Hey, every now and again Dooming can burn you out - a little bit of entertainment elsewhere isnt a bad thing! One of the reasons I enjoy ZDoom is its customization like 3DGE. You don't HAVE to keep making Doom mods, theres room for something standalone-ish if you have the creative inclination to do so. I found the beam-stacking very cool as well, though being able to do it like you could in Super Metroid would be tough. Like using the Ice Beam without the Wave Beam upgrade.
From the outside looking in, casual modders dont understand or know much about DDF as DECORATE, DeHackeD/ACS have been the circuit staple for almost decades. The Wiki is lacking because the port itself is still being developed and improved on top of the community making mods in real time. I try to update the wiki in my spare time when I discover new tricks to help out other modders.
Effortless is not used in the general sense. I use that term for myself as I have a very good understanding of DDF/RTS/COAL and soon SPLINE for camera calls through the same code. Ceejay's mod is just the tip of what can truly be done with the port, just wait until I begin the porting process
You can define new actors (definitions) either by using existing Doom definitions or creating a unique name indigenous to that actor. Inheritance is also possible through a template command as well. And as with DECORATE, there is not a limit to the number of actors you define, just be mindful in case you want to replace existing things with the code. What I'm really going for is a story-driven adventure where fighting other hunters is possible and not just another gameplay mod sticking out in a Doomiverse
