Everything is coming together quite nicely. Although there are some suggestions I have with this mod (admittedly, I've played just about all of your Doom Related mods that you've released to the public, as I do like them a lot.), as well an issue or two with some weapons.- The TKRW Shotgun's Street-Sweeper mode altered so that when you activate the alternative mode, it allows you to hold on to that mode for as long as you have it out. Also, I'd say speed up the process a small bit so it's as fast as how it is in the Nintendo 64 version ( I guess we can call it that now that this exists? heh eh.)- The Chestburster and Inflator should have the same thing done with them where when you use the Alternative Fire mode, you should be able to hold on to them for as long as you have them out.- In the case with the Mag 60, there are ways to use a light in Doom, so you could use that as a laser sight as opposed to having no laser sight.- The Scorpion Missile Launcher is a bit of a different story. There's Two functions for this weapon. I'm sure you know of the Attract Marker Function, but there's also a Repulse Marker function as well. Granted in the N64 days, you got access to it by holding the B Button and Pressing Z at the same time would mark the area with the Repulse Marker so I'm not sure how many people knew about that. As far as I know from playing that game as much as I did in the past, it's the only weapon that had a tertiary function. I've attached a picture of it to showcase what I mean regarding this. With this weapon it brings an idea of perhaps looking into having a separate button function that could be written through scripting which would allow you to change between alternative-fire modes for all the weapons and regular fire modes. Also, I'd say it could benefit from a very small rate of fire boost. This implies you're going for a 1:1 Ratio replica of the weapons from this game. If you're not, then let me know.http://puu.sh/AqjrH/8e9917e2f5.png- Warhammer's Alternative Fire mode being allowed to hold the charge with its Alternative Fire Mode.- Possibilities of having your own starting bullet weapon via a menu selection as opposed to starting with only a warhammer. Granted this will take scripting work, and I have no idea if you can do that.- With the Napalm Gel, the weapon's projectile doesn't stick to an enemy. I suggest allowing the projectiles to stick to an enemy so you can detonate the explosives and wipe out other targets in the area along with the enemy who was stuck with the projectile. I also suggest a slight Rate of fire boost with this weapon as well.- The Tek Crossbow and Plasma Rifle (TKRW Variant) could benefit from having the ability to zoom in.- Increasing the Mag 60's Fire rate all across the board slightly. From the three round burst to how long it takes before you can fire again.- With the Minigun, I would suggest giving it a second ammunition counter of the Energy Weapon Ammunition, give it the shield function. In the case of the shield, you could just use the Invulnerability Power Up, but shorten the amount of time to it just instantly wearing off as soon as you let go of the Alt-Fire button. However, it would have to rapidly drain the energy ammunition.- In regards to the visual effects, I'd recommend looking into other explosion effects so it makes each weapon that uses explosive ammo more unique, so that they don't all share the same visual explosion effect.- With the plasma rifle (TKRW Variant), the Muzzleflash might be overwhelming when using the Alt-Fire Mode and you end up not seeing very with that muzzleflash in question. I suggest reducing the Muzzleflash size down to something about half of its size.Overall, the mod is getting better, keep up the good work.