Zagemod (v1.7 RELEASED, pg 26)

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
grungrah
Posts: 1
Joined: Fri Jul 18, 2025 8:40 pm

Re: Zagemod (v1.7 RELEASED, pg 26)

Post by grungrah »

Just wanted to drop in and say I love this mod! It's like the perfect sweet spot for vanilla enhancement, spicing everything up as much as possible without going over the top.
User avatar
QuakeSlayer
Posts: 3
Joined: Wed Apr 12, 2023 5:08 am
Preferred Pronouns: He/Him
Graphics Processor: Not Listed

Re: Zagemod (v1.7 RELEASED, pg 26)

Post by QuakeSlayer »

Hey, Silentzora I wanted to had a update request for you. Would you update Quakeguy with the different sprites which is taken from Quakin Doom Mod? Since I think the QuakinDoom 1.2 the last 2D version has a really good sprite model that could fit for Quakeguy.
AlbertNeru78
Posts: 1
Joined: Wed Sep 10, 2025 4:15 am
Operating System Version (Optional): Windows 11
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: Zagemod (v1.7 RELEASED, pg 26)

Post by AlbertNeru78 »

Hello, I'm new to this, someone could explain how to use the extra folder files and what they do specifically
User avatar
Disonario
Posts: 13
Joined: Wed Feb 19, 2025 3:10 pm
Preferred Pronouns: He/Him

Re: Zagemod (v1.7 RELEASED, pg 26)

Post by Disonario »

AlbertNeru78 wrote: Wed Sep 10, 2025 5:00 am Hello, I'm new to this, someone could explain how to use the extra folder files and what they do specifically
almost all of them are patches for certain doom wads, i think its because that wads have special enemies, and zagegore/skies are visual enchantments for the sky boxes and add more gore respectively
Doomisgreat
Posts: 1
Joined: Sat Sep 20, 2025 10:42 pm
Operating System Version (Optional): Windows 11

Re: Zagemod (v1.7 RELEASED, pg 26)

Post by Doomisgreat »

add a weapon testing map (if there already is then tell me how to get it)
User avatar
ArchDoomer
Posts: 75
Joined: Mon Sep 26, 2022 5:12 am
Contact:

Re: Zagemod (v1.7 RELEASED, pg 26)

Post by ArchDoomer »

I'm not sure if I've asked this question before: but is there a standalone version of the ZAGEmod monsters? I love them!
User avatar
silentzora
Posts: 461
Joined: Sun Jan 04, 2004 6:24 pm
Contact:

Re: Zagemod (v1.7 RELEASED, pg 26)

Post by silentzora »

ArchDoomer wrote: Mon Oct 20, 2025 1:06 pm I'm not sure if I've asked this question before: but is there a standalone version of the ZAGEmod monsters? I love them!
Not yet, but I'll consider it. I'm working on the next version, it's got a few new monsters implemented. I'll definitely add it to the list for later.
User avatar
ArchDoomer
Posts: 75
Joined: Mon Sep 26, 2022 5:12 am
Contact:

Re: Zagemod (v1.7 RELEASED, pg 26)

Post by ArchDoomer »

silentzora wrote: Mon Oct 20, 2025 2:22 pm
ArchDoomer wrote: Mon Oct 20, 2025 1:06 pm I'm not sure if I've asked this question before: but is there a standalone version of the ZAGEmod monsters? I love them!
Not yet, but I'll consider it. I'm working on the next version, it's got a few new monsters implemented. I'll definitely add it to the list for later.
:wub:
Post Reply

Return to “Gameplay Mods”