Zagemod (v2.0 RELEASED, Now With Heretic Support!)
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.
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)
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.
-
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)
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)
Hello, I'm new to this, someone could explain how to use the extra folder files and what they do specifically
-
Disonario
- Posts: 14
- Joined: Wed Feb 19, 2025 3:10 pm
- Preferred Pronouns: He/Him
Re: Zagemod (v1.7 RELEASED, pg 26)
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 respectivelyAlbertNeru78 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
-
Doomisgreat
- Posts: 1
- Joined: Sat Sep 20, 2025 10:42 pm
- Operating System Version (Optional): Windows 11
Re: Zagemod (v1.7 RELEASED, pg 26)
add a weapon testing map (if there already is then tell me how to get it)
-
ArchDoomer
- Posts: 83
- Joined: Mon Sep 26, 2022 5:12 am
Re: Zagemod (v1.7 RELEASED, pg 26)
I'm not sure if I've asked this question before: but is there a standalone version of the ZAGEmod monsters? I love them!
-
silentzora
- Posts: 464
- Joined: Sun Jan 04, 2004 6:24 pm
Re: Zagemod (v1.7 RELEASED, pg 26)
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.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!
-
ArchDoomer
- Posts: 83
- Joined: Mon Sep 26, 2022 5:12 am
Re: Zagemod (v1.7 RELEASED, pg 26)
silentzora wrote: ↑Mon Oct 20, 2025 2:22 pmNot 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.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!
-
silentzora
- Posts: 464
- Joined: Sun Jan 04, 2004 6:24 pm
Re: Zagemod (v1.7 RELEASED, pg 26)
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.
-
luigiman0640
- Posts: 103
- Joined: Mon Apr 28, 2014 6:18 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia (Modern GZDoom)
Re: Zagemod (v1.7 RELEASED, pg 26)
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.
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.
-
silentzora
- Posts: 464
- Joined: Sun Jan 04, 2004 6:24 pm
Re: Zagemod (v2.0 RELEASED, Now With Heretic Support!)
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:
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
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
-
ArchDoomer
- Posts: 83
- Joined: Mon Sep 26, 2022 5:12 am
Re: Zagemod (v2.0 RELEASED, Now With Heretic Support!)
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
- Posts: 2
- Joined: Sat Nov 01, 2025 7:43 am
- Operating System Version (Optional): Windows 11
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
Re: Zagemod (v2.0 RELEASED, Now With Heretic Support!)
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.
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.
-
silentzora
- Posts: 464
- Joined: Sun Jan 04, 2004 6:24 pm
Re: Zagemod (v2.0 RELEASED, Now With Heretic Support!)
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.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.
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
- Posts: 2
- Joined: Sat Nov 01, 2025 7:43 am
- Operating System Version (Optional): Windows 11
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
Re: Zagemod (v2.0 RELEASED, Now With Heretic Support!)
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.
> [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.