Zagemod (v2.0 RELEASED, Now With Heretic Support!)

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grungrah
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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.
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QuakeSlayer
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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
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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
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Disonario
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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
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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)
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ArchDoomer
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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!
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silentzora
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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.
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ArchDoomer
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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:
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silentzora
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Re: Zagemod (v1.7 RELEASED, pg 26)

Post by silentzora »

A little something I've been working on for v1.8. Development is still early, so there's still a lot that needs to be done.

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luigiman0640
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Re: Zagemod (v1.7 RELEASED, pg 26)

Post by luigiman0640 »

This is a go to mod for me, an absolute classic, and I'm excited for the Heretic class teased!
I wanted to ask about the potential of adding an addon to utilize footsteps and terrain for OTEX? I'm not sure if that's been considered or done yet, but considering how often people use that texture pack, I thought it'd be worth at least mentioning.
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silentzora
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Re: Zagemod (v2.0 RELEASED, Now With Heretic Support!)

Post by silentzora »

Zagemod v2.0 is now LIVE!
New update includes a new player class (HereticGuy), adds full Heretic support, new monsters, balance tweaks, bug fixes, and more! See changelog below.

Changelog:
Spoiler:


Download Zagemod v2.0
Note: Zagemod v2.0 has been tested with the original release of Shadows of the Serpent Riders and the enhanced maps from Heretic + Hexen. It has not been tested, nor currently supports, Faith Renewed. Faith Renewed support is planned but I don't have an ETA. Will post more when I know more.

Just want to play with the monsters? Download Zagemons instead! Load with your favorite weapon mod and get to slaying!
Download Zagemons v1.0
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ArchDoomer
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Re: Zagemod (v2.0 RELEASED, Now With Heretic Support!)

Post by ArchDoomer »

A new version AND a standalone version for the monsters, too. Amazing! My day is saved (and so are the next few weeks)!! Thank you. 🫶🏻
Chimeranide
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Re: Zagemod (v2.0 RELEASED, Now With Heretic Support!)

Post by Chimeranide »

1. I'd say that your mod's recent update is really good, but there's a problem I found: the Skulltagger's alt-fire still able to fire even when its ammo ran out. Is this intentional or it's a oversight? If it's intentional then I kinda found it's really cheating.
2. Also, do you ever considered to make a standalone version of Zagemod with classes & weapons only? I want to play them with other monster mods.
Last edited by Chimeranide on Sun Jan 11, 2026 11:08 am, edited 1 time in total.
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silentzora
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Re: Zagemod (v2.0 RELEASED, Now With Heretic Support!)

Post by silentzora »

Chimeranide wrote: Sun Jan 11, 2026 11:01 am 1. I'd say that your mod's recent update is really good, but there's a problem I found: the Skulltagger's alt-fire still able to fire even when its ammo ran out. Is this intentional or it's a oversight? If it's intentional then I kinda found it's really cheating.
2. Also, do you ever considered to make a standalone version of Zagemod with classes & weapons only? I want to play them with other monster mods.
1.) Somehow, I completely missed this. The ammo check was referencing a script I no longer update, it was left over from the GL after I split the weapon. There's a hotfix up now, you can grab it from the download link earlier in the thread.
2.) I haven't thought about this. It wouldn't be hard, but I'm constantly rebalancing the weapons, so maintenance might be a bit difficult. I'll keep it in mind for later, though. Once I finish up development on the next version (which hasn't been started yet, I'm taking a break but there will be a second major update later on down the line), I'll look into splitting this. If you'd like to use any particular monster pack, for now, you can load up your monster pack after Zagemod in the load order.

Also, I've released a hotfix for Zagemons. There were some pretty major asset clashes, and I've eliminated most of them. But if anyone finds the monster pack is replacing assets that it shouldn't, please let me know! I'm not perfect by any means (though I should be!)
Chimeranide
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Re: Zagemod (v2.0 RELEASED, Now With Heretic Support!)

Post by Chimeranide »

silentzora wrote:
> [quote=Chimeranide post_id=1265149 time=1768150890 user_id=42037]
> 1. I'd say that your mod's recent update is really good, but there's a
> problem I found: the Skulltagger's alt-fire still able to fire even when
> its ammo ran out. Is this intentional or it's a oversight? If it's
> intentional then I kinda found it's really cheating.
> 2. Also, do you ever considered to make a standalone version of Zagemod
> with classes & weapons only? I want to play them with other monster
> mods.
> [/quote]
>
> 1.) Somehow, I completely missed this. The ammo check was referencing a
> script I no longer update, it was left over from the GL after I split the
> weapon. There's a hotfix up now, you can grab it from the download link
> earlier in the thread.
> 2.) I haven't thought about this. It wouldn't be hard, but I'm constantly
> rebalancing the weapons, so maintenance might be a bit difficult. I'll
> keep it in mind for later, though. Once I finish up development on the
> next version (which hasn't been started yet, I'm taking a break but there
> will be a second major update later on down the line), I'll look into
> splitting this. If you'd like to use any particular monster pack, for now,
> you can load up your monster pack after Zagemod in the load order.
>
> Also, I've released a hotfix for Zagemons. There were some pretty major
> asset clashes, and I've eliminated most of them. But if anyone finds the
> monster pack is replacing assets that it shouldn't, please let me know!
> I'm not perfect by any means (though I should be!)

Noted, and I'm looking forward to Zagemod with classes & weapons only in the future.

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