Zagemod (v1.7 RELEASED, pg 26)

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grungrah
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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.
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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
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