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Any problems, complaints, suggestions, requests, balance gripes ect. should be taken up with me (the Repo Man). Find me in a server or send an email to <email removed>. You can also reach me on MSN with the same email address too. 

I'm also encouraging emails related to suggestions on how to spruce up gameplay or add new and interesting features. If they're not too game breaking or difficult to implement, I'll consider and likely add them.

A Disclaimer on new factions:

Adding another faction would require absolute perfection of the initial 6 classes so that way more focus and attention could be payed exclusively towards the new content and right now ZDWars is nowhere near ready to accomidate such a thing. Adding a new class now would cause more problems than anything else because I'd have to worry about the new content alongside a host of other problems that were never resolved with the initial content. Maybe someday such a thing will exist as an add on, but I honestly don't foresee myself making it. Maybe someone else will... who knows? What I'm getting at is please do not inquire about new classes because I really am more concerned with Doom, Heretic, Hexen, Strife, Chex and Virus right now moreso than anything else. I bring this up because I've been asked a few times already so I thought I would make some sort of statement on them.

V1.9B (November 25 2011)


-The most significant change here: Almost every single monster that has a melee attack has been rebalanced. You can look further down here and see what has changed or click on these two links here for a more visual and indepth look. -Excel with Sheet 1 being the original valuesand Sheet 2 being the changes. -html version

-Made any code with designatedteams inactive. This means this will now run on 98D as a result.

-This also means that Team LMS behaves like the most current TZDWars version out there.



-Imp: Lowered melee damage from 7 to 6.

-Spectre: Lowered attack speed from 22 to 20 tics.

-Cacodemon: Adjusted melee damage from 13 to 13, 14.

-Hell Knight: Raised their cost from 20/4 to 20/5, raised melee damage from 19 to 20, and raised their attack speed from 19 to 20 tics.

-Rail Revenants: Lowered melee damage from 18 to 10, 12 and raised attack speed from 16 to 18 tics.

-Baron of Hell: Raised cost from 40/9 to 40/10 and raised melee damage from 26 to 35.



-Raised the offsets of the dropped Shadowsphere so they stop floating into the ground.


-Gargoyle: Lowered melee from 5, 12 to 5

-Gargoyle Leader: Lowered melee from 5, 12 to 3

-Mummy: Adjusted melee from 6, 16 to 8, 9 and lowered the painchance from 128 to 72.

-Mummy Ghost: Adjusted melee from 6, 16 to 8, 9 and lowered the painchance from 128 to 72.

-Mummy Leader: Adjusted melee from 6, 12 to 6, 8.

-Mummy Leader Ghost: Adjusted melee from 6, 12 to 6, 8.

-Clink: Adjusted melee from 8, 15 to 10, 14.

-Undead Knight: Raised melee from 6 to 9.

-Undead Knight Ghost: Raised melee from 6 to 12.

-Weredragon: Lowered melee from 48, 60 (what?) to 26, 30.

-Barrage Weredragon: Lowered melee from 54, 66 (okay now this is just absurd) to 28, 34.

-Maulotaur: Raised melee from 45, 50 to 55, 65.



-Afrit: Raised HP from 60 to 75.

-Ettin: Raised melee from 5 to 6, 8.

-Centaur: Lowered melee from 14, 18 to 12, 16.

-Wraith: Raised attack speed from 15 to 16.

-Slaughtar: Adjusted melee from 15, 24 to 18, 22.

-Chaos Serpents (all varities): Lowered melee from 16, 36 to 16, 18.


-Altfire enchanted Ettins would use their normal melee.



-This is a rather strange one, but based on how ZDoom handles the Maulerpuff it never displayed correctly in ZDoom Wars. It should now be green just like it was in Strife.


-Stalker: Adjusted melee damage from 4 to 4,6 and lowered attack speed from 13 to 12.

-Reaver: Raised HP from 280 to 300, adjusted melee from 24, 27 to 18, 22, lowered attack speed from 23 to 20 tics, and lowered painchance from 80 to 60.

-Loremaster: Raised HP from 225 to 300, and adjusted melee from ((random[SpectreMelee](0,255)&9)*5) (I have no idea what any of that means. I don't speak alien) to 14, 18.

-Templar: Adjusted melee damage from 15, 30 to 16, 18 and raised melee speed from 16 to 18.

-Sniper Templar: Adjusted melee damage from 15, 30 to 10, 12 and raised melee speed from 16 to 18.

-Devasator Crusader: Adjusted melee damage from 4 to 12, and adjusted melee speed from 29 to 26.

-Spectre B: Lowered HP from 4000 to 3750 and adjusted melee damage from ((random[SpectreMelee](16,24)&9)*5) (again, I don't speak alien) to 15, 20.

-Spectre A: Adjusted melee from ((random[SpectreMelee](16,24)&9)*5 (WILL SOMEONE TELL ME HOW TO READ THIS?!) to 15, 20.

-Entity: Adjusted melee on Sub Entities from ((random[SpectreMelee](15,20)&9)*5 (ARFHGBKJGVFDKLMG;) to 15, 20.


-Made it so Slime Canisters drop the slime in front of you instead of being hurled across the map.


-Common Flemoid: Adjusted melee damage from 3, 7 to 5.

-Common Flemoid2: Adjusted melee damage from 4, 7 to 6.

-Bipedal Flemoid: Adjusted melee damage from 6 to 6, 8.

-Larva: Adjusted melee damage from 7 to 8, 10.

-Cyclops: Adjusted melee damage from 8, 11 to 8, 10, and lowered attack speed from 20 to 18 tics.

-Stridicus: Lowered health from 480 to 450, and adjusted melee damage from 16, 22 to 20, 24.

-Flembomination: Raised melee damage from 20, 26 to 24, 30.



-Adjusted the Health numerical values to reach yellow and green at 100 and 50 instead of 175 and 125 like the rest of the classes.

V1.8B (November 19 2011):

I had to remove the yellow and green teams because DesignatedTeam isn't functioning correctly. They will return and have NO INFIGHTING whenever Skulltag fixes that bug. See I told you it wasn't my fault you bloody savages.



-Fixed any problems with Team LMS now... hopefully.

-This also means Green and Yellow are not working until Skulltag fixes DesignatedTeam as stated before.

-Reworked the ACS a lot. Lots of renumbering, pruning, enhancing, and creation of new scripts altogether. See this is why the ACS source is closed until the final release you heathens.

-Created translations for upgraded Virus land units. 1 upgrade will make parts blue, 2 upgrades will make parts red. I'll likely do a few other monsters depending on how well this tests.

-Reduced the time it took to create an altfire ghosted or enchanted unit for Heretic and Hexen respectively.

-Added the altfire costs to the new hud.

-Fixed any broken retrofits on Team LMS.



-Baron of Hell: Raised melee damage from 23 to 26. 


-Some Heretic raised monsters came up pink instead of navy blue.

-Heretic Doom Imps made Gargoyle gibs on death.

-Mancubus and Flame Mancubus could be revived.



-Made the Upgrade Stamina dropped by a player never fade away.

-Increased the time that Upgrade Stamina fades from 1000 to 1750 tics due to how rare the item is.

-Enhanced Crusader translations by means of altered sprites.

-Enhanced Order Bishop translations by means of altered sprites.

-Enhanced Inquisitor translations by means of altered sprites.

-Created an altfire for the Inquisitor. The altfire version has 'clipped wings.'


-Spectre A: Raised the price from 70/40 to 70/50.

-Templar: They cost 14/6 instead of 16/6 in Team LMS.

-Sniper Templar: They cost 24/7 instead of 32/8 in Team LMS.

-The prices of Spectre A and B were flipped on the new hud.



-Lowered slime canisters appearence rate.

-Lowered the chance of a player spawning a flemslime from 120 to 100.


-Cyclops: Changed damage from random(7,14) to random(8,11)

-Stridicus: Changed damage from random(22,28) to random(16,22)


-Medium Slime Ball's decals didnt appear most of the time for normal colors.

-Large Slime Ball's decals didnt appear most of the time for normal colors.

-Spreadshot Turret: Level 3 Spreadshot Turrets spawned single turrets. This appled to LMS only.

-Shield Drone: Blue Shield Drones shot the red block shot. This applies to all blue Shield Drones.



-Reorganized and reworked the ACS. Pruned and removed 17 scripts.

-Completely reworked the TLMS system. Enabled friendly fire on the server which in turn fixes all the revive glitches, radius damage glitches and more importantly... ghostwave and enchant once again work! 

-Gave Altfire for Hexen enchanted units, and Heretic ghosted units for LMS.

-Gave vanilla colors translations for revivals. This is so you can further tell the units apart. The colors are:

Doom = Orange
Heretic = Navy Blue
Hexen = Ash Black
Strife = Uh... Flesh?
Chex = Pink
Virus = Septic Green!

-Made the 'fuzzy' ghost units render 'translucent' so you can see the color they are. This affects Doom Spectres, and Strife Shadow Acolytes only.


-Marine's death spawned 2 used armors.

-Team LMS Flame Mancubus cost 36 instead of 40.

-Blue Demons had red gibbed parts.

-Blue Imps had red gibbed parts.

-Doubled the value of armor pickups.



-Adjusted Clink's melee damage from (10,15) to (8,15)

-Upgraded Mummies revived as normal Mummies (did anyone even notice this?).



-Increase the cost of Wraiths to 12/3 from 10/3

-Enhanced blue Chaos Serpent translations.

-Enhanced red Chaos Serpent translations.



-Increased Order Turret's Damage from (Random (4, 9.5)) to Damage (Random (7, 12.5))

-Crusader's rockets can partially hit ghosts now (1/3 rockets).


-The Order Turret's obituary was broken.

-Team LMS Reavers cost 12/4 instead of 8/4.


-Enhanced red Reaver translations.

-Enhanced blue Templar translations.



-The summonballs for Snotfolus and Flembomination were blue in TLMS instead of green.

-Slime Canisters spawned 2 Flem Slimes.

-Quadrumpus and Flembominations shared the same projectile. This produced both giving the Flembomination obituary.



-Silver monsters couldn't resurrect to Yellow properly.

For the future versions:

'Panic' button for Virus that disables the flight for a second or two.
Adjust the Slime Canister drop rate.
Make Altfire prices for the newhud.
Create a system for partial refunds of missummoned heroes.
Creating a new concept called, 'speedloading' for retrofitted units.


This is primarily a bugfix version. I think it goes without saying that the item drops and new hud were recent additions that never underwent extensive testing. 

Still need to make a new title screen, cooldown graphics, win screen, loss screen, LMS Help, and TLMS Help. New tech trees would also be nice. If anyone wants to help out or has any ideas, shoot me an email.


-Items now fade after 1000 tics. 

-Reworked both huds to accommodate the Flight and Ghost items properly.

-HOPEFULLY fixed the double mana respawn bug in TLMS. If it still is there or causes LMS to not have respawned mana, I'm prepared with another solution.

-There were still instances of '2 minute cooldown' on the TLMS monster messages.

-Lowered the chances of a Nazi on TLMS. I meant to remove them, but forgot about TLMS mode so they'll remain there exclusively since everyone's seen 'em.

-Cyberdemon Summoners didn't get highlighted and the mana cost didn't appear on the HUD for any non Vanilla Doom colors.

-Made a cheap palette swap for the 15 second ghost items Heretic drops.


-Fixed the ZArtiInvisiblity that summoned when certain Heretic monsters died. It should have been additive with no inventory usage whatsoever.

-Altfire ghosted Ophidians and Undead Knights had no 'DesignatedTeam' flag which caused them to hurt teammates.

-Corvus spawned 3 ArtiInvisibilities upon death instead of 1.

-Enchanted Ettins that had the block upgrade summoned 4x faster than normal.

-Korax's Crystal Vial drops were buggy and caused blue dripping madness to the hud.

-Cyclops were listed as 5 mana on the new hud when they should have said 6.

-Reworked Slime Canisters. They should be a lot more straightforward in terms of their use now.

-Stridicus didn't unlock properly for any non Vanilla Chex color.

-Reverted Virus' flight back to the old method. 


-Fixed the Flight that summoned when certain Virus monsters died. It should have been additive with no inventory usage whatsoever.

-Fixed the flying bug if the Virus Pawn got the ArtiFly. 

1.5b (initial release)

-Redid HP Bars colors and their graphics so they're easier to see. Also made the refresh rate ten tics instead of one which ended up making the game use a lot less bandwith. Doing so made them drag a bit, but they would have done that anyway so it works out.

-Redid a lot of decorate and ACS to make it run a lot more smooth and to make the game less bandwith laden. The biggest decorate changes come from the removal of message sent items for the weapon summoners and the addition of idle states on HPBar units. The ACS Scripts have also been reorganized to occupy 100-140 instead of being scattered across time. 

-Implemented the colored classes. They take effect when there are two players of the same class so you can easily tell who is who. The colors are Red, Blue, Green, Yellow and Silver. 

-Compressed and downsized a lot of files which made the pk3 shrink from 30.9MB to about 15.3MB.

-Overall Bandwith usage is down by four times if not more in certain cases.

-Implemented a team mode with up to four teams being able to play at once.

-Made it so if you play the game with an unofficial faction, the game crashes.

-Redid all of the Hero Event images.

-Fixed the respawn bug relating to health regeneration.

-All Ghost units are now translucent so inexperienced players can tell what the ghost units are.

-Added more information on the Hud Message relating to a unit including their HP and if they can strike ghosts.

-Raised the two minute cooldown times to three. The reason behind this was because a lot of Strife, Virus and Heretic players were notorious for spamming heroes.

-Added a timer to overlap cooldown images to indicate how much time left until you may place the hero again.

-Attempted to fix the Obituaries. There are likely a few LMS obits that are still "harmless spell."

-Monsters now drop items! Depending on the class and their inherit abilities, certain monsters will have chances to drop items. For instance, Doom monsters have a chance to drop armor bonuses, Hexen monsters may drop Crystal Vials, Chex Slime Canisters, Heretic temporary invisibility, Virus temporary flight, and Strife Stamina Patches.

-Made new HUD as well. The old one is still accessable if you minimize the screen to standard resolution.


-There are now 44 maps in total. Several of them are older versions of current maps, and there are quite a few new ones as well.

-The wad has been converted into a .pk3. The size saved is about 8mb.

-The map pack can run independently again and does not require ZDWars to run anymore.

-Made 'Strife Keys List' toggle a 'Map List' image which shows a player the number and name of every map available along with the recommended minimum number of players for the map.

-Redid the map name introduction ACS to be a bit more clean. It also contains the information on the maps song if available.

Music Pack:

-All the files have been renamed to mirror their map names. IE: ZDWARS1 corresponds to ZDWARS1.

-The size has diminished from 83 to 75mb.

-All mp3s have been converted to .ogg

Balance changes:


-Added a small counter to show the player how much armor they have left in their inventory.

-It now takes one Arch Vile to unlock a Cyberdemon. A lot of players were 'Cyber rushing' for the longest time to spam the Cyberdemon which threw off the balance of a game early on. The 45 hero mana from the Arch Vile really makes things more fair here.

-Dual Pain Elementals: Changed the cost to 42/14 from 40/14 and changed the retrofit price from 10 to 8. I think the retrofit raise price is obvious here. That is why the main price was changed as well.

-Zombiemen: Reduced their hp from 60 to 50.

-Cacodemon: Raised the projectile damage to (random(15,45)) from 5. The reason is because of the damage Wraith's balls and since the two units are similar, it makes things more fair.

-Spectres: Increased their cost to 7.

-Spider Mastermind: Raised their price to 75/70 from 70/60.

-Fixed soundbugs relating to the class. The pawn used to do Strife screams on death. 


-Fixed the bug that wouldn't allow Ophidians and Weredragons to ghost.

-Undead Ghost Knights: Added a translation from the green on their axe to red. This change was logical: why would they toss red axes if they hold green ones?

-Maulotaur: Gave them a chance after they drop below 2000 health to do the ground trail of pyre to essentially clear a path to get him out of melee jams.

-Barrage Weredragons: Nerfed their damage which did anywhere between 30-170hp (yikes!) to Damage ((2*random(10,17))). This makes them more tolerable for thier cost.


-Ettins: lowered their melee tics from 13 to 10.

-Swamp Stalkers: Nerfed the damage levels from doing around 20-90 to a fixed 14-30.

-Wraiths: Changed their melee from the native Hexen version which allowed Wraiths to drain a units health and increase theirs beyond their normal level of 330. To remedy this, made the melee damage 14,18 otherwise they would have needed a large price hike. Used Cacodemons to gauge their damage.

-Bishops: They now shoot a constant 4 shots. Damage has been adjusted accordingly. This was implemented due to astronomical lag levels caused by their attacks.

-Fixed the Heresiarch attacks being at full volume. 


-Rebel/Acolyte Shots: Lowered the damage levels from 14 to a random value between 5 to 9.5. The balance and change is based off the damage Zombiemen and Shotgunners do. Their levels now properly equate out to about 1.5-2 Zombiemen instead of a solid 2.-3.5.

-Stalkers: Reduced their HP from 150 to 120.

-Sentinels: Cost increased from 7/1 to 8/1. The main reason was because of the fact that they do fire nonstop.

-Reavers: Their shot took off around 30-60hp to players. To fix this, I gave the player a resistance to the shots so they take half damage.

-Templars: Raised the price from 14/6 to 16/6. The reason is because they now are more balanced in terms of cost to Chaos Serpents.

-Sniper Templars: Raised the price from 18/7 to 32/8; lowered their projectile damage from (120) to (90). The reason for the change is pretty apparent, but I'll just say that they were grossly overpowered for their cost. They now are balanced in relation to the Rail Revenant.

-The Inquisitor: Restored the ability to fly. Also raised the cost to 80/75 from 80/70 as a result.

-The Entity: It shoots more often and has a Sigil 3 based attack, and the segments are more likely to spawn now. It also costs 100/80 because of said changes.

-Pawn: Added the falling noise native to the StrifeGuy and added the 'XDeath' state.

-Bug: When using the number to select weapons, the Sniper Templar wouldn't reappear after being cycled through once.


-Chex now has decals for their slimeballs! They actually look pretty great.

-The Player Pawns chance to spawn a spore now has a flemslime added to it as well and the Chexwarrior also gets immunity from environmental damage. 

-Common Flemoids: Changed their melee damage from random(4, 8) to random(4, 7) on the upgraded flemoids.

-Bipedals: Lowered their melee damage from (random(8,15) to 5 and slowed their attack rate by 4 tics.

-Larva: They now do a constant 7 damage from 7,12.

-Cyclops: Raised their melee damage from random(6,14) to random(7,14) and increased their cost to 6 mana.


Meteors not in sight of enemies would crash the game. Fixed by adding an idle state to meteors and altering the decorate a bit.


-Greater Prisms: Raised their A_Jump to do the spread shot from 128 to 100.

-Turrets: Gave them all Painchances from 64-56 depending on the upgrade levels and they now all cost 1 hero mana. The reasoning behind this was due to a common tactic of spamming turrets followed by heroes. The players should be penalized by a hero mana so this will not happen anymore. As for painchance, they fired nonstop and for that price that is a pretty outrageous feature.

-Viruses: Raised their VirusShot projectile from (random(42,52)) to a steady (55).

-Prisms: Their attack state is now 16 tics raised from 8. May adjust the shot damage at a later date if this isn't enough.

-Meshwalkers: Lowered the 3rd upgrade hp amount 1750 to 1650. It makes the unit more constant compared to the 1st upgrade and Meshwalkers became virtually indestructable when double upgraded.

-Felix: The 'Alpha Strike' attack HP has been raised from 1000 to 1125 to be exactly 1/4 of their hp.


The pawn would make the Doom Marine's landing sounds if the player hit the ground from a certain height. This has been corrected.

Future Features and Scrapped Concepts:

-4 games modes that are completely unique from the original counterparts: CTF, One-Flag CTF, Domination, and Invasion.

-Wanted to give Bishops a Melee attack like in Hexen, but I do not posess the knowledge required to make it exactly like Hexen had it.

There are likely a few more things, but I can't for the life of me remember the subtile changes and things I've scrapped.
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