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I Coded The BFG Into Quake (theres Also A Plasma Gun) 
the way the bfg works was inspired by Q2 lol

https://streamable.com/8lnroq (video link)

https://www.mediafire.com/file/ai2zuzj1hzwayal/pak0.pak/file (pak file download)

theres also other stuff like uhh more powerful shotguns and a chaingun (also gibbable corpses like quake 2 this was from a tutorial by wazat) 
BFG Bits And Pieces 
Hey hooberserenity, fun mod! I enjoyed the interaction between the gibbable corpses and the BFG effect.

I had a little play around with your BFG model as an exercise to keep my skills sharp. I set myself the goal of compacting the skin down to a 256x256 size (because skins with power-of-two dimensions are sharper in early GLQuake engines and waste less texture memory in more modern ports).

The resulting model is uploaded at
https://www.quaketastic.com/files/models/v_4.zip
Grab a copy in case you release a follow-up v2 of hte mod. 
Question For The Sages 
I tend to recall that .dem files can ignore some kill counts under specific conditions. Am I dreaming? We have a map in Map-Center Retrojam1 that has a spawn closet that should be killing remaining monsters once conditions are met.

I screened a demo file of this and the kill count seemed off. The map author used trains to crush the monsters. Not sure why a door wasn't used but that might have something to do with it? Here's the entity:

// entity 0
{
"classname" "func_train"
"targetname" "summon_block2_crusher"
"speed" "100"
"dmg" "69420"
"target" "summon_block2_crusher_path1"
// brush 0
{
coords here
}
 
 
so with Official DOOM Eternal modding tools out do u plan to map for DE now somebody pls? 
 
how do I download/install/run new custom DOOM Eternal maps pls? thanks 
Vondur Jam 
I think that you all know who Vondur is. He's a legend of Quake mapping. He's recently spent his 50th anniversary. I believe that it's a good reason to make a Vondur jam. Just to make your old and lazy maps that use 90-degree angles only. 
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