Zagemod (v1.6 RELEASED, pg 25)

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ArchDoomer
Posts: 67
Joined: Mon Sep 26, 2022 5:12 am

Re: Zagemod (v1.6 RELEASED, pg 25)

Post by ArchDoomer »

You made my day. My new fav mod!! Thanks a lot bro!!!
cs89
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Joined: Wed Jan 05, 2011 3:42 am

Re: Zagemod (v1.6 RELEASED, pg 25)

Post by cs89 »

After loading this gameplay mod with an Ultimate Doom fan-made megawad I really like this.
I like how the monsters, decorations and other objects loading randomly. :)
With 8 different classes the gameplay feels different after loading another wad
I will try out "ZoraGal" player class in a Doom 2 wad.
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ArchDoomer
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Re: Zagemod (v1.6 RELEASED, pg 25)

Post by ArchDoomer »

I have a question about the gore mod in your Zagemod: which mod exactly are you using here? I see options, for example how long the blood or the gibs stay visible. There are no such settings in the two well-known gore mods (Smooth Bolognese & NashGore NEXT). Overall, I really like the whole blood and gore mod here.
And: would it be possible for you to "extract" the gore mod and make it available as a standalone version?
Best regards
AvzinElkein
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Re: Zagemod (v1.6 RELEASED, pg 25)

Post by AvzinElkein »

Impulse9 wrote: Thu Feb 27, 2025 2:32 pm I have a question about the gore mod in your Zagemod: which mod exactly are you using here? I see options, for example how long the blood or the gibs stay visible. There are no such settings in the two well-known gore mods (Smooth Bolognese & NashGore NEXT). Overall, I really like the whole blood and gore mod here.
And: would it be possible for you to "extract" the gore mod and make it available as a standalone version?
Best regards
Zagemod comes with its own optional gore mod in the "extras" folder.
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ArchDoomer
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Re: Zagemod (v1.6 RELEASED, pg 25)

Post by ArchDoomer »

Yes, I know that. But the setting options in the mod options (e.g. the duration of the blood and the cast). I mean those as standalone too....
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PokeParty445
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Re: Zagemod (v1.6 RELEASED, pg 25)

Post by PokeParty445 »

I really love this mod, really the only thing keeping me from playing it even more is its minor flaws with other monster mods, such as the inability to get the rifle weapons or grenades for the classes since other monster pack's zombies won't drop them. I think you could maybe do something like Led's Generic Weapon Mod to fix that though, that being have the rifle weapons have a chance to spawn in place of or alongside like, pre-placed magazines or ammo boxes? And maybe have a chance for grenades to spawn alongside rocket ammo or something? Just spitballing, though! It's still a fun mod, either way!
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Clayman_Colony
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Re: Zagemod (v1.6 RELEASED, pg 25)

Post by Clayman_Colony »

silentzora wrote: Fri Feb 21, 2025 10:29 am Zagemod v1.6 is now LIVE!
New update includes a whopping 14 new weapons, the Ice Bomb for SlayerGuy, balance tweaks, bug fixes, and more! See changelog below.

Download Zagemod v1.6

Legacy of Rust support has been delayed until v1.6.1.
UPDATE: Never mind, I see that it is just the text file that still says it is a previous version but it is actually v1.6.1

I hope you are in good health.

Thanks for creating such an awesome mod, I look forward to the Legacy of Rust version to drop.

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