Zagemod (v1.3.6 Preview, Page 16)

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Re: Zagemod (v1.3.1 Released, Page 8)

Postby RedClairefield » Sat Mar 16, 2019 4:44 am

I really like Zoragal. It feels like a decent compromise between vanilla doom and demonsteele. Maybe add a melee alt fire to just the pistol?
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Re: Zagemod (v1.3.1 Released, Page 8)

Postby silentzora » Sat Mar 16, 2019 10:04 am

RedClairefield wrote:I really like Zoragal. It feels like a decent compromise between vanilla doom and demonsteele. Maybe add a melee alt fire to just the pistol?

There actually is a melee function built into every weapon, though it's just a quick kick. Default key is F. Might need to check your contol setup if that doesn't work.
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Re: Zagemod (v1.3.1 Released, Page 8)

Postby silentzora » Fri Mar 22, 2019 11:36 am

Thanks to user feedback, QuakeGuy will be getting a slight rebalance as of v1.3.2. His rocket launcher will now share a spawn spot with the grenade launcher at a 33% rate, and two new weapons will be added to his arsenal.

Back by popular demand, the Laser Cannon will be returning, and the Mjolnir will make its appearance as one of QuakeGuy's ultimate weapons. You'll be able to find them on plasma rifle and BFG spawns, respectively.

More to come.
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Re: Zagemod (v1.3.1 Released, Page 8)

Postby Captain J » Fri Mar 22, 2019 1:25 pm

Nice to see the Hammer of Retribution... I mean Mjolnir is in the mod now! Looks absolutely powerful and it seems you could kill a Cybie with a few hits! So that's one smashing thing.
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Re: Zagemod (v1.3.1 Released, Page 8)

Postby XLightningStormL » Tue Mar 26, 2019 7:16 am

silentzora wrote:I'm in the credits


Thank you SZ! Very Cool!
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Re: Zagemod (v1.3.2 Released, Page 9)

Postby silentzora » Fri Apr 05, 2019 2:12 pm

Zagemod v1.3.2 is out NOW!


The new update includes five new weapons, two new compatibility patches, a tweaked Plasma Bolter for ZoraGal, and numerous other improvements. Be sure to check the changelog below to see what else is new.

Download Zagemod v1.3.2
v1.3.2 Changelog
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Re: Zagemod (v1.3.2 Released, Page 9)

Postby Bobby » Fri Apr 05, 2019 3:14 pm

Fantastic mod, I absolutaly love it. Do you think you could add Lo Wand or the guy from F.E.A.R., Keep up the good work!
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Re: Zagemod (v1.3.2 Released, Page 9)

Postby silentzora » Fri Apr 05, 2019 7:57 pm

Bobby wrote:Fantastic mod, I absolutaly love it. Do you think you could add Lo Wand or the guy from F.E.A.R., Keep up the good work!

I don't have plans to add Lo Wang or Pointman. Did those before in Doomzone already. :P
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Re: Zagemod (v1.3.2 Released, Page 9)

Postby namsan » Sat Apr 06, 2019 12:45 am

Thanks for the update.
I think monsters that replaces stealth monsters are underused, because stealth monsters are rarely used in maps.
Can you add an option that makes stealth monster replacement monsters to spawn on regular monster spawn point in a small chance (like 4% or 8%)?
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Re: Zagemod (v1.3.2 Released, Page 9)

Postby Gideon020 » Sat Apr 06, 2019 5:05 am

silentzora wrote:
Bobby wrote:Fantastic mod, I absolutaly love it. Do you think you could add Lo Wand or the guy from F.E.A.R., Keep up the good work!

I don't have plans to add Lo Wang or Pointman. Did those before in Doomzone already. :P


Heheh, could do the Mercenary from Hexen Legend, guns and magic combo, hahahaha.

But seriously, the new changes are pretty good, and the Laser Cannon is rock-solid.
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Re: Zagemod (v1.3.2 Released, Page 9)

Postby silentzora » Sat Apr 06, 2019 10:35 am

namsan wrote:Thanks for the update.
I think monsters that replaces stealth monsters are underused, because stealth monsters are rarely used in maps.
Can you add an option that makes stealth monster replacement monsters to spawn on regular monster spawn point in a small chance (like 4% or 8%)?

I kind of want to avoid doing this, because then it gets tricky with monsters using map specials (E1M8, MAP07). I can make them spawn via a RandomSpawner, but if I do that, I did want to add in a CVAR that either allows them to spawn or just spawns the normal enemy. Problem is, I can't use a CVAR if I'm using a RandomSpawner. I can if I go about doing it the old way, but then I run the risk of having map specials triggered twice (MAP07 final stair raises too high for the player to climb without jumping).

Maybe there's some kind of ZScript tomf*ckery I can do, but my knowledge on that is very limited. I'll keep it in mind, though.
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Re: Zagemod (v1.3.2 Released, Page 9)

Postby SergeantDiggs » Tue Apr 09, 2019 12:51 pm

"Certified Incompatible with Brutal DOOM" lol
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Re: Zagemod (v1.3.2 Released, Page 9)

Postby SergeantDiggs » Tue Apr 09, 2019 1:33 pm

On a serious note, will the classes end up having all the weapons from their respective games in sprite form?
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Re: Zagemod (v1.3.2 Released, Page 9)

Postby silentzora » Tue Apr 09, 2019 1:51 pm

SergeantDiggs wrote:On a serious note, will the classes end up having all the weapons from their respective games in sprite form?

Depends if decent enough ones exist in center-held form. I like 'em center held.
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Re: Zagemod (v1.3.2 Released, Page 9)

Postby Error313 » Tue Apr 09, 2019 9:49 pm

I would like to have zandronum support ... playing a coop with different classes would be great
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