the leaves that are spawned when it teleports. Doesn't need any decals.
- Warlord of Hell: Added the BaronScorch decal to it's attack.
- Zombie
Flyer: Fixed the crash that can happen in it's missile state. Added the
PlasmaScorchLower decal to it's attack and client-sided the
projectile's trail and FlierSmoke.
- Zombie Marine: Bulletchip decal.
- Zombie Railgunner: Gave it the Rail Arachnotron's RedRailScorch decal and removed the NashGore spawners in the XDeath state.
- Zombie Tank: Client-sided the arms and smoke, and added the bulletchip decal.
Eriance
said he already client-sided and updated his monsters, but hasn't
gotten around to sending them, yet, so I skipped those.
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