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Also, I think the AltFire is redundant. It doesn't really do anything except delay the firing sequence. Now, if it "cooked" the grenade, or contributed to throwing distance (like Froon's Hand Grenade) submission, that would be one thing; as it is, it doesn't have any appreciable effect.
+DOOMBOUNCE is also deprecated; use BounceType "Doom" instead.
Also, you claim a countdown lifespan of 8 - 9 seconds, but in practice, it doesn't work that way. According to the math I did, if ReactionTime and A_CountDown were working as intended, the actual fuse time would be closer to 23 seconds (A_Countdown getting called 3 times a second, divided into 69 countdown tickers).
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I like the fact that the grenade doesn't go off instantly, while not taking eons to go off like the skulltag grenades.
My first suggestion is to change the frame the grenade is thrown from to HGRNR0. Also, you might want to change the hands to something a little more throwy rather than fisty Uboa's hand collection should have something suitable: dl.dropboxusercontent.com/u/13049328/MMHS/MMHS_Doom.png
And the grenade could be scaled down a little too.
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Sprites: Wild Weasel
Sprite Edit: Wild Weasel, DBJ87
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By the way, WildWeasel likes to be asked for permission if someone wants to use his work. So if you haven't done so, you might want to.Sprites: Wild Weasel
Sprite Edit: Wild Weasel, DBJ87
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It acts familiar to the grenade in Zero Prophet, but, meh. Needs a bit of nerf though.
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