Hi, I dont know if you are still working on the project, but I would like to help in some ideas!
Well, for some time now I came across this relic, and I can only imagine how many possibilities this mod has!
Seeing some of your videos on youtube I realized that you have added some weapons with your own ammo and changed some classic game weapons attacks
The results are fantastic, so I thought I could throw something to expand on that idea! I organized everything by weapons slots to be easier to understand:
Slot 1)
Pitchfork - The weapon doesnt have a secondary attack, so why not add a secondary charge attack, but that needs to hold it for some time to happen.
Axe - I dont know if it will be included in the final version. But it could add a secondary attack that throws the axe, and being able to catch it again on the ground.
https://www.moddb.com/mods/blood-weapon ... 3#imagebox (Mod that already add the axe to the game).
https://www.moddb.com/addons/brutal-doo ... n#comments (In this mod for Doom, the secondary attack of the axe throws it, works very well).
Slot 3)
Winchester Rifle - By looking at the videos, looks like the angle of the sprite is slightly different from the other weapons, the weapon should be more in the center.
Slot 4)
Mini-Gun - You could add a rare weapon that completely destroys everything it hits, and the secondary makes the gun's barrel spin and alerts enemies. And, for balancing purposes, you get ammo just by picking up the gun, and you cant use two at the same time. You could call it The Beast, or something.
https://www.moddb.com/mods/blood-weapon ... 3#imagebox (the Sprite I figured would match well with the weapon)
Slot 5)
Flamethrower - Weapon that uses gasoline as ammo, and the secondary attack releases gasoline that, in contact with the fire, keeps the ground burning. But you cant use two at the same time, like the Napalm Launcher.
https://www.moddb.com/mods/blood-weapon ... r#imagebox (Mod that already add the weapon to the game, but without the secundary attack)
Slot 7)
Molotov - It could make the place burn (like the secundary attack of the Flamethrower), but without the explosion of the secondary attack of Aerosol Can. In the secondary attack could make the bottle roll in the floor so it wont break on impact.
https://www.moddb.com/mods/blood-dead-on-arrival (mod for Doom/Blood who added the Molotov, watch the video at 1:13)
Slot 8)
Tesla Coil - Weapon that charge a lightning bolt that blows up a single target, like a rail gun/sniper. Secondary could electrify and cause a stunt effect on enemies close to the player, but uses a lot of ammunition during the activation of the attack.
https://www.moddb.com/mods/blood-weapon ... 1#imagebox (Sprite for the weapon)
Slot 9)
Naturom Demonto - Book in which the primary attack shoots Cheogh's blue fireballs. The secondary attack shoots Phantasm's homing ghost.
https://www.moddb.com/mods/blood-weapon ... o#imagebox (Mod that already add the book to the game)
Slot 10)
Voodoo Doll - I always found the primary attack of the Voodoo very weak, so I thought of you could buff it so that it causes a stun effect on the enemies for a few seconds.
Wrath Heart - This weapon is well created in the following link, it does random damage (electric, spirit, basic), and its altenative fire doesnt deplete all ammo (like the Voodoo secundary) and it does explosive damage. But you could make it blow up nearby corpses or something for balance.
https://www.moddb.com/mods/blood-weapon ... 6#imagebox (Link for the Wrath Heart)
Berserker/Akimbo)
Beast Claws - As the power up Akimbo is no longer needed in the game, this power up could replace it and cause a Berserker effect like in doom, turning the player into a Beast. And every successful attack could regenerate the player's life.
https://www.moddb.com/mods/blood-weapon ... 5#imagebox (Sprites)
I hope you have liked some of the ideas, and keep working on this great mod! I cant wait to play!!