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Having a lot of fun learning ZDOOM and how to add custom content like weapons and monsters.
Having fun is good. When it comes to mapping, getting the basics right before messing around with stuff that changes gameplay is important. Weak gameplay in a wad which is almost "bloated" with custom content is not something you want to see happen to your maps.
Valiant (a 32 map megawad) had two custom weapons (pistol and chaingun replaced) and a bit more than a handful of custom enemies (some of which replaced traditional doom monsters, namely imps and demons to avoid overlapping combat roles). And we're talking about a very experienced mapper in this case. Adding stuff within reason usually is a good way of doing things, unless of course you simply want to experiment with stuff.
Have fun doing what you're doing, but try not to get ahead of yourself is what I'm trying to actually say here.
Since you said you wanna create your own game based on doom's engine one day, you shouldn't underestimate the importance of actually understanding all the basics properly before doing so, because the way doom does things might severely impact what you can and can't do in terms of your future ideas.
Thank you kindly for the advice. I'm just messing with ZDoom to learn bits about the engine in general. I still plan on making regular doom maps to practice my general mapping skills and learn how to make the regular monsters flow well etc.
I am pretty much just experimenting at the moment.