
OBLIGE TO-DO
============


----------------------------------------------
  V7 STUFF
----------------------------------------------

*  ensure player cannot climb over fences or windows due to a
   nearby start pad, teleport pad (etc), and get stuck in a
   future area of the map

*  when a secret exit cannot be placed in a concealed spot,
   add a switch in a normal spot somewhere


+  add in more scenery: trees, computers etc

+  don't make "Empty Quests", especially 2 or more rooms

+  support a "Mix It Up" Strength setting

+  proper "apply_num" calculation [ especially DECORATE ]


+  monster spots from a prefab : can cause stuck monsters
   [ ideally shrink them if nearby wall(etc) overlaps ]

+  grower: compute a score early, do a check on first whole-seed
   "area" element and do the "max_size" check here too

+  level_usage for: rules, prefabs, rooms themes.
   (maybe have "room_usage" and "zone_usage" for prefabs too)

+  if room has a boss/guard needing a large chunk, allocate those
   chunks early [ but allow importants to override in emergencies ]

-  traps : distinguish "short-range" (same room) and "long-range"
           (another room) when deciding monsters to use

-  move 'prefabs' folder to games/doom/

-  fix cages next to low ceilings
   e.g. floor height of 32 + blocking bars

-  a "slow pace weapons" extra setting (idea by flyingdeath)

-  intra-room locks : support free-standing switches

-  support decorative closets, e.g. fancy light thingy

-  one switch opens ALL the barred exits


+  allow TWO conns into a new room (become F1/F2 in CONN object)

-  sky generator : better checking of themes (esp. w/ control module)

-  the locked switch closet

-  support prob_skew, skip_prob for prefabs (like for rules)

-  review "svolume" and "innerpoint" usage
   e.g. I think "walk_svol" would be a more useful metric

-  wall prefabs in outdoor rooms facing a certain direction
   should use "shadow" light value as ambient


IDEA : a sharp corner removal pass [ before border stuff ]
       [ preserve symmetry, e.g. by preferring horizontal direction to merge ]


-  a "Z" shape for joiners and stairs, which connects two areas
   diagonally.  Directions specified as per "L" shape, i.e.
   from_dir will be perpedicular to dest_dir.

   For example:

       ...bbb.
       ..aZZb.
       ..aZZb.
       ..aaa..


Caves
-----

+  separate the cave room themes:
   -  any_Cave_WhiteRock   (wall is SP_ROCK1)
   -  any_Cave_Ashy        (wall is ASHWALL2)
   -  any_Cave_Muddy       (wall is ASHWALL4)
   -  any_Cave_BrownRock   (wall is BSTONE1 or STONE6)

   -  urban_Cave_GrayRock
   -  urban_Cave_Grassy
   -  hell_Cave_Snakes

+  ability to make prefabs in caves
   (a) replacement walls (e.g. cages)
   (b) middle of a step

-  handle solid islands, sometimes make pools, or become a step

-  caves with steps: have two floor materials, pick randomly

-  work on having different floor areas, maybe treat CAVE_AREA
   as an extension to AREA class, mode == "cave"
   [ the area used to grow the cave becomes the ENTRY cave area ]

   -  get connections to work with that (proper floor_h)
   -  make floor chunks get right floor_h
   -  make closets get right floor_h


Hallways
--------

+  use a wad-fab for each part of a hallway

+  determine shape of each piece/chunk in the rule
   -  simple shapes like I/L/T/P/U
   -  complex shapes like "11./.../1./.." (s/n/w/e)

+  use shape to pick prefabs properly (see joiner logic)

-  allow a hallway rule to sprout TWO new rooms

-  hallway "groups", as per V5

-  support for stairs in hallways

-  double halls : detect a 6x4 or larger room with one or two exits
   and place the hallway around it

-  flat mismatch where hallways meet rooms
   (a) have a step (ideally not flush with wall)
   (b) put a door there
   (c) use floor texture in hallway (only works at one end)



SHAPE GRAMMARS
--------------

-  flags to make a new area as "no grow" and/or "no sprout"

+  '9', '8', '7' matches anything but "1", "2", "3"

   Q/ does "anything" included empty space / other rooms?
   A/ yes it would

   ISSUE: must be handled in second pass, once '1' etc have been
          determined

-  in SPROUT pass of symmetrical room : ability to make non-mirrored
   [ especially when we are in dire need to grow the map ]

-  IDEA: aversion for rules, decreases prob of using rule again in a room
   [ also: aversion for NICE_ITEMS ]

IDEA:  CYCLE pass (after SPROUT) for multiple paths
       [ probably as 'H' hallways, allow these to grow, prune them
         when they fail to connect ]

IDEA: rules can specify a "prefab_flavor" for any rects, and when
      finding a matching prefab require "flavor" field to match.


Auxiliaries
-----------

-  support count adjustments
      e.g. style_adjust = { "hallways", 0.4, 1.0, 4.0 }

-  min_count, max_count

-  support 'count_tab' with probabilities _OR_ a 'count_list' with a
   list of a values (one chosen at random)

IDEA: have a flag which means auxiliaries must match something in their parent
      [ implement by marking parent seeds ]
      [[ when an auxiliaries rule succeeds, it marks seeds the same as parent ]]

IDEA: k/m/n elements which do not represent anything, but allow
      rules to create something, then auxiliaries or future rules
      can transform that shape back into normal geometry
      [ and instead of "count", some rulesets may say "until X is gone" ]


Chunks
------

+  check each side of a chunk, see if it is "alive" or "dead"
   (i.e. dead = a solid wall or map border).

   the alive sides equate to a certain shape (U, I, L, T, P)
   and can match "floor" prefabs for that shape
   (or simply compute size for a "point" prefab)

   e.g. an "L" shape will allow a bunch of crates close to one corner

   e.g. a "P" shape requires a prefab with space all around it

IDEA: if have a KEY in a closet, then use a barred-key-closet
      and add a switch closet which opens it.

IDEA: a generic lowering bars prefab to go in front of closets or
      joiners or exit doors


Doors and Joiners
-----------------

-  a "raising stairs" JOINER, need to find the switch

-  support T-shape joiners (the new room on both sides)

-  support "deep" and "over" for L-shape joiners

-  for switched doors / joiners, use the "action" in the Lua
   definition as the skin.special for the SWITCH prefab

-  make wide door prefab with a switch in it

+  env field for doors and joiners are two values separated by a
   slash, e.g. "building/outdoor".  first value is front side,
   second value is back side.

   - if env field is a single keyword, equivalent to doubling it
     e.g. "cave" ---> "cave/cave"

   - support the word "any", e.g. "outdoor/any"
     [ so default value is "any/any" ]

   - support negation, e.g. "cave/!cave"

   - "indoor" is equivalent to "!outdoor"


Scenic Borders
--------------

+  where an outdoor border area touches X, need a low-sky half-seed brush
   AND LIMIT floor of whole area to be < zone.sky_h

   (a) X can be:
       - solid wall (either in normal map or bordery parts, e.g. zone wall)
       - window
       - a porch
       - a roofed cage
       - a "ceiling-y" prefab

   [ we only know about the walls in FINISH_SCENIC_BORDERS ]

   (b) half-seed brush logic similar to SINKs -- ideally use same code

+  proper algorithm for heights
   (avoid same height of two neighboring areas)

   -  areas touching edge of map need floor_h >= zone's max floor

-  proper texturing (use cliff_mat at edge_of_map)

-  get WATER mode working again

-  Water : have some islands

-  Water : waterfalls in the far away cliff

-  Low hills : make occasional big rock

-  Mountains : add some largish flat areas (away from map and away from edges)
               with a lot more of the scenic object (or a different one)

-  mountains : larger groups at further distances (needs a good rethink)


Sinks
-----

+  decide them fairly early, e.g. Room_add_sinks() -- or in layout code
   
-  add "light" to ceilings with a light texture

-  detect the "whole seed" part early (easy: all corners are inner points)
   and [for floors only] give the seed a new floor_h/floor_mat, and honor
   that floor_h when adding importants or decorative prefabs.

-  monsters: should not straddle the line between normal floor and sink
   [ draw that line in spot code ] and ideally would have correct 'Z'

-  probably should mark seeds (or whatever) so know where can place
   decorative prefabs.


Various:
-  lowering bars between outdoor rooms

-  sometimes make a floor side use same material as top (not room wall)

-  area/room with key/exit/etc are good for windows

-  if area floor is >= all neighbors, sometimes mark as "want rail" (instead of fence)

-  Courtyard floor should be > Landscape floor.

+  weapon palettes : not varied enough

-  use separated in/out teleporters in very large rooms
   (especially in Quake maps)


Secrets
-------

+  secret fences

+  support 'LEVEL.secret_weapon'

-  support big (room) secret coming off a closet secret

-  a secret that provides little more than another way for the
   player to travel (esp. a shortcut back from a goal room)

-  a secret balcony can be good -- player will see item and
   wonder how to get it

IDEA:  looks like a normal item closet, but opens up

IDEA:  a monster closet with a secret behind it


Fake fence IDEA
---------------

-  a wall built out of floor brush and sky brush (delta_z for no gap)

-  perhaps best place is on a zone boundary

-  placement: between 1 and 3 seeds (no angle > 180 between them)
   and solid walls on each side and angle on each side < 180
   (limit to one area, use edge loops to detect)

   do it after (or part of) Room_border_up

-  pick a single height for each zone
   (e.g. half way between average floor_h and sky_h)
   don't make in an area if height of fence would be < 64
   don't make too tall either

-  pick a single texture for each zone

-  stretch goal : if void behind seed(s), have a transition prefab
   (i.e. showing solid wall above the fence)
   if sky much higher, occasionally stick a cage monster there


Weapon choice :
+  when game_along >= 0.3, then ALWAYS have at least one "big" weapon
   and have before the last zone (or if one zone, before last quest)

   and when game_along >= 0.5, GENERALLY have at least two big weapons,
   and OFTEN have all three.

   ALWAYS have at least one "small" weapon


CTF and DM
----------

+  spawn a single root rule at middle of map with "rotate" symmetry,
   and then grow all other rooms with a single sequence of grammar
   passes (interlieving SPROUT, GROW and DECORATE as needed).

   For this mode, allow '1', '2', (etc) in rules to match ANY room
   but require ALL subsequent room-y elements to match that same room

-  Cycles !

-  Weapons / Big items
   -  decide mix of weapons and big items
   -  place big stuff as far apart as possible
   -  big item is often the focus point of an area/room

-  Player starts!
   -  less travelled areas (with cover e.g. near a wall)
   -  near a weapon


----------------------------------------------
  V6 STUFF
----------------------------------------------

+  fix lighting with 3D floors

???  apply nice items gotten in normal rooms to the HMODEL

-  outdoor fences should straddle both rooms
   (but need to handle corners and T junctions)

-  wad-fab: "outside bbox" pieces via sector type #987

-  proper handling of windows with 3D floors

-  proper handling of pictures with 3D floors



----------------------------------------------
  LEVEL STUFF
----------------------------------------------

-  review Dante's ideas : doc/DANTE.txt

+  Dante's "Head Start" idea
   -  give player stuff at start of each map
      (often weapons that "keep weapons" would assume you have)

   -  a button / module to control how much stuff
      (perhaps replacing "Powerups" setting in GUI)


Prefab system:
+  handle extended games when checking "game" field

-  x_repeat, y_repeat

-  do mirroring in prefab space (only really need X)

+  priority for spots  (skill flag)
       if EASY set OR nothing set --> priority = 1
       elseif MEDIUM --> priority = 2
       else              priority = 3

   ALWAYS prefer a higher priority over a lower one.


Starting Ideas:

-  three main kinds:

   CLOSET : you begin in a very small room, which is connected to a
            larger room, often by a door.  The closet would only
            contain one or two pickups, e.g. a nice health item and
            (if you're lucky) a weapon.

   SIDE :   you begin in the side or corner of a large-ish room,
            with nothing particularly special about the start position
            (except say a pedestal).
            
            There are no monsters which can see you (and usually none you
            can see either).  Again, only a couple of items nearby.
            The starting weapon and ammo will be further away.

   MIDDLE : you begin in the middle of a large room, and often have
            to get moving to fight or avoid the monsters scattered
            around.  There is usually some useful pickups nearby,
            especially a starting weapon. 


V5 STUFF:



Outdoor room IDEA:
  -  begin with whole space as "natural", create "constructed"
     intrusions into that space.


Outdoor Idioms:
+  Porches: this is 3 or more seeds around a door from outside->inside
   with a non-sky ceiling and some pillars and a raised floor.

+  overhangs (building extensions with pillars, non-different floor)

+  at edge of map, have rocky/jagged shape
   (needed where caves border outdoor room too)

+  grassy area with water pool

+  large areas with water/blood, must be lowest area
   (especially good for Heretic maps)

+  bridge over a river of lava/nukage

+  tower in corner of map (monster cage, possibly enterable)

+  gazebo in centre with a nice item (or purpose)


Level Themes:
+  fix "As Original" to not pick other themes for a whole episode

-  IDEA: "Mostly Original" theme

+  fairly rare "mix in" themes, e.g. Egypt for TNT

+  proper themes for QUAKE

-  IDEA: a 'subs' table -- used to substitute a chosen texture with
   another (randomly picked) one.  Applies to PREFABS too.

-  if keys are left over, can use them for non-Zone locks



Hollow IDEA:
   a "hollow" is an open space under the floor of a normal AREA,
   turning that AREA into a 3D platform.
   
   The floor needs to match a touching AREA, perhaps the hollow
   chunks become part of that AREA.

   The walls can/should have different thickness to the
   above chunks -- could have own pictures/lights/etc.

   The ceiling should be kept simple -- assume top chunk
   provides the bare structure, can add a light prefab.

   Both chunks can support monsters and items [unless
   the hollow has LAVA/WATER for the floor]


Intrusions:
-  this idea is that part of a room is reserved for the player
   to travel through in an earlier or later quest.  If the
   quest is earlier, then the player is prevented from entering
   that room (due to blocking railings or being too low down).

   It's like a kind of window, except the intrusion is built
   as if it were part of the room you look into.  It may work
   best in Quake games where the intrusion is a 3D walkway.


Cycles:
+  get them working again [ esp. for CO-OP ]

+  cycles: fix the "excess" height problem

-  cycles: limit number of same-lock cycles e.g. 3 for heaps, 2 some, 1 few

-  allow joiners _iff_ the height diff is zero

+  less chance if R2 (skipped room) is large

-  create "teleporter cycles" i.e. if R1 -> R2 -> R3 and one
   connection is a teleporter, try add teleporter from R1 -> R3.

-  prevent using section next door to existing conn & same direction
   [maybe prevent same dir altogether except in "heaps"]


Mazes:
-  invert maze + thin_out + cave_render --> interesting walkway
                                            (e.g. over lava)


----------------------------------------------
  MONSTERS / ITEMS
----------------------------------------------

-  for "big" boss monster rooms, add a big health item / invuln
   [ insert into R.items ]

-  overlapping items in monster closets

+  in later levels, low-level monsters should be used in bigger swarms

-  support "Swarms" : a group of 3-N monsters (either a
   single monster or 2-3 of a certain class), and place
   all the monsters close to each other, perhaps even
   have swarm patterns.

-  Fight simulator: adjust monster 'damage' value based on Ambush
   usage, Cage usage, dark rooms, hitscanners/Archies in low cover
   rooms -- and lower values if killed by BFG or rocket launcher

IDEA : an adjustment (of health) for "environment" of a battle
       (esp. indoor caves and dark outdoors, more likely to get hurt by mons)

-  Mons: sometimes look toward important item (esp. keys)

-  allow monsters in liquids [ but never place items there ]


Monster flag IDEAS:
-  sniper mode (mainly in a cage, or far from entrance yet visible?)

-  middle of large open space  (never ambushy)

-  deafness chance (rare, few, some, more, heaps)


Visibility:
+  instead of "visit all vis=1 to produce vis=2", limit the vis=1
   spots we visit by distance from entry coord

+  create 'entry_spots' for all rooms
   [ NOTE : depends on SPOT system above to be in place ]

   -  start closets
   -  start pedestals
   -  teleporters
   -  direct connections (one for each seed)
   -  joiner connections

+  debug Monster_visibility()
   -  use brushes to show vis=0, vis=1 and vis=2 spots

+  in START rooms, allow monsters in vis==2 spots
   [ or vis==1 when far enough from entry point ]




----------------------------------------------
  MISCELLANEOUS
----------------------------------------------

+  when traversibility in a room is poor (exit near entrance),
   make the exit into a switched door and put a switch at other
   end of room.

+  One-way Routes (see doc/Various_Notes.txt)

IDEA: GAME.SCOPED_VARS table which is like styles but (a) fields can
      be used in prefabs (b) a _scope field can be "zone", "level",
      "room", "episode" -- value remains constant over that scope.

IDEA: "weak texturing" (especially on floors) which will try to
      use a texturing from adjoining floor (via a certain side).

-  a mode to use dynamic lights instead of sector lighting
   (for ports like EDGE and GZDoom).  Basically just convert
   the candle thing in prefabs to light-emitting entities.

-  outdoor wall extender: 64x64 block with torch on top

-  "mini stairs" : two areas have largish height diff (2-4 * step)
   and the "stair" is a short intrusion in the side of the lower
   chunk (say no more than 32 units deep, a prefab).

-  experiment with railings for Porches (instead of posts)

-  for indoors or dark outdoors porches : light fittings

-  3D stairs


-  double or triple switches: each one raises a 24 unit stair,
   but player can only traverse stairs when ALL are raised.
   Might work best if stairs are parallel to height diff.

-  ensure sky heights are higher than neighboring indoor rooms.

-  prefab with window above archway (for Quake etc)

-  smarter choosing health items, especially when health target is very high

-  rarity for bfg10k and railgun for Skulltag

-  IDEA: STYLE to control # of lifts

+  ability to replace music using MUS/OGG/MP3 from a bunch of files
   placed in a certain folder (e.g. "music/").  Needs a Lua API to
   read a directory.


+  "parallel stairs"  (they run parallel to line between two floors)

+  in Co-op mode (DM, CTF too), prefer stairs over lifts, and
   lifts would ideally have a switch nearby to lower (instead of WR lines)

-  exit via teleporter pad or holes in floor

-  raising bridges (activate by a switch)

-  cage monsters: don't put hitscan snipers up really high.

-  a module to randomly change DOOM monster / weapon stats via
   DEHACKED / DDF / DECORATE.


If one engine "extends" another, and both have an 'all_done' hook
(for example), then only the extended engine's hook is called.
Should it be like that, OR call both ???


Warzone Mode:
-  player progresses from one side to the other of the map.
   it is fairly open and interconnected, and monsters form the
   main obstacles (instead of a key hunt).


Batch Mode:
+  detect invalid game=XXX (etc) keywords


Co-op IDEA:
-  "checkpoint" areas that players pass through, with loads of
   ammunition or health, enough to allow players to restock


Name generator:
-  create random weird-looking words for names of Bosses, planets
   or whatever.  Use them multiple times over an episode or game
   to make it seem like there is a actual story to the maps.

-  random output filenames (as an option)


----------------------------------------------
  POSSIBLE GAMES
----------------------------------------------

+  Quake support
   -  load textures directly from the PAK files
   -  bring back lua-based prefabs
   -  support slopes

   -  ensure textures offsets are handled properly
   -  incorporate id method to build collision hulls
   -  support bmodels with two brushes meeting at a plane

-  Heretic support

?  Hexen
?  Harmony
?  HacX

?  Duke Nukem 3D
?  Wolfenstein 3D
?  Chex Quest 3


----------------------------------------------
  PIPE DREAMS
----------------------------------------------

+  generate the Boss maps (don't use prebuilt)
   -  controlled via a module

   IDEA: create BOSS maps using the grower system
         -  start with a special kind of hub
            [ it could depend on the actual map, e.g. MAP07 vs MAP30 ]
         -  extend it with compatible tiles
         -  maybe incorporate some gap-filled areas

+  generate random music (incorporate SoundHelix ?)

-  make Oblige easier to mod

-  deathmatch and CTF maps
      5130 = "Blue flag"
      5131 = "Red flag"
      5080 = "Blue Start"      
      5081 = "Red Start"

-  "Horror" mode: fewer but tougher monsters, fewer ammo, darker levels.

-  more Oblige logos, higher resolution ones too

-  Rooms that lock you in and you have to find the switch on
   the other side of the room to get out.  All "normal" exits
   would be closed off by a line trigger near the entry way.

-  Pop-up Traps
   you make a sector, lower it enough so monsters cannot see
   the player but are facing him when it springs. The trap walls have
   no lower texture and you set the trigger line to action 19 ( W1
   floor lower to highest floor) and you set the trap monsters deaf so
   they aren't awakened by player gunshots.

   When the player trips the linedef, the floors instantly pop up to
   the nearest floor height without the rising delay of some other
   linedef actions. Another thing is to make sure the line that
   triggers the trap can't be bypassed and thus the player can get
   stuck in the hole if he falls in.

-  Surprise Lifts:
   It is a hallway/room section that looks normal but when the player
   crosses the Lift-Lower-Wait-Rise linedef, it lowers to surprise the
   player with monsters on one or both sides of the lift.


----------------------------------------------
  GUI and C++ CODE
----------------------------------------------

+  info files for addons: addons/<name>.txt
   [ tricky since need to find it inside disabled PK3 files ]

   parse "author" and "description" strings
   (and ideally support [[ .. ]] strings as per Lua)

+  i18n issues (like non-ASCII characters in filenames)

+  CSG issue: support beam intersects with 3D floor => wrong side texture

-  use fl_utf8.h functions (fl_fopen, etc) for file handling
   [ BUT : glBSP, ajpoly, etc.... would need to use them too ]

Console:
  -  display lists better

Cancellation:
  -  can abort monster code (Fight sim) midstream 
  -  can abort CSG_BSP() midstream
  -  can abort DOOM / Duke processing midstream
  -  can abort Quake I / II BSP generation midstream
  -  can abort Q1_ClippingHull() midstream


----------------------------------------------
  DOCUMENTATION / WEB SITE
----------------------------------------------

+  need new screenshots for website

+  modding Monsters guide: mention boss stuff

-  modding guide: page about creating prefabs

-  modding guide : code stuff:
   - Lua
   - OB_CONFIG, OB_GAMES, OB_MODULES, OB_THEMES
   - things, monsters, weapons, pickups
   - materials, themes

-  Glossary : describe "Area".

-  Glossary : define "Joiner" and/or "Junction" ??
            : define "Chunk" ??

-  transfer Lua_Extended.txt document to the website
   probably simplified (part of modding guide).


----------------------------------------------
  DOOM and DOOM II
----------------------------------------------

+  for Doom 1, monster/weapon levels should reset for each episode
   [ probably not back to 1.0 -- use a blend of game_along and ep_along ]

+  move stuff in data/ into games/doom/ (etc)

+  support MAPINFO lumps (especially for ZDoom ports).

-  support for the DECORATE lump

-  better starting scenarios (e.g. fix raising_starts)

-  certain cases in DM_AlignTextures don't work well, especially
   an upper where a crate straddles the periph (but does not directly
   overlap any linedefs).

-  MAP32: find and kill all the Keens to open the door to the exit.

-  support BOOM's 242 linetype for liquids and fake 3D floors

-  Legacy liquids are different (ceiling height is surface)
   (use legacy method for GZDoom and Skulltag)

-  support per-map Fog via sourceport features (MAPINFO etc)
-  support lightning in ZDoom etc (via MAPINFO)

-  log-print CSG stats (e.g. linedef count, plane count, etc)


-  IDEA: generate end-of-episode texts

+  Dead/gibbed player corpses sprinkled around on each level (Just
   like Doom episode 1) with the chance of a weapon near their
   remains (Shotgun 35%, chaingun 30%, Supershot 15%, rocket
   launcher 15% and plasmagun 5%?)? Of course the weapon placement
   by the body is at a chance (15-20% chance?)

-  ZDoom slopes:
   340 = 0,   Plane_Align (1, 0)  // Slope front floor
   341 = 0,   Plane_Align (0, 1)  // Slope front ceiling
   342 = 0,   Plane_Align (1, 1)  // Slope front floor and ceiling
   343 = 0,   Plane_Align (2, 0)  // Slope back floor
   344 = 0,   Plane_Align (0, 2)  // Slope back ceiling
   345 = 0,   Plane_Align (2, 2)  // Slope back floor and ceiling
   346 = 0,   Plane_Align (2, 1)  // Slope b.f. and f.c.
   347 = 0,   Plane_Align (1, 2)  // Slope f.f. and b.c.

EDGE: gui.property("solid_exfloor", 400)
      gui.property("liquid_exfloor", 406)
      gui.property("thing_exfloor_flags", "true")

LEGACY: gui.property("solid_exfloor", 281)
        gui.property("liquid_exfloor", 280)  -- 301


----------------------------------------------
  FINAL DOOM
----------------------------------------------

+  support some of the TNT and Plutonia textures

-  TNT Evilution textures that have been changed:
     BLODGR1..4  SLADRIP1..3  SW1GSTON    SW1SKULL

-  Plutonia textures that have been changed:
     DBRAIN1..4  FIREBLU1..2  SW1SKULL


----------------------------------------------
  HERETIC
----------------------------------------------

+  determine new 'damage' values for monsters
   [ ideally via analysis of some UVmax demos ]

+  support title pic generator

-  don't build Blaze doors into maps.

-  monsters: not mixed enough (too repetitive), no bosses.

-  weapons: firemace no good for SP/COOP ??

Sam's suggestions:
  for Heretic caves should be rare in E1, common in E2, and somewhat common
  in E3. I would, if going along with the “Egypt Sand” theme I made for
  ObHack’s E4 in Heretic, make caverns about as common as they are in E3.

  I would give E2 caverns pretty much the same theme as they have in ObHack;
  E3 should be pretty much like E1, but I would make the occasional cavern in
  E3 be very watery (water flowing down walls and the floor being full of
  pools), or be like some areas in the original E3M7.


----------------------------------------------
  HEXEN
----------------------------------------------

!!  get it working again

+  new 'damage' values for monsters

+  BOSS map : require the 2/3 hub keys to access boss room
               NOTE: could use them to restrict progress along chain

+  BOSS map : actually add the bosses (whatever else is needed)

+  fix weapons, which should be spawned for each class 
   -  put 'fighter only' bit on fighter's weapons, etc..

+  proper hub system
   -  need exit teleporter in final Hub

+  separate prefab for switched vs locked doors
   [why?]

-  support teleporters (flat X_012)

-  support more skies



 _____________________
|                     |
|KEY:                 |
|    !!  critical     |
|    +   important    |
|    -   normal       |
|    >>  in progress  |
|    ??  not sure     |
|_____________________|

