
SUPPORT
	the creator of Extermination day and Brutal Doom:

	His current project on Steam, you may wishlist it (release date: TBA) https://store.steampowered.com/app/1409460/Brutal_Fate/

	His https://www.patreon.com/sgtmarkiv -- I cannot, due to banking blockade, but maybe YOU would?



AN OPEN LETTER OF APOLOGY TO MARK:
	I know, I was not planning on releasing this anywhere ever, intended only to serve as testing grounds for you.
	BUT.
	After not one but three (3) close brushes with Death in the span of one year, something in me snapped.
	
	So, I decided to uphold the vow I made to myself while suffering sheer boredom for a week with nothing to do but lie flat and breathe oxygen through my mask, I found salvation in imagining myself walking the streets and bridges od the City of Dis, recalling each building and each decorative tree vason in vivid detail. I *will* release this as a mod for EDAY test 001. I wanted to make a game engine first, but... Too long.
	
	Anyways, if you wish to use anything from this "mod for a mod" in any shape and form, you have my heartfelt permission (how could it be otherwise -- it is fucking YOURS).
		P.S. Will be finally complete around October 2026 - the code will be fully usable by then, safe to borrow.
	
		Cheb aka ChebMaster.
		
WHAT IS THIS MOD ABOUT:
	It finished and improves the last publicly available beta of Sergeant Mark IV's Extermination Day campaign, beta 001 dated march 2019, hopefully making it fully playable.
		
	1. Numerous bug fixes in all maps
	2. Polishing up the maps that were great but raw (11..13, 15..18, 20, 23, 25, 28) 
	3. Massive stylistic changes to some maps (242, 26, 29)
	4. Rather bold gameplay changes to some maps (6, 12, 22, 27, 29, 32)
	5. Bringing back cut content from older versions of EDAY and its primeval variant, Hell on Earth Starter Pack, as new mainline maps (241, 272) and a lot of new secret maps
	6. The number of secret maps increased to 10, compared to 3 in the original EDAY
	7. Brand new inhumanly strong monstrosities
	8. Old bosses buffed to insane levels
	9. New Awesome And Practical weapons tucked away in hard secrets
	10. Brand new NPC AI making them worthwhile companions.
	11. New slaughtermap-like skills family "Hordes"
	12. Downer ending by default unless you find two super secret maps and beat their impossibly hard bosses.

	ALL my modifications, both the code and the maps, are literally littered with comments, sometimes explaining, sometimes even ranting at length. Because  my intent from the very beginning was for people to grab resources I made, study and copy the code I made, as working samples or as inspiration -- because there are so many things that could be done with Zandronum but no one knows about because documentation is shit, wikis are woefully incomplete or describe things as they are in GZDoom instead. 	
	
	
RATIONALE:
	The creator had last updated years ago, his masterwork lays unfinished. And when fans find some great game incomplete... We all know what happens. Mods. Fan patches. Cut content hunted for and restored.
	I am no exception. I am a rabid fan of EDAY, since it was HESP.


		
HOW TO PLAY:
	1. Install either Zandronum or GZDoom.
	2. Go to https://www.doomworld.com/forum/topic/137366/
	3. Follow the download links in the first post of that thread
	4. Download chebskies-v<version>-<date>-music-not-included.7z and Chebskies2Music-<date>.7z
	5. Unpack all files into your game's folder
	6. Run it by dragging chebskies-EDAY-2.pk3 onto the game engine's executable (zandronum.exe or gzdoom.exe). DO NOT drag it together with other files: the PK3 forces the game to auto-load all required files in the correct order (namely the music WAD and DOOM2.WAD). If any of those is missing, you will get an error. If you drag ANY OTHER MOD together with the said PK3, you will get an error (best case) or play a broken mess (worst case) because, un-frakking-fortunately, Chebskies 2.0 is *not* compatible with anything else.
	7. Do NOT use third party launchers that expedite the game skill selection: FBD and Chebskies-EDAY define custom *non-standard* game skills and player classes so you will play a broken mess as a result. Only start a new game through the menus, *then* you can use the console "map" command safely.
	8. Do NOT choose "random" class the game engine suggests. Some of the player classes are designed to make Dark Souls feel easy. Not to mention the last version handles player avatar's gender through those classes. 
	9. Make sure to use the following settings, otherwise you get glitches and fail in unexpected ways
		options -> player setup -> autoaim: never
		options -> gameplay options -> smart autoaim: off
		options -> gameplay options -> allow autoaim: no (YES, there are FREAKING TWO options for autoaim in gameplay options alone. This ruined my first tank battle back in the day as my tank's machinegun was auto-aiming at the ground in front of monsters instead of shredding them)
		options -> gameplay options -> allow jump: default
		options -> gameplay options -> allow crouch: default
		options -> display options -> opengl options -> preferences -> sprite billboard: x/y axis
		options -> display options -> opengl options -> preferences -> use models: on 
		options -> customize controls -> brutal doom advanced actions / interactions: bind those!
			kick: is required for the flying kick jump combo -- the only way to get to many, many secrets AND to survive the final boss - his blast radius is so large that he rapes you in punishment for merely sprinting. Not to mention the backsliding that lets you go UNDER cyberdemon's missiles or weak enemies as they rush at you
			reload: nuff said
			flashlight: there are *very few* truly dark areas, but it is stil helpful. Alerts monsters, tho.
			dual wield / special action: wait until you get to that boss with his twenty thousand hit points. You will bewoe your inability to dual-wield plasma guns as he massacres you
	10. For pure pixellated joy, (filtering is plebeaian!) set
		display options -> opengl options -> texture options -> texture filter mode: none
	11. Crosshair is for wusses, there are iron sights for aiming in BD:
		hud options -> default croshair: none
	
HOW TO PLAY THE RUSSIAN VERSION:	
	If you play Zandronum:
		1. The steps above.	
		2. Change "language=default" to "language=ru" in Zandronum-<windows user name>.ini  
		3. Drag chebskies-EDAY-2-RU-Zandromum.pk3 together with the main PK3 (it contains the Cyrillic fonts Zandronum lacks and non-Unicode string resources in the 1251 encoding since Zandronum is not Unicode)
	
	If you play GZDoom:
		1. The steps above.	
		2. Choose the Russian language in the game's settings. That is all.
		
Performance:
	No worse than the original EDAY. Developed and playtested on a laptop with Intel integrated graphics and any aspects that prevented playable framerate on *that* were changed or removed. Use the 1280x720 resolution, of course, and the framerate will mostly stay above 60. But there are certain areas where it drops into 30s and, in rare areas on maps with hordes of monsters, even into 20s.

List of required files you get somewhere else:
	DOOM2.WAD
		
The state of maxability: I am sorry but *any* maps that contain super archviles have the kill count rekt. You can get 153% kills with some monsters still alive. I do not consider this bug critical, so...

Known bugs to be patched later (there were too many last-minute fixes to more serious issues that broke stuff):	
	- dead monsters sometimes get stuck mid-death animation as intangible ghosts
	- after entering and leaving your tank in quick succession you may rarely lose all ammo in the tank
	- shotolver has no drum rotation frames
	- superarchviles' AOE mass raising playing havoc with kill count (tried fixing that hastily but now some of the monsters raised that way do not count as kills)
	
Todo:
	GENERAL:
		1. Survey users and figure it out how I can add game skills/ player classes that feel at least close to Project Brutality's -- since Chebskies will NEVER be playable with PB due to unsustainable amount of work required (already added the "bullet sponges" skill family but that is grasping in the dark without user feedback). There also planned player classes "Soulsliker" and "Mortal" - both require reworking the sprinting management in FBD.
		2. Playtest all maps in coop and guarantee multiplayer playability (tbd: 2.2)
		3. Complete mod hardening and create a Monstersonly version that at least lets you play with weapons-only mods like LTG or Russian Overkill (tbd: 2.4)
		



-----------------------------------------------------------------------------

DAILY LOG, LATEST ON TOP.

For the per-map log, see below. Far, far below. I duplicate any entries in both the daily log and the per-map log, except those in the "general" category.


Done June 13, 2026:
	- general: this is ChebSkies v 2.0.12, a FBD bugfix
	- general: optimized the DemonEleTech gun's alt fire for the electric element making its effect check for the NOBLOCKMAP flag and ignore all missiles that are sfx particles. No more microfreezes on flying over bubbles.
	- general: investigated GZDoom's source code, discovered the horrible truth man wasn't meant to know and optimized revenant fireball declumping to use a *much* rougher proximity check when running in GZDoom. Those are now the primary suspects of why FBD couldn't run Okuplok: GZDoom does something fundamentally stupid with A_RadiusGive iterating over all the missiles ON THE ENTIRE FUCKING MAP. *All* of them, regardles if they are marked for collision checks or not! Meaning every gib, blood, fire, smoke or spark particle! I have no words. In technical terms, revenant fireball declumping in GZDoom is now considered an exotic maneuver with a threshold of 2 and cost of 2 - meaning if any monster is doing something sophisticated, no declumping occurs. Only one fireball per tic can perform this proximity check. But if it does, all fireballs close to it start maneuvering instantly. 
	- general: fixed an oversight in the imp swimming mechanics: all his pain states (some very lengthy) were not taking water transition ino account resulting in a continuously pained imp (e.g. from electric damage) floating up out of the water and high into the sky like an ugly weather baloon.
	- general: fixed swimming imps never going idle no matter how long their target was out of sight
	- general: fixed swimming imps not to start wandering as soon as they were underwater. Now if one was standing inactive he will continue floating inactive, playing the swimming animation but not moving
	- general: fixed swimming imps never adjusting vertically to match their target: they were always hugging the bottom due to a typo. Now they make a good impression of penguins jumping out onto an ice floe en masse when they encounter a shore. Much much deadlier to a swimming player. Give them an islet and they will soon crowd that islet and will never go back into the water.
	- general: limited the plummeting flailing to max of three seconds (if, say, someone was exploring around with the fly cheat - they'd be permanently flailing til the map end!)
	- general: updated the music WAAD to add one comment identifying the train cutscene's music as "Train Station Fight from Painkiller OST (fragment) by Mediastudio" rather that "Unknown by Unknown"

Done May 24, 2026:
	- general: this is ChebSkies v 2.0.11, a bugfix
	- general: applied all updates accumulated since Jan 11, 2026 to the standalone FBD: it was growing a bit stale!
	- general: fixed a severe bug with DemonEleTech gun's alt fire for the electric element causing a guaranteed crash in GZDoom. Pressed for time, I tested it thoroughly... in Zandronum only, back when I was pushing for ChebSkies 2.0 in January. Turn out, GZDoom says "surprise, mother####er!" and behaves radically differently when executing A_RadiusGive on projectiles. Basically, it ignores the NOBLOCKMAP flag so a projectile destroyer was being spawned on all particles including the projectile destroyer's own sfx particles, resulting in a runaway recursion. I changed how it works and now it doesn't crash (and even looks more dramatic) but may result in micro-freezes if the projectile shield passes through frothing bubbles or spurting blood.
	- general: fixed a stupid typo in the FBD core scripts that was making many algorithms potentially fail in coop and be 64 times less performant in singleplayer
	- general: commented out some old obsolete scripts not used anymore
	- general: cleared the Lost Soul code of all the commented out garbage code that accumulated during the development (took me half a dozen tries to get the monster right)
	- general: fixed the lost soul's behavior returning the intended phase of wandering around no-aggro after it slams (failed to implement that before because Zandronum doesn't support the "Slam" state natively and I was pressed for time). In practice this both nerfs the lost souls preventing them spamming melee attacks (capped at around one attack per two seconds now) and buffs them by making them flutter around you before their next attack so that it comes from a radically different direction.
	- general: cleared obsolete slaughtermap optimizations from baron and belphegor code
	- general: made the marine manning a heavy machinegun turret not killable by player. Now he dodge-rolls just like regular NPCs uder your tank's threads and becomes a regular rifle marine NPC. So you can kick any HMG manning marine out to take control of the turret and your conscience would be clear.
	- map 02: moved some monsters away from the nukage stream: it was hitting them with toxic AOE DOT right from the map start making them roam around propagating toxic AOE with a high chance of total infighting in that room.
	- map 02: minuscule skybox improvements
	- map 44: fixed the sound insulation between the upper room with rad suits and the toxic tunnels not working. This was resulting in a total clusterfuck: the pinkies at the center of the tunnels hearing you and coming before you even entered the tunnels, running into various toxic DOT sources in the process and eventually dying -- but not before poisoning and aggroing the ambushing shotgun guys, the latter dying in turn by walking into the toxic nukagefall.
	- map 44: added more shielding black sectors in the void
	

Done May 23, 2026:
	- general: this is ChebSkies v 2.0.10, a skybox fix for map 02
	- map 02: fixed the skybox considering one fence that is climbable over (original EDAY feature) - but with my new skybox the illusion was breaking because you could see a gap between the skybox geometry and the map geometry while standing on that fence! (it's near the tank pouring a stream of nukage, the fence has a box next to it and the sky ceiling above it is 400 rather than 256 of everything else around). Basically turned a stub skybox into a full-fledged skybox with all distant buildings visible for the nukage channels area. 
	- map 02: made the two halls the conveyor runs through soundproof from each other. Reason: monsters waking up early were running into the nukage stream, hit with a toxic DOT and causing infighting.	

Done April 11, 2026:
	- general: this is ChebSkies v 2.0.9, a buff for one single secret map
	- map 44: fixed coop player #3 and #4 starts being stuck in map geometry
	- map 44: made the layout randomizable. The blue key room may appear in 4 different places and the switch room to open it in 5 different places. Also added a red key to that switch, the key can be anywhere: 23 possible spots devilishly tucked in most improbable spaces, including inside some secrets. If RNGzus loves you, you may find the red key right at the entrance of either room. If he hates you, well...
	- map 44: fixed the getting the quad damage through a wall exploit (its closet was too narrow)
	- map 44: fixed one medkit niche requiring you crouching to get into or out of
	- map 44: fixed minor geometry errors and unknown textures
	- map 44: made the screens in the boss arena destructible
	- map 44: made the exit-opening switch be highlighted with a red spot light on bosses' death
	- map 44: added black walls in the void that prevent you seeing unused rooms if camera clips through a wall during fatality.
	- map 44: optimized the toxic tunnels (were a single humongous sector!)
	- map 44: made the yellow key room darker
	- map 44: made the regular music much quieter by compressing its dynamic range - you have to re-download the latest music WAD.
	- map 44: made the pinkies fight music louder by simply normalizing it (been made quieter at some point)

Done March 08, 2026:
	- fixed the music WAD that had a bug in its legacy support (map 27 had no music when you played the legacy Chebskies 1.28). There is absolutely no need to re-download it if you don't use Chebskies 1.x

Done Jan 24, 2026:
	- general: this is ChebSkies v 2.0.8, a bugfix and music semi-final
	- general: removed the non-working code that should have allowed for adjusting track volume using special entries in the music wad's LANGUAGE lump. Reason: was not working, the ACS function my code was calling had no effect in both Zandronum and GZDoom :I
	- general: fixed an old and stubborn bug: one faulty algo in vehicle exit checks often led to the player getting stuck in the parked vehicle when exiting bike, tank, SPAAG or mech, especially in tight spaces. The scripts were making absolutely sure there was enough space to exit and that you would not be stuck in the parked vehicle -- but then spawning you at the parked vehicle's origin anyway. Notably, this 100% prevented you exiting the mech inside the base in EDAY map 30 so you had to walk outside to disembark.
	- general: fixed vehicle exit checks to use height of 56 instead of 40 (was designed to allow exiting into spaces where you have to crouch, but that was causing problems)
	- map 45: reverted the boss music back to WINROIDS
	- map 12: cleared the AMBUSH flag on the archviles. Now if you try using the fenced-off area around the switch as your fort to snipe monsters the archviles hear you and come at you from behind. 
	- map 12: added music change (when you unleash the hordes) to give map 45's boss music a new home. Triggers when the archviles hear you and lasts til the map end.
	- map 19: subjected the timed part's music track to horrible filters (pitch +50% + medium overdrive) to make it stand out less like a sore thumb
	- map 48: moved the transition from boss music to victory music to a separate short track with configurable duration
	- map 241: moved the transition from arena music to victory music to a separate short track with configurable duration
	- map 30: made the mech bay door opening a bit fancier, now with alarm that only stops when you step inside
	- map 30: added music support to the secret mech bay (a clone of the mech find music in map 18). Triggers when you step inside the bay.
	- map 43: fixed revenant pit not activating in many cases when you come at it from the megasphere secret, with potential to softlock you down in an inactivated pit
	- map 43: fixed blue key being cheesable using the flying kick (the original HoESP map was not designed with it in mind!) -- you could just skip over two really fun fights :(
	- map 43: added checks to prevent music pieces playing out of sequence if a herd of coop players stampedes all over the triggers all over the map.
	- map 43: fixed yellow bars glitching with a small chance of softlocking you if you came with both yellow keys and activated both sets of bars at once
	- map 43: added another music trigger, when one specific baron in the huge crowd of barons aggroes at a player. For that end, renamed the new EDMU43C to EDMU43R and brought back EDMU43B from the previous version as EDMU43C
	- map 43: added another music trigger, when you enter a bit deeper into the dark cave. Currently a stub of "#" (keep playing the previous track)
	- map 43: added an "Oops" musical piece to the button marked "Exit" that unleashes the bosses (currently the same as toolate from map 19 and bad ending happens from map 32i). 
	- map 43: the boss music and boss health indicator now engage after the bosses hear or see you instead of just a timed delay after pressing that button.
	- map 43: added a transition piece between the boss music and post-boss music. Currently a stub chord.
	- map 43: added cofigurability of the post-boss music (currently a stub filled with map's initial track)
	- map 313: fixed a rare bug with special boss music for the four-boss gang-bang scenario being overridden by the main combat theme right after it starts (just that you know this was only possible if you killed the glacier before wave 3 arrived, likely using cheat codes since every time the glacier flinches it decreased current wave's cooldown making them arrive nearly non-stop)
	- map 32i: added a unique identifier MUSIC_EDAY32I_SCRATCH to the bad ending happens transition. It still uses the toolate track from map 19 but was previously calling it by MUSIC_EDAY19_TOOLATE which could hamper future user customizability)
	- map 32i: made one scene in the wolfenstein bad ending moodier, with foggy ruined city as the sky, all cars wrecked or burning, a dumpster fire... This is not a happy world the nazis come to posing themselves as savoirs.

Done Jan 19, 2026:
	- general: this is ChebSkies v 2.0.7, a bugfix
	- map 312: fixed victory music always triggering 4 seconds after the boss music starts

Done Jan 18, 2026:
	- general: this is ChebSkies v 2.0.6, bugfixes and music upgrade
	- general: The music file is updated A LOT - thanks to colossal work done by TheBeastUnleashed. re-download the music to play this version of Chebskies-EDAY (the music file bloated from 560 to 730 megabytes - isn't that neat? :D)
	- general: added support for passing "" as a track name in the music file to turn music off
	- general: added support for adjusting track's relative volume via "<music id>_VOLUME". ACS script specification says it can adjust up to 200% so this mechanism takes integer values 1 to 200.
	- general: fixed armor pickup mechanics specific to EDAY (uses different algos than those in standalone FBD - and those algos were buggy, green armor would add up to 200 and picking blue armor when you had it above 200 *lowered* your armor down to 200) FYI, blue armor only adds 125 up to 200 in EDAY and picking green armor when you have blue adds 50 blue allowing you maintain higher-tier armor forever if you are careful -- aped after Quake II.
	- map 44: added another music switch trigger, I Sawed the Demons (Remake) by Andrew Hulshult now blasts as 96 pinkies swarm you from all sides (yes, there are 96 on them on Hordes)
	- map 43: fixed music switch triggers missing so no music switching ever happened (including the boss fight)
	- map 43: added black separating walls in the void to prevent automap propagating through imperfections in the bsp nodes and prevent player seeing other areas when third person camera clips through walls (and, potentially, increase the framerate if those imperfections affected the rendering)
	- map 43: reshaped some walls a little to prevent those imperfections from occuring
	- map 43: fixed minor geometry errors
	- map 43: fixed lava falls in bosses' lairs flowing too slowly

Done Jan 11, 2026:
	- general: this is ChebSkies v 2.0.5
	- general: increased mod hardening, EDAY now checks if you play it with incompatible mods and asplodes you unless you explicitly disable this check in the options.
	- general: fixed some debugging messages relatesd to music still displaying when debugging info was set to off
	- map 32i: reworked and expanded the "Wolfenstein new order" bad ending.

Done Jan 10, 2026:
	- general: this is ChebSkies v 2.0.4, a bugfix for music management that broke with the 2.0.3 update.
	- general: fixed music management script crashing when old music was selected, due to a typo.

Done Jan 09, 2026:
	- general: this is ChebSkies v 2.0.3, it changes how certain one-time music events play (adds user-declared track duration for more customizability). Requires to re-download the music WAD (nothing too bad happens if you don't, just the battle music for two special quest bosses would keep playing even after the boss is dead, instead of the victory fanfare).
	- general: added functionality to the music track definitions (the LANGUAGE lump in the music wad). Now "#" has a special meaning of "keep playing whaever was playing, don't change the track". Invaluable for intermission music if you want no music change on intermission. For special music that plays once then switches to another, "#" in another means "return to what was playing before".
	- general: added a limited-length victory fanfare for the two special bosses, currently a rough cut from one of the other tracks
	- map 46: changed how music plays after the boss is defeated
	- map 42: changed how music plays after the boss is defeated 
	- map 19: made the the scary violins' duration be taken from user-modifable definition in LANGUAGE.music rather than being hard-coded to 6 seconds.
	- map 32i: changed how the music and camera change for the bad endings. There is now a cross-fade on the scene swap and the scary violins' duration is taken from user-modifable definition in LANGUAGE.music rather than being hard-coded to 6 seconds (this ending map uses map 19's music definitions)
	- map 32i: fixed various imperfections
	- map 32i: for the worst ending, changed the sky of the city where the nazis march to that of the toxic wasteland
	- map 32i: improved the toxic bad ending by changing the narration text and adding one more scene

Done Jan 08, 2026:
	- general: this is ChebSkies v 2.0.2, a bugfix for the zero-day patch 2.0.1 that prevents it breaking on Potpourri skills.

Done Jan 08, 2026:
	- general: this is ChebSkies v 2.0.1, a zero-day patch that fundamentally changes how ATMCs (advanced teleporting monster closets) work making them reliably deploy monsters from any other mods.
	- general: added a script (30 lines of code) that sets the WINDTHRUST flag on *all* monsters in an EDAY map five seconds after the map start.
	- map 12: removed the special texture from all of ATMCs' floors to make sure my new replacement mechanism works. Flawless victory!
	

Chebskies 2.0 release January 07, 2026:
	- general: this is a PUBLIC BETA of Chebskies v2, still not feature-complete (will be with 2.2 release). It switches to built-in FBD (Franken Brutal Doom) v 21.5 and FOREVER removes support for Brutal Doom 22 (sadly, I added too many features to FBD that can't be replicated while relying on BD22 - a glaring case of divergent evolutionary fork). Thus any changes to FBD are now logged under "general" as there is no cleaar distinction between FBD and Chebskies-EDAY.
	- general: added new slaughtermap-like difficulty levels by cloning coop-only monsters in each map for singleplayer (sacrificed the classic Nightmare! in the process of doing so because those extra monsters are marked for Nightmare! difficulty, too much testing was required otherwise). Some maps will have *even more* monsters than the normal UV coop had (and, if I don't forget, coop will have more as well). New difficulties: "Slaughterfest", "High Hordes", "Ultra Hordes", "Rabid Hordes", "Death Metal", "Unreal Masochism", "Thanatomania". Note: when i say "adapted for hordes" it often mean new strong monsters with nastiest placement I could invent. I know those maps by heart, I know which surprises I'd hate, so I add them exactly there.
	- general: brought nightmare back as "Nightmare Lite", which uses medium monsters list and monsters respawning after 60 seconds.
	- general: applied my new aiming algorithms to belphegors. The change is minuscule, they only call A_FaceTarget twice during their attack animation. 
	- general: fixed the non-variable minigun and non-variable RL not working
	- general: added the invisibility sphere as a map placeable with a doomed number (BD overrides the default one with captured marines)
	- general: fixed belphegors hurting barons and knights with their explosions - now can mix them again!!
	- general: made my Duke of Hell mini-boss more spam - happy
	- general: added new cyberdemon variants, Chad Cyberdemon and Grizzly Cyberdemon. One specializes in short-range annihilation, using saturation attack at the ground up close, another is an anti-tank sniper with reduced spread at long range and 300% damage to vehicles. Both have a leap attack to stomp, from further away than the regular cybeddemon stomps.
	- general: added new spider mastermind variants, armed with both Unmaker and BFG 9000 (they choose which one to fire randomly). One for hordes with standard HP and other for coop, with 7K HP and extremely nasty avoidance and circle-strafing while firing algorithms.
	- general: fixed dead trees (used everywhere on hell maps) being invulnerable. This was creating cover unsmasheable even by cyberdemons.
	- general: fixed the main DECORATE lump included in the legacy EDAY001 pk3 twice - which resulted in editor errors and other instabilities.
	- general: buffed the boss belphegor (participates in maps 10, 242, 311) by changing his behavior
	- general: integrated all patch-type EDAY bugfixes into the main code.
	- general: new "Equality" skills set, monsters inflicting 200% damage thus making their weapons equal to yours.
	- general: ascended brutalv21che to brutalv21.5franken (Franken Brutal Doom). Wicked slaughtermap optimizations and unrivaled headshot hitbox precision, both aiming to one-up BD22's stellar results. "Can it run Okuplok?" Turns out it can... barely.
	- general: fixed this build being unusable as a standalone BD due to missing sprites (some required by it were included in chebskies-resources.pk3 instead), duplicated them here.
	- general: introduced EXTENSIVE slaughtermap optimizations rivaling those of BD22 but radically different in nature
	- general: completely reworked the headshot hitboxes, after those experimental ones in BD22 but more precise, following all monster head bobbing animations as close as humanly possible. Those new hi-res hitboxes allow headshotting of revenants and archviles, which was nearly impossible in the original BD21.
	- general: made all blood bled by actors auto-adapt to the bleeding actor's slaughtermap status (toning the effects down greatly).
	- general: added extreme slaughter optimizations for maps with 2400+ monsters: headboxes disappear for monsters that went out of sight and lost line of sight to the player. This is not exactly fair because headboxes don't get re-created instantly when you come back to them suddenly. You may end in a situation wherre your headshot goes straight through baron's head to no effect. But I have strong suspicion that extreme slaughtermaps are not about headshots.
	- general: fixed the top half of a Hell Knight cut in half via chainsaw never materializing
	- general: fixed the screams of dying zombies persisting long after you pulp them	
	- general: disabled SMG spawning instead of minigun. So many woes... Now you only get SMG by offing SMG zombies.
	- general: minor bugfix in one chunk of meat vanishing prematurely if it hit something above liquid
	- general: made the regular mastermind tauntable. Enraging him doesn't do much, he just fires longer non-stop while seeing you and keeps laying suppressive fire longer when you take cover.
	- general: made the regular mastermind localizable
	- general: fixed my localizable monster names and obituaries showing up as raw identifiers if using this BD as a standalone without chebskies
	- general: incorporated my advanced bfg9000 inspired by Quake II's bfg10k (but different because engine limitations)
	- general: made various mutilated corpses raiseable by archviles (the fact that only clean deaths, with no body parts missing were viable, was nerfing the archvile horribly). Monsters upgraded so far: imp, mancubus, knight.
	- general: fixed the bug with the hitbox for baron holding a barrel overhead (disappeared if he held it for longer than one second)
	- general: fixed the baron bosses of E1M8 having severe headshot hitbox misalignment (because they were made bigger than regular barons). I just scaled them back to average baron size.
	- general: fixed some flying blood trails leaving blood splatter on the ground of walls despite having been purpose-made not to (only green and red, haven't touched the blue variant).
	- general: improved monsters' melee behavior by adding hit/miss detection, with leaping back and spraying missiles on two misses in a row, or the opponent being a player in a tank, while a succesful hit makes the monster keep up the melee attack vith increased ferocity. Monsters upgraded: revenants, barons, knights
	- general: improved other monsters' melee sounds, separating the swing sound and the hit sound, which now only plays when actually hitting someone. Monsters upgraded: imp, cacodemon, knight, baron, duke.
	- general: fixed bugs in my improved aiming algorithms: the fourth missile in the revenant's volley was always auto-aimed at the target -- resulting in inconsistent behavior when fighting an invisible player
	- general: changed the behavior of the revenant's homing fireball: it is now only homing when it can see you. Resulting in much more of them bypassing your cover to bite you in the ass later. Also, when you are invisible it now homes weaker (bigger radius) and wobbles unsteadily, with a chance to spiral out of control.
	- general: fixed a bug with revenant and lost soul pieces using TID 394 for no reason
	- general: fixed revenant crumbles being blod colored instead of bone colored
	- general: gave a proper name tag to the half revenant and made it localizable
	- general: added anti-clumping mechanics to the revenant fireballs - which results is a wide swarm when they accumulate en masse
	- general: made *all* freeze deaths permanent. The frozen monsters now just shatter after 13 seconds or if hit with fire, instead of spawning a fully healed monster losing the tid and special *without triggering them* in the process.
	- general: fixed the chainsaw/axe death of hell knight failing to spawn the top half of the knight crawling around in pain
	- general: fixed my previously added feature of corpses charring on lava -- most corpses were checking for lava at spawn, not at contact with floor
	- general: restored an arachnotron fatality that wasn't being used (Doomguy rips the brain off the chassis)
	- general: restored ancient arachnotron's unique damage type knocking monsters off their feet and knocking player off his feet with 12.5% probability
	- general: fixed replacements breaking map scripting (losing the monster TID and special). Also made specific map checks to be more robust and less false detection prone (such as replacing bosses with unique monsters for the first doom and for the Going Down megawad)
	- general: buffed the pain elemental: if you fire a rocket at him or point your super shotgun at him from a range of less than 200, he immediately fires a lost soul and backpedals -- unless he was unaware, in which case he is caught flat-footed
	- general: buffed the cacodemon to be even more dodgy. If you are his enemy, are closer than 640 map units and he is in your frontal 30-degree arc, he begins using Hehen boss random strafing, on top of his usual rocket avoidance dodges.
	- general: fixed cacoes not to dodge when you start spinning your minigun while aimed at them, when you are invisible.
	- general: changed the cnaingun guy: is enrageable, keeps firing much longer when enraged and target out of sight
	- general: changed imps to be enrageable, move twice as faster after you taunt them
	- general: improved lost soul nerf made a part of FBD. Not just EDAY, they will now be nerfed when standalone as well
	- general: buffed pinkies, have a small chance to sprint 33% faster for a random duration if they are farther than 1000 map units from their target
	- general: fixed all instances of A_Jump(255, to A_Jump(256,. Reason: turns out, there was a chance of the jump not happening with 255!
	- general: made bfg9k and bfg10k ignore the autoaim setting - just as all other weapons do already. Reason: it sits forgotten, not affecting anything, until you suddenly can't aim your bfg right! Especially important because my bfg9k is Quake II - like.
	- general: reworked the respawning/raising mechanism applying extensive modifications to each monster and corpse class. Now even the completely gibbed corpses respawn on nightmare/can be raised by archviles, even after the janitor removes all their pieces. The cost was making the nightmare respawn time hardcoded as 60 seconds and making FBD incompatible with mods that modify game skills.
	- general: created super archvile variants. Fire combo attacks of six revenant fireballs followed by regular archvile flame; fire ghost pain elementals that spam ghost souls; blink by teleporting away to a point in their line of sight (up to 4000 map units away) if you flinch thhem, aim your railgun at them, fire a rocket at them or point your super shotgun at them from close up.
	- general: new monster, a ghost soul. An unkillable, untargettable ghost that self-expires in a short time and acts as a deputy archvile: it raises any corpse it happens to fly over, expending the ghost soul in the proces. Only inflict scratch damage on the player but heal and enrage any monsters they happen to fly through.
	- general: new damage type "Argent", inflicted by ghost souls. Every monster was modified to heal, then fly into rage (for those enrageable) or start spraying heedless of line of sight to target or collateral damage, for those who aren't enrageable. Aracnorbs, archviles, lost souls, pain elementals and vehicles are immune.
	- general: fixed the bug with nazis shooting into walls if something else flinched them while they had no line of sight to target
	- general: restored shotgun guy's unique death where he flips over beheaded: had impossible conditions for activation. Now just requires a powerful headshot (railgun or ssg).
	- general: changed BFG 10K's damage type from "Extreme" (which was a hack to make all deaths asplodey as the game engine treats all deaths from high damage "Extreme" -- meaningless as direct hit inflicts 300 damage anyway) to a custom damage type: all monsters use pain and death states from a direct rocket hit ("Explosive") or simply asplode. Cyberdemon's head now has 30% damage resistance to BFG10K as it did for rockets (thus cyberdemon only receiving 420 damage from headshots with this weapon). The mastermind now has 30% damage resistance against it and reacts to it as he did to direct rocket hits -- by leaping aside.
	- general: added liquid splash effects missing from the BFG10K explosion (try shooting lava now) and a different underwater explosion animation.
	- general: nerfed the hand grenade's splash radius
	- general: added panic mechanics to zombiemen and shotgun guys where they run away hollering
	- general: added panic-inducing AOE to the dropped hand grenades
	- general: added cower and duck mechanics to imps
	- general: made the zombiemen able catching hand grenades thrown by the player and throwing them back
	- general: made the imps able catching hand grenades thrown by player. The imp stands dumbly staring att he grenade paicking or aggroing nearby zombiemen and shotgun guys. If the imp was hit by a grenade explosion once, he will duck and cower instead of catching.
	- general: drastically changed the monsters' reaction to their target being a player performing a fatality. They are now aware you are invulnerable so they just mile around you and roar. Weakest monsters may panic or cower in fear.
	- general: fixed offsets of the hitherto unused frame FATT Z (which compliments FATT B to create an idle animation) 
	- general: new revenant frame SKEL Y, based off the firing frame SKEL J. Used for ducking and dodging animations
	- general: added idle wandering to mastermind. Does not just stand forever still when loses his target.
	- general: added freeze deaths to labguy (was turning into a frozen zombieman) and nazi (was causing game engine's default behavior)
	- general: changed all frozen monsters to (a) shatter on death from the Ice damage type (otherwise, gameplay inconvenience if all you had was a freeze gun) and b) on death from fire or timer expiring defrost collapsing as a mutilated corpse instead of shattering completely
	- general: added ersatz fatality to nazis
	- general: integrated ImpFish into imp, getting rid of swaps when imp switches between regular and underwater swimming mechanics. Added a special underwater lunge attack used in stead of leap attack in the fish mode.
	- general: fixed the top half of a bisected hell knight turning into a second bottom half when coming to rest
	- general: changed mancubus to never use flamethrowers underwater
	- general: fixed juggernaut to fire when jis current target is in sight instead of when any player is in sight
	- general: added mechanics for monsters of the same species infighting be able to hurt each other with ranged and melee attacks - covers the vast majority of monster species. This was in response to some LTG guns impairing so much kinetic force they caused imps or barons to infight... Were unable to harm each other prior to this update.
	- general: made aracnorb's mind blasts vanish on that aracnorbs' death.
	- general: made arachnotrons interrupt their firing much quicker if they keep hitting a wall of someone other than their target at distances of less than 300 map units
	- general: nerfed the cacodemon melee attack by slowing it down and making it clearly telegraphed
	- general: nerfed the cacodemons' mad dodging skillz by constraining them with a limited stamina
	- general: brought back cut content by uncommenting the dying crawling top half of the hell knight (happens after chainsaw)
	- general: fixed mancubus flamethrower melee: was interrupting his own attack with pain at very close distances because he himself wasn't immune
	- general: upgraded evil marines changing their movement patterns and giving them melee attacks and some fatalities (yes, they can now perform a fatality on the player -- with the caveat that the player looks gray instead of his real color, and his dead body will always be default green.	
	- general: fixed the innate BD21 bug with every evil marine dying counting as a friendly rifle marine dying thus reducing your NPC companion party at the start of the next map.
	- general: improved boss belphegor palette making it darker: now proper baron red, not pink ice-cream
	- general: added blood sfx to all monsters being raised as themselves (rather than spawning anew from a standalone corpse actors)
	- general: fixed belphegor corpses not disappearing on raising (was inflicting 999 damage but these corpses have 1000 hp)
	- general: fixed belphegor lord entering an unending fit of (loudly roaring) rage when player was out of sight for awhile
	- general: nerfed DA FUG out of the caco's dodging by constraining him with a limited amout of slowly regenerating stamina
	- general: nerfed DA FUG out of the caco's biting attack by making it slower and clearly telegraphed
	- general: fixed NPC marines attacking slumped corpses
	- general: doubled the ghost souls' AOE radius: were rarely hitting anyone
	- general: improved volcabus infighting: they now leap back and shoot instead of humping each other endlessly
	- general: buffed the frag grenade explosion: had nerfed it too much. Now also emits shrapnel of 30 shotgun tracers with a max distance of 560.
	- general: fixed mancubus flamethrower melee: was not immune, interrupting his own attack with pain at very close distances
	- general: fixed player disappearing when dying in fire: the generic burning guy spawn code had an extra 0 thus passing the nocheckposition flag to a wrong parameter
	- general: completed rechecking and fixing the death states for: baron, belphegor, belphegor lord, cacodemon
	- general: uplifted enemy tanks adding infighting support (sadly, it is flat out impossible to make two tanks infight using scripts -- but luckily, they aggro at each other naturally a lot)
	- general: applied my advanced aiming mechanics (realistic reaction to invisible player, shooting the doorframe against the knights of the Door order) to the enemy tank machineguns
	- general: decreased the enemy main battle tank's height from 100 to 80 to make its hitbox match its 3d model. Also moved its machinegun's firing point from z=100 to z=78: it was literally shooting from the thin air above the turret!
	- general: changed the tank turret's dimensions from radius 2, height 2 to radius 2 height 78: it may be tucked unreachable inside the tank's hitbox but monsters still aim at its center. With height 2 they were literally aiming at the ground while fighting that tank! (not really: the tank and the turret are two separate monsters, master and minion. Other monsters aggro at the turret because that's what is shooting, but they then hit the tank as the sole hitboxes's owner)
	- general: lowered artillery tank's machinegun firing point from z=80 to z=70 to match its 3d model
	- general: changed autocannon's AOE from "Minigun" to "Shrapnel" to prevent enemy artillery tank from killing itself via splash to its weak spot
	- general: upgraded the tank's weak spot to be a variety of my advanced headshot hitbox. Be advised that shots to the ass inflict TEN TIMES as much damage, the main battle tank with its 5000 hp dies from only two rockets. Or a single railgun hit.
	- general: added a new death to enemy tanks: if killed by the shot to their ass they stop and burn for awhile, with a burning zombie flying out of the turret, before they explode.
	- general: made the tank weak spot vulnerable to fire: you can now kill an enemy tank with a flametrower enema.
	- general: changed artillery tank rockets' backblast damage type from fire to explosive impact to prevent it killing itself
	- general: made enemy tanks immune to splash damage to prevent them killing themselves
	- general: fixed the enemy main battle tank slowly killing itself with its "firing the cannonn causes camera shaking up close" special effect
	- general: fixed the enemy main battle tank's machinegun having no firing sound. Like, at all.
	- general: fixed a bug in my masterminds' idle wandering animation: they were making walking sounds and turning around but never moved.
	- general: fixed player's bfg 9000's lightning not aggroing monsters at that player (the damage was registering as sourceless)
	- general: fixed a serious bug in LTG compatibility: after Kamui ended, you were forever stuck in a pain cycle (taking zero damage but ouching constantly) and monsters were forever afraid of you as if the kamui was still on.
	- general: fixed the EPIC BLUNDER of my new optimized lost soul's flames only working in singleplayer. Redesigned the lost soul flames completely -- but I haven't yet tested if they actually work in multiplayer.
	- general: fixed an EPIC BLUNDER in my fallback corpse raising script -- which never worked. Now rezzing is ironclad, viles raise burned imps or corpses too close to walls for normal rezzing to work.
	- general: perfected the enemy mech turning int into a mean glass cannon of raep-stomping (decreased its HP from 3000 to 1000). Jumps away from your rockets like a ballerina, stomps you like a murderbunny on steroids -- all the while continuing its deadly fire. Also, circle-strafes you around corners, all the while firing its super deadly dual miniguns that give chaingun guys inferiority complex!
	- general: made enemy helicopter work (and fucking stop hugging the fucking walls!) I cannot honestly say it is worth the title of a boss, with only having 1000 hp. More like a very deadly mosquito flitting around and circle-strafing you that you have to swat. It is obscenely circle-strafe happy, always circle-strafes at high speed while firing. But railgun does wonders. Heli-b-gone. This monster requires *tons* of open space to work, the only place I could use it is EDAY map 18. I will definitely add a couple of them there.
	- general: corrected the juggernaut boss, with his code so ancient it hurt to look at: he had a body flickering issue while firing. Left that insane setup alone, just fixed and upgraded him to my new aiming algorithms respecting target visibility. This boss is encountered once, in EDAY map 17. Also gave him z-aware blood copied after the mastrmind, hitting the tank threads part produces sparks instead of blood splats.
	- general: fixed juggernaut firing his miniguns in utter silence (the minigun bullets were set up to emit "DSMINIGUN" firing sound, missing from any BD or EDAY version)
	- general: fixed a bug with many copses producing *two* monsters when raised by an arch-vile.
	- general: fixed a HORRIBLE bug with a dead half-revenant being infinitely raiseable, resulting in two new revenants each time an archvile walked by.
	- general: fixed an old BD problem with half-revenants getting stuck in walls of actors on spawn: their radius was larger than the progenitor revenant's.
	- general: removed my beheading death from Mancubus with head flying off: there are no headless death frames, a mangled head was clearly visible on the body.
	- general: reworked lost soul flames again. I fear this version is less that satisfactory performance-wise, but at least they look like flames, not like badly designed particle effects. Have to test on some map with thousands of lost souls.
	- general: fixed pain elemental being stunlocked taking damage over time if you aimed your super shotgun at him while he was unaware of you and caught him flat-footed. Now he is stunned for half a second, then proceeds normally by retaliating with lost soul meatshields and backpedaling furiously.
	- general: a new questionable feature of headbox matching velocity to the monster with each adjust. No visible effect in regular operation and extra glitching on jumping monsters. Will likely remove.
	- general: upgraded revenant's smart z-aware blood to give correct measurements on the stairs and in the air. Fine-tuned the mechanics of revenant breaking in half if hit in the guts five times, regardless of hit points (his *second* vulnerable spot beside the head)
	- general: fixed various dying and dead monsters being solid where they shouldn't or have the headbox disappear on them. I created special headboxes for them that ignore the missing SOLID flag.
	- general: went over *all* corpses and dying or burning monsters fixing the duration of the margin delay on switching to a different corpse. Now dropping cruelty bonuses and other transition effects should work properly.
	- general: applied my headboxes to last stand monsters (crippled but not dead shotgun guys and zombies shooting you with a pistol) whom I overlooked before.
	- general: fixed burned labguy being raised as a zombieman (my earlier fix had a blunder in it that prevented it working).
	- general: fixed one kind of small smoke being invisible due to a typo in one of BD's original scripts. Will result in many burned corpses smoking as they were designed to.
	- general: fixed rocket backblast directed horizontally instead of opposite the rocket's pitch (a fix to my earlier fix to rocket backblast being directed nearly straight down -- which didn't exactly work)
	- general: mitigated the problem with enemy tanks knocking the player down at unreasonably large distances, far ahead of their hitbox.
	- general: fixed performing a fatality on a cyberdemon having a 50% chance to fail at ending the game if that cyberdemon was the final boss (E2M8)
	- general: fixed an algorithhmic black hole in my Duke of Hell: him fighting a tank or a cyberdemon may have caused him to freeze or to crash the game
	- general: replaced the transient legboxes with my less transient ones (lifetime is about one second). I don't want adding permanent legboxes, potentially too much change to gameplay. The new legbox emulates the behavior of the old super transient legboxes by flickering on and off every 10 tics so thet any hit to the feet has a less than 40% chance to rip a leg off on kill.
	- general: fixed imps thrown out of water by explosions continuing swimming in the air above the water
	- general: fixed lost souls making two hisses as they attack with winding up by backpedaling when they are too close
	- general: improved mastermind's "replace for boss" E3M8 / E4M8 detection code, now should not have any false positives
	- general: fixed supermasterminds' death not producing a ridiculous blood cloud as it should
	- general: fixed nazi dying to an extreme punch turning into a flying zombieman
	- general: fixed a blunder in my circle-strafing probes that prevented them from working and supermasterminds and arachnotrons not circle-strafing you around corbers. CONGRATULATION: arachnotrons now circle-strafe you around counters while firing!
	- general: fixed the old BD bug with stomping fatalities sometimes not happening but mysteriously resuming as you try to kick again. This was also affecting my new crawling dying ancient arachnotron brain fatality
	- general: fixed the lost soul flames looking like crap in GZDoom when the lost soul was attacking you (cutting in in front of its face)
	- general: integrated the fix for many of the explosion effects playing too many explosion sounds at once sending the sound card into protective overload shutdown (was formerly fixed on the EDAY side)
	- general: integrated permafrost deaths and EDAY Icon Of Sin's unique frost damage into FBD proper
	- general: added freeze deaths to as many gibs, corpses and dying monsters as reasonably possible. Those all shatter into chunks of ice now.
	- general: fixed the maggot removal from corpses surrounded by flame (a vital part of this fix was in EDAY, missing from the standalone FBD)
	- general: finished integrating code layers of EDAY and chebskies working folders, made chebskies 2 launcheable. Will *only* upload when its finished.
	- general: fixed a *very buggy* class PoorPinkyLostHisArm, which was inherited from Demon (pinkius commonus) thus opening a whole can of worms with him being shot before he stopped bleeding and keeled over: he would go into one of pinky's pain states, resulting in, basically, being resurrected, growing his arm back and going on his merry way. Sometimes even shitting out an extra pinky corpse in the process.
	- general: fixed the mess with resource strings. The Russian localization for Zandronum was taken out as a result -- will add back after release. For now, FBD only supports Russian in GZDoom.
	- general: integrated the skills from chebskies 2 into FBD. The old "realism" family (monsters do 700% damage) went the way of the dodo, replaced by my "Pseudorealism" family (monsters do 450% damage). Some EDAY-only skills (namely, the Hordes family) are commented out in standalone FBD.
	- general: modified chebskies 2 to only have one episode, "Extermination Day". No Hell on Earth, no Brutal Deathmatch. In fact, the episode selection menu doesn't even show up now.
	- general: added food item messages localizability to chebskies 2 and made them respect the fomt select setting
	- general: added a setting to choose which font to use for various messages (including displayed monster name and help). Uses the console font ny default, which increased readability greatly. (initially, to solve problem with Cyrillic characters in GZDoom being red instead of white thus rendering colored texts unreadable)
	- general: commented the most spammy debugging log messages out
	- general: fixed the long standing bug with any dying monster's headbox not lowering when he falls to his ass (in fact, any headbox adjustments were failing for them)		
	- general: split cheb_maps.wad to separate maps, each map is in its own wad now.
	- general: fixed evil marines jumping around like bunnies on crack -- now they *only* jump to get to the high ground OR if there is a low enough obstacle blocking their line of fire (they jump up to shoot at you over it).
	- general: fixed evil marines not using melee attacks enough -- they were circle-strafing while shooting instead, 66% of the time.
	- general: fixed the player being FUCKING IMMUNE to evil marines' melee attacks (they were inherited from NPC marine punchess, my oversight). Now they  beat you into paste!
	- general: fixed evil marine on player fatalities not activating
	- general: implemented headbox support for the evil plasma marine and fixed headbox errors in evil marine rifle
	- general: created new frames for the chainsaw marine (besides improving some existing ones): walk with chainsaw held at ease MAR1 P,Q,R,S and leap attack MAR1 X,Y
	- general: implemented the chainsaw evil marine.
	- general: removed my recent feature of headbox matching velocity to its owner with each adjustment. Epic Fail.
	- general: added freeze death to evil marines
	- general: added freeze death to captured marines
	- general: added freeze death to NPC companion marines
	- general: completely reworked the mechanics of NPC companion management (freeing captured, keeping tally of dying, spawning at the start of the next map, teleporting to you when too far away). Now solid ACS scripting in stead of Mark-sensei's sanity-draining chthulhacks. FYI, NPCs teleport when they afe farther than 800 map units from the player they are following AND there is no line of sight to *any* player. They teleport right behind the player they are a companion of. Not necessarily the one they were following.
	- general: added evil marine berserk and evil marine fist (the same berserk, just slower moving and less health) -- hey, this list wasn't invented by me, they are all pre-existing classes packaged with the game engine - I just create their brutal BD versions. So, berserk and flimsy berserk...
	- general: fixed offsets in super shotgun marine walking frames, front (PLA9A1, PLA9B1, PLA9C1, PLA9D1)
	- general: fixed enemy tanks not being immune to frag grenade's splasg as they should be
	- general: fixed barons and knights disappearing on being fatalized by evil marines - now only activate fatality if killed by a player, otherwise use the potpourri death I added for infighting.
	- general: created an awesome synthetic state machine, the basis for all future evil marines and the maradeur
	- general: created the super shotgun evil marine based on my new the synth state nachine.
	- general: added extra monster fighting pens for evil marines to 1000imps.wad -- now tested properly against demons!
	- general: fixed a severe bug with the evil ssg marine doing a fuckton extra damage up close due to a typo on my part
	- general: fixed the screwed up vertical aiming of the SSG marines
	- general: fixed the ssg evil karine's pellet spread being double of the player's ssg
	- general: fixed evil marines using regular headboxes instead of specialized evil marine headboxes (much smaller)
	- general: fixed older made evil marines having their headbox positions adjusted for the wrong bigger headboxes
	- general: fixed imp's initial standing frame having its headbox too low
	- general: buffed the evil marines' dodge-rolling algorithms: they now try teleporting 8 map units in that direction first. If they fail, they try rolling in the other direction. If they fail again, they jump. Not only does that make their dodge-rolling reliable, it also makes it sharper.
	- general: buffed the synth state machine to support minimum comfortable distance: they won't come closer, will try keeping that distance and circle-strafe. 200 for super shotgun traitors, 700 for rocket launcher traitors. Also results in emergent ambushes at distances favoring their weapon.
	- general: fine-tuned the hell out of the synth state machine's algorithms making all new evil marines' behaviors more lifelike.
	- general: fixed the new evil marines' melee initiating mechanism: wre trying to punch target out of sight behind walls
	- general: fixed the player not being immune to damage type Alert (must only affect cacoes and other monsters relying on these special projectiles to dodge rockets)
	- general: fixed one dying hell knight variation leaving an ownerless unkillable headbox hanging in the air (that was nasty: its invisible in the release version and rockets explode hitting it)
	- general: added evil marines: shotgun, rocket launcher, minigun, railgun, bfg9000. Now the set is complete.	
	- general: invented a sanity-melting hack allowing for drawing a normal rail spiral for evil marines' railguns instead of the ugly particle effect it had before. Still imperfect and can misalign with the actual projectile or be cut off early but *much* better looking.
	- general: fixed imps often vanishing instead of initiating a fatality when killed by npc marines or evil marines.
	- general: fixed the bug with headbox not disappearing while you keep damaging it every tic, even after the monster had long collapsed. Found it by attacking heads with a chainsaw.
	- general: fixed superarchviles being possible to stunlock
	- general: added customizability by map scripts to monster raising events (for eday map 28) and to superarchvile blink events (for eday map 29)	
	- general: fixed volcabus raised by vile having a default (tiny!) headbox instead of the thicc volcabus headbox
	- general: fixed volcabus having no tag and no localizability (was resulting in wrong titling for volcabi raised by viles)
	- general: fixed dying hell knight killed in a certain way leaving an invisible unkillable headbox hanging in the air
	- general: fixed a bug in the duke fatality on player, npc or evil marine -- it was playing in an endless loop
	- general: fixed pain elemental inflicting splash damage of type Normal instead of Fire when he explodes on death
	- general: fixed the baron (the only monster of them all!) not having a specific death for damage type "Flames" (as a duplicate for "Fire") Guess who is the most used minion for the Infernal, who now inflicts "Flames" instead of "Inferno"?
	- general: fixed player's fire and ice deaths where the third-person camera desynced from the body if you died while moving fast. Now the burning/frozen body decoration spawns with the same velocity as your real invisible corpse the camera is tied to.
	- general: changed the grenade launcher's behavior in Tactical mode: now pressing Fire when empty reloads instead of making a click. This is only natural, for a weapon that can only hold one shot and has to be reload after every shot.
	- general: adjusted the enemy mech's idle wandering: now less wandering and more standing.
	- general: fixed pistol zombies not dropping the grenade they were holding when they flinched: it stayed in the aether until they died, and only then was it dropped.
	- general: fixed player's +40% speed boost and turbo reload on Brutal Metal and Death Metal skills not working at all
	- general: fixed EDAY bosses and other ACS script dependants treating all Pseudorealism skills as Hordes. Now they adjust difficulty properly.
	- general: finally WENT APESHIT and added a hack to the grenade launcher so that if you pick it up while you don't have a rocket launcher yet, you get a free rocket launcher bundled with it...! Sirisly. This ChebMaster had ENUFF. It was just randomly making maps impossible when playing from a fresh start because GL is utterly useles against heavy monsters.
	- general: fixed supercyberdemons' area denial flames spread too thin with fast monsters on
	- general: fixed revenant's breaking in half due to too many hits to his midsection, the ExplodeInHalf state was folllowing directly into the Death.Rare state instead of calling A_Die("Rare")
	- general: modified the offsets of annihilator's (the red two-gun cyberdemon) sprites to make them consistent for a headbox. Thhe eday map 23 boss is based on these.
	- general: added support for pinkies jump power downscaling in EDAY Mars maps: won't jump too high and fly over your head or get stuck on crates anymore.
	- general: fixed a bug in the half revenant spawning script that was causing it to perform the spawning attempt once, 105 times in a row, instead of repeated attempts every tic for 105 tics as the spawner corpse missile bounces around. Should work much more reliably now.
	- general: NERFED the evil BFG ball fired by super masterminds and evil bfg marines HALVING its damage -- now adheres to the convention of monsters only doing half damage on UV	
	- general: fixed evil marines ang maradeurs' near immunity to shotguns -- especially to the super shotgun -- and to BFG 9000. The problem was they were going into their dodge-roll of invulnerability after a single pellet or lightning bolt thus negating the rest of the damage.
	- general: fixed maradeur's summoning not to interrupt his bfg charging
	- general: added cooldown to synth marines (NPCs, chaos marines and maradeurs) bfg (on top of its charging time, their fire rate should now be half of player's)
	- general: fixed captured marines disappearing for a moment when you free them
	- general: fixed the synth marines' super shotgun death (the one using original DoomII xdeath animation) missing the VW frames at its end resulting in blood and meat hanging in the air.
	- general: fixed the synth marines' ice death not retaining their velocity
	- general: added the arm torn off death variation to the synth marines 
	- general: made the maradeurs exempt from exploding on *any* death. The worst that could happen to them is losing an arm. They are even too tough for pinkies to chew on.	
	- general: fixed a fatal flaw in synth marine algorithms where they just kept rolling around if their opponent's threat level was overwhelming. Now they are forced to fire after each roll if weapon is not on cooldown and target is in LOS. Which makes them *extremely* aggressive -- just as planned!
	- general: frankensteined real jumping frames for *all* player skins - will have effect in multiplayer. The original BD only had proper jumping frames for fists, rifle and super shotgun, all other weapons used a clone of walking frame A.
	- general: frankensteined dedicated frames of relaxed standing for rocket launcher and railgun, for NPC marines' usage.
	- general: frankensteined the missing Unmaker frames.
	- general: added BFG10k and Unmaker evil marine variants (not available to NPCs).
	- general: taught maradeurs mirroring BFG10K with a BFG10K and Unmaker with Unmaker. Will *only* select those weapons if fighting a player who has them selected.
	- general: taught chaos marines properly assessing player's threat level when he has Unmaker selected. Before, it was counting as a revenent launcher due to how BD's animations were organized (player holding Unmaker was looking as if he had revenant launcher selected).
	- general: added Unmaker skin to the player - will now be seen holding it in coop or through third person view.
	- general: fixed chaos marines/maradeurs standing frozen in their laughing frame after they finish laughing after they fatalize you
	- general: upgraded super masterminds' laser drawing script to my new much simpler and saner version. Also increased the projectile's speed from 500 to 5000 map units per tic.
	- general: increased supreme masterminds' unmaker firing speed 1.5 times (also affects the E3M8's boss).
	- general: fixed hellhounds' stupid standing animation
	- general: made hellhounds turn the collision for each other and evil marines on after they move farther than 128 map units from the maradeur who summoned them. I caught multiple dogs really standing inside each other biting me, overlapping horribly.
	- general: buffed synth marines' chainsaw swing making it much, much faster and harder to dodge
	- general: fixed volcabus breaking if he switched to slaughtermap optimization, unable to fire
	- general: fixed synth marines algorithmic bug where evil marines don't fire right away, just stand there staring at you. That was caused by them switching to the backpedaling stance on sight, which did not have a shortcut to the Missile stance, only its own timeout of 3 seconds.
	- general: fixed synth marines' super shotgun fire rate being ungodly high.
	- general: decreased the limits for NPC followers spawning at the start of the next map from 7/4 to 4/2 (total/of each kind). They are too damn powerful now!
	- general: made the total limit of NPCs spawned on the map start into a shared pool in coop instead of a per-player limit.
	- general: fixed the immortal headbox bug on last stand monsters	
	- general: FIXED the monstersonly version: earlier I added by mistake a lot of scripts that should never be in it (weapon definitions, mostly)
	- general: removed the "New Weapons" from BD options: always on by design, not removable.
	- general: added hold fire mechanics to all weapons -- effectively prohibiting the player any hostile actions. Will be used in security camera scripts, EDAY cutscenes and the evac shelter in map 15.
	- general: fixed duke of hell's fatality on player or any other marine catching in an endless loop repeating ad infinitum
	- general: fixed missing sprites due to errors in composing PK3s - duke on player fatality, for example, was  only visible in EDAY, looking as empty space in FBD, and the other way around for EDAY.
	- general: moved several definitions and localizations of rare ammo types from Chebskies-EDAY to FBD proper (planning to change rare ammo management)
	- general: improved some minor item pickup messages in EDAY
	- general: fixed synth marines' "fire a snap shot if regained line of sight during a jump" not working at all. Now maradeurs will be properly deadly.
	- general: fixed synth marines' jumping algorithms, it was making them fly forward unrealistcally istead of hopping onto tall ledges
	- general: added landing sound for all synth marines -- including chaos marines and maradeurs who don't make footstep sounds by design
	- general: changed weapon spawners and availability of weapons to the purist class. Many guns are nov available IF they are placed via map editor or dropped by chaos marines -- Unmaker, Bfg 10k, classic-like railgun, Dragonslayer... They still never happen as random replacements.
	- general: re-did the alternative looks of weapon pickups (where different classes see the same item as different things -- if two guys play coop, one is tactical and other purist then where the first guy sees assault shotgun, the second gu sees a plain old super shotgun). It is still very hacky ( the pickup itself is invisible, followed by a conditionally visible fake sprite) but would hopefully be less glitchy now.
	- general: fixed plasma rifles dropped by chaos marines turning into a railgun. Zero chance now. There is a special railgun baddie to drop railguns.
	- general: fixed the classic bfg (the Purist player class) firing my advanced quake II - styled BFG ball instead of the classic BFG ball.
	- general: added Quad Damage and added support to all weapons to emit that echoing roar while it is active 
	- general: upgraded the demon rune to be Quad Damage 33% of the time (a temporary stub, planning to make it spawn actual different powerups and make the revenant rune a different color)
	- general: revoved night vision completely: now drops either flamethrower, a demon rune mix or MG-42 ammo.
	- general: assigned doomed numbers to *all* weapons so that any can be added via map editor: assault shotgun, axe, flame cannon, flamethrower, revenant launcher and so on
	- general: added tactical support (sprinting) to MG-42: was not implemented for this weapon	
	- general: fixed weapon sprite flickering horribly in no-fire zones (in GZDoom only, Zandronum was simply ignoring the offsets it was ordered to add). That could only be cured by disabling weapon bobbing for that state, so no weapon bobbing when holding your fire. Dammit.
	- general: created a small library of callable ACS scripts to be used from DECORATE as functions in the monster AI. My work is cut out for me :(
	- general: some cleanup of the synth marines code using callable ACS
	- general: cleaned up cyberdemons' "to stomp or not to stomp" decision using callable ACS - which solved him firing non-stop while close: he re-checks distance after each shot so he tried to stomp but and aborted the stomp due to z difference -- which led him back to firing. Not anymore.
	- general: improved chad cyberdemons' decision to add varying negative missile pitch to hit the ground and get you with splash damage using callable ACS: before, it was solely based on z difference and could, in certain situations, lead to him shooting the ground uselesly. Now, the effect is gradual, strongest when his aiming pitch is -10 degrees and fades smoothly to zero when it reaches 0/-20 degrees
	- general: moved several artifacts from Chebskies-EDAY to FBD proper
	- general: changed the demon rune mix from an item with randomized pickup state to a randomized spawner of several different items (baron rune, revenant rune, gigasphere, quad damage)
	- general: created separate placeables with their own doomed numbers for the baron rune and the revenant rune and colored the latter yellow.
	- general: changed helicopter controls: now you se jump/crouch to fly up/down, forward-back just tilt your view down or up.
	- general: changed helicopter controls (mostly) from the original BD vehicle control scripts to immediate callable ACS that lets DECORATE read player inputs directly
	- general: created vehicle enter/exit scripts that keep your armor class, not just armor amount (BD22 did the same ages ago) -- which WILL ALLLOW ME TO RETURN ARMOR RESISTANCES! In bd21, all armors were buffed to absorb 50% damage by necessity
	- general: ported helicopter to my new vehicle enter/exit scripts
	- general: returned armor resistances (green armor's reduced to its original 33%, shard armor's to 25%). Look at the small number next to your armor icon -- that's its damage reduction percentage!
	- general: introduced red and super armor, Quake II styled, with very high damage absorption. Also grabbing lesser armors doesn't replace it but is absorbed into it. Green adds 25 red, blue adds 100 red.
	- general: changed the golden soulsphere not to add armor. Instead, it now adds 125 health up to 299.
	- general: changed *all* artifacts *not* to pickup if your health/armor is too high. Meaning you can only pick soulsphere up if your health is below 200, pick megasphere up if your health or armor is below 200 - and so on.
	- general: fixed "you can't leave from this direction" inflicting damage on your vehicle.
	- general: fixed hand grenade not obeying no-fire zones
	- general: fixed my vehicle enter script not moving the player to the vehicle's position, which resulted in the HMG turret moving every time you manned it
	- general: changed motorcycle's behavior on death: now expels kicked player damaing him 50 hp plus penalty for speeding, this will *never* kill, can only bring you down to 2 health.
	- general: added health penalty for leaving motorcycle at speed, you lose 2 hp for every kph above 20. Will never bring your health below 2.
	- general: made "Can't leave from this direction" localizable
	- general: added extra checks for alternate exit spots, which made exiting vehicles much more reliable (the helicopter was especially egregious)
	- general: added a (static ersatz) mugshots to the motorcycle
	- general: added a simplified mugshot replacements (an icon that fills with red as you take damage) to the tank and the artillery tank
	- general: changed the way the heavy machinegun turret is handled: you *retain* your health and armor on entering *and* exiting it
	- general: changed how powerups are managed: now you only lose your invulnerability and Quad Damage when you enter "true" vehicles: the mech, the heli and the tanks. In all other morph forms (manning the HMG, riding the motorcycle, transforming into baron or revenant) you *retain* them. A quaded, invulnerable baron. FUN. Also, take notice for that invul sphere near that HMG in EDAY map 30. They work together now.
	- general: added interlocking to morphs: now you *cannot* pick up another demon rune nor interact with vehicles until your demon transformation runs out.
	- general: changed weapon selection order so that nuke launcher comes LAST. I have plans for it, to place in some super secrets instead of MG-42 -- and be a shortcut cutter in my planned map 312.
	- general: taught synth marines what a player transformed into a demon is and how to counteract (baron transformation is treated as a super shotgun meaning they'll kep their respectful distance and revenant transformation is treated as rocket launcher meaning they will bumrush you)
	- general: improved NPC's player avoidance algorithms (if you fire any weapon, they become much livelier in your frontal sector for 5 seconds). This is not the final solution, tho.
	- general: fixed synth marines' inconsistent jumping behavior
	- general: added missing battle cries to synth marines. Maradeurs tier 2 and 3 keep repeating a monotonous "Hey!" because their voices are stubs.
	- general: fixed one wolfenstein check not working due to error in packing compiled ACS code
	- general: fixed vehicles showing in monsters only (not compatible: they cause a crash if you try using them)
	- general: fixed the NPCs' "get clear" mechanism, which wasn't working due to a single-character typo!
	- general: changed piloting the mech to count as being in a tank, as far as monster AI is concerned
	- general: fixed synth marines' jumping not working as intended (they were hopping in place instead of jumping forward) because I forgot that certain measured value vas times 100 and I should have compared it to 1000, not to 10.
	- general: fixed heavy machinegun turret, motorcycle, revenant rune and baron rune breaking when used while invulnerable and permanently soft-locking you out of using any vehicles or picking you such runes.
	- general: fixed heavy machinegun not making the quad roar when firing under the influence of Quad Damage
	- general: fixed NPC marines being crushed by your tank: used the same hack as with telefragging, they pretend it did not happen and they dodge-rolled instead, then respawn.
	- general: fixed vehicles breaking and becoming unusable, or losing all ammo, if you exited another vehicle while facing it
	- general: fixed the mech only making the annoying mech walking sounds when walking backwards (were commented by Mark-sensei himself out for the forward motion)		
	- general: switched FBD to beta status, made headshot hitboxes properly invisible
	- general: created a titlemap for standalone FBD as always intended
	- general: wasted six hours chasing the most IDIOTIC bug possible: my basic script library was mistaking titlemap game mode for multiplayer resulting in all sorts of things going kaput :( Namely, the chaos marines were paralyzed by endless loop of state change, unable to shoot. ONLY on my shiny new titlemap.
	- general: integrated 1000imps.wad into brutalv21.5franken.pk3 -- now selected from the episode selection menu, map name changed from MAP01 to MAP1KIMP.
	- general: fixed the NPC marines *always* facing straight east as they got clear of your firing arc or your tank -- unless they had a target. A faulty code was setting their angle to zero.
	- general: fixed the NPC marines' "clear target if out of sight for a few seconds" NOT working - they stayed aggroed permanently but kept following you, resulting in them ignoring any monsters around because they were still aggroed at some monster left far behind.
	- general: fixed the broken legshot hitboxes (weren't working at all due to this Cheb being stoopid and misplacing function parameters)
	- general: fixed rifle zombies spamming leg hitboxes while standing unactivated - should not happen for slaughtermap performance reasons
	- general: fixed *two* bugs in synth marines' algorithms resulting in weapon cooldown not being applied at all and so, super shotgun having insane fire rate:  first, dodge-roll was decreasing weapon cooldown by 45 tics instead of 15 it takes to perform that dodge-roll and second, a wrong state was jumped to after firing a shot, thus bypassing the code designed to set the cooldown.
	- general: as a side effect, fixed minigun evil marines who should keep firing until they splatter your corpse -- like chaingunners do -- but this wasn't working.
	- general: fixed a certain bug in synth marines that was causing them to switch to the missile state while their weapon was still on cooldown, instead of keeping the normal chasing routine.
	- general: fixed a botched threat sense being infinitely sensitive and so making synth marines dodge-roll constantly instead of when they felt it was appropriate
	- general: fixed a botched synth marines' check of being stuck in a corner during circle-strafing/backpedaling (I forgot that one of the integer values involved was times 100 so the check never passed) that resulted in my hyper-advanced wall avoidance algorithm never activating!
	- general: fixed artillery tank glitching on the "Pseudorealism" skills, gaining insane amount of hit points then exploding and killing you on exiting it
	- general: upgraded dying monsters' special headshot hitbox to auto-vanish when the monster stops being damageable (a guard condition against the immortal disembodied headbox bug)
	- general: fixed the purist class being unable freeing captured marines
	- general: fixed your inability to give the npcs orders (and also use flashlight) while wielding Dragonslayer
	- general: fixed chaos marines aggroing at each other due to splash damage from plasma, railgun and rockets.
	- general: fixed player firing MG-42 not recognized by the AI as attacking.
	- general: further buffed MG-42 from 32 to 55 damage per bullet. Now it's a real beast: the same fire rate as minigun, high accuracy, unholy DPS.
	- general: fixed dual rifle's fire rate and damage: was all over the place, seems a forgotten leftover from older BD versions. Now really useful as has higher DPS and higher ammo efficiency than minigun (dps 350 vs 280, damage per bullet 20 vs 16). Balanced out by the need for a lengthy reload.
	- general: added ammo type 7.92 UAC - YES, I AM CHANGING THE LORE for the sake of gameplay. Deal with it. So UAC had deals with Nazi scientists as far back as wwII, has a time portal to castle Wolfenstein and many more shady deals. And they accepted the German ammo as their standard. They also had a hostile takeover of Union Pacific if you оhaven's noticed, it's UAC Pacific now. In short all heavy weapons use the same caliber as MG-42!
	- general: switched the machinegun to ammo type 7.92 UAC, increased its damage from 22 to 50 per bullet, furter increased weak monsters' vulnerability and increased flinch chance for stronger monsters. The trade-off? That ammo's cap is 150 (300 with a backpack), it is rare (12.5% chance for every regular ammo box outside EDAY), one box only brings 75.
	- general: moved the nuke launcher from slot 5 to slot 7 to sit together with bfgs.
	- general: added an ammo icon for nukes, now a proper radiation symbol instead of the ammo clip stub.
	- general: moved the revenant launcher from slot 8 to slot 5
	- general: moved MG-42 and machinegun from slot 4 to slot 8
	- general: ripped Mosin-Nagant sniper rifle out of Sergeant Mark IV's VietDoom Alpha, recolored the sprites and added it to FBD as as Gewehr 98 (bolt-action sniper rifle) for slot 8. Its ammo efficiency is stellar but its fire rate and DPS are abysmal, because bolt-action.
	- general: added new damage types "Bullet792" and "SniperBullet", added their death states as aliases of Death.Minigun to all monsters with a very few addendums. Set higher flinch chances for both on most monsters and set x2.0 damage vulnerability to "SniperBullet" on all headboxes. Set increased damage vulnerabilities on imps/chaingunners/pinkies specifically to die from 1/1/3 shots from the sniper rifle.
	- general: created the synth monster logic base, a truncated clone of the synth marines logic, to be the basis for future synth-enhanced monsters.
	- general: added uber sniper and uberzoltat based on the synth monster logic,  armed with Gewehr 98 sniper rifle and MG-42 respectively. The uberzoldat is extremely deadly -- he sees you, you go splat. Because MG-42 is that powerful.
	- general: modified the machinegun spawner to also spawn an ammo box nearby if none of the players on the server have any weapon for this ammo type -- this happens 2 seconds after map start
	- general: modified ammo boxes to also spawn a 7.92 ammo box nearby with 12.5% probability if any of the players on the server have a weapon requiring it -- this happens 2 seconds after the map start
	- general: buffed the heavy machinegun turret to inflict 50 damage per bullet and changed its damage type to "Bullet792"
	- general: added specific converion states to all captured marines - when killed by an archvile they rise as a corresponding chaos marine, with a varied chance of a low tier Maradeur that has a very low chance to be a Maradeur.
	- general: corrected cruelty bonuses and gigasphere's regen to apply to stored health and armor values when the player is morphed (is in a tank, rides a bicycle or is transformed into a demon) instead of being wasted uselesly on healing that tank.
	- general: created a new Potpourri skills family, a randomizer with 33% of the monsters replaced with something much stronger and nastier. The bosses (cyberdemons and masterminds) have a 75% chance to become virtually anything strong FBD can throw at you (except the helicopter boss).
	- general: fixed incorrect flag management in monster swaps (for bosses, mostly) that was causing the swap to count as death and the monster drop loot as a result.
	- general: fixed a bug in my new armor management script that caused you to be unable to pick blue armor if you had any blue armor left, even one point
	- general: changed MG-42 to a much sharper firing sound (the one used for the sniper rifles, ripped from VietDoom)
	- general: fixed NPC marines' reaction to you aiming through iron sights/zoooming: the intended reaction is the same as to you firing - i.e. get da fug out of your line of fire, but this was NOT working due to me misinterpreting weapon states
	- general: improved NPC marines reaction to you pushing them: if you get very close they accelerate to get out of your way faster. There is eternal compromise between them keeping your forward sector clear and them being slow enough to press "Use" on without needing to chase after them like Tom after Jerry. You can get one, but not both.
	- general: made the chaos marines slower
	- general: found and fixed a bug where if your baron transformation ran out while you were performing a fatality, you were softlocked in third person view, unable to move. Now the ACS script managing the detransforming waits for you to finish the fatality.
	- general: fixed your health and armor failing to restore if you were morphed when the map ended (e.g. pressed that exit switch as a baron).
	- general: fixed a typo in captured marine code that caused a bfg marine to spawn instead a railgun marine, with much higher probability than intended.
	- general: fixed a NPC guarding near a wall facing that wall. They should have turned around to face open space but were just twitching incessantly.
	- general: modified the randomized weapon spawners to disable in EDAY the following: minigun spawning as machinegun, BFG spawning as Unmaker (only the 10k randomization is allowed), rocket launcher spawning as a grenade launcher, my new mechanism of ammo boxes spawning additional 7.92 ammo boxes if the player had a corresponding weapon.
	- general: fixed old doomed numbers for rifle and plasma chaos marines, still in use in EDAY maps, being not assigned anything.
	- general: fixed the pre-placed minigun NPC marines being an error because a non-existent sprite was provided in the Spawn state.
	- general: scaled the nazi ammo boxes down, don't look gigantic anymore	
	- general: minor slaughtermap optimization for maggots spawned by dead bodies (reason: I noticed my titlemap begins spamming maggot slaughtermap activation messages if you leave it running, with game crashing some time later)
	- general: made the titlemap restart itself after spawning 666 gladiators -- because it was *still* crashing
	- general: added a skybox to the titlemap
	- general: added music to the titlemap (used BD21's deathmatch tracks)
	- general: removed Brutal Deathmatch from the episode selection list (because FBD does not support deathmatch -- or, more precisely, I never tested it for deathmatch and it is highly likely broken due to some bug)
	- general: cleaned Monsters Only of a lot sprites unnecessary for it (weapons, player-on-monster fatalities, items, vehicle HUDs). Reason: were interfering with other mods. Some of Nari's weapons in La tailor Girl were looking like doomguy's hairy arms and the quad shotgun in Russian Overkill was looking like a pistol and shotgun guy meatshield combo.
	- general: added the FBD test map in the Monsters Only (was missing by mistake)
	- general: fixed some variants missing from the potpourri: the ax crazy labguy and the super shotgun chaos marine
	- general: rebalanced Potpourri toning it down, it was too happy spawning chaos marines left and right. Reason: tried my test map with Russian Overkill and Strong Potpourri -- after 50 tries failed to even leave the first room alive, Russian Overkill's weapons proved too weak.
	- general: rebalanced the living daylights out of the railgun chaos marine: now only appears as an archvile substitute. Reason: one on one, when you know he is there, not that much of a challenge. But as a surprise encounter in a real map he proved to be *above* archvile in being a pain in the ass. I designed them all to act as perfect ambush predators but the railgun one proved especially nasty because his preferred distance is very large so his distance keeping algos made him walk around, open doors and hide in adjacent rooms -- then SIT THERE WAITING. Then come back suddenly without warning as you walked around. With instakill railgun damage coming out of the blue.
	- general: fixed a *severe* issue with Potpourri swaps being recursive - meaning if a monster got swapped  for a stronger one, that swap could get swapped in turn, again and again, until you had a zombieman replaced by a super boss making that part of the map utterly impassable.
	- general: changed the Potpourri swap to take 2 seconds so that it re-randomizes every time you load an auto-save
	- general: changed the PotPourri randomization to include *who* gets replaced (all regular monsters have a 33% chance), after the same 2 seconds pause, and to use my advanced map rzndomizer seed generator -- so hopefully re-randomizing would work in GZDoom as well.
	- general: fixed the potpourri script that checks if there is enough space to swap for a bigger monster giving false positives in dense crowds away from walls
	- general: fixed knights, barons and dukes to have a cooldown for dodging in reaction to being headshot. They could be effectively stunlocked that way using the minigun, kept re-dodging even mid-air. Now they become unflinchable until they finish their leap and finish retaliating after that.
	- general: finally added no-fire condition to viewing through security cameras: treated as you being in a no-fire zone, your weapons disabled. Applies to all uses of SecurityCamera and MovingCamera via any means in any mod FBD runs in tandem with -- including my dymamic outro for EDAY map 13.
	- general: recolored the UAC 7.92 ammo boxes red.
	- general: made a dedicated FBD logo for the main menu (was using Brutal Doom logo)
	- general: made my library ACS scripts "GetDistanceToTarget", "GetPitchToTarget360i", "GetPitchToTargetFixed", "FBD_NpcForceSteer", "FBD_BestAngleProbe" and library ACS functions FixedDistance(), FindClosestPlayer() overflow-safe (won't glitch at distances above 32767)
	- general: made a completely new mechanism for initializing monsters in advanced teleporting closets (used everywhere in Chebskies-EDAY)
	- general: rebalanced armor for Chebskies-EDAY making it work differently from standalone FBD. Reason: while playtesting, realized that EDAY's health/ammo balance shatters due to green armor now only absorbing 33%. Changed it back to 50%, the same as blue armor, made the blue armor only add 100 armor instead of 200 but applied Quake mechanics to it: now *absorbs* half the green armor you had and *absorbs* any green armor you pick while wearing blue armor. Voila, now multiple blue armor secrets per map are not useles.	
	- general: fixed a stupid typo wrecking kill count on Potpourri skills
	- general: fixed hellhounds having no slaughtermap init, which led to them blocking themselves and other monsters in advanced teleporting monster closets when randomly chosen as PotPourri swaps for pinkies
	- general: improved the logo, recolored and fixed the wording
	- general: fixed my script libary: contained some mistakes borne of my lack of understanding for some ACS functions' quirks. Should work more reliably now (before this fix, in rare circumstances an archvile could commit suicide by attacking his own head).
	- general: improved the headshot tageting mechanism: before, it stopped working permanently after the monsters trying to headshot another monster re-aggroed at someone else (curently only archviles and enemy mechs do that, to barons and cyberdemons.
	- general: fixed the synth marines with assault rifles having zero spread meaning perfect accuracy at any distances (set 'em at 1-degree spread, the same as you when using iron sights)
	- general: reworked synth marines' aim-adjusting probes to be more stable and to calculate pitch as well (Reason: I am searching for the cause of crashes when the title map is left to run for too long or you play Russian Overkill with FBD monsters only). Also fixed them to be server side only.
	- general: fixed the hypothetical case of a captued marine being freed by an actor other than player (e.g. an NPC)
	- general: fixed synth marines with assault rifles' muzzle flash position and firing z origin: was too low, for a different previously used sprite frame.
	- general: applied the adjusted pitch usage to synth marines' firing algos for all weapons overriding the vertical auto-aiming in case there is no line of sight. May result in nasty surprises with enemy rockets and bfg, should be less prone to hitting nearby corners now.
	- general: applied the same to the synth monsters (currently, there are only two: the uber sniper and the uber zoldat)
	- general: uncommented firing aim adjustment probes for synth marines' weapon charging
	- general: SEEMS LIKE its not crashing anymore in combination with Russian Overkill (only metric craptons of playtesting could tell for sure)
	- general: added localizability and Russian localization to monster names (and partly, obituaries) for: zombieman, pistol zombieman, shotgun guy, smg guy, chaingun guy, nazi, uber sniper, uberzoldat, pinky, spectre, revenant, hellhound, mancubus, mummy, arachnotron, ancient arachnotron, enamy tank, enemy artillery tank, enemy helicopter, enemy mech, juggernaut, belphegor, belphegor lord, labguy, imp
	- general: updated and fixed the EDAY walkthrough	
	- general: changed the mechanics for disabling player weapons: now one unified script both monitors player's inventory for item "HoldFire" and checks if player is using a security camera. The two contitions now work together -- meaning security cameras inside no-fire zones will work properly.
	- general: fixed barons and knights dry-firing their attack animation after archvile headshotting them triggers their avoidance reflexes. Happened all the time because my archviles are coded to headshot them and dodging mandates attacking afterwards -- but there is no one to attack because viles are not targetable.
	- general: minor refactoring of revenant fireball code
	- general: further nerfed the audible radius of the broken toilets' flowing water sound	
	- general: fixed the bug with chaos bfg 10k marines being helpless in monsters only because the 10k projectile was defined in a file not included with mosters only.
	- general: nerfed da fug out of maradeur's weapon choice algo, now *only* uses the railgun as a mirror, if you use railgun yourself. Because him randomly switching to the railgun was an instant game over. He doesn't miss (because he surprises you, that's why) and has a crapton of health unlike the railgun chaos marines balanced out by their relative fragility. Having 250% red armor and 200% health only gives you enough time to scream in frustration.
	- general: increased maradeurs' weapon switching, does it more agressively now
	- general: improved synth  marines' danger sense: now when NPCs, chaos marines or maradeur fight a non-player they ignore his facing angle and always assume the monster is facing them.
	- general: improved chaos marine/maradeur danger sense: when fighting a player they take into account if he is currently firing or aiming down iron sights and then threat his entire frontal 25-degree arc as highly dangerous.
	- general: improved chaos marine/maradeur danger sense: now disregard threat level of a player who is facing away at a more than 90 degree angle. Should result in more ambushing from behind.
	- general: improved maradeurs' weapon selection algo: when fighting a player who is distracted (aiming or firing away from the maradeur) and he is closer than 500 map units, the maradeur now aggressively bumrushes to shove his chainsaw up yours (or berserk-punch if your health is below 33).
	- general: fixed maradeur not to switch to default weapon (super shotgun in his case) after he laughed after killing you.
	- general: improved maradeur's "mirror" behavior, he switches to railgun or any bfgs as soon as possible (meaning he is not firing and his weapon is not on cooldown) to match your weapon.
	- general: changed maradeur's hellhound summoning from a dedicated state to a selectable weapon. Thus removing a major weakness where he kept summoning, posing a big juicy target, until he met his quota (especially vulnerable if you were killing his summons in the process).
	- general: added plans to give the maradeur a Dragonslayer. You are guaranteed to have one as you meet him in map 313 so he should have one too -- and use it as a mirror, the same as with BFGs. Will implement as soon as I draw the doomguy dragonslayer animation.
	- general: made the maradeur make pain sounds when he dodge-rolls in reaction to being hit. He was exempt, unlike the chaos and NPC marines.
	- general: nerfed the hellhounds' leap attack: before, they could bite you even if you dodged because their bite was auto-aimed. Now they can only bite straight ahead mid-leap.
	- general: nerfed da fug out of the aracnorb: he now has a limit of three projectiles he can keep active at any given time. Until they hit and free more slots, he just dodges vigorously instead of firing more. Reason: playtested in map 32, turned into a spammy nightmare. Aracnorbs spam their mind blasts as they backpedal to the other side of the map and hide in the clouds. And, unlike revenant fireballs, the mind blasts have *no* declumping mechanics! And they ignore armor, too.
	- general: buffed the nuke launcher to better fit the Chebskies-EDAY campaign: increased ammo limit from 1 to 3 (there will be up to 3 shots in the entire campaign: one launcher in the open, plus one launcher and one nuke in hard to find secrets) and made the ammo into a placeable rocket with its own doomed num (used in map 313).
	- general: fixed a stupid UI bug: the setting that controlled which small font to use for HUD was checking a wrong console variable (only switching to small font if cruelty bonuses were disabled). Copy-pasting is evil. *Evil* I say.
	- general: fixed many original BD actors not having the +NOBLOCKMAP flag -- maybe *this* was the cause of lags and freezes when Icon of Sin's icy nukes go off en masse? These progenitor classes (each the root of a large class tree) now have it: Brutal_Blood, DeadBlood, BloodSplinter, WaterBloodSpot, WaterBloodCHecker, Brutal_BloodSpot, CeilBloodSpot . In theory, should get rid of unnecessary processing on data structures when half the map is smeared with blood.	
	- general: changed nuclear rocket's main damage type from Fire to Plasma. Now only inflicts fire as wide AOE afterburn.
	- general: changed nuclear rocket's direct hit and AOE radii. Was 20K direct hit 4K AOE, now 1K direct hit, 24K AOE.
	- general: fixed some bfg ball's secondaries maybe not visible in coop	
	- general: added detection of the Russian Overkill mod to FBD monstersonly -- the monsters are now aware they are screwed. Zombies may scream in terror instead of shooting you.
	- general: minor ACS optimizations, replaced some fixed point divisions with bit shifts. The only thing this is likely to improve is my ego.
	- general: fixed a severe bug: my test map included in FBD's PK3 was carrying with it several OBLIGE-generated wall textures that were messing up DooM 2 maps. Haven't noticed right away because only affects maps after 13 or so.
	- general: optimized revenant's smart z-aware blood, changed its code from hacky and slow warps to immediate ACS calls. Also fixed it not to spam chainsaw continue and blood on visor area effects unless actually hit with a chainsaw. Made chainsaw catch on the legs as well instead only catching on the tiny area between the legs and the cuirass. Made chainsaw catching work underwater.
	- general: upgraded arachnotron's smart z-aware blood the same way.
	- general: fixed cyberdemon's chainsaw blood to work underwater (chainsaw catching)
	- general: fixed chainsaw not catching on hellhounds
	- general: replaced all calls to the "BD_CheckBloodIntensity" script with immediate calls, must bring a minor improvement as blood now doesn't have to wait 2 tics invisibly to know which intensity to splash at. As a side effect some blood effects must now not properly NOT appear on sfest monsters as designed
	- general: added a hack for the Zandronum bug with RadiusQuake being focused on the player instead of the script's activator (a blood puff) - this was resulting in your screen shaking even if a NPC was sawing someone ten meters away. Now all such cases check distance to a closest player.	
	- general: *actually* fixed maradeur not to switch weapon to default super shotgun after he finished laughing after he killed you
	- general: fixed a bug in the code, synth marines' strafing was actually commented out :( How did this happen :( So they were only able to dodge-roll
	- general: nerfed strafing acceleration of synth marines (NPCs, chaos marines, maradeurs) - was too too much like  sudden teleportation
	- general: fixed a bug with the dodge-roll cooldown to prevent stunlocking synth marines in perpetual doge-roll being calculated but never actually applied
	- general: fixed a bug that was revealed due to the fix above: maradeur was stunlockable using minigun, which should never happen
	- general: added a hack to maradeur: when he dodges due to being hit while on dodge-roll cooldown and his current weapon is a melee weapon OR a summon hellhound weapon, he either A) immediately switches to super shotgun or plasma before strafing and backpedaling or B) rushes his enemy with ferocity instead of backpedaling.
	- general: added a hack to the maradeur: when he is summoning hellhounds, he dodge-rolls after firing each dog disregarding target visibility and dodge-roll cooldown.
	- general: fixed an idiotic typo that was making enemy artillery tanks inflict 8 times more damage than intended (EIGHT FREAKING TIMES!) turning them into deadliest enemies in the game.
	- general: fixed the "1000 imps" (MAP1KIMP) test map being impossible to set in coop because it was missing a ZMAPINFO entry, which resulted in server saying there is no such map and settin MAP01 instead.
	- general: fixed variable weapons (look like different things to different player classes) being invisible in multiplayer after my upgrade. I hacked around that by simply disabled their advanced mechanics for multiplayer (now purist sees an assault shotgun, but stil picks up a classic super shotgun). Also disabled in the title map: because of its quirks, all variants were seen simultaneously (like a chaingun overlapping a minigun and so on)
	- general: fixed assault shotgun looking like a sniper rifle to purist (instead of a super shotgun)
	- general: commented out tracer-spawning code in the sniper rifle because I am NOT going to rip the whole bullet bouncing system from VietDoom alpha. 
	- general: added +NOBLOCKMAP to the bullet ricochet actor.
	- general: cleaned the PK3 from parasite leftover actor definitions that were interfering with normal code (how did that shit get in there, again?)
	- general: code refactoring: began replacing ACS script calls with immediate calls. Currently upgraded: same-species infight enabler, cyberdemon's decision to stomp or not to stomp and on raising by archvile customization by map scripts.
	- general: bugfixes in coop NPC code (reason: I've discovered *another* undocumented pitfall, clientside scripts called from serverside scripts can only have two arguments. You can declare three and passing a third argument raises no warnings but on the receiving end that third argument is always zero)
	- general: most logging in the code wrapped with an if that calls a new function that checks if debugging is enabled (for now a stub that returns true, will make it into a setting later)
	- general: added plummeting screams support (will upgrade *all* bottomless pits in EDAY to have them), new custom damage type "PlummetAaah". Players, zombiemen, shotgun guys and imps scream in terror and become +NOPAIN to prevent repeat activation. Chhaingun guys and nazis die near instantly firing a throwed corpse straight down (the same as a fatalized monster throwed by a revenant). Superarchviles do not scream but try teleporting to safety. Players have interface screw applied to them, chaotic random rotation.
	- general: redesigned my EDAY-specific blue armor nerf: megasphere now gives full 200 blue armor instead of 100 and the blue armor pickup gives 125 instead of 100.
	- general: decreased red armor's protection from 70% to 66%
	- general: decreased super armor's protection from 85% to 66% but added 33% damage resistance to plasma and fire (including caco, imp, baron fireballs) that also decreases damage to the armor itself and 50% damage resistance to bfgs (9k, 10k and unmaker) and cold (including most of the Icon of Sin's attacks -- oh, and his lightning bolts inflict Plasma and are subject to the 33% reduction above). Renamed it "Carapace of Elements", currently can only be found in a very hard to find secret in map 313.
	- general: made armor pickup messages localizable
	- general: changed cyberdemon stomp deaths for: player, synth marines, zombieman, shotgun guy, nazi, chaingun guy, pinkie, spectre so that if the cyberdemon is slightly below them, or with a 15% chance otherwise, then instead of just splattering they are catapulted violently as if from player's berserk kick to spatter against any wall that gets in the way.
	- general: limited supermastermind's and synth marines' lasers' range to 15000 map units (otherwise may glitch due to 16-bit overflows in ACS scripts)
	- general: reworked supermastermind's and synth marines' laser beams glitching/being not visible in coop. Now their length is also limited to 5000 map units (130 meters) from the hit position
	- general: made supermasterminds much deadlier by eliminating the 11|7 tics delay between facing target and firing their laser -- this was making it TRIVIAL to stay unhurt by simply circle-strafing the boss cuz while his projectile hits near instaneously (5000 map units per tic is equivalent of 5 kilometers per second) he was firing at where you have been 1/3th or 1/4th of a second ago (depending on supermastermind tier). NOT intended. Mastermind's main tenet: you are either in cover or are dead. I will also re-do the basic mastermind similarly later to make *him* deadlier.
	- general: buffed the juggernaut, now fires autocannon projectiles like enemy artillery tanks instead of wussy bullets laughable given his huge guns.
	- general: fixed superarchviles not attacking at long range, raised their max target range from 896 to 4000
	- general: fixed uberzoldat and nazi sniper firing silently in monstersonly	
	- general: optimized the scripts that rely on the players list (like face the closest player or get distance to the closest player) not to iterate over the entire 64-element array if there are less players on the server (yes, Zandronum supports up to 64 players now -- only relevant for deathmatch, which FBD does not support while EDAY has a hardcoded upper limit of 8 coop players, which is overkill).
	- general: added scripts that let the map scripts know if the server is empty (case in point: map 313 stops the waves timer if there are no players. FYI, spectators do not count as players and are disregarded by all FBD mechanisms)
	- general: added ACS scripts that manage and monitor player TIDs on multiplayer client
	- general: added ACS scripts for reading player's primary and alt fire inputs by DECORATE code
	- general: dragonslayer rebalanced: now swings very slowly without berserk strength with large text popping up with each swing, you are tossed around like you are three sheets to the wind - it may throw you forward turning you left or throw you backward turning you right, depends on how much stuff you hit with your swing
	- general: dragonslayer clang sound toned down immensely: now only makes *one* clang instead of ten, the first time it hits map geometry. For this reason, when hitting ground you hear that sound from your right on your leftward swing and from your left on your reverse rightward swing
	- general: added alt fire to dragonslayer to keep swinging while holding alt fire
	- general: added tactical class support to dragonslayer (sprint, stamina, each berserkless swing consumes 60 stamina)
	- general: corrected dragonslayer's attack spread making it *not* useles in narrow passages. Originally, all projectiles were fanning from your right (y = 40) for the leftward swing or from your left (y = - 40) for the rightward return swing. That is a lot, cansidering player's radius of 16, and with projectile radius of 24, all of them would hit the nearby wall -- even those directed at an angle away from it. Now the fan's base is spread across your view - the projectiles directed forward are fired from center on. Still, beware of *very* narrow passages, barely wide to fit through: you'd hit nothing but walls an the weakest zombie would slay you.
	- general: created sprites set for a marine with mg-42. For now ain't used anywhere, will be used later for maradeur mirroring your mg-42 with a mg-42 of his own and for making player's mg-42 visible in multiplayer.
	- general: fixed my measures against weapon items not visible in multiplayer not working
	- general: reworked how map randomizer works and how potpourri swaps utilize it: first, in GZDoom it demands you moving your mouse around and keeps you glued to your starting position until done (no such crutches necessary in Zandronum). Second, potpourri swap checks for this to be done instead of waiting for two seconds blindly. This brings these changes: 1. in GZDoom the potpourri monsters wont matearilize until you are done with moving your mouse around. 2. if a monster spawns mid-game, he performs his swap immediately (no more imps jumping in through the window in EDAY01 freezing for two seconds as black outlines). 3. spectators spectating on a server with no joined players will keep seeing black outlines instead of potpourri monsters and un-randomized raw EDAY maps that support randomization. That's right, folks. A network game randomizes two seconds after the first player joins, no sooner.
	- general: added a mechanism for map scripts to designate a specific TID to set for any monsters being raised from corpses. Also applies to revenants breaking into half-revenants and to lost souls -- they use assign this TID to themselves if they don't have one yet.
	- general: made the half-revenant inherit his parent revenant's TID. Will now count for scripts that check remaining monster count or aggro monsters by TID.
	- general: re-did the lost soul optimization. Now no more than 100 lost souls can have those cool particle flames now, the rest make do with primordial DooM sprites. There is no sorting and no visibility checking, who gets the cool vfx is decided entirely by the order they spawn. All of the checks are purely clientside too. As a lost soul with particle flames gets killed it frees a spot and another lost soul may switch to particle flames -- they check it the moment they initiate their attack. No visibilty checks here either, it's the early bird who gets the worm. Tested it with Okuplok - was surprised to learn Okuplok has no pre-placed lost souls, only pain elementals galore.
	- general: added a script to monstersonly that gives the player specific token to mark if that player is firing (their primary or alt fire is pressed). Monster AI relies on this for initiating dodging.
	- general: fixed a bug where in deathmatch killing a fellow player using a chainsaw failed to trigger the special death with him falling in two halves and screaming horribly (the same as when a chaingun guy kills you). Idk why I bother fixing this, I postulate FBD as not fit for deathmatch.
	- general: general: applied my improved chainsaw animation to the player. No more playing punch animation in multiplayer when player attacks with their chainsaw.
	- general: added MG-42 to the synth marines (only usable by maradeur as a mirror to your MG-42)
	- general: laid foundation for future Dragonslayer and axe animations on the player (for now, stubs that redirect to the chainsaw animation). Chaos marines, maradeurs and synth monsters (nazi sniper, uberzoldat) now react properly to a player wielding axe, Dragonslayer or MG-42.
	- general: added maradeur's reaction to you selecting the dragonslayer. In future, will mirror with a dragonslayer of his own. For now, switches to bfg 9000.
	- general: added maradeur's reaction to you selecting MG-42, mirrors with a MG-42 of his own.
	- general: fixed incorrect muzzle flash position on uberzoldat.
	- general: fixed player unmaker animation not working for the classic unmaker
	- general: fixed a bug with player still considered holding Unmaker when they switched from it to the chainsaw
	- general: fixed plasma chaos marine & maradeur with plasma using rifle sprite when taunting after a kill
	- general: improved sound power for uberzoldat firing his MG-42 (also applies to maradeur)	
	- general: completed hardening the mod: running it on top of mods that change the monsters will override the other mod's monsters so all monsters will be from FBD. Will also hold true for Chebskies-EDAY 2.0.
	- general: fixed the new boss cube spawning a wrong monster class insead of the FBD revenant (was never used so went unnoticed)
	- general: optimized cvar handling and renamed some cvars -- as a result, some of your settings (blood amount, janitor usage) will reset to defaults. Just set them again.
	- general: began mass class renaming process (the distant goal is to make FBD monstersonly cross-compatible with Project Brutality, as the worst case because they seem to share a good half of their code base, which makes their combination just fall apart). Beside that, will increase monsteronly's compatibility by eliminating accidental class name matches
	- general: FIXED incompatibility of monstersonly with latest GZDoom caused by GZDoom's increased grammarnaziness (much stricter eror checking, stops on invalid modeldefs now)
	- general: included Unmaker into the list of weapons that are not given via the "give weapons" console command.
	- general: fixed ancient crap code of mine causing pain elementals occasionally spawn broken lost souls
	- general: applied localizable resource string for the Unmaker pickup message (also corrected it saying it is slot 8 -- which is untrue, Unmaker goes under BFGs, slot 7)
	- general: added "ios chastises" states to superarchvile, supercyberdemon, supermasterming and chaos marines/maradeur in  FBD proper. Clears their target, heals them some, displays an argent discharge and puts them in their pain state. To be used in map 313
	- general: upgraded superviles' blink override mechanics: now use immediate ACS call and actually cancel all the blink position probing if the script returns success.
	- general: upgraded the base corpse class with special death for teleport remover (teleport destinations clearing the floor unde them of obstacles): the corpse becomes non-solid and indestructible but remains raiseable.
	- general: added a placeholder class for the axe chaos marine (for now, a clone of chainsaw chaos marine until I get to finish that animation)	
	- general: culled the headshot damage profiles down to two: 3x with cap 1200 and default 2x with cap 600
	- general: fixed my scripts being a mess because I relied on explanations given in the wiki (which was composed by ignorat amateur noobs as we now know).
	- general: fixed my scripts to prevent weapons invisible in multiplayer being a broken mess
	- general: fixed my scripts that mamage lost soul flames being a broken mess
	- general: fixed my scripts that prevent barons and knights firing a fireball in a random direction when headshot by archvile's fire (were breaking their attack states clientside in multiplayer)
	- general: capped scripts like "FaceClosestPlayer" not to see players who are farther than 15000 map units. Reason: integer overflows and glitches beyond this distance.
	- general: set headbox mk II to only convey damage as type "Decaptate" if the swing is horizontal (damage type "Cut"). The vertical swing (damage type "Saw" is conveyed as either "Saw" or "HeadStun")
	- general: switched imp, my guinea pig, to use headbox Mk II
	- general: cleaned imp's code that makes him make monkey noises instead of attacking if he sees a La Tailor Girl player naked for the first time - now all the complex conditions are formulated on the ACS side.
	- general: updated the walkthough adding map 313 to it
	- general: fixed various small errors reported by the much stricter new GZDoom's parser	
	- general: finally fixed Mark-sensei's awesome in theory but broken and never working in practice feature of barons throwing barrels at you. The conditions are many: the barrel must not have a TID assigned in the map editor (scripted barrels are excluded); the barrel must see a player before it becomes legible; the baron must be closer than 200 map units to the barrel; their z difference must be less than +/- 25 map units; the baron must have a target; his distance to target must be less than 600 map units; finally, a special probing missile fired by the barrel must hit the baron proving there is no obstruction. If all of that is true, the baron switches his target to the barrel, grabs it, switches his target back to his old target and raises the barrel above his head to throw it. Hint: in that brief moment the barrel is shootable for a satisfying instakill! The original mechanism never worked mostly because it was relying on damaging the baron to aggro him at the barrel but barons are *stubborn* S.O.B.s, they sooner die than switch target.
	- general: retired the damage type "CallingTheBaronAFaggot" because it is not needed anymore.
	- general: adjusted the baron barrel throwing to pitch upwards depending on distance: was falling short due to gravity
	- general: fixed throwed barrels not existing in the monstersonly version
	- general: fixed throwed barrels being invisible in monstersonly because sprite was not included
	- general: fixed throwed barrel conflicting with headboxes (was exploding right away hitting the headbox if thrown at even a slightest upward angle)	
	- general: introduced a mechanism to cap exotic maneuvers executing simultaneously (no more than 25)
	- general: made advanced fine-tuning of the aim vector (firing a lot of probing missiles beforehand to avoid hitting corners) used by synth marines and snnth monsters (uberzoldat, nazi sniper) register as exotic maneuvers 2 tics long, thus cappingthem to 25..50 monsters fine-tuning their aim at any given time (they fire that check every 4 tics).
	- general: applied exotic maneuvers cap to synth marines probing if they should jump
	- general: removed old crap code using probing missiles to determine if target is above or below with immediate ACS calls. Upgraded: volcabus checking if he should stomp, npc marine jump strength during his melee kick attack, chaos marine/maradeur jump strength during his melee kick attack.
	- general: fixed an *epic* blunder with fine-tuned aiming pitch never being used by synth marines and synth monsters because it was invalidated just before actually firing.
	- general: adjusted treat assessment for Russian Overkill players: now using much higher thresholds, you have to haave above 4000 in health + armor to count as a great terrible boss even barons dread.
	- general: began code refactoring with intent to unify the headshot hitboxes and cut down on the headbox classes zoo.
	- general: fixed the bug with archviles attacking the empty pole indefinitely after converting a captured marine	
	- general: fixed dual wielding pistols not working at all (the nasty, nasty habit of the game engine to just silently ignore the existence of invalid weapons. One typo in the script and the weapon is... just not there. You get no error message, nothing. The commands to give that weapon pretend to work normally. But when you try selecting it... There is no such weapon in your inventory)
	- general: fixed dragonslayer's alt fire not respecting the berserkless debuff
	- general: scaled the chainsaw pickup sprite down to 80%
	- general: buffed shotgun and assault shotgun to inflict extra 12 "SSG" damage type at point-blank range (< 150 map units). As a result, cacodemon takes extra 79 damage per shot so at point-blank range he dies in 3 shotgun shots instead of 4, likewise in 4 assault shotgun shots instead of 5 -- just as planned. Point-blank headshots with these weapons became more powerful (+36 extra damage) unless specific resistances apply
	- general: buffed the shotolver to be self-cocking and changed its animations to increase rate of fire from 1.75 to 3.18 shots per second. Also made it auto-firie while you hold down the primary fire. Reason: was awesome but darn USELES because all the other weapons did the same job better.
	- general: NERFED the shotolver in shotgun mode: the special super shotgun damage down from 40 at range < 300 to 10 at range < 240 + 10 at range < 120; further changed damage composition from  108 "ExplosiveImpact" in two spreads, 20x7 and 3x3 to 60 "ExplosiveImpact" in spread 20x14 + 60 "Shotgun" in spread 7x7. Now it is a devastating *close range* weapon with more similarities to the super shotgun than anything.
	- general: moved shotolver from slot 2 to slot 3, between the super shotgun and the shotgun
	- general: fixed the shotolver ammo change not working at all. Was my mistake due to one undocumented requirement for the weapon scripts: the "Ready" state must NEVER begin with a "----" (repeat previous) frame, otherwise the game engine considers the weapon invalid and see above.
	- general: buffed the the shotolver in alt ammo mode to use UAC 7.92 instead of rifle ammo and inflict 100 "SniperBullet" instead of 100 "Shotgun" - resulting in higher stopping power because body shots with this damage type have high flinch chance and headshots inflict 4x damage instead of 2x (resulting in plain 400 damage from headshots, i.e. baron dies in three hits)
	- general: buffed the the shotolver in alt ammo mode for the muzzle climb to only apply to the tactical mode players
	- general: assigned shotolver's alt fire to reload
	- general: fixed shotolver being not loaded after pickup and giving no ammo.
	- general: fixed shotolver making the empty click every tic when it was out of ammo
	- general: added the missing shotolver pickup to the 100imps debug map's weapon pickups line
	- general: fixed pinkies receiving 5000% damage from the special super shotgun damage type "SSG" instead of intended 500% due to an old double-declaration. As a result they were splattering from a single shot of my buffed shotgun instead of surviving with ~30 health as planned to require another.
	- general: added a new monster, a civilian walker (still using nothing but existing assets from BD21!) it's just a mummy recolored blood red (in BD, the unfinished monster using these sprites was named "Experiment"). The only differences from mummy are 40 hp instead of 200 and meatier deaths with blood instead of bones.
	- general: created the framework for a variety of civilian corpses to litter EDAY maps with. Currently all are stubs using the old "Very dead civilian" sprite. If archvile raises one it results in a walker.
	- general: added an experimental fix for Russian Overkill player making constant pain sounds while standing inside a teleport destination. Did it work?
	- general: added an experimental fix for Sunlust's God Machine map crashing at map start. Did it work?
	- general: created a new damage type "AoeRaise" (only affects corpses) and made all damageable corpses enter their Raise state upon dying from it. Upgraded superarchviles to raise by simply inflicting this damage in a *large* radius (the ghost pains they fire; themselves when performing their emergency teleport; their raising animation). This mechanism is limited to separate damageable corpses (cannot raise those gibbed to pieces nor nazis/chaos marines) but sooo powerful.
	- general: fixed the script for the argent discharge sfx to stop raping the network badwidth in multiplayer
	- general: applied an UNHOLY BUFF to the regular old archvile. He now raises *all* corpses in a radius of 255 map units when he tries raising just one.
	- general: fixed the fallback raizing script, any monsters raised this way were always facing east.
	- general: fixed the "give cruelty health rewards like BD 17" / "drop health bonuses like BD 18..22" being reversed in effect - it was dropping bonuses when you select direct healing and the other way around. 
	- general: began a LONG process of fixing the multiplayer code: I got it wrong again, many algos were just broken. Includes a clever pseudorandom replacement for the A_Jump, which does nothing clientside by design. Well, we can't have that, do we? Did that caco dodge left or did it dodge right?
	- general: began a LONG process of reassessing my new headshot hitbox management. No, you cannot just have an ACS script running for each monster and have Okuplok be playable. Because when your script calls Delay() the script manager still runs it every tic, your script just decreases its countdown variable. But it is still called every tic. Not an issue usually, but when that adds up to 20000+ scripts... Framerate Died.
	- general: fixed my new lost soul management scripts missing the check for the KYADVTMC floor texture and thus breaking the teleporting monster closets in EDAY
	- general: fixed the log shat over with errors "IDK what headbox to use for FBD_DeadImp_Slumped, boo hoo".
	- general: upgraded telefog suppression during player entering or exiting a vehicle from telefog being damageable and player spamming special AOE damage to destroy it to a telefog exclusion zone managed and checked via ACS scripts. Plus performance: telefog not shootable. Minus performance: each telefog now runs an extra acs script to check if it is inside the exclusion zone. Reason: the old BD supression wasn't working, teleport effects were happening a lot when player entered or exited a vehicle! And flags to disable that behavior only exist in GZDoom, cannot use them because Zandronum counts them as a a fatal parsing error.
	- general: fixed motorcycle exit positions. Now when you disembark and there is enough space you spawn to the left (or to the right) of your motorcycle instead of on top of it.
	- general: introduced a new script to the library, to manage a cap on expensive visual effects
	- general: telefog now checks for the expensive special effects cap to spawn the pentagram and glow effects. Should in theory prevent the crash of Sunlust's God Machine map.
	- general: corpses raised via fallback raising script or AOE raising damage now spawn a pentagram and brief glow if that fits the expensive SFX cap
	- general: cussed up a storm as I rearranged the ACS scripts to reside in the PK3's root instead of a dedicated subfolder. And merged all the includes of my library back into one humongous source file that is a pain to edit. I want to MURDER that dumbfuck compiler.
	- general: fixed the skills list by marking "Hurt Me Plenty" as default. Since my skills set is a humongous sheet of awesome, the default game engine behavior of defaulting to the third one from the top when no skill was selected (say, you start a game by just typing the console "map" command) was resulting in "I'm Too Young To Die"
	- general: NERFED the player on "Pseudorealism" skills by cutting max ammo down to 50%. Realistically, that should have been 20% but then you run into the problem of player running out of ammo. So, monsters have 50% health and you have 50% max ammo. (FYI, on "Potpourri" skills your max ammo is 150%)
	- general: fixed the captured marines to only fire their monster-aggroing AOE damage once when player comes into sight. Fixed all monsters to have 100% flinch chance to this (otherwise they do not heal that 1hp received and it accumulates). 
	- general: fixed juggernaut inflicting "Killme" AOE damage at several points of his life. Seems like a leftover of some ancient code.
	- general: added a new damage type "ComeEatMeDemon", a clone of "Killme" only affecting pinkies. This is AOE inflicted by the lower half of an eaten player to aggro pinkies and make them eat it, was set up incorrectly causing all monsters attacking said corpse. And that same corpse is also used in shotgun and other deaths.
	- general: fixed one kind of shrub showing as unknown thing type because I forgot to convert it months ago, in my quest for destructible shrubbery and burnable dry trees
	- general: converted *all* vehicles to use my immediate cal ACS scripts instead of the old BD scripts that convey player input via tokens in player's inventory.
	- general: changed the palette shift of the vile flame to be uniform red instead of irritatingly overbright yellow (will also be used by immolant and immolant launcher). Also nerfed its direct damage radically (1 Flame + AOE Burn 7 in a radius of 120). The main devastation now comes from the  lingering damaging flame every fireball spawns (the same stuff as flamethrower, mancubus close-range fire and Unmaker hit).
	- general: changed the lingering damaging flames left by flamethrower, unmaker and immolant/supervile fireballs. It now causes an one-time AOE burst underwater instead of just vanishing, accompanied with matching visual effects. Also changed the sprite scale randomization formula. Also it now spawns *always* to run at least one half-second damaging cycle instead of having a 12.5% chance to not spawn at all.
	- general: fixed my non-working fix for items that don't pick up (because you have too much health) resetting their counting towards items progress. Now that soulsphere just lets itself be picked up silently doing nothing except dropping a non-countable soulsphere in its stead.
	- general: created a script that manages the advanced aiming on the ACS side thus *greatly* simplifying the DECORATE code and reducing unnecessary network bandwidth.
	- general: switched the revenant to my new bandwidth-saving aiming ACS
	- general: switched the revenant to run the LTG catcall logic on the ACS side thus simplifying his DECORATE code.
	- general: disabled the sfest variantions of revenant's missile attacks. The cost of effects will be balanced from the fireball's side thus simply eliminating the need for sfest checks.
	- general: converted various assorted revenant frames from custom palettes to doom palette to make him fully palette shiftable.
	- general: cloned some of half-revenant's walking frames as his firing frames for directions other than facing the camera (UKEL E, UKEL F). Half-revenant attacking someone else now looks normally instead of looking like he was shooting at you.
	- general: fixed a typo in my fix to limit chainsaw blood effects causing screen shaking further that 200 map units from the closest player that prevented it from working at all
	- general: fixed a bug in my advanced half-revenant spawning mechanics resulting in 8 script instances running in parallel instead of just one.
	- general: re-balanced the night vision pickup replacer: removed 7.92 ammo box from the list, added invisibility and quad damage to the list.
	- general: upgraded the revenent punch to register a hit on someone else than his intended target as a miss -- just as barons do since a long time ago.
	- general: fixed and upgraded vehicle controls, will now work unlagged in multiplayer (haven't tested). Also fixed Dragonslayer auto-repit that could have not worked in multiplayer because it wasn't unlagged.
	- general: reworked the revenant fireball's logic to get rid of unnecessary jumps (that provokke transmitting actor state over the network on every successful jump). Also made it steer every 4 tics instead of every 2 but twice as sharper. Also moved the visual effects to an acs script that runs on the fireball clientside. In short, there are no separate versions for normal and sfest, every fireball adapts dynamically requesting permission to spam expensive sfx from the load balancer. Simpler code, no need for cloned attack states in every monster to support sfest (and no need for cloned states in the fireball itself just to spam bubbles underwater instead of smoke). Will clean up every monster's code this way. Eventually. 
	- general: upgrated the revenant to my headshot hitbox Mk II.
	- general: fixed the ghost pain to perform one last mass area-of-effect monster raising on its expiration (when it hits a wall and goes boom)	
	- general: made a new sprite for revenant's unguided rocket, a tiny 3-pixel micromissile like a black speck against its exhaust plume.
	- general: switched the revenant fireball declumping to my new load balancer, they now request the check as an 1-tic long exotic maneuver (can get pretty expensive as that fireball gives everything in a small radius around it a "too crowded" token)
	- general: created elemental clones of revenant. Meet his three elder brothers: immolant, friginant and noxinant. Each is a bitch of his own caliber. Immolant covers everything with lingering flames, noxinant applies damage over time to those unlucky enough to happen nearby and friginant, while doing relatively little damage, covers everything with blocking chunks of ice that arrest your movement and make your rockets explode in your face!
	- general: fixed revenant fireball's trails vertical offset
	- general: made the immolant, friginant and noxinant fireballs use matching trails (not visible from the front but very noticeable from the side and will be extremely visible when I implement the corresponding hellish missile launcher mods)
	- general: fixed the player's revinanit launcher fireballs never acquiring target
	- general: fixed revenant fireballs never retargeting if their original target died
	- general: greatly reduced revenant fireball's confused wobbling (flying at an invisible target) causing it to slam into ceiling or floor
	- general: fixed revenant fireballs not declumping (with all the code refactoring, forgot to add the command that launches the script that does that)
	- general: changed the FBD_PseudoRandom() function and the similarly named script receive two parameters, min and max, just like the Random() function, and updated all places where it was called from
	- general: bugfixes in my new ACS scripts
	- general: fixed the immortal player tank bug introduced by my recent rehauling of vehicle controls: instead of jejecting from an exploding tank, your tank was stuck at 1 health, utterly impervious to damage. Now ejecting is handled using a separate token that that of "pressed Use".
	- general: fixed a severe bug in my FBD_PseudoRandom() function: forgot that >> in C - like languages means arithmetic shift, not logical like shr in Pascal. As a result, it was returning values in the [min - (max - min)..max] range instead of [min..max] and my new boss relying on it to choose a destination spot was glitching teleporting to nowhere.
	- general: fixed noxinant and Andariel to only do about one third damage and no DOT if you had a rad-suit powerup (wasn't working at all because this absent-minded Cheb made it check for "IronFeet" in player's inventory instead of "PowerIronFeet"). Since map 46 has almost no health but several rad-suits, many of them in secrets...
	- general: reworked the friginant missiles' player stunning mechanics to an ACS script that attaches to the actor hit and multiplies their velocities by 0.66 every tic. The ice boulder is just a shootable indication. Naturally, the more balls hit you the more slowed you become. Annoyingly, has no effect with La Tailor Girl (and, I suspect on any other GZDoom only mods)
	- general: made "Ice" damage stun monsters (high pain chance + lengthy 20-tic pain state that locks the monster in the last frame he was when hit). Mind that strong uns have it much less pronounced.
	- general: made immolant fireball brighter and orange rather than red (it is move powerful than supervile fireball because it spams 3 raging flames instead of just one)
	- general: fixed supreviles' blink position probes behaving incorrectly with Fast Monsters on
	- general: switched headboxes MkII to link from the monster to the headbox using monster's tracer pointer instead of headbox having a unique TID for all except barons and archviles. Reason: my recent analysis revealed that TIDs have O*(N^2) performance cost, which only becomes relevant after about ~3000 actors witn non-zero TIDs but hits Okuplok hard
	- general: added monster scaling support to headboxes Mk II. Goals: make cyberdemons scalable to enlarge the E2M8's boss to twice his current size; make dukes of hell scalable to replace E1M8's bosses with downsized Dukes of Hell that'd fit in the spawn closets.
	- general: switched archviles and superarchviles to headboxes Mk II and to my ACS face target script
	- general: buffed the superarchviles terribly in regards to player riding a tank: first, they use special anti-taank fireballs (similar to grizzly cyberdemon's missiles these inflict bfg 9000/unmaker damage type that does 300% to tanks and litter the map with lingering damaging flames that do the same type of damage - resulting in 150+ damage to player's tank from a single fireball (900+ from the whole barrage); second, they blink before *each* attack unless their blink is on its one-second cooldown.
	- general: added support for inheritance to the superarchvile code, now variations with different attack patterns would work properly.
	- general: created a tank variation that can stand on a 3d floor (say, a railway platform) without twitching hysterically and eventually rolling off.
	- general: fixed motorcycle exit positions leading to you sometimes being stuck inside the motorcycle. You will never spawn on top of it, added more positions sideways. Also decreased motorcycle's radius from 32 to 16. Errors in spawning it due to it being BIGGER than the player riding it may have been the cause!
	- general: cloned a separate texture for the 3d models of light posts turned off (without light baked into it)
	- general: fixed lingering flames from grizzly cyberdemon's missiles and superarchviles' antitank fireballs doing no damage to player tank
	- general: fixed my new algo of checking for a LTG reaction on the ACS side being broken: once he made a catcall, the monster would be stuck with a permanent 25% chance of making a catcall instead of attacking even after you find new clothing and stop being naked.
	- general: switched various gore spammers from checking target's sfest status to using ACS scripts that limit heavy gore effects to 100 instances per 10 seconds
	- general: fixed the primordial BD bug of the 100% pain chance of weak monsters against NPC marines' punches not working as designed (was setting pain chance against properly spelled but non-existent "HelperMarineFatality" damage type instead of the "HelperMarineFatallity" with an extra "l" that is used in practice).
	- general: added kick and berserk kick (where it flies to spatter against a wall) deaths to the walking corpse, and also crushing animation where it splatters into blood instead of dust and bones (since it inherits from the mummy heavily, being its recolor)
	- general: added kick and berserk kick (it just shatters) deaths to the mummy
	- general: added specific desintegration (bfg/unmaker) and meltic (noxinant, Andariel) deaths that leave a destructible corpse subject to AOE raising to: zombieman, shotgun guy, imp
		- general: applied a script to EDAY that marks any map as EDAY automatically, without the need for me for mark every map manually in its map scripts (with a hifg chance I'd overlook something)
	- general: fixed uber sniper randomly spawning as an uberzoldat not disabled in EDAY (with potentially dire consequences on low skills: the uberzoldat is deadliest monster in the game, even your baron transformation is no match for his DPS of 960)
	- general: finally made the final version of the headboxes work properly! :D *All* monsters converted to this new mechanics.
	- general: a great breakthrough! :D dynamic headboxes are capped at 300, created on the fly in the direction the player is looking and decau when the player is not looking. So this facet of slaughtermap optimization is done for good! Took me two hours to finish the last 5% of the code I wrote a month ago but was unable to finish due to deadlinecalypse at work.
	- general: fixed a horrible bug in my AOE raising, now used by regular archviles as well, not respecting the CORPSE flag and raising corpses that do not have it - resulting in bisected monsters multiplying as each half was raised. Now all non-raiseable but shootable corpses splatter when hit by archviles' AOE rez.
	- general: fixed a blunder in my math functions library that, among other things, was resulting in cyberdemons' saturation attacks not working (they were always getting zero when calculating their pitch adjust to hit the ground and get you with splash)
	- general: finally remembered to uplift the motherdemon (normally only found as the final boss of E3M8) to my standards. Sprite names fixed to allow synced headbox bobbing, a headshot death frame added, attack patterns souped up into something really nightmarish. She now has about 16% chance to fire a server-clearing mass rez attack flooding the arena with ghost souls that swarm you and eat you alive (their argent type attacks ignore armor). Other fun stuff includes: much deadlier longer lingering flame trails (you try crossing, you die), and all sorts of elementally-enhanced revenant fireballs (hell to dodge when you are boxed in between deadly walls of flame). She's a real beast now.
	- general: palette-shifted motherdemon to black.
	- general: fixed superarchvile's antitank fireballs and cyber devastator's missiles' afterburn harming the boss who launched them
	- general: changed the demon rune's random composition for EDAY: can drop a baron transformation rune, a revenant transformation rune, a Quad Damage -- but never a gigasphere.
	- general: removed the option "Disable advanced decorative objects" from FBD, will always be enabled. 
	- general: fixed the brutal stealth imp who broke during me applying the mod hardening some updates ago
	- general: fixed a primordial BD bug with brutal stealth arachnotron inheriting from the base doom class instead of BD's arachnotron
	- general: removed see sounds from all stealth monsters. Will now attack without alerting you like proper ninjas.
	- general: disabled potpourri swaps for all stealth monsters (and also their regular randomization for stealth shotgun guys and zombiemen)
	- general: fixed the astronomically rare bug where a synth marine dying to the eday's final boss used a wrong ice death variation
	- general: fixed some monsters showing as spriteless blanks in the map editor
	- general: fixed sprite duplicates for the large brown tree
	- general: improved the footstep sounds by eliminating the 2-tic delay
	- general: added specific EDAY textures to footstep sound type detection
	- general: added effect support for bullet/axe/chainsaw hitting a flesh floor/ceiling
	- general: reverted flesh footstep sounds back to squelching (BD 20b and prior)
	- general: partly updated the walkthrough
	- general: fixed my upgraded vehicle control scripts creating problems with the Use button being sometimes unresponsive (reverted to old algos for that specific token)
	- general: made my destructible hell trees immune to explosion splash damage
	- general: fixed the sniper rifle having no dedicated token and not clearing weapon tokens on select - meaning the player looked in coop / 3rd person view, and the monster AI was considering him, as holding the last weapon he used before selecting it. Mind that there are still no dedicated sprites so the player looks like he's holding the assault rifle.
	- general: fixed shotolver having no dedicated weapon token - meaning the monster AI (I'm looking at you, Maradeur) was counting it as the assault rifle
	- general: updated the maradeu's AI to recognize player's shotolver and sniper rifle. He now treats the shotolver in its default mode as a super shotgun and for the alt ammo shotolver and sniper rifle, he closes in very aggressively while selecting weapons that counter these based on distance.
	- general: frankensteined new lava for EDAY (24-frame animated) by remixing the hell out of jakuzi steam texture ripped from H-Doom. The results are... Debatable.
	- general: created fully destructible variations of the classical doom spiky tree and the small torch tree to be used by EDAY. Reason: the existing big tree is too wonky, it uses floor texture detection to swap itself with an appropriate variant... which often misfires in EDAY resulting in a green tree in Hell that shits green grass all around it to boot.
	- general: added move varieties to flesh platform moving sounds to EDAY
	- general: added bubbling sounds and popping animation to bubbles
	- general: added various lava sounds to EDAY
	- general: finally updated the FBD credits menu listing myself, sound effect contributors and moving Sergeant Mark IV to the "special thanks" section. I am *not* going to stamp "by ChebMaster" on FBD, that would have been the height of hypocrisy everyone and their dog would be disgusted with (starting with myself). Not. Mine. Just "FBD" will suffice, with Sergeant Mark IV listed at the very top as the creator of BD.
	- general: added a menu option that enables verbose (more like verbal diarrheia) logging and headbox highlighting. Yep, you can turn that on and off in real time now.
	- general: expanded the idea of z-zonal blood used in BD22 for headshots and legshots, applied it legshots only -- got rid of the legacy legbox crap. Applied to: Imp, Zombieman, Shotgun guy, Labguy (all the monsters that support shooting their legs off).
	- general: fixed revenant z-aware blood failing to detect you hit him in the cuirass (should have resulted in sparks instead blood) and was registering all hits above his midsection as critical hits. The actual gap that allows for that extra damage is only 8 pixesls high, smaller than his head! Lesson learned: using A_JumpIf does NOT work in missile's first frame, even with NODELAY. You *have* to make the first frame an empty TNT1 A 0 and only after that can you use the jump action specials.
	- general: fixed Quad Damage sounds missing from EDAY.
	- general: refactored cyberdemon death code
	- general: added a dedicated telefrag death to the cyberdemon, him exploding immediately without the dying phase.
	- general: reworked the cyber runt into cyber tyrant: different color, smaller scale, simpler attack patterns
	- general: buffed the regular cyberdemon giving him chad cyberdemon's combat algos while still retaining his original health and fire rate.
	- general: finally fixed archviles that kept attacking the empty pole after converting a captured marine - by simply eliminating the pole. Ingenious!
	- general: decreased the height and radius of mummies and blood walkers from 44-16 to 36-12
	- general: converted the baron to use an ACS script to calculate his fan attack's spread instead of having separate attack states for different distances
	- general: removed the dedicated sfest attack states from barons
	- general: switched barons, knights and dukes' attack sfx to auto-balancing 
	- general: switched the green fireballs of barons, knights and dukes' to auto-balanced sfx trails made via ACS scripts 
	- general: switched the following projectiles: the green fireballs of barons, knights and dukes', the imp fireballs and the blue plasma to auto-balanced sfx trails made via ACS scripts	
	- general: improved the trail effects of the green fireballs
	- general: made the cyberdemon meatsplosion respect the sfx auto-balancing limit and go low res if over it
	- general: converted the tier 2 supercyberdemon to use annihilator sprites (thanks to annihilator stomping frames from Project Brutality 2.0) and recolored him dark gold with shiny golden metal parts. 
	- general: fixed Cyber Devastator (aka tier 2 super cyberdemon, formerly Cyberdemon Grizzly)taking splash damage from his own fireballs.
	- general: tripled the radius and damage from Cyber Devastator's stomp and increased his leap power.
	- general: added an ersatz fatality to the Cyber Devastator. Try dance with him for that fatality when he keeps leaping at you like a bunny on steroids doing 150 stomp damage in a radius of 150 when he lands!
	- general: added scalability support to cyberdemons and supercyberdemons
	- general: enlarged the E2M8 boss to double his original scale (2.4)
	- general: increased the E2M8 bosses' stomping power to 300 in a radius of 300 and buffed his leaping power (FYI super cyberdemons check for leap-stomping every step, regardless of missile chance).
	- general: fixed cyberdemons having no Itle state (in such cases the game engine uses the Spawn state instead, which is undesirable). Simply declared Idle as an alias for Stand -- unlike other monsters, cyberdemons won't wander around after losing their target.
	- general: optimized cyberdemon stomp checks packing them all into one ACS script call (they won't stomp if the z difference between their and target's origins is larger than 40 map units or the target is something that is immune to stomp - say, a player tank).
	- general: improved underwater sfx, fire and plasma fire particles now spawn as bubbles -- affects imp fireballs and blue plasma hit effects
	- general: reworked all plasma weapons (plasma gun, bfg 9000, bfg 10k) to short underwater shocking you and nearby monsters and becoming unresponsive (you can't swap them out) for two seconds. Will do nicely with the invisible sinkholes I will pepper the hell's blood lakes in EDAY with! Monsters have no such problems because dem fireballs are fell magicks.
	- general: made all plasma projectiles (plasma gun, bfg ball, bfg 10k ball, arachnotron's plasma ball, mech's plasma bolt) explode underwater immediately inflicting electric shock on everyone around standing in liquid or even on a liquid surface. As a consequence, arachnotrons are now worse than useles underwater: they slowly kill themselves!
	- general: discovered another undocumented pitfall, fast projectiles can only have waterlevel 0 or 1, they never get 2 or 3. Fast projectiles are truly special snowflakes indeed!
	- general: added support for overriding the See state to the synth marines
	- general: fixed the epic power conduit short circuit not showing in multiplayer
	- general: fixed DyingZManFatality5 actor having incorrect headbox startup sequence
	- general: created a new unholy amalgamation of textures CLIFFL1 and ROCKS10. First to texture cliffs in maps 271 & 272, then everywhere. Can be mixed with ROCKS10 without clashing, that was the point.
	- general: reworked cyberdemon sounds, now it's their *iron* hoof that makes the sound and that sound is more metallic.
	- general: added a whirr sound to indicate the windup of a cyberdemon ready to stomp
	- general: cleaned up and streamlined cyberdemon and annihilator walking code 
	- general: replaced cyberdemon's "stomp if close" each step with "attack if close, in frontal 120 degree arc and and has LOS" that jumps to the Missile state that then checks if target is stompeable of he should fire instead Reason: was ignoring line of sight, could result in cyberdemon stuck trying to stomp the player through a wall.
	- general: upgraded the cyberdemon's stomp sound making it more metallic. The old sound is only used by tyrants.
	- general: reworked how AOE frost and toxic effects work. Now truly AOE, not hacks designed to only look like it's AOE.
	- general: fixed a really stupid bug that caused many monsters (knights are the most egregious example) remain headless while the headbox spawning mechanism was running in an endless loop like a headless chicken, trying and failing every tic. Replaced Spawn() with SpawnForced() so that this shame of monster's own hitbox preventing his headbox spawning will never be seen nor spoken of again.
	- general: while at it, hardened the spawn-a-headbox-when-under-player-crosshairs mechanism.
	- general: fixed a typo in ACS that caused most dying monsters and slumped bodies have a cyberdemon's humongous headbox
	- general: fixed my upgraded AOE frost effect not working at all
	- general: fixed my upgraded AOE DOT effect not working at all
	- general: reworked the frost effect capping its stacking to maximum 3 at a time but extending the slowdown duration to 4 on ITYTD..10 on Hordes seconds compared to 1.5..2 seconds if was before. Now less damaging but much nastier in combination with other monsters.
	- general: changed the toxic DOT mechanics: now doesn't stack but adds to total damage count thus prolonging the effect. A higher DOT with larger danmage per second overrides that damage per second while still adding to the total. No damage is ever lost, every point applies.
	- general: made entering a vehicle (tank, mech, helicopter, artillery tank) cancel the toxic DOT. Other vehicles like motorcycle or baron transformation keep taking damage
	- general: fixed invulnerability and quad damage not canceling on entering an artillery tank
	- general: made picking up a rad suit, any of the soulspheres (lesser, normal or greater), a megasphere or a gigasphere cancel the toxic DOT
	- general: changed immolant's damage type from "Fire" to "Flames" and made him immune o "Flames" - in preparation of immolants serving as infernal's minions
	- general: fixed motherdemon and hellhounds having no NOICEDEATH flag to prevent the game engine applying default mechanism it uses for monster with no Death.Ice defined who are killed via Ice damage.
	- general: fixed Quad Damage 4x multiplier not applying to: direct rocket hits (75% of their damage), BFG 10k, sniper rifle, punches, kicks, heavy machinegun, machinegun, partly MG-42
	- general: reworked Quad Damage management, now duration is controlled via ACS script and it makes proper Quad expiration sounds before expiring
	- general: gave the root ancestor class of most corpses the +NEVERTARGET flag, should exclude them all from being targeted by NPC marines and finally put an end to the clown show or NPCs firing furiously at player's corpse
	- general: added a new damage type "Electric", for now a stub for "Plasma" but I plan adding proper pain and deaths for some monsters and player after I implement shockinants (and, the final bosses' lightning will inflict this instead of Plasma)
	- general: added more varieties of ice crackling long and switched all uses of ICEBRK1 to this nev variable sound; added a variable short ice crackle sound; added a variable ice shattering sound and replaced all use cases of DSBOTTLE with it.
	- general: fixed a typo preventing imps making monkey noises from using one of their animations (hopping up and down)
	- general: fixed caco not being subscribed to the incoming rocket alerters (broke when I was fixing exotic damage types no to affect anything except those subscribed). Haven't noticed before because I made cacoes extremely dodgy by default, reacting to player's aim direction.
	- general: NERFED the cacoes cutting their dodging acceleration by one third: my earlier buff made them into dodgy nightmares.
	- general: NERFED the cacoes again cutting the distance they begin evasive maneuvers down from 700 to 400 map units
	- general: cleaned killing the cacodemon corpses with fire: moved the smoke emitting to an load-balanced ACS script
	- general: fixed cacodemon having no specific death for damage type "Flames" (made it a clone of "Fire")
	- general: fixed the gibbed cacodemon's ghost (the actor responsible for resurrecting mim by viles and on Nightmare) retaining its NOGRAVITY flag
	- general: fixed the bug with any cacodemon gore that should have exploded into blue charred meat  exploding into *red* charred meat instead
	- general: added a new monster: caclet. This is a weak swarmer type enemy inspired by Legacy of Rust's Ghoul (and by IRL pihranas). By itself it's a wuss, it has to charge up for whole two seconds to fire a shot (a standard cacodemon ball) while standing still, it has a humongous firing cooldown, has measly 50 health... It is also fast and flits around a lot, very hard to hit. And when it goes close in, it bites without any limits or reservations! (Remember: pihranas) You can currently only encounter them in the test map or if you choose a Potpourri skill. On Potpourri, there is probability that any cacodemon would spawn as 8 caclets. That's right, folks. EIGHT. Because this little shit is designed to swarm you and overwhelm you with numbers! It also took about 60% effort it will take me to make *all* the new monsters. Because the cacolord, the hater, the agony elemental, the ifrit...? They all explode on death leaving no corpse. But the little shit here has all the jazz: a unique fatality with player animaption (whole one frame!), various deaths for all damage types conceivable that leave destructive corpses, freeze death, fire death, plasma death, splattering into a donut from a close shotgun blast and so on and so forth. I may have lifted most sprites from Project Brutality, but I still had to code it all, and death animations had to be recolored and retouched by hand, too! Want to add to EDAY maps and WILL do so, creating new ambushes where forty or fifly of these little shits swarm you without any warning to eat you alive in seconds.
	- general: developing new funtions for my ACS library to prevent spawning monsters where they'd  be stuck on cliffs, *in* cliffs ot on top of thin fences (problem discovered a way back when I was playtesting Andarivile and his hundreds of accompanying imps whom he keeps raising en masse - dozens of them happened to get stuck in such ignoble manner.
	- general: improved mod hardening (and assigned Chebskies DOOMED numbers) for: zombieman, pistol zombieman, imp, pinky.
	- general: improved mod hardening (and assigned Chebskies DOOMED numbers) for: shotgun guy, smg guy, labguy, chaingun guy, spectre kinight, baron, revenant, half revevent, cacodemon, pain elemental, mancubus, volcabus, arachnotron, ancient arachnotron, archvile; chaos marines: fist, berserk, axe, chainsaw; satanists: axe, chainsaw; stealth monsters: archvile, arachnotron, rifle zombie, shotgun guy, chaingun guy, stealth cacodemon, revenant, knight, baron, mancubus
	- general: fixed MaxStepHeight and MaxDropOffHeight missing from hellhound's definition (it was using defaults, which are too small)
	- general: fixed MaxStepHeight and MaxDropOffHeight missing from archvile's definition (it was using defaults, which are too small)
	- general assigned doomed numbers to all half revenant types
	- general: reworked the lost soul's advanced particle flames management. Now instead of a separate flames limit the lost souls rely on intangible headboxes that create flames on spawn and signal the flames to die out on despawn. Thus, abiding the rules for headboxes management in slaughtermaps, lost souls under player's aim will gain flames and ones outside player's aim lose them quickly.
	- general: removed the old slaughtermap optimization code from the lost soul.
	- general: made the lost soul's death explosion particles into a separate load balanced gore spammer (resulting in only a flash of flames if there are too many effects already)
	- general: implemented a new monster: Hater, inspired by Legacy of Rust's Banshee. It is a shiny red lost soul that exhibits red static discharges instead of flames, screams loudly as it attacks and explodes when it hits someone. Its damage type is Argent so its explosion heals and buffs monsters instead of killing them
	- general: split *all* native monster replacements, including ZDoom stealth monsters and ZDoom marines (enemies) into separate echo classes gathered into a single file - in preparation for future Chebskies-EDAY-blank playable with Project Brutality
	- general: fixed a primordial BD bug with cyberdemon's radius (45) being larger than the vanilla cyberdemon's radius (40)! All sorts of "stuck in each other" could have resulted from this!
	- general: decreased Tyrant's radius to 35 to match the regular
	- general: increased CyberDevastator's radius from 31 to 35 because was too thin! Must not penetrate narrow spaces.
	- general: tweaked synth marines' algos to support disabling dodge-rolling and created intermediate chaos marines with dodge-rolling disabled. Now those who *do* are all bright red while tose that don't are regular Chaingun Guy red.
	- general: made chaos marine (fist) and chaos marine (minigun) weak with no strong variants, added weak variations of chaos marine (rifle), chaos marine(shotgun), chaos marine (chainsaw) and chaos marine (plasma)
	- general: tweaked synth marines' algos for the minigun to never stop firing while the target is in sight. Reason: they were worse than useles because they fired a few bullets doing scratch damage then stopped and the cooldown is long.
	- general: I *think* I fixed the bug that was causing the NPC marines firing at some random long dead corpse indefinitely
	- general: fixed a bug with cyberdemon's checks if the target is worth stomping maybe failing on zombie seized tanks
	- general: increased zombie mech's MaxStepHeight and MaxDropoffHeight to 64
	- general: converted synth marines to uising voice sets via ACS scripts
	- general: added NPC marine variations: dark skinned and female (rifle only)
	- general: added rifle nerfing support into base NPC marine class and removed specialized EDAY actors like SlaughterlambNPC
	- general: made EDAY into 3 episodes -- that flow into each other, tho. You don't have to start a new game each time, this is only a shortcut. *TODO*: make map 46 available even when you start from the Hell episode -- give it an alternate route as I did for map 42. Reason: required for the golden ending. OR, just stick Andarivile in map 43 *together* with the infernals so that you fight all three.
	- general: chose a better standing frame for the first frame of the marine rifle guarding -- important for map 01.
	- general: replaced the music set with the new one, with the exception of EDMU29, EDAYREAD, EDAYINT, CLUBINT, CLUBLOP. Instead of embedding EdayMusic001.wad as was planned before, chebskies 2.0 will be loading a separate file Chebskies2Music.wad also used by the last release of Chebskies 1.x 
	- general: completed the set of civilian corpses for EDAY
	- general: renamed the track "EDMU22" to "GRIMDARK"
	- general: set the intermission music to D_INTERH for all Hell maps that do not use anything custom. This is a placeholder, a clone of EDAYREAD. To be upgraded to something else later.
	- general: ripped intermission screens from Hell on earth Starter Pack and used for a few of the maps. These are 320x200 but soooo nostalgic!
	- general: fixed all sorts of corpses potentially glitching and disappearing in coop after being kicked or thrown up by an explosion's AOE
	- general: fixed my super reliable spawning not being reliable at all (a wrong formula made the drop height check always return a positive)
	- general: fixed belphegor wandering around right after spawn instead of standing still until enemy appears
	- general: removed my earlier buff to regular archviles raising all nearby corpses when they tried raising just one
	- general: changed all standalone corpses' raising mechanics to my new spawning mechanism to make sure the monster won't be paralyzed by spawning embedded in a cliff or overhanging a cliff edge.
	- general: fine-tuned hater's death animation
	- general: used lost soul death sounds with doubled pitch as hater's death sounds
	- general: fixed a stupid mistake (Zandronum doesn't support "Slam" state for lost souls) that was preventing things from working
	- general: removed obsoleted flame particles from lost soul's pain state
	- general: hardened the fbd pain elemental to explicitly use fbd lost souls
	- general: gave pain elemental an obituary, "%o was too close when the pain elemental exploded"
	- general: added a new monster type, agony elemental. A recolored pain elemental that fires haters. Ersatz fatality, deaths is simplified: no body, no body parts -- just an explosion of agony (384 Argent in a radius of 128) and gore
	- general: added underwater support for more particles thus fully covering plasma ball explosion and lost soul death.
	- general: created a great music virtualization mechanism allowing music to be modded easily without touching ZMAPINFO
	- general: packed the new music WAD to be common for 2.0 and 1.27, containing a list of virtualized track assignments for *all* maps, with credits for all known tracks
	- general: cleared all music assigned in ZMAPINFO
	- general: fixed zombiemen disappearing instead of spawning as a pistol zombie on that random chance
	- general: commented out the Potpourri skill family for EDAY. Reason: I plan re-doing it later by making the escalation a separate setting analogous to Project Brutality's where Potpourri would be just escalation turned up to eleven.
	- general: rearranged the skills in the menu to have the five standard ones go on top, with *easier* skills below them. Reason: compatibility.
	- general: changed map progression to be done via ACS, hardcoded in map scripts instead of defined in ZMAPINFO. Reason: to override Zandronum server's map rotation list. I was searching for a way to do that for years and now I suddenly found it! (by default, Zandronum server ignores next map dclared in ZMAPINFO and either gets the next one from the map rotation list (that must be included in the server's configuration for it to work) or just repeats the current map from the start. Only secret exits are exception to this but then the server would go back to map rotation list as you exit the secret map.
	- general: fixed incorrect credits and missing map45 boss track in the music wad
	- general: made the explosive barrels immune to damage type "Slime", not to explode in EDAY02 lol.
	- general: fixed toxic DOT AOE not working due to incorrect class name being used after all the renames
	- general: fixed toxic AOE vfx (green puffs) never stopping after the DOT ran out
	- general: made showers and faucets cancel any toxic DOT you may have on you when you activate them
	- general: made grabbing a rad-suit cancel any toxic DOT you may have on you.
	- general: made toilets non-targetable by NPC marines, just in case.
	- general: fixed foodstuff pickup messages noty working (as well as water drinking messages, uses the same script)
	- general: finished importing sprites for the Demon Tech Gun from Project Brutality: added two more color variants (white and blue) and finalized the weapon concept.
	- general: fixed errors in the civilian corpses' logic that was causing them occaionally switch their sprite to a different civilian corpse
	- general: fixed arachnotrons not electrocuting themselves underwater as designed
	- general: fixed synth marine voices redone via ACS not working at all
	- general: fixed the "vanilla monsters" feature not being completely removed in the monstersonly version
	- general: fixed the enemy helicopter's missiles class not existing in the monstersonly version (its missile attacks did nothing)
	- general: changed enemy helicopter's attitude control from old obsolete probe projctiles to direct ACS calls to calculate its z delta relative to target (the helicopter tries keeping an attitude that results in downward firing angle of 22 degrees -- meaning it descends if you get close and ascends if you move away, or it backpedals to keep its preferred distance of )
	- general: improved hater's death explosion adding variative nails-on-chalkboard scraping to it. Is played from a dozen sources distributed around - very ugly :D
	- general: nerfed the hater, now takes 200% cold damage
	- general: fixed frozen agony elemental releasing three lost souls when shattering (instead, say, three haters). Now just shatters.
	- general: removed obsolete slaughtermap management code from the pain elemental
	- general: buffed the agony elemental horribly: every flinch ends with him firing a hater (non-interruptable) and dodging, backwards or sideways. Try the minigun against him, I dare you.
	- general: fixed all elemenants having the tag of "revenant" and the obituary from the revenant.
	- general: switched *all* AOE fire damage inflictors that have the FORCERADIUSDMG flag (and so overcome headshot hitboxes' AOE immunity) to damage type "Flames" (player's flamethrower, mancubus' close range attack, burning barrels, various lingering damaging flames). 
	- general: made headshot hitboxes immune to Flames damage.
	- general: removed headshot hitboxes' Fire immunity and implemented Fire headshots conveyed as 160% Flames damage. Reason: a) in preparation for introducing the Demon Tech gun that can inflict hitscan Fire damage, headshots *must not* result in no damage; b) to increase cross-mod compatibility: some weapons in LTG inflict Fire damage so headshotting with them was doing no damage altogether.
	- general: fixed errors in one of the LANGUAGE lumps that was resulting in half of that file's entries having no text
	- general: fixed rules for when a monster accidentally achieves something worth a cruelty reward (e.g. a chaingunner shredding a dying imp). Prior, health and armor bonuses were being dropped by the victim. Now, the monster is healed for up to 2x (health reward + armor reward), up to his max health and nothing is dropped, ever. This only applies to the default "direct rewards" mode.
	- general: switched all dead bodies that dropped health and fatality bonuses on destruction to applying a cruelty reward instead, so nothing gets dropped if the default "direct rewards" mode is selected.
	- general: perfected the motorcycle making its controls and dynamics consistent. No more dichotomy between assumed speed and actual speed while braking; much higher acceleration at slower speeds; skids and tires squealing on braking only happen above 50 kph; the speed displayed is actually realistic (assuming one meter is 32 map units vertically and 38.4 map units horizontally - so its top speed of 200 kilometers per hour equals 2133 map units per second or 61 map units per tic). Would this work well in coop or fall apart? We'll see.
	- general: redid nazis as synth monsters -- meaning they now have the same mechanics of circle-strafing, ambushing etc. as the uberzoldat, ubersniper and synth marines. They already had circle-strafing implemented but that was old BD code, which became unstable after too many tweaks by me. I simply cut that Gordean knot. I hope I made them less deadlier by introducing tweakable delays to their attacks.
    - general: added support for player's backslide and kick to nazis (were immovable objects in that regard). The animation is ugly because I simply reused very dated unused sprites of a "surrendering nazi" for these. Idk who could benefit from this since nazis are too deadly for you to get close to attempt backsliding under them.
    - general: improved Uberzoldat's muzzle flash making its scale randomized
    - general: fixed synth marines not being subscribed to rocket dodging alerts
    - general: improved synth monster code, added support for monsters that do not have idle sounds (currently, *all* of them, lol)
    - general: fixed the absolutely broken mess of synth monsters' circle-strafing code, its speed limitation not working at all - as soon as they felt threatened, they started circle-strafing at sublight speeds!
    - general: fixed the bodies of enemy tanks that use old Doomed numbers showing as sprites instead of 3d models
    - general: removed the old slaughtermap optimizations from the archvile code
    - general: added a hack to all player's missiles that allows having special monsters who reflect player's missiles back. Obviously, does not work in monstersonly so any monsters designed with deflector shield in mind heal instead and may have much more health than their maximum. The deflected missile counts as fired by that monster (can cause infighting) and inflicts half damage as per convention that monsters only do half damage
    - general: made plasma balls fired by NPC marines disappear silently on direct hit on player
    - general: added one more superarchvile variant, lowest health of them all but very strong deflector shield, essentially only vulnerable to hitscan -- with hitscan weapons being the worst to deal with superviles since they teleport away after one bullet. The archdevil now also supports weak deflector shield, disabled by default but map scripts can turn it on.
    - general: fixed uberzoldat and nazi sniper not being marked as belonging to the "Nazis" species - this was causing infighting where there should be none.
    - general: upgraded mech heavy plasma from using ancient formulas for randomized damage (13..104 player's, 10..80 enemies') to fixed values: 100 player's, 50 enemies', in line with the BD standard.
	- general: fixed several typos in the music wad's definitions resulting in intermission music not working for these maps
	- general: added the forgotten mech stomp definition for map 18 to the music wad (when you find the secret giant robot and stomp in it, the music changes!)
	- general: fixed superarchviles' deflector shields not working as designed
	- general: addendum: deflector shields give no complete protection from BFG 9000, secondary discharges on the fringe of the blast get through since these are ripper projectiles ghosting through anyone except bosses and doing damage along the way. Still, if a beam hits before it splits, it deflects fully in the form of a long-reach enemy bfg beam, straight at the shooter -- meaning taking cover negates them completely (again, except the secondary discharges). Every beam only brings the shields down by 12, so Scorzeny's are rated for 8 beams, merely a second of the bfg ball's flight but still enough to cream a careless player with the deflected beams. On the other hand, staying a whole second in Scorzeny's sight means he splattered you already.
	- general: made the unmakes beam visual effect extendable to other types of beams (for the greater cacolord, the icon of sin and the shambler)
	- general: fixed my script that displays dual bosses' name and health: was trying to cram everything into one line instead of showing bosses' health below after a line break.		
	- general: updated the walkthrough for maps 20, 22, 47 and 28.
	- general: increased mod hardening, everything that was inheriting from the default doom class BaronBall (all attacks and projectiles and their grandmother) now inherits from ZandronumBaronBall, a standalone copy-paste of DECORATE code.
	- general: redid elemental enhanced monster death explosions (elemenants, yfreet) to be much more deadly and reworked their visual effects
	- general: nearly eliminated the frost damage's visual effect: when used en masse (say, five friginants whaling on you), was murdering the framerate.
	- general: nerfed the frost damage's slowing effect on player. Now if your health is 1000 or more there is no effect at all and if your health is above 150 the slowdown decreases reversely proportional to your health. In practical terms, if you are riding a tank, or you are a buff Russian cyborg from RO, there is no slowdown at all.
	- general: cleaned baron and knight code commenting out all dangling references to vanilla support (removed for good)
	- general: implemented one more monster from my obligatory todo list, Yfreet. Uses modified Project Brutality's Afrit sprites (origin moved up 24 to make the monster more compact) and my cacodemon state machine (with all the dodginess that brings). Sounds like a hell knight, fires either modified baron balls that leave lingering flames or mancubus fireballs. Explodes on death -- there is no fatality on these guys. Present in the 1K imps test map (see the flyers row).
	- general: cleaned cacodemon code commenting out all the dangling references to vanilla support and the obsoleted slaughtermap optimizations
	- general: added a new monster, Cacolord (sprites and sound from Project Brutality's Overseer + my cacodemon code with new attacks). The fatality is ersatz, all deaths are the same, no melee attack (he vomits a lightning bolt at close range instead). His regular attack fires six cacoballs from his hands.
	- general: added a new monster, Elder Cacolord. An upscaled cacolord who fires *cliff racers* as his regular six-shot attack!
	- general: improved cacolord's attack pattern by making each of his 6 cacoballs travel at different speed. Some are faster, some are slower. When they reach your position they don't merge into a single point but stretch into a line instead. Harder to dodge this way and looks much more natural.
	- general: buffed cacolord's health making him more tanky (since he is rather slow by design, his dodging anemic and ineffective)
	- general: made Elder Cacolord's death produce 7 times more blue gore that a regular cacolord's. Spawns 6 additional gore explosions in a hexagonal pattern facing his killer.
	- general: gane Elder Cacolord the +BOSS flag meaning he receives less damage from BFG 9000 and his see and death sounds play at full volume regardless of distance
	- general: made Motherdemon's supercacoball pulse its color between red and purple
	- general: more mod hardening, made all FBD monsters that fire cacoballs use explicitly the FBD version.
	- general: fixed super masterminds to stop firing their laser if target no longer exists: their beam does not even spawn if they have no target -- was making them helpless against a cloud of caclets (vaporizes one in one hit then just stands there making pew pew sounds while other caclets gnaw at him)!
	- general: made regular cacolords use different sounds from eleder cacolords by pitch-shifting the original Project Brutality sounds up
	- general: changed the cacolords "vomit lightning" attack: much more telegraphed now and the lightning bolt is a beam attack, five pulses spaced over 0.57 seconds at a fixed angle so that you have some chance to avoid the full damage (50 cacolord, 100 elder cacolord)
	- general: redid the unholy mess of my old beam drawing code from scratch. No more glitching, no more flickering, it's stable and solid and also supports beams snaking around, for lightning bolts.
	- general: imported more SFX sprites from Project Brutality to have normal looking lightning bolts
	- general: lightning snapping sounds, bolts make a different sound when miss
	- general: fixed the ligtning cacolords vomit up close to look good.
	- general: improved cacolord's death explosion by adding lightning bolts striking out of the gore cloud randomly (designed to avoid hitting whoever killed him but that is not a 100% guarantee)
	- general: improved elder cacolord's mighty lightning by making it split into 4 short-range lightning bolts if it doesn't hit anything at its max range
	- general: improved the elder cacolord by giving him one final chance to give you a middle finger: instead of exploding right away, he turns to face you then vomits a tight stream of caclets (aka cliff racers aka sky puiranhas). The number is the bosses' max health divided by 100. Not that scary for a regular elder cacolord (3000 hp => 30 caclets) but the highest tier of map 48 boss with his 17K hp... 170. You won't survive. They will blot out the sky and bury you in an neverending embrace of gnawing death.
	- general: added the 4 variants of the map 48 boss, an elder cacolord buffed in various ways (up to 17K health on Hordes), body recolored blue instead of black and renamed to "ancient cacolord". Took 5 minutes.
	- general: *nerfed* the caclet dodging, they now have a charge-up delay before they dash sideways when you aim at them. Because cliff racers they may be, but I did *not* intend them to be be Goddamn Bats(tm).
	- general: rebalanced the soul ammo used by Unmaker (and now by the DemonTech Elemental Gun). Instead of 999 the limit is now 125; instead of giving you 10 killing one former human gives you one soul; instead of using 8, Unmaker now uses exactly one soul per a minimal round of firing (4 hitscan beams, total damage 280 + lingering flames)
	- general: updated the walking corpse, killing them now gives you soul ammo.
	- general: cleaned up obsoleted scripts, a couple monsters raised by viles tried relying on them
	- general: fixed the revenant fireball declumping script that broke with all the changes.
	- general: fixed the player's revenant ball being an anemic barely-turning shit that can't hit anyone: when upgrading the revenant ball to my ultra smart algos I forgot the fact that player's flies trice faster than actual revenant's so it *must* steer trice harder to have the same turn radius!
	- general: nerfed the lost souls giving them 75% resistance to damage type "Flames" - the same as "Fire".
	- general: buffed the lost souls reducing their flinch chance against damage types "Fire" and "Flames" to zero
	- general: buffed elder cacolord's close range lightning attack doubling its full damage from 100 to 200 (40 per one discharge)
	- general: fixed elder cacolord performing his regular attack immediately after his close-range lightning attack (unintended, forgot a goto)
	- general: made regular cacolords perform their regular attack instead of their lightning attack if they initiated it underwater and electrocute themselves and everyone in a radius of 200 map units if they went underwater while charing
	- general: made elder cacolords belch out a 7-cacoball spam if they tried their lightning attack underwater
	- general: reworked how toxic DOT works on monsters: it makes them toxic, turns in-species friendly fire on (imp would hurt imp and so on) and every second they damage all hostile monsters in a radius of 96 - which triggers infighting. So, the demoneletech gun in toxic mode now not only does double damage over time, it makes the same species infight! Long overdue since I put a lot of effort into FBD supporting the same species infighting but so far the only ways to achieve that were map scripts (fat chance) or LTG's bunny girl outfit that mods her shotgun's alt fire into a kinetic repulsor that *may* make barons infight if you catapult one into another.
	- general: fixed Dragonslayer's alt fire auto-swing not working (was doing back and forth and then stopping because it was erroneously checking if the primary fire was held instead of checking if alt fire was held)
	- general: nerfed the lost souls making them take 200% damage from "Ice"
	- general: finally found how to fix player's mugshots (a small face next to health) for player riding vehicles to show the damage (the tank icon fills with red) based on that vehicle's health instead of player's 100 (werre only showing damage when almost dead)
	- general: reworked the "Gas" ammo management and the mechanisc of the mancubus flame cannon and the flamethrower. Former 999 Gas max is now 50, flamethrowers have a minimum burst duration of 2 ammo but allow for a finer-grained cutoff afterwards. One mancubus fireball consumes one ammo. The end result, the mancubus flame cannon got nerfed losing 20% of its ammo capacity but gained the ability to control burst length while the flamethrower stayed virtually unchanged and you now have. PLEASE NOTE THAT FLAMETHROWER INFLICTS 175% of mancubus flame cannon's alt fire for the same ammo cost! (an original BD mechanic) So basically you are wasting gas if you use the flame cannon while having already found the flamethrower.
	- general: fixed noxinant raised by archvile losing his immunity to secondary toxic effects (normally the AOE DOT doesn't stick to him so he doesn't spread it)
	- general: fixed eleder cacolord's heavy lightning from a non-existent damage type to "SuperPlasma" as designed.
	- general: changed mech's plasma cannon damage from "Plasma" to "SuperPlasma"
	- general: fixed arch trickster's deflector shields not working (I forgot to set his user_deflector_shield_max variable so he was only making the shields up sound... and restoring them from zero to zero. So embarrassing)
	- general: categorized the monsters for the editor so that they could be found using the collapsible list in the thing editor's type field
	- general: reworked the nuke ammo management virtualizing it, now the "give ammo" console command doesn't give you any.
	- general: reworked the MG-42 using sprites from Project Brutality (retouched and remixed) to change the weapon's behavior radically so that it matches this weapon's soul. First, it is drum fed now and requires reloads. Second it now supports aiming down iron sights for sniper accuracy (greatly reduced the spread for the first 7 shots)
	- general: fixed volcabus looking like a giant hell knight both in the editor and in game when the mob was dormant
	- general: changed the cyberdemon missile, doesn't pass through any cyberdemons anymore. Thus allowing infighting between cyberdemons (wasn't working previously)
	- general: added a condition that cyberdemons of all kinds will never try stomping each other when infighting
	- general: added a hack where all former humans killed by DOT (including demon tech's electric primary fire)reward *all* players so players with soul ammo. This includes zombies killed by noxinants or envirinmental hazards in EDAY maps. Unfortunately, while I managed implementing AOE DOT that works in zandronum, the damage is always counted as self-inflicted so "reward my killer with a soul" fails.
	- general: changed elder cacolord's caclet missiles behavior in its initial flight stage from exploding into gore when it hit anything to trying four times to spawn a caclet in a small radius and only exploding into gore when all attempts failed. Not much influence on his regular six-shot but can be a world of difference with his final vomiting attack.
	- general: reduced deflector shield's default projectile reflection angle from 60 to 25 degrees (affects arch trickster deflecting plasma gun projectiles)
	- general: fixed pain elemental's tag overwritten by his obituary
	- general: removed "Argent" damage type's "ignore armor" flag. Because too, too broken and Haters off Diana in a single hit. Now the only damage type that ignores armor is "Psionic" and the monsters that use it are *exceedingly* rare.	
	- general: added 50% Argent resistance to the Carapace of Elements (an ultra-rare 4th tier armor) along is BFG, Icon of Sin, green Baron fireball and other resistances
	- general: moved boss-sized teleport fogs from EDAY to FBD proper
	- general: fixed a horrible primordial oversight where shotgun guys and changun guys were NOT rewarding you with soul ammo for killing them
	- general: fixed toxic DOT kills failing to reward players with soul ammo
	- general: added appropriate death animations for minor electric damage to most monsters: instead of exploding into charred meat they simply keel over and smoke
	- general: implemented the stoneskin pinky (using ProjectBrutality's mean pinky sprites) in the FBD proper and removed the old implementation from EDAY. Now linkable to caster in map editor (meaning if the caster dies all linked stoneskin pinkies dispel and become regular pinkies). Simplified due to time constraints, he never eats anybody (inflicts the same damage type as a horizontal chainsaw swing). On death he dispels leaving a regular pinky.
	- general: implemented mindblower, a recolored ancient arachnotron with spider mastermind attack
	- general: fixed pinkies having no specific death animations for damage type "Flames": were blowing up and losing their arm if killed by the flamethrower after I changed itto "Flames". TODO: get rid of that damage type altogether, use smart fire AOE on the flamethrower instead to avoid harming headboxes
	- general: nearly croaked from a hypertension stroke, lol. So little done today because ChebMaster at the Death's door has notably low productivity :(
	- general: tired of player gender detection not working in GZDoom (wrong HUD portrait) added a hack duplicating all player classes. Now FBD blatantly ignores the "gender" setting of the player options and determines if you are Doomguy or Doomgal solely based on the chosen player class. This affects the HUD portrait, your voice and your arms visible during melee attack being hairy/smooth. Decreases moddability but, what else could I do. Uses Doomgal portrait from https://www.moddb.com/games/doom/addons/brutal-doomgirl-and-bmc-universal-mugshots -- not moddable by standard packs because I changed the sprite base to "YGL".
	- general: retired the "Purist" class. The idea is solid and I'd like to keep supportinmg it BUT there are too many new weapons lately which I'd have to make classic versions for. Not sustainable :( So I add a poor replacement for it, the "Nostalgia" class -- based off Pistol Start but with turbo reloads on (meaning weapons reload instantly).
	- general: added a specific death animation for pinkie killed by an imp fireball (a clone of minor electric death). Will, never lose his arm or bleed, just keel over and smoke.
	- general: removed the ammo dropper functionality because too dated, doesn't know about ammo types I agdded or modified.
	- general: fixed the boot smearer sfx (spawned by  blood pools to give nearby players the bloody footprint tokens) that was confusing the NPC AI making them shoot at seemingly random spots on the ground (also, finally! That's why they were shooting at the dead player's body!). It was implemented as a hostile monster with 1000 health, for some reason.
	- general: added balance optimization: the bootsmearer effects are now considered expensive sfx at -50 importance; the bootsmearers themselves put themselves on the game engine's corpse queue right as they spawn.
	- general: fixed a typo in enemy tank's kinslayer check formula
	- general: added target validity check to the synth marines (won't shoot at patrol point furiously when scripted to follow a patrol point chain)
	- general: added patrol point following to the non-commandable NPC marines (were ignoring them because of the standing still algo taking precedence)
	- general: applied the Ninjutsu Conservation Law to the NPC marines opening fire. The more of them are checking if it is time to shoot the lower is the missile chance
	- general: fixed typos in Stoneskin Pinky's code
	- general: redid the synth marines' chainsawing algo using ACS to measure actual speed rather than rely on velx and vely, which do *not* drop to sero if the actor collides with someone and so don't always reflect actor's actual movement speed. As a result, chainsaw attacks are much more more aggressive now, they start sawing as soon as they collide with their target (hopefully) and their horizontal velocity drops below 2 map units per tic.
	- general: fixed hell knight's behavior when waiting for you to finish your fatality, they now *always* roar and if the fatality is too long they only wander for two steps before roaring again.
	- general: fixed chaingun guys' behavior when waiting for you to finish your fatality, they now can backpedal and won't become confused and helpless for a whole second and likely back away and open fire immediately as your fatality ends.
	- general: fixed sounds missing from my new player class gender override: the horrible scream (on burning or being eaten alive) and the salute.
	- general: added unique damage type "CCFT" to the cacodemon bite (was using the same as duke of hell's punch). Rearranged death animations for most monsters to respect these two. Now all weak monsters die to duke of hell's melee as if berserk-kicked by the player (they fly off at extreme velocities to splatter against walls). Now all weak monster die to cacodemon bite by the means of their head being bitten off. Barons and knights also die differently now, two separate mixes of death animations.
	- general: made the log message "You enter a vehicle, your Invulnerability expires." localizable
	- general: fixed arachnotron not triggering the "all monsters dead" condition on doom2's MAP07 if killed via ice damage or a horizontal swing of the chainsaw/fire axe/dragonslayer.
	- general: fixed mancubus not triggering the "all mancubi dead" condition on doom2's MAP07 if killed via ice damage
	- general: added "default sprite" hint to cyberdemon and mastermind so that they do not look like empty hitboxes in the editor (all those pre-spawn checks confused the editor's ability to determine what a monster looks like)
	- general: fixed the plethora of revenant classes confusing the legacy spawning functions since these all had SpawnID 20
	- general: used ammo maximums for ammo types used by mech to 9999 or 999 and changed ammo given to vehicles at spawn from 2000 to appropriate amount (the old maximum).
	- general: made hellhounds immune to fire (silly me, forgot to give them immunity)
	- general: added three grass texture permutations, all brown with no speck of green, and support for terrain splash scripts to recognize them
	- general: frankensteined a new synthetic lava fall texture (a remix of BD's existing static scrolling one and the original DooM bloodfall, interpolated from 4 to 32 frames) and removed EDAY overriding BD's lava textures internally. The new lava fall clashes with my previous synthetic lava texture in hue -- will fix someday later, that one is a temporary stub anyway.
	- general: restored BD's default static lava texture for defaulrt cases, just tweaked its color to be more darker reddish
	- general: fixed errors in dead civilians' spawn code
	- general: removed my new NPC fire throttling mechanism: was too buggy, so many parts of their behavior just broke. No time for in-depth debugging.
	- general: added a hack to the NPC marines, they keep their angle set in the map editor until they are ordered to follow/stay (non-commandable ones are immune to this) or been in combat. And outside of combat, if they are standing still they have a small random chance to turn to face a friendly.
	- general: discovered to my stupefaction (the game engine says "surprise, moterfracker!" with a troll face) that A_Chase called with the CHF_DONTMOVE flag often resets angle to zero - maybe *this* was the reason for strange synth marine behavior, often jerking around or firing suddenly in a random direction...? Wrapped all calls in storing and restoring the angle from an user variable.
	- general: changed the pre-palced marine NPCs so that they now *do* change their standing animation once in a while and turn around a tiny bit.
	- general: fixed another typo in dead civilians' code
	- general: improved my gender-via-player-class mechanics: removed gender-inappropriate grunts from vehicles, assigned demonic grunts to baron and revenant transformations, cloned the heavy machinegun transformation creating a female version using appropriate pain and death sounds (and both now have a proper mugshot)
	- general: further hardened my gender-via-player-class as I discovered more pain sound aliases that had to be overridden (pain25, pain50 etc.)
	- general: reverted my earlier nerf to tank threads' AOE damage radius and replaced it with a special clause in the player pawn class: do not get knocked down if the inflictor is an enemy tank. Reason: found out the hard way that revenants became impassable obstacles (as your tank couldn't crush them, their radius is too small to reach by the threads AOE) as did some flimsy fences in EDAY map 17 (on top of "Stomp", a moving tank inflicts the damage type "Kick", the same as player's kick, so that monsters get knocked down or away)
	- general: removed my old unstable hack that was designed to aggro the tank turret at the tank base's enemy but never worked. I juat did not know about A_TransferPointer :( In theory, that could have led to every enemy tank killing itself in 47 minutes.
	- general: fixed heavy machinegun of the player tank and player-manned HMG harming NPCs and the NPC manning a HMG killing the player easily.
	- general: fixed random turning around in regular monsters (revenant, elemenants), synth monsters (Uberzoldat, nazi sniper, nazi) and enemy mech and helicopter by wrapping all calls to A_Chase("Missile", "Missile", CHF_DONTMOVE) in storing and restoring actor angle.
	- general: reworked enemy tank turret logic removing unstable checks. Now turret's turn speed stays limited even when committed to firing.
	- general: fixed zombiemen having no death animation defined for plasma headshot so they were exploding incongruously into a cloud of blood because of taking so much damage
	- general: fixed burning crawling zombie (class DyingZombiemanInFlames) glitching out of player's sight restarting his scream every 5 tics, which resulted in a very annoying sound
	- general: fixed burning zombieman who sometimes kept screaming long after his carbonized skeleton rested in piece and stopped smoking
	- general: fixed more bugs in enemy tanks and finally made them work as designed
	- general: made NPC teleporting behind their party leader player *much* more aggressive, checks *always* regardless if following the player or chasing an enemy. Ten seconds out of sight trigger teleporting attempts that will repeat every second. Reason: observed the NPCs often getting stuck behind and never teleporting, only appearing after you begin the next map.
	- general: fixed a bug in burning imp that I am sure what caused my attempt to max map 18 fall short at 99% kills - the charred corpse was flagging itself as a monster, then locking up unable to die due to lacking the Death state - causing the NPCs attacking it non-stop while in their sight
	- general: changed chaingun guy's bfg 10k death animation from that of regular meatsplosion to that of SuperPlasma
	- general: changed most of cacodemon's death animations so that the resulting corpse object keeps his velocity (just like caclet's does -- but on caclet it is much more noticeable since his mass is low)
	- general: changed pain elemental's ice death animations so that the resulting corpse object keeps his velocity
	- general: fixed a typo in the music wad that was resulting in music in map 59 not working properly (it's "CLUBLOP", not "CLUBLOOP")
	- general: fixed aracnorbs (our stand-ins for octabrains) becoming helpless forever after firing three times. By design, they should only hold three missiles in flight and cannot fire again until one of these hits something - but I never managed making that work so I simply replaced it with fire rate throttling that resets on flinch.
	- general: fixed a MEGA-BLUNDER in synth marines' and synth monsters' circle-strafing code (was going awry disregarding the speed limits). This fix NERFED them all (including the map 42 boss) since the circle-strafing speed limit now WORKS. As designed.
	- general: fixed dual plasma ignoring monsters' deflector shields
	- general: added the feature of player helicopter sound volume can be regulated by map scripts
	- general: fixed the map randomizer generating negative seed in GZDoom, which degraded map randomizer's diversity since it assumed the seed would be non-negative
	- general: fixed the broken stealth kill mechanics, changed the damage type "Stealth" to subscribers only (default damage factor 0.0) and set damage factor to 1.0 and flinch chance to 100% for: zombieman, shotgun guy, chaingun guy, nazi, uberzoldat, nazi sniper, imp, labguy - all the monsters that support the meatshield mechanics.
	- general: fixed stealth kill on a zombieman leaving no corpse (player's animation was trying to spawn a non-existent corpse class due to a typo)
	- general: changed how AOE raising by superarchviles works, from a special damage type (which required corpses to be damageable -- resulting in glitches as some of them weren't designed with that in mind) to using A_RadiusGive with special auto-activating inventory items. In the process retired my custom damage types "AoeRaise" and "RezSuccess". This new system is less hacky and potentially works with other mods allowing for future cross-mod compatibility.
	- general: made the burning imp properly destructible
	- general: added uncapped damage support to headboxes
	- general: reworked the raising again (what a blunder), it will *never* be able to work with other mods' monsters (such is life). Had to adjust the state machines of *all* FBD monsters: only actors that have the states "FallbackRaise" and "FallbackRezSuccess" can be raised by the AOE effects.
	- general: changed raising mechanic, now the spawned monster inherits corpse's TID.
	- general: in the process, fixed a bug in monsters respawning on Nightmare
	- general: added AOE raising to mindblower
	- general: removed obsolete slaughtermap optimization code from all standalone corpses
	- general: fixed elder cacolord's lightning attack potentially (doubtful) ruining monster count
	- general: mummies are now knocked down by a close range shotgun blast that does not kill them -- you can't be sure if you killed them or they'd rise again! FUN!
	- general: fixed lost soul's missing dying scream. I can understand how I deleted it by accident when optimizing its death explosion -- but how in the blazes did I manage *missing* the fact they now die silently, with all the playtesting I am doing ?!!!
	- general: fixed the demon strength rune *missing* from EDAY! That's why my tweaking to drop rates wasn't working: there was no such class to spawn!
	- general: made all motherdemons immune to damage type "Argent"
	- general: nerfed Elite maradeur's health from 1800 down to 999, and regular maradeur's from 999 to 800. Reason: iI gave them so much health while still in development, *before* I buffed their AI with brutal anti-cheese strategies. They do not need that much now. They became *too* hard with so much health.
	- new year: put up the lights on my balcony
	- general: changed the vfx of superarchviles' AOE mass raising from teleport fog to a pentagram on the ground and made it obey load balancing
	- general: applied "vile/raise" sound to mass raising
	- general: made the mass raising clear the COUNTKILL flag so if it raises a monster itself in a corpse state (which wasn't possible in prior versions) that monster won't count toward kill count
	- general: created a script for monsters leading their target inertially. May apply later to hmg turrets, uberzoldaten, enemy helicopters and such.	
	- general: fixed nuclear launcher's rocket not producing the nuclear explosion if it hit a monster rather than a wall, which resulted in direct hit damage of measly 1000 "Plasma"
	- general: made the nuclear rocket have no collision against players and NPC marines
	- general: added a global script that says that mech's jump jets are offline
	- general: made aracnorb wander aimlessly like other monsters do when he loses target, rather than stand still forever as he did before. Reason: prone to backpedaling, he could aggro at some imp, backpedal into the sunset and freeze there when that imp kicks the bucket. Bonus points for having the +AMBUSH flag and freezing where he could never see any player.	
	- new year: slept most of the day. New Year holidays are sleeeeepy =_=
	- general: renamed game skill levels. Reason: this zoo grew too large, the poetic ones were too confusing and required simplification
	- general: changed MP-40 to use regular pistol ammo instead of unique Mauser 9mm ammo and changed all ammo drops and pre-placed magazines of Mauser 9mm with regular pistol ammo
	- general: added a new family of skills, "bullet sponges". Monster damage 50%, monster health and ammo amount 175%. For those who may dislike BD's "glass cannons" gameplay.
	- general: fixed certain button textures not changing (the red schematics on a screen that becomes green; the elevator call, up, down buttons) and big TV screens that show static being a static texture -  because I accidentally commented their definitions out together with those I was obsoleting
	- general: made the big tv screens glow in the dark as all normal monitors do
	- general: fixed a catastrophic failure of the Pseudorealism skills in EDAY: the ammo factor of 0.5 (you only get half the ammo from various sources) glitched resulting in any reload only detracting from your ammo pool but not adding it to your weapon - basically all your ammo was just vanishing leaving you with no ammo. Disabled the "half ammo" aspect, you will be receiving full but the ammo pickups themselves are still swapped (you find one rocket instead of a box, a clip instead of an ammo box and so on)
	- general: fixed minor bugs noticed by GZDoom's Grammar Nazi parser during monstersonly testing	
	- general: fixed shotgun guys not giving soul ammo when killed by demon eletech gun's electric primary fire
	- general: FINALLY fixed the bug with NPCS stopping following the player. When losing target synth marines were clearing their state wariables and switching to idling - this worked for the chaos marines but was breaking NPCs' state as switching to idle wandering was preventing their player following / firing arc avoidance from working at all.
	- general: fixed showing "(no data on this music track)" when music was turned off by passing an empty string	
	- map 01: adapted for hordes.
	- map 01: fixed one secret showing on textured automap
	- map 01: automap prettification
	- map 01: fixed the special imp who shreds a marine as you enter failing to generate a headbox when he finished and becane a regular imp
	- map 01: added scripts to reduce jumping power of certain monsters
	- map 01: fixed incorrect monitor smasher triggers in the corridors: when hit by AOE damage, glass would erupt but wall texture would not change - especially noticeable when you blow that fire extinguisher to frag the nearby imps.
	- map 01: upgraded the cutscene imp to use actual class and init mechanics
	- map 01: changed the cutscene marines from specialized slaughterlamb actors to generic non-commandable NPCs whose damage is nerfed and dodge-rolling disabled by the map setup script.
	- map 01: fixed map scripts to use includes without paths
	- map 01: switched imps jumping in through windows from a set of five attempts in a fixed pattern to my new spawning mechanism
	- map 01: changed the start, you begin with the hangar door open getting a glimpse of the marines and the VTOL in the landing pad (blocked by an invisible wall). The door then closes immediately cutting you off and only then does screaming start.
	- map 01: changed the hangar doors texturing from a clever hack to custom frankentextures
	- map 01: fixed floor texturing and light level in the hangar doors in the start room (light level 256 is incorrect even as it seems to be working, never set it above 255 to avoid monsters looking pitch black due to overflow)
	- map 01: changed color and fog color from bein set by a script to UDMF sector properties and adjusted it to match the rest of the Mars maps
	- map 01: added three cliff racers to the cutscene of the marines being slaughtered to increase clamor and mystery
	- map 01: added support for New Game Plus: the marines to be slaughtered outside are replaced by NPC marines inside with you. The VTOL still asplodes, tho, because now monsters aggro at *it*.
	- map 01: moved the VTOL to the other pad
	- map 01: moved the firefight sound deeper into the base and delayed its activation by 6 seconds. Reason: it has practically infinite faloff but it is *still* directional, it felt weird coming from the direction of the room you start in!
	- map 01: changed the music to "HANGAR" ("At Doom's Gate (Remake)" Remake by Andrew Hulshult [https://youtu.be/PKs5m9bq6t0])
	- map 01: rotated the landing pads 90 degrees
	- map 01: raised the cliffs on the other side of the fence removing gaps in them
	- map 01: fixed blatant texturing errors along the top of the walls outside and the broken overhead lights geometry (nobody ever looks up it seems, including me)
	- map 01: replaced the ceiling window in the armory with a normal ceiling
	- map 01: lowered ceilings in the corridor around the bathroom
	- map 01: fixed map scripts to account for the VTOL airship obeying obscure Brutal Doom settings that disable voxel objects - if the ship isn't there, there won't be wreckage when it explodes (a mystery explosion that kills everyone)
	- map 01: made the monsters attack the airship (indestructible) when there are no more mariness left. On NG+ there are none so the monsters just all attack the airship right away. Imps look hilarious jumping time and again in a neat row of five as they try scratching the vehicle to death. Wth are they going into melee? I must place an "it's a tank" token into vehicle's inventory to make them keep their distance.
	- map 01: improved the glass windows of the tower, now the fog transition wall really looks like the outer glass surface
	- map 01: fixed wall monitor breaking hitboxes misaligned with monitor positions on the texture (wtf, when did this happen?)
	- map 01: fixed wall monitors breaking being totally broken because there was an old EDAY mechanism activating and messing things up. CONCLUSION: when I merged the separate 1.x's PK3s into one for 2.0 it did not go as smoothly as I thought, there were unforeseen side effects.
	- map 01: added civilian corpses
	- map 01: fixed my new spawning script not working at all (imps breaking through the window freezing unresponsive)	
	- map 01: marked the hate target inside the airship as a player driving a tank, which forces the imps keep their distance.
	- map 01: fixed broken breakable monitors in the armory
	- map 01: hardcoded the next map transition in map scripts
	- map 01: added a safeguard against New Game Plus check going haywire in coop. Pointless since no NG+ nor varied bad endings are available in coop, the game always ends with the good ending.
	- map 01: confirmed the new game plus mechanics work (the cutscene marines are saved and become commandable NPCs)	
	- map 02: adapted for hordes
	- map 02: automap prettification
	- map 02: replaced the advanced teleporting monster closets' activation with the new mechanism that does not break on PotPourri swaps
	- map 02: fixed pinkies in the advanced teleporting monster closet overlapping on the Hordes skills, thus stuck.
	- map 02: updated map scripts to use includes without paths
	- map 02: retextured the elevator cabins and equalized their height across all the three maps they are present in
	- map 02: replaced rotting corpses with dead zombies inside the elevator cabins (the buzzing flies were unnecessary)
	- map 02: added a yellow key card inside the most maddeningly vexingly hard to figure out secret, visible through its window.
	- map 02: made the right elevator an exit to the secret map 45 that requires all keys (meaning the red and yellow keys since the blue is obligatory to reach the elevators)
	- map 02: made the exit a bit fancier, with one-second fade to black while the elevator doors begin to close	
	- map 02: added scripts to reduce jumping power of certain monsters
	- map 02: removed the extra button from the right elevator. Now both elevators have one button each. The left one exits while the right one is the secret exit requiring all keys.
	- map 02: increased the exit delay from one to two seconds: it was too fast, you did not have time to notice the doors were closing
	- map 02: fixed minor texturing errors
	- map 02: hardcoded the next map transition in map scripts
	- map 02: moved outdoor areas' color and fade from being set by the map script to UDMF properties of the sectors
	- map 02: added a top layer by copying from maps 45 and 04, adapting and adding dirty towering tanks
	- map 02: added toxic AOE DOT to the nukage waterfalls (damage type "Slime"). If you step under the stream without wearing a rad-suit you melt in seconds! Keep in mind the adjacent showers now clear the toxic DOT, on top of rad-suits there doind that as well.
	- map 02: recompiled map scripts to remove binding for KYHUDM.acs (now integrated into FBD_CORE.acs)
	- map 02: retextured one treacherous railing (added by me) that was looking like all other railing but failing to block player movement (turns out "jump-over railing' and "walkable+ shootable through middle texture" imply different requiremants for the texture's height). Used a taller texture for that one.
	- map 45: ripped HESP map 03 out of the Hell on Earth Starter Pack, converted it to UDMF and inserted into Chebskies-EDAY as a new secret map between maps 02 and 03.
	- map 45: moved a part of the exit area to be the new starting area, lowered it transforming the former entrance elevator into a stairwell and flooded it with water (the elevator cabin gets flooded when its doors open)
	- map 45: cloned the isolated deathmatch room and reskinned it into a hall separated with a horizontal grate floor with the space under the floor flooding when you press the exit button -- at the same time draining the entrance and unlocking the elevator button there.
	- map 45: added a backtracking ambush (includes strong stealth monsters on high skills) and a coop redirect to avoid bypassing it by respawning.
	- map 45: added a top layer by copying and modifying map 03's top layer. The same buildings are visible in the open areas
	- map 45: reskinned dated features using EDAY textures (including replacing blue water with brown).
	- map 45: applied sound overrides to most doors to be consistent with other EDAY maps
	- map 45: added lots of sound sources (flowing water)
	- map 45: added grates to the windows into the red key tower's yard instead of them being unexplicably impassable.
	- map 45: placed a chainsaw in the open
	- map 45: replaced the chainsaw in one secret with a sniper rifle	
	- map 45: added a boss fight at the end of the backtracking route, a plasma chaos marine buffed with increased health (4 gradations for diffgerent game skill)
	- map 45: reshaped the corner of the floodable arena reducing the barred window to the outside to a narrow slit (the fog transition in it was ugly anyway)
	- map 45: fixed broken fog in the room beyond the red door
	- map 45: fixed this secret map's completion token not being given
	- map 45: assigned music "D_DM08" and boss fight music "WINROIDS".
	- map 45: made the flooded room's doorway block sounds. Two goals: prevent the corridor ambushers stampeding in and prevent the boss (teleports in on backtracking) hearing you until he sees you. Fun fact: if you monitor monster's target via ACS (to, say, change music when he begins targeting the player) you may trigger prematurely because any AMBUSH monster assigns his target pointer to the player when he hears him. The monster just doesn't act on that knowledge until the player is in sight. But the target is set.
	- map 45: fixed minor texturing issues
	- map 45: virtualized the boss music switch
	- map 45: reshaped the opening making the floodable arena much harder to escape under duress
	- map 45: removed the extra 4 second delay between arena beginning to flood and imps beginning to rain from the outflow pipe
	- map 45: greatly decreased the transparency of the water surface
	- map 45: fixed the boss deployment failing on the Hordes skill
	- map 45: fixed minor texturing errors
	- map 45: hardcoded the next map transition in map scripts
	- map 45: rebalanced the boss: made him immune to extra damage from the shotgun and super shotgun at close range to avoid cheesing him with the shotgun, buffed his health and dodgines for all skill levels (most Chebskies bosses have 4 variants for different skills), buffed his circle-strafing speed for UV and Hordes, switched his melee weapon to the chainsaw for UV and Hordes.
	- map 45: recompiled map scripts to remove binding for KYHUDM.acs and change map ending to use starting position #1 in the next map
	- map 03: adapted for hordes
	- map 03: automap prettification
	- map 03: disabled the unstable hacks designed to help ATCs work with badly coded third party mods
	- map 03: added scripts to reduce jumping power of certain monsters
	- map 03: replaced the advanced teleporting monster closets' activation with the new mechanism that does not break on PotPourri swaps
	- map 03: updated map scripts to use includes without paths
	- map 03: retextured the elevator cabins and equalized their height across all the three maps they are present in
	- map 03: replaced rotting corpses with dead zombies inside the elevator cabins (the buzzing flies were unnecessary)
	- map 03: added alt start support if player came from map 45 rather than 02 (it's subtle, you arrive in the left elevator instead of the right one)
	- map 03: changed the red elevator's texturing to only have one button	
	- map 03: hardcoded the next map transition in map scripts
	- map 03: switched from an ACS hack to using real alt player starts (position #1 - in the nothernmost elevator cabin)
	- map 03: recompiled map scripts to remove binding for KYHUDM.acs
	- map 03: made sink edges block players so that you do not walk onto the sink while trying to drink water
	- map 04: adapted for hordes
	- map 04: fixed HOM in hydroponics rooms thresholds
	- map 04: textured the base from the outside, in case camera clips through wall during fatality (was an ugly mess)
	- map 04: switched the map randomizer to FBD's fallback seed generator in GZDoom (uses player movement in the first two seconds)
	- map 04: automap prettification
	- map 04: switched the map randomizer to FBD's fallback seed generator in GZDoom (uses player movement in the first two seconds)
	- map 04: added scripts to reduce jumping power of certain monsters
	- map 04: recompiled the map scripts (was already ported to my new randomizer -- when did I do that?)
	- map 04: upgraded to the new randomizer mechanism
	- map 04: updated map scripts to use includes without paths
	- map 04: fixed one of elevator doors clipping into the nearby vent making it inaccessible (reported by CX61)
	- map 04: fixed missing elevator sound overrides (from default doom sound to cargo elevetor). These things were missing, simply not there. Deleted by accident? When did this happen?
	- map 04: fixed minor texturing errors
	- map 04: fixed some breakable computer walls that broke due to changes in the code since 1.x
	- map 04: updated the map randomizer map scripts to use the actual random seed generator version
	- map 04: added some civilian corpses
	- map 04: improved the map randomizer script
	- map 05: adapted for hordes
	- map 05: fixed the lowest difficullties having the same monster numbers as the medium difficulties (there was in fact very little variability, only a few monsters appear on UV/Nightmare only)
	- map 05: fixed player 7 start being stuck in player 2 start and player 8 start stuck in player 3 start
	- map 05: automap prettification
	- map 05: replaced the only variable RL (out of four) in the armory with the non-variable one
	- map 05: added scripts to reduce jumping power of certain monsters
	- map 05: replaced specialized chaingun spawners in the armory with regular miniguns since the random chance is now disabled for EDAY.
	- map 05: added a grenade launcher to the rocket ammo secret
	- map 05: retextured the floor in the rocket ammo secret
	- map 05: updated map scripts to use includes without paths
	- map 05: hardcoded the next map transition in map scripts
	- map 05: recompiled map scripts to comment out an ancient script that scrolled the ceiling of a skybox that no longer exists
	- map 05: made sink edges block players so that you do not walk onto the sink while trying to drink water
	- map 061: fixed the medium and low difficulties having THE SAME monster list as UV/Nightmare. In fact, all monsters on this map except two barons were marked for difficulties 1..5, and no coop-only monsters.
	- map 061: adapted for hordes
	- map 061: moved one stuck revenant in a toilet stall
	- map 061: fixed minor texturing errors
	- map 061: raised some floors in the security room so that the chaingunners inside could surprise you through the windows randomly. Also fixed sound propagation in that area turning it into a devious trap
	- map 061: fixed ceiling height errors in the star-shaped hole in the ceiling
	- map 061: fixed two servers in the entry hall not being smasheable
	- map 061: replaced true reflection (mirror floor) in the corridor near the reactor room with much less cool fake ceiling light reflections. Reason: the latest Zandronum 3.1 has a bug, the floor reflection glitching and the floor rendering with HOM motion blur. This change could easily be reversed in the editor after the Zandronum bug is fixed, I left comments on how to.
	- map 061: added scripts to reduce jumping power of certain monsters
	- map 061: fixed a line of shrubs moved accidentally from their planter into the middle of the changing room at some point (when did this happen?)
	- map 061: updated map scripts to use includes without paths
	- map 061: added a secret exit to the secret map 44 (quite obvious inside the blue armor secret but requires the red key which you get much later, basically the key for the normal exit)
	- map 061: replaced the toilet on the floor above the secret exit with a special non-interactive toilet that can be broken but cannot be flushed. Reason: was intercepting your use action somehow through the ceiling, you trieed pushing the exit button but flushed that toilet instead.
	- map 061: assigned a sound override to the bars blocking the top entrance to the secret blue armor tunnel. With this loud obnoxious whirring no way anyone misses the fact they activated the secret.
	- map 061: hardcoded the next map transition in map scripts
	- map 061: made sink edges block players so that you do not walk onto the sink while trying to drink water
	- map 44: ripped the unfinished map 44 from EDAY Test 001, converted it to UDMF, replaced the missing textures, removed all water reflection effects, replaced most water with nukage, added the entire HESP map 07 as the bosses' arena and ported a simplified top layer from map 062 (those two cooling towers). The boss is Toxic Nutjob - a bright green low-tier maradeur nerfed with decreased health, (4 gradations for diffgerent game skill).
	- map 44: virtualized the boss music switch
	- map 44: added wave splashers and toxic AOE DOT to nukage waterfalls
	- map 44: fixed the overwhelmingly loud water flowing sound: this map had 35 water flowing sound and it is clear now that at some point Mark-sensei had buffed their radius horribly -- resulting in dozens such sounds overlapping in a maddening cacophony. Replaced them all with short-range variants.
	- map 44: fixed one of the security camera screens viewing from a random piece of crap instead of the designated security camera
	- map 44: fixed boss music turning on when the boss hears the player instead of when he sees the player
	- map 44: fixed the top layer not working
	- map 44: hardcoded the next map transition in map scripts
	- map 44: assigned sound sequence overrides to doors and elevators to make it sound like other EDAY maps
	- map 44: fixed original sound zone boundaries so that reverb only applies in the tunnels, not to the entire map.
	- map 44: added rad-suits to both of the rooms with entrances into the nukage-filled tunnels
	- map 44: added adding a token to players who visited this map to keep secret maps tally
	- map 44: rebalanced the boss buffing his health for low skills
	- map 44: seeded nukage floors with sudden toxicity emitters: every 8..24 seconds these begin a quickly escalated bubbling that follows with hitting everyone in a radius of 128 with a toxic DOT. Makes exploring the toxic tunnels even more FUN - not only have you to watch not to step into the nukage and fight random encounters, you have to be on alert for those bubbling sounds!
	- map 44: added creepy chant #2 to the fleshy hell room
	- map 44: added civilian corpses to the pentagram in the fleshy hell room
	- map 44: changed the boss music from D_DM10 to EDMU01
	- map 44: added sound propagation boundaries (this map had none: the boss was aggroing if you shot in the starting room)
	- map 44: minor prettification of the top layer
	- map 44: made some computer walls destructible
	- map 44: added a new Quad Damage secret
	- map 062: automap prettification
	- map 062: adapted for hordes
	- map 062: added two secrets, one with a wussy soulsphere, cell pack (hordes only) and plasma gun (coop only), another with a bunch of armor bonuses
	- map 062: changed the "collective boss" chaos marines' activation pattern. On UV+ they are not deaf anymore, wake up if you shoot in certain areas of the map OR step on certain triggers.
	- map 062: moved one broom stuck in textures
	- map 062: for Hordes and coop, replaced the two barons in the exit with an enemy mech. Raised that corridor's ceiling and replaced the door with a hangar door (copied after EDAY01)
	- map 062: for Hordes and coop, replaced the two barons in the exit with an enemy mech. Raised that corridor's ceiling and replaced the door with a hangar door (copied after EDAY01)	
	- map 062: added scripts to reduce jumping power of certain monsters
	- map 062: fixed enemy evil marine types and changed their composition to include rocket launcher ones on Hordes
	- map 062: moved the super shotgun chaos marine (Hordes only) from high up to a much more insiduous ambush spot. You'll likely aggro him and the rocket launcher chaos marine at the same time. Gg.	
	- map 062: updated map scripts to use includes without paths
	- map 062: fixed minor texturing errors
	- map 062: added "no falling damage" flag to the inside of the tall ladder's cage
	- map 062: added an alternate player start for coming from the secret map 44 (the vent camera room from map 061 sans enemies ans with a secret passage next to the elevator)
	- map 062: hardcoded the next map transition in map scripts
	- map 062: replaced all chaos marines with specialized map 062 variations able to jump down from the cargo containers
	- map 062: replaced ass plasma chaos marines with minigun ones. We now have enough secret maps with plasma dropping bosses, you will never get one for free. Want plasma? Solve secrets.
	- map 062: moved all cell ammo to secrets, none in the open now.
	- map 07: automap prettification
	- map 07: adapted for hordes (
	- map 07: doubled the number of arachnotrons for coop
	- map 07: made the arachnotron surprise silent (was playing a default platform stop sound)
	- map 07: fixed sound zone boundaries in the blue key area. Now those deaf monsters won't come out as soon as you enter the map to die uselesly stuck on some edge. They will wake when most incovenient for you instead.
	- map 07: added fire sound to the furnace
	- map 07: fixed various small HOM cracks in the terrain
	- map 07: replaced the default RL (which *really* screws your fresh start run if spawns as a grenade launcher) with the non-variable RL-only variant
	- map 07: proofed the arachnotron surprise against mods that add mobility (make you being able to climb walls)
	- map 07: added scripts to reduce jumping power of certain monsters
	- map 07: added charred skeletons in the incinerator and one worker's corpse next to the blue key
	- map 07: hardcoded the next map transition in map scripts
	- map 07: recompiled map scripts to remove binding for KYHUDM.acs
	- map 08: adapted for hordes (two cyberdemons for the price of one)
	- map 08: fixed the lowest difficulties being too hard
	- map 08: switched the map randomizer to FBD's fallback seed generator in GZDoom (uses player movement in the first two seconds)
	- map 08: added scripts to reduce jumping power of certain monsters
	- map 08: recompiled the map scripts (was already ported to my new randomizer)
	- map 08: added a machinegun to the blue armor secret (the one utterly impossible to find without a walkthrough)
	- map 08: replaced the blue armor in the crusher secret with red armor.	
	- map 08: upgraded to the new randomizer mechanism
	- map 08: marked the crushers as a secret, thus increasing their number from 5 to 6.
	- map 08: added a few civilian corpses
	- map 08: updated map scripts to use includes without paths
	- map 08: updated the map randomizer map scripts to use the actual random seed generator version
	- map 08: hardcoded the next map transition in map scripts
	- map 08: retextured the lava texture in the smelter and adjusted sector color light
	- map 09: adapted for hordes
	- map 09: fixed the old ATC design flaw
	- map 09: minuscule texturing fixes
	- map 09: removed the invisible wall blocking the player from jumping into the shooting range (what if that caco drops a health bonus out of reach? A tragedy!)
	- map 09: fixed one un-upgraded monitor smasheable
	- map 09: disabled the unstable hacks designed to help ATCs work with badly coded third party mods
	- map 09: added scripts to reduce jumping power of certain monsters
	- map 09: replaced the ATMCs' activation with the new mechanism that does not break on PotPourri swaps
	- map 09: moved monsters in ATMCs to have more spacing in case they try a potpourri swap into something thiccer
	- map 09: changed zombie axemen from being spawned by a map script on map spots to actual placed actors.
	- map 09: changed the exit to a button, the door of that room is pure prop now. The room contains NPCs having a coffee break, viewable through a security camera screen next to the door. The adjacent area with revenants and mancubi *is* accessible without the blue key, it's the button that requires it now. FUN.
	- map 09: added an explicitly placed railgun to the plasma weapons secret. Reason: random spawning is disabled in EDAY, there's no way to get it otherwise.
	- map 09: updated map scripts to use includes without paths
	- map 09: replaced a clone soldier in one of the tanks with a lost soul (doesn't count towards kills) to show off my underwater bubbling mechanics.
	- map 09: added some civilian corpses and replaced some of the marine corpses with dead civilians
	- map 09: made six of the labguys into ambushers (were stampedind towards the player across half the map instead of sitting in their ambush)
	- map 09: added several charred skeletons if front of the pack of mancubi
	- map 09: hardcoded the next map transition in map scripts
	- map 09: replaced the BFG in the secret with a non-variable bfg 9k (you won't get a random 10k here)
	- map 09: changed the screens in the BFG room from showing static to swhowing BFG and plasma gun 
	- map 09: recompiled map scripts to remove binding for KYHUDM.acs
	- map 10: adapted for hordes
	- map 10: fixed the lowest difficulties being too hard
	- map 10: fixed missing sound sequence of the bridge (when did it break?)
	- map 10: made the pit in the mancubi hall accessible to players
	- map 10: added pusher triggers to prevent NPC companion marines falling into pits, also made one door openable by them
	- map 10: replaced the Dukes of Hell used on lowest skill with regular Belphegors (still Belpegor Lords on medium and UV and Cyberdemons on Hordes and in coop)
	- map 10: replaced the Dukes of Hell used on lowest skill with regular belphegors (still belpegor lords on medium and UV and cyberdemons on Hordes and in coop)
	- map 10: added scripts to reduce jumping power of certain monsters
	- map 10: added a script to make any still unaffiliated marines join the party of the player who first walks out of the door.
	- map 10: added a coffee maker and one cup of coffee to the starting room
	- map 10: added an additional rocket launcher marine NPC to the starting room on Hordes
	- map 10: reinforced the bosses' ATMCs activation with the new mechanism that does not break on PotPourri swaps
	- map 10: removed most of the pusher linedefs there to prevent NPCs falling into pits: unnecessary now.
	- map 10: added a plummeting scream trigger to the bottomless pit.
	- map 10: fixed the effect that should have been blacking out the bottom of the bottomless pit but wasn't working properly.
	- map 10: changed the intermission screen to the 320x200 one from HESP chapter 1
	- map 10: added some civilian corpses and replaced marine corpses with dead civilians
	- map 10: updated map scripts to use includes without paths
	- map 10: hardcoded the next map transition in map scripts
	- map 10: fixed the NPC marines running to the far wall and huddling there like frightened rabbits when you exit the room (were trying to stand guard at position (0,0) -- now they start following you as if you commanded them to)
	- map 10: made sink edges block players so that you do not walk onto the sink while trying to drink water
	- map 11: adapted for hordes (doubling the sky-blotting flock of cacoes in the process)
	- map 11: made the lower difficulties easier
	- map 11: added triggers and waypoints for the monsters to walk downstairs from the base's base and to walk upstairs if bumps the base's base from below
	- map 11: added triggers and waypoints for bosses to walk out of their hangars as soon as they wake up
	- map 11: adjusted sound propagation for non-deaf monsters
	- map 11: automap prettification
	- map 11: decreased the annoyimgly blinding sun effects when looking towards it by increasing sector light from 90 to 144
	- map 11: used an unused leftover room of Mark-sensei's to add one more secret with a machinegun and a grenade launcher inside, thus increasing their number from 1 to 2.
	- map 11: upgraded map scripts for the map to be recognized as EDAY
	- map 11: updated map scripts to use includes without paths
	- map 11: hopefully fixed my past blunder that was causing the dynamic fog color not to work in multiplayer
	- map 11: recompiled map scripts to remove binding for KYHUDM.acs
	- map 11: hardcoded the next map transition in map scripts
	- map 11: playtested on UV, confirmed the map is ready
	- map 12: adapted for hordes
	- map 12: made the berserk secret much easier on medium difficulties and below: instead of an explosive barrel (an opportunity missed easily) you have a cardboard box for a stepping stone.
	- map 12: moved the rocket launcher hidden by a tuft of grass.
	- map 12: made the end-map barons not deaf, set up sound propagation boundaries for them.
	- map 12: changes to map geometry: problem sectors glitched again resulting in holes appearing in the ground (only appearing in Zandronum) and node builders screaming in pain.
	- map 12: changes to map geometry: too many unnecessary vertices dividing up flat rock faces.
	- map 12: made the road bend rounder and replaced most of the road markings with a baked-in texture.
	- map 12: replaced the thing-based sky portal with a linedef-based one (the mountain above the base exit)
	- map 12: cleaned up bogus portal anchors left over after the deleted thing-based sky portal
	- map 12: changed the shape of the mountain above the base exit for a better overall look
	- map 12: disabled the hacks designed to help ATCs work with badly coded third party mods: on hordes difficulties, these were causing Zandronum crashing on any attempt to save the game
	- map 12: minor geometry fixes (the floor in the blue door's doorframe was lower than either side's ground resulting in a HOM crack
	- map 12: replaced one of the archviles on the Hordes skill and coop with a vile soul reaver
	- map 12: replaced the RL near the button that opens the blue door with a RL-only pickup (random grenade launcher disabled)
	- map 12: replaced the ATMCs' activation with the new mechanism that does not break on PotPourri swaps
	- map 12: upgraded map scripts for the map to be recognized as EDAY
	- map 12: recompiled map scripts to remove binding for KYHUDM.acs
	- map 12: hardcoded the next map transition in map scripts (also with the prop exit door opening and two second fade to black)
	- map 12: added a couple dead civilians to the secret meth lab
	- map 12: fixed minor light level errors
	- map 12: proofed ATMCs against off-nominal activation (deploying some monsters while still inactive)
	- map 12: cleared one valley's centerline from dense vegetation obviously moved there by mistake
	- map 12: maxed the map on Hordes. Confirmed maxable. The sadist who replaced one of the archviles with a super-archvile *who can resurrect regular archviles (there are five) non-stop* and has a chance to teleport out and lead you on a wild goose chase through corpse fields of a HORDE that is nigh unbeatable as is... That person should be castrated with a dull, rusty... Waitaminute.
	- map 12: NERFED the vile ambush on Hordes, reverted the super-archvile da fug back to a ninja archvile (who is totally invisible until he attacks). Much fairer now. Admit freely I *overdid* the hordes part of this map... No time to correct, tho. The map is doable. Well, if you run around screaming like a little girl and praying the hordes infight so that your scraps of ammo would be enough and that you find a gap between the dozens of barons to run through.
	- map 12: added special separator sectors in the void to make node builder's life easier
	- map 13: adapted for hordes
	- map 13: duplicated the hordes roster as coop roster for all difficulties (did not have a dedicated coop roster)
	- map 13: automap prettification
	- map 13: fixed the surprise crates in the warehouse not working (monsters unable to walk out + a hom crack in the floor). There were *two* triggers lowering the crate walls by a correct amount, resulting in a thin but deep pit monsters were refusing to walk over.
	- map 13: added a trigger for one ambush imp to be catapulted out of his cargo car he was unable to walk out of.
	- map 13: fixed the absolutely broken texture alignment on the train cars' boogies' butt ends. When did this happen :(
	- map 13: added a new secret with a switch that switches the rail tracks to take you to the secret map 46 (otherwise activating the locomotive takes you to map 13i)
	- map 13: made the built-in cinematic cutscene only play in coop
	- map 13: upgraded cutscene monsters to use actual classes
	- map 13: hardcoded the next map transition in map scripts (also in coop proceeds right to map 14 because the train cutscene is played in-map)
	- map 13: placed several dead civilians and replaced some generic bloody messes with randomized dead civilians
	- map 13: playtested on Hordes, confirmed the map is ready
	- map 46: ripped the weapons testing map from BD21, reskinned it and inserted it as a secret map into EDAY (between maps 13 and 14). The map is called "Mock Town", a military training grounds for urban combat. All buildings are bare concrete, utterly uniform and grey.
	- map 46: created the boss Andariel (4 strength variations, from ITYD to Hell), a toxic superarchvile permutation inflicting the same damage type as nukage floors, with 3000 health and special blink algos defined in the map's scripts. Radsuit is a great defense against him. This one is an absolute BITCH to fight, he is a proper *smart* evil sorcerer so if you try fighting him in a tank he makes himself scarce drowning you in endlessly re-raising imp hordes (the map is pre-seeded with hundreds of imp corpses) and barrages of anti-tank revenant fireballs from beyond visual range. One full barrage kills your fully healty tank. There is a combat helicopter to hunt him in but that is of little help too: he recognizes the helicopter as tank and acts accordingly. And only when you are on foot will he come out to melt your face off personally.
	- map 46: added a few hard to find secrets, contain radsuits, bfg 10k and machinegun.
	- map 46: made the interlude 13i its next map instead of map 14
	- map 46: fixed a severe bug in the bosses' danger sense script
	- map 46: buffed the boss by making him spawn a noxinant in his place every time he teleports if his health is below one third or the player is in a tank, a helicopter or manning a heavy machinegun.
	- map 46: made Andarivile immune to his own toxic effect
	- map 46: changed the music to "GRIMDARK" ("Mine Control (Ambient Version)" by Andrew Hulshult [https://youtu.be/TwUPcygP5hA])
	- map 46: virtualized the boss music switch
	- map 46: hardcoded the next map transition in map scripts
	- map 46: fixed minor texturing errors
	- map 46: added a Demon EleTech gun in the open, just right before the yellow key
	- map 46: added a nuke secret thus increasing the number of secrets to 6 -- a tiny nook not showing on automap with a yellow door inside.
	- map 46: added a full map's description to the walkthrough.
	- map 46: added a script that marks this map visited
	- map 46: fixed an erroneous early development wad packed in the main pk3 that was causing the BD weapons testing map to load instead of this map
	- map 46: fixed the column of light above the key dropped by the boss not working
	- map 46: switched to using the standardized boss health indicator
	- map 46: moved the demon eletech gun from just beyond the boss trigger to in front of it (so that its rather unique pickup sound does not mix with the sound of the boss waking)	
	- map 13i: created the standalone interlude by cloning map 13, deleting everything not related to the cinematic cutscene and making it play immediately
	- map 13i: upgraded cutscene monsters to use actual classes
	- map 13i: hardcoded the next map transition in map scripts with a no intermission flag - because this cutscene does not need an intermission screen
	- map 14: found out that 45 monsters were turned off, not showing on any difficulty. Employed them for hordes and coop, with minor alterations (moving some of them to nastier ambush spots)
	- map 14: added 5 more extra nasty ambushers for hordes & coop
	- map 14: automap prettification
	- map 14: fixed several monitor walls around the sever entrance being not smasheable
	- map 14: retextured some equipment racks without easy smasheability support into lockers or decidedly un-smacheble machinery
	- map 14: placed a sniper rifle in the open (in front of the broken grate in a room obligatory to visit, in the company of a civilian corpse). This tells us the story of a man who fought back laying sniper fire down a street but then something came that smashed through the grate and killed him.
	- map 14: added traffic lights to one intersection
	- map 14: fixed a spot where the skybox was glitching if you stood under a vent shaft on the building's side (near the place where you climb out of the river)
	- map 14: updated map scripts to use includes without paths
	- map 14: hardcoded the next map transition in map scripts	
	- map 14: placed a couple dead civilians and replaced some generic bloody messes with randomized dead civilians
	- map 14: maxed the map on hordes. Confirmed maxable.
	- map 15: adapted for hordes (including my new bfg-toting mastermind)
	- map 15: automap prettification
	- map 15: replaced one new-style wrecked car with a fully 3d wrecked car (a different 3d model), due to incompatibility of the new-style cars with slopes.
	- map 15: raised terrain below the broken bridge to the left of it to allow for safe jumping down on both sides without hurting yiurself
	- map 15: changed the marines' greeting dialog to warning about unnatural quiet and asking you to check the bus barricade (a shmuck bait: walking there wakes the cyberdemon early)
	- map 15: changed the quest giver NPC into a *mortal* marine NPC (non-commadable) and changed the map scripts to run even with him dead.
	- map 15: changed one of the marines into a non-commandable NPC rifle marine.
	- map 15: added one slaughterlamb marine manning a HMG turret with the wall that explodes right behind his back.
	- map 15: added a no-fire property to the inside of the evac shelter (all your weapons get disabled)
	- map 15: switched the no-fire zone inside the evac shelter to my new mechanism
	- map 15: updated map scripts to use includes without paths
	- map 15: hardcoded the next map transition in map scripts
	- map 15: reshaped the public restroom and added sinks
	- map 15: added a police car made from map geometry roughly where one had been in the days of HESP
	- map 15: added one traffic light above the barricaded tunnel entrance (permanent red)
	- map 15: fixed minor texturing errors
	- map 15: added a room for the planned LTG cameo
	- map 15: placed a couple dead civilians and replaced some generic bloody messes with randomized dead civilians
	- map 15: hardcoded the next map transition in map scripts
	- map 15: fixed the marine captain's conversation triggering right atthe map's start instead of when you approach
	- map 15: added the long planned La Tailor Girl cameo with an employees only bathroom with Diana showering inside If you try entering you bump into an invisible wall that catapults you out and Diana admonishes you. Also, Sewie and Nari as nurses among the evacuees (non-interactive, just stand there).
	- map 15: removed the tank from the defending marines replacing it with twho meavy machinegun turrets on top of APCs manned by marines. Unlike the tank, those die easily.
	- map 15: rearranged the guarding marines' position moving them out onto the street: they assume any hostiles would come from down the street so the exploding wall basically hits them in the back as barons and revenants emerge in the center of their formation, the sandbag barricades utterly useles.
	- map 15: linked straight to map 16
	- map 15: added a clause that the quest giver won't talk and door won't open until art least one player is alive on the server (in singleplayer it means nothing happens if you are dead, he won't talk to your corpse anymore)
	- map 15: made the quest giver control more robust
	- map 15: added animation to the quest giver's first talking to you (since there is still NO voice acting)
	- map 15: rewrote completely what the marine captain tells you. The old lore just wasn't fitting some changes I made. And, he now openly calls Doomguy an "UAC PMC super-soldier". Not the Marine corps.
	- map 15: voice-acted all the NPC lines. All talk in my voice, of course, with an atrocious Russian accent. If you know someone who can voice thse better, I'd be grateful for a voice-acting donation. See chebskies-EDAY-2.pk3/sounds/voice_acting/KYVO*.ogg
	- map 15: confirmed the map is ready and playable
	- map 15i: cut, the entire cutscene gets shelved. Maybe, next year.
	- map 16: adapted for hordes
	- map 16: fixed some gaps in invisible walls
	- map 16: automap prettification
	- map 16: disabled the unstable hacks designed to help ATCs work with badly coded third party mods
	- map 16: fixed the narrator NPC turning into an evil marine after he finished speaking, subsequently killed by surrounding NPCs (caused by FBD fixing GZDoom marines that should be hostile by spec but were erroneously made friendly in BD21).
	- map 16: fixed the companion marines who broke due to my fix of BD21's mistakes. 
	- map 16: fixed the dormant minigun marine who wakes as you cross certain trigger line to be a friendly NPC.
	- map 16: added patrol route for the NPCs to walk into the alley over the street -- since they don't join your party automatically. But when you command them they DO join your party permanently!
	- map 16: added a grenade launcher to the secret full of rocket ammo
	- map 16: replaced the blue armor in the most improbable secret with red armor
	- map 16: replaced one marine out on the street next to the tank with a marine manning a heavy machinegun turret
	- map 16: updated map scripts to use includes without paths
	- map 16: hardcoded the next map transition in map scripts
	- map 16: fixed minor texturing errors
	- map 16: made the street in front of the burger joint a rounded turn instead of the unrealistic 90-degree angle, moved some zebras in the process
	- map 16: upgraded the ATMCs.
	- map 16: added traffic lights to two intersections
	- map 16: added a Demon EleTech gun in the red armor closet.
	- map 16: added dead civilians
	- map 16: fixed minor geometry errors and things stuck in the void
	- map 16: replaced the (too too destructible) cardboard box object in the ctate ladder with a box made of map geometry. Such hacks are necessary here and there because of dommguy's jumping nerf earlier in EDAY history: the maps were made and designed with assumption he can jump onto a standard crate 64 tall. But he can only do that on Mars, with its low gravity. On Earth and in Hell, he can only jump onto obstacles 48 tall.
	- map 16: added a few more civilian corpses
	- map 16: deleted the cutscene script, replaced the narrator with a regular super shotgun NPC and added a script to the door that makes the NPCs auto-join the party of the first player to walk out. That's right, folks: since they are regular NPCs now, they follow you to the next map if you keep them alive.
	- map 16: deleted the cutscene and changed the marines into regular NPCs who join your party as you walk out.
	- map 16: fixed minor geometry errors
	- map 16: removed all traffic lights inside the airstrike zone (had a chance to be left hainging in the air, broken but not destroyed completely)
	- map 16: added an invisible wall for monsters, to keep them wandering out of the airstrike zone
	- map 16: fixed one leftover chaos marine marked with the "Friendly (MBF Logic)" flag that was causing him to attack all monsters in sight and kill them and the tank boss. Obviously, he was a friendly marine in the original.
	- map 16: maxed on Horders proving map works and maxable.
	- map 17: adapted for hordes
	- map 17: automap prettification
	- map 17: replaced the dry tree with an indestructible dry tree
	- map 17: disabled the unstable hacks designed to help ATCs work with badly coded third party mods -- all except the personal ATC of the juggernaut
	- map 17: replaced the blue armor in the bfg secret with red armor
	- map 17: added a machinegun and a box of 7.92 ammo to the weapons store
	- map 17: replaced the shotolver in the super secret with a sniper rifle
	- map 17: reverted the sniper rifle in the supersecret back to shotolver
	- map 17: marked the shotolver secret as a secret thus increasing their number from 7 to 8, changed and retextured it a bit to cause reliable secret registering on climbing into.	
	- map 17: added a few traffic lights for better ambience
	- map 17: updated map scripts to use includes without paths
	- map 17: hardcoded the next map transition in map scripts	
	- map 17: upgraded the ATMCs.
	- map 17: made the juggernaut boss non-replaceable FBD one.
	- map 17: fixed minuscule texturing errors
	- map 17: added the block players flag to all sink edges, most sinks are too low and you walk onto them automatically which makes drinking from the tap mightily inconvenient.
	- map 17: fixed text incorrectly stating that the shotolver cage contains a sniper rifle (I changed it and then changed it back but forgot to update the resource strings)
	- map 17: added civilian corpses
	- map 17: fixed minor texturing errors
	- map 17: fixed one of the cryptic messages only existing in the Russian localization so you only got a meaningles raw identifier if you played it in default English
	- map 17: adjusted the captured marine behind a shower curtain secret so that freeing him is not possible without walking in and triggering the secret
	- map 17: playtested on Hordes proving the map is ready and beatable (too labyrinthine to try hunting every armor bonus, finished with 96% items)
	- map 18: adapted for hordes (in this particular map, not by adding much monsters but by replacing archviles with super archviles and by souping up the first starter cyberdemon)
	- map 18: automap prettification
	- map 18: for Hordes and coop, replaced the two cyberdemons near the exit with an enemy mech. Raised and retextured the dpprs for it to fit through. 
	- map 18: for Hordes and coop, replaced the archviles with super archviles.
	- map 18: disabled the unstable hacks designed to help ATCs work with badly coded third party mods	
	- map 18: updated map scripts to use includes without paths
	- map 18: hardcoded the next map transitions in map scripts	
	- map 18: upgraded the ATMCs.
	- map 18: upgraded music switching to virtualized tracks
	- map 18: added *helluvalot* traffic lights. Also rearranged the "stop" signs to have a logic in mind instead of being completely random.
	- map 18: made the impassable street-blocking lava pit non-blocking -- meaning you now can fall into it to die a horrible fiery death with no way out.
	- map 18: added civilian corpses
	- map 18: made sink edges block players so that you do not walk onto the sink while trying to drink water
	- map 18: fixed a typo in spider mastermind's flags that was causing *two* masterminds spawn on Hordes, one standing on top of other, while in coop there'd be no mastermind
	- map 18: fixed geometry error that was cauing the building you came from (the ending building of map 17) to look glitchy when viewed from the starting yard.
	- map 18: I am 99% sure I maxed it on Hordes and it only didn't work because of the buggy burning imp above. So let just say it is confirmed maxable.
	- adapted for hordes
	- automap prettification
	- updated map scripts to use includes without paths
	- fixed minor geometry errors in the secret exit
	- remade the dead end street into a barricaded tunnel entrance (a purely cosmetic change)
	- made the street bend rounded
	- various minor skybox fixes
	- hardcoded the next map transition in map scripts
	- added a script that marks this map visited
	- fixed the rocket launcher secret not registering thus ruining maxability
	- fixed the swinging doors with "employees only" blocking your hitscan attacks in the corridor *above* them
	- made it more obvious you have to crouch to climb *out* of a certain vent.
	- maxed on Hordes
	- map 59: made the dragonslayer only show on hordes difficulties or in coop
	- map 59: adapted for hordes
	- map 59: added sound propagation boundaries to avoid waking the raving revenants prematurely by shooting on the stairs
	- map 59: virtualized the music switch on entering the club
	- map 59: replaced spectres with stealth demons (unlike spectres, those are *completely* invisible until they bite)
	- map 59: hardcoded the next map transition in map scripts
	- map 59: moved one demon stuck in labyrinth's wall
	- map 59: added a script that marks this map visited
	- map 59: replaced revenants with special dancing revenants (their idle animation mimics that of DooM II revenant but adds even more dancing moves - and they have no idle wandering on losing their target, go straight back to dancing)
	- map 59: retextured the plaque at the club's entrance from shiny metal "UAC" to an arbitrary tapestry piece
	- map 59: fixed one secret sector erroneously split into 4, which resulted in secrets count of 5 instead of 2 thus ruining maxability.
	- map 59: switched Dragonslayer from a Hordes-only gimmick to available on all game skills (since I balanced it well enough to be a mainline secret weapon)
	- map 59: maxed on Hordes
	- map 41: adapted for hordes
	- map 41: nerfed the lowest difficulty roster
	- map 41: fixed the zombieman bleeding from his eyes to use the current headbox mechanics
	- map 41: changed music to "STALKER2" ("Stalker 2" by Mark 'madfiddler' Knight) and intermission music to "D_DM2INT" ("Intermission from DOOM II (Remake)" by Andrew Hulshult)
	- map 41: hardcoded the next map transition in map scripts
	- map 41: made the light in the dance room deep red as in the original Duke Nukem map and light on the podiums pulsing
	- map 41: made the vents and the sewer dark
	- map 41: replaced the barons(s) on the dance podiums with a super archvile, his teleporting overridden by the map scripts to teleport between the podiums
	- map 41: added a script that marks this map visited
	- map 41: fixed the ammo amount being half of the necessary to beat this map, considering it now has a superarchvile
	- map 41: added even more ammo on Hordes
	- map 41: added one more secret, mathching that of the Duke Nukem 3d map as I remember it.
	- map 41: maxed on Hordes
	- map 42: fixed ladder linedef flags in the secret created by me
	- map 42: adapted for hordes (+24 nazis, +16 dogs to the grand backtracking ambush)
	- map 42: fixed some coop-only nazis stuck in the walls of their teleporting monster closet
	- map 42: fixed lower difficulties having the same roster as UV (meaning they were impossibly hard for their weight class). The only thing that was variable was the grand backtracking ambush
	- map 42: fixed misaligned textures in the fireplace
	- map 42: replaced all medkits with variants that are historically accurate and appropriate for zombie nazis stuck forever in ww2.
	- map 42: cosmetic fixes of broken geometry and texturing
	- map 42: for ultra violence and partially for medium difficulty, replaced five of the nazis with uber snipers -- who also drop the sniper rifle.
	- map 42: for hordes, replaced one nazi in the yard and two in the grand backtracking ambush with supersoldiers who wield -- and drop -- MG-42.
	- map 42: for hordes, additionally replaced four of the nazis in the grand backtracking ambush with uber snipers.
	- map 42: for hordes, replaced the MG-42 inside the super secret with a nuke launcher
	- map 42: replaced the nuke launcher in the supersecret on Hordes with a nuke (ammo). Which you won't find any use for until you find the nuke launcher in map 313.
	- map 42: fixed skybox only working at medium skill and above (the skybox viewpoint actor wasn't checked to appear on low skills, a primordial BD bug)
	- map 42: added a variative scripted exit: will exit to map 19 normally but to map 30 if any of the players has a token they came from map 29
	- map 42: upgraded ATMCs to the special floor texture that all FBD monsters check to set their WINDTHRUST flag
	- map 42: remade the Panther tanks into full-fledged monsters that can move AND have vulnerable spots in their butts (sadly that made them square de to a game engine limitation). They start standing in place but begin rolling around as soon as one of them drops below 50% HP
	- map 42: made two staircases narrower and moved one crate to prevent tanks entering the building
	- map 42: frankensteined up the sprite set for Fritz Scorzseny: from Wolfenstein mecha Hitler sprites remade by UnTrustable who added full rotation range (basically most of the set for all rotations except the frontal one), recolored Doom2 ss nazi and some custom retouching (he is armed with four MG-42 instead of four chainguns)
	- map 42: exterminated that same old ATMC hack, screw it bent over an anchor sideways, that was causing the Zandronum game engine crash at any attempt to save the game. Commented the script out, deleted the activator things and salted the ground where they've been.
    - map 42: implemented Fritz Scorzeny on the synth monster code base. He is very deadly with his four MG-42-s. You either take cover or you go splat. Unlike most other bosses, his health doesn't vary much between various skills but his reaction times instead. The ultra violence version and up possess moderate deflector shields that regenerate 6 seconds after shattering and reflect your rockets back at your face with sniper accuracy. He has also ungodly resistances to small caliber bullets, shotguns and BFGs but has a built-in weakness for cheesing him in *one* shot -- figure out how.
    - map 42: fixed the jumping puzzles from the hack with cardboard boxes (destructible!) to additional small crates. The hack was needed because at some point Mark-sensei had obviously nerfed doomguy's jumping, he currently can only jump onto ledges 48 tall -- which broke lots of jumping puzzles across EDAY because a standard crate is 64 tall.
    - map 42: fixed my shameful mess of nazi tanks implementation. Now work properly.
    - map 42: found and fixed another place where you can fall down between crates and get stuck forever
    - map 42: made the dungeons much darker
    - map 42: moved and reduced the bathroom and the dog pens to make room for the new bosses lair 
    - map 42: made the sadistic jumping puzzle a tiny bit less sadistic by reducing the chance you overshoot on your final jump
    - map 42: moved the exit room further away and inserted a boss room before it. The exit room now opens when the boss dies. The boss room is labyrinthine, to make his circle strafing shine and give you lots of cover to dive desperately into.
    - map 42: adjusted to match the updated lore: a couple crates are metallic UAC crates; PC workstations with keyboards and mouses next to UAC wall logos interspersed with swastika flags in the exit room.
    - map 42: automap prettification
    - map 42: made the final after-boss ambush in the exit room relevant because the portal is now blocked off by grates, require finding a switch placed somewhere out of sight.
    - map 42: nerfed the final after-boss ambush to one regular nazi and two axe-crazy labguys.
	- map 42: created a top layer, lowered some buildings giving them varied height, lowered ceilings and windows in some areas, made the sloped ceiling wood instead of stone. Free of DooM's limitation "all the buildings have the same height"  it now looks a bit more natural. New textures: URROFS1, snow-covered shingles.
	- map 42: reshaped the ceiling in the corridor with the sadistic jumping puzzle -- which made jumping  easier because the beams are now closer together.
	- map 42: moved the column with the button of the sadistic jumping puzzle: was too far to press, required walking off the ledge and pressing the *tiny* button precisely while already falling. That was *beyond* sadism. (FYI the original button was *shootable* which allowed cheesing this puzzle via aiming carefully from the nearby room's doorway. Hilariously, I thought at first that was the intended way, I only noticed this was a jumping puzzle many playthroughs later!
	- map 42: fixed minor geometry errors
	- map 42: fixed the boss health indicator not activating
	- map 42: added deflector shields status (an extra blue number below) to the boss health indicator
	- map 42: made some areas inside the castle darker
	- map 42: replaced the MG-42 inside the super secret with a railgun, a golden soul sphere and a nuke (on Hordes only)
	- map 42: added crates as cover to the boss arena (it was pure raep stomp otherwise -- of the player by the boss)
	- map 42: registered the boss as a former human so killing him gives one soul ammo
	- map 42: hardcoded the next map transition in map scripts
	- map 42: added a script that marks this map visited
	- map 42: fixed the red door requiring a yellow key card and thus map being not beatable due to a guaranteed soft-lock. HOW?!
	- map 42: fixed minor geometry and texturing errors
	- map 42: replaced all ammo clips except in the prison cells with mauser 9mm clips for MP-40
	- map 42: fixed the one nazi in the toilet waking up and walking out where he should stay there by design until you find him
	- map 42: fixed the tank bosses by applying the same changes as regular enemy tanks.
	- map 42: beat it on Hordes proving it is ready (98% items -- what did I miss)
	- map 42: fixed minor texturing errors and made the red door THICC
	- map 42: retextured one castle hall from brick to gray stone
	- map 42: made the bosses' headbox react with uncapped damage calculation to railgun headshots - resulting in him being one-hit-killable using railgun as designed (wasn't working due to the headshot damage cap)
	- map 19: added music change during timed sequences ( https://freesound.org/people/Satanen/sounds/317385/ ) and a scary violin note (AI generated, could not find anything suitable and free) when it is too late and death is imminent
	- map 19: added boss health style text explaining that death is imminent when it is too late and death is imminent
	- map 19: hardcoded the next map transition in map scripts
	- map 19: fixed errors in the first train polyobject's linedefs (double-sided lines markes as single-sided, missing textures)
	- map 19: adapted for Hordes
	- map 19: fixed raw string IDs displaying instead the train crash warnings
	- map 19: maxed on Hordes
	- map 20: fixed the trigger line that makes the cyberdemon and the spidermind infight -- it was too short, all too easy to bypass.
	- map 20: rearranged the parking lot ambush using advanced teleporting monster closets, extra triggers and polyobjects. The mall doors are now initially closed until 4 or less ambushers are left alive.
	- map 20: made the parking lot ambush immensely harder in coop
	- map 20: replaced 4 cacoes with an enemy heli on UV (on Hordes, there are more of them)
	- map 20: moved one lamppost from the road surface to the sidewalk.
	- map 20: fixed minor texturing and geometry errors
	- map 20: hardcoded the next map transition in map scripts
    - map 20: added a secret exit to the new secret map 48. The exit itself is right where the normal exit is, the same stairwell now goes down as well as up - but finding the switch that opens the grate... Good luck, have fun.
    - map 20: automap prettification
    - map 20: replaced two ambushing lost souls (were substituting for cacoes on low skill) with cliff racers
    - map 20: upgraded the ATMCs.
	- map 20: fixed two fountains having doom-default painfully blue water
	- map 20: added nearly a hundred traffic lights to 8 intersections
	- map 20: added pedestrian zebras to a few intersections that were missing them
	- map 20: for Ultra Violence and Hordes, replaced the cyberdemon and mastermind in the mall with cyber devastator and annihilator mastermind.
	- map 20: hunted down and deleted the *one* medkit that was causing Zandronum to fall into Invasion mode, with announcer thundering "Fight!" and then map ending in one second because it doesn't have Invasion waves defined. It only takes a single Invasion item placed by mistake instead of a regular item to cause that debacle! There is a full set of monsters, weapons powerups and ammo with different Doomed numbers - try telling these in the editor when you are filtering by name...! Most Invasion things are 18xx or 5xxx, so have to watch out for these.
	- map 20: replaced all the chaos marines (Hordes, coop) with explicitly FBD versions
	- map 20: fixed one of the elevators in the mall not working (the activators were linked to a different elevator across the mall) -- seems like a primordial bug I somehow missed in 1.0
	- map 20: made elevators in the mall NOT activable by monsters -- after the cyberdemon rode one to the second floor where I could not headshot him because his head was hidden in the ceiling.
	- map 20: moved the entire map to center it on the coordinate grid and avoid overflows (parts of the map beyond the 16384 coordinate range)
	- map 20: replaced the area beyond the parking's window near the exit door with a dumbed down chunk of map 48, the hospital looming across the blood pit.
	- map 20: stuffed both armored vehicles with unreal amounts of ammo to last to the map's end
	- map 20: added more scattered ammo for Hordes
	- map 20: restored the old parking lot ambush mechanism as a joke with a single pistol zombie. The real ambush triggers when you reach the center of the lot.
	- map 20: fixed traffic lights switching 35 times faster than designed
	- map 20: fixed traffic lights never turning green, staying yellow instead
	- map 20: fixed a pocket of sky where the helicopter boss could get stuck and fall asleep, invulnerable behind the folds of the sky ceiling
	- map 20: fixed minor texturing errors
	- map 20: maxed on Hordes
	- map 20: moved one pedestrian traffic light hanging in the air next to its lamppost	
	- map 48: assessed the amount of work necessary on this HESP relic to turn it into a new secret map between 20 and 21. Groan, headdesk, kill me now.
	- map 48: got a great idea: the boss of this map (an Elder Cacolord) will fire caclets in volleys of six instead of usual volleys of 6 cacoballs a normal cacolord does. CAN'T STOP CACKLING MALEVOLENTLY.
	- map 48: assigned music "EDMU12" ("Digital Distress" by Sonic Mayhem [https://youtu.be/9yHFZiSvyZw])
	- map 48: hardcoded the next map transition in map scripts
	- map 48: lots of work bringing the map up to current standards (map very dated because ripped straight out of HESP), reworking the escape sequence and making it blend quasi-seamlessly with maps 20 and 21.
	- map 48: added a flamethrower secret -- not only is this the *only* place in the entire campaighn where you can find one, it's also vital for you surviving the suffocating cloud of caclets.
	- map 48: created the exit hole in a wall that uses the map transition script, with a jumping sequence leading to it (electric cables, apartments, traffic light fixtures, air ducts -- theres'a a lot of trick jumps, with assumption you'd be swarmed by caclets along the way.
	- map 48: changed the post-boss music to "Barhell" (*that* melody from the "Barrels of Fun" DooM II map) because... Swarming caclets and jumping puzzles. The boss is not the end, he is just the beginning. This causes the music WAD to be updated - so it's a good thing I was slow updating it.
	- map 48: a titanic struggle to bring this map up to date: retexturing building corners, adding fake doors to buildings, making TV sets normal-looking and breakable, making the inside of abandoned buildings actually *dark*...
	- map 48: replaced the single surviving elevator in the hobo nest with a dark and twisting staircase. This made the corridors multi-level as the 1st floor and 4th floor corridors actually overlap. 
	- map 48: reshaped the south area to match map 20 (kinda, the tall buildings are downplayed as they are relegated to the skybox - and there is no flooded T-intersection. But you can see the parking lot's opening through which you observe this area at the end of map 20!
	- map 48: added a skybox (a dynamic one), added a top layer with the UAC headquarters from map 21 in it
	- map 48: added a cacocalypse
	- map 48: moved some rooftop cacoes into pits due to them activating early because the central building is now full of large holes (for the boss to fly out)
	- map 48: created a gutted hospital in place of the primordial mall - a boss arena full of environmental hazards. The only things remaining of the original are entrance steps, the shape of the back entrance (now a ramp for ambulances driving in) and the columns inside the hall. Oh, and the public toilets (were there in HESP but the creator had removed them in the EDAY version of the mall).
	- map 48: rehauled the map flow and areas accessibility.
	- map 48: added a cacocalypse: as you enter the arena and wake the boss, an announcer's voice (mine) yells "CACOCALYPSE!!!" and floodgates open, dozens of cacoes and cacolords begin trickling in from all corners of the map. Should I note that the many fences and impassable walls are only impassable to *you* while cacoes flow over them freely.
	- map 48: added a second "Unleash the Kraken!" moment (actually dozens of caclets) to player reaching the second telepad because I observed that caclets spawned by the boss are either all dead when you finally start exploring or *you* are dead exactly because they aren't. Such nasty little buggers I created.
	- map 48: added a full map's description to the walkthrough.
	- map 48: fixed texturing errors
	- map 48: fixed one monster teleport destination being erroneously placed in a zone barred for monsters where the poor cacoes were being trapped thus ruining maxability
	- map 48: added a script that marks this map visited
	- map 48: fixed minor texturing errors
	- map 48: removed the damaging floor effect erroneously applied to the ground in some corners (around the secret #2)
	- map 48: deleted two armor bonuses in windows that were leading to a jump in the old version but now lead nowhere
	- map 48: removed an ancient trigger on the hospital entrance's stairs that was causing a platform moving sound begin playing from the stairs permanantly as you crossed them.
	- map 48: beat it on Hordes, confirmed it works (was unable to max due to 5 mysterious monsters nowhere to be found -- 100% secrets / 100% items / 98% kills). I guess there is again some decorative element marked as monster.
	- map 21: completely reworked the UAC building side (now uses a top layer) and modified the boss arena pit to look like normal road surface and fenced off parking lots. When the player grabs the megasphere, the area undergoes radical change: the building's front collapses revealing the old meat portal and then pavement collapses revealing the (barely changed) boss arena pit.
	- map 21: introduced radical skybox change that happens as the boss appears: the disttant cityscape is replaced with a vortex of red clouds rotating rapidly and darkness falls (reducing the ambient light from 176 to 128, made even darker by the applied colored light)
	- map 21: modified the boss: reverted him to his original non-recolored frames (also much darker, glows in the dark to make him easier to spot and more dramatic), made him teleport away on flinch leaving behind a new monster. Those lists depend greatly on game skill: from knights and cacoes to dukes, volcabi and rocket launcher evil marines. The latter also count as ammo supply for Hordes and coop where ammo is decidedly not enough.
	- map 21: fixed the flow from the broken sewer pipe being a static texture instead of the animated one
	- map 21: adapted for hordes
	- map 21: fixed the unique damage type "Inferno" used by the bosses' attacks not counting as fire damage in regards to death animations -- just changed his damage types to "Flames" recognizable by BD but not used. Now you die burning and screaming if killed by him.
	- map 21: fixed the offsets of bosses' sprite frames DIAA H,I and employed them for pain animation (was lacking one, having zero-duration pain)
	- map 21: gave the boss a headbox. Doesn't work up close because he has a *very* long neck, so long in fact you can run *under* his head with his headbox above and behind you. Sprite graphics can't represent that so any attempts of getting close and personal with a super shotgun would fail (you'll just hit a bodyshot). Great for sniping him with a railgun, tho. Or with rockets.
	- map 21: increased the bosses' hitbox height from 140 to 160. Now you can shoot him in his hump and it will hit.
	- map 21: reworked all bosses' attacks. All types of attacks now leave lingering damage over time flames. The ground fire beams interrupt at hitting someone. Meteors are no more silent. Meteors airburst on proximity to target or ground and spray napalm creating area denial lakes of fire. Meteors adapt to being launched from too close a distance, divebomb as soon as you are in a 700 map units range without waiting to reach full attitude.
	- map 21: if all players are out of the arena (coop respawn) the boss now just wanders around instead of launching meteors uselesly.
	- map 21: made the boss glow in the dark (using colored dynamic lights rather than fullbright), be permanently on fire and leave small flames as his footprints when he walks. Now this infernal is appropriately infernal!
	- map 21: updated map scripts to use includes without paths
	- map 21: hopefully fixed the ambient light color change not working in coop
	- map 21: changed the bosses' summon minion list for the Hordes skill. Instead of dukes + volcabi + rocket launcher evil marines there are only immolants now. Who synergize nicely with the boss as they add tons of flame hazards while being immune to the bosses' attacks.
	- map 21: converted the boss to the new headbox mechanics
	- map 21: fixed minuscule texturing errors
	- map 21: re-colored bosses' death frames and made them fullbright: he now glows and bleeds lava as he spams damaging flames all around him
	- map 21: made the bosses' death ending in a deadly epic explosion leaving no corpse.
	- map 21: changed the map ending condition from doom standard by timer after bosses' death to an ACS script that only does it if there are any players still alive on the server. Reason: the default mechanism worked even with the single player dead (remember: epic explosion) resulting in you starting the next map weaponless.
	- map 21: changed the intermission screen to the 320x200 one from HESP chapter 2
	- map 21: virtualized the boss music switch
	- map 21: changed the bosses' minions to all fire-based team. Yfreets, immolants and hellhounds in various combinations depending on game skill (all three on Hordes and in coop). Shall I note these monsters are *immune* to the bosses' damage type and he is to theirs?
	- map 21: added two traffic lights, blinking yellow. When the pit collapses, one is destroyed but the other stays on the central islet
	- map 21: moved all stop signs to the parking lot exits and moved some light poles for one to take up the role of that one blocking stop sign.
	- map 21: upgraded the boss to use the standardized boss health indicator, also reads now "Infernal" rather than "BOSS".
	- map 21: reduced the width of the rubble pile at the collapsed tunnel, much more natural now.
	- map 21: hardcoded the next map transition in map scripts and changed the boss to use these scripts instead of the generic "end the map if multiplayer or the single player still lives"
	- map 21: created an alt entrance for coming from map 48 (another door on the same roof)
	- map 21: fixed unintended infighting between yfreets and immolants: were using some other damage types than "Flames", namely "Burn" and "Fire"
	- map 21: made the UAC headquarters building 3072 map units taller, because in comparison to the previous map's behemoth skyscrapers it was still pretty meh
	- map 21: added a holographic UAC logo between the prongs of the UAC headquarters tower, Sauron's eye style.
	- map 21: fixed the holographic UAC logo missing from the headquarters tower
	- map 21: fixed the traffic lit that gets destroyed on pit collapse exploding every second in an infinite loop
	- map 21: maxed on Hordes
	- map 22: exterminated the last of the DOORTRAK texture (in the castle's gates)
	- map 22: removed the outdated explanation of helicopter controls
	- map 22: virtualized the music switch on embarking and disembarking the helicopter
	- map 22: fixed some monster pits triggers bypassable via helicopter
	- map 22: fixed the marine march triggering script bypassable by going along the bridge's railings
	- map 22: removed triggers for scripts that no longer exist
	- map 22: replaced some marines with specialist NPCs (shotgun, rocket, minigun)
	- map 22: replaced the marine standing on top of the APC with a heavy machinegun turret manned by a marine (was always intended but a regular marine was used because there was no support for HMG turrets manned by friendlies)
	- map 22: moved the second cyberdemon into a monster pit that only triggers when you get uncomfortably close
	- map 22: reduced the marines population down to 20 (the NPCs are immensely stronger than the original EDAY map 22 marines, plus there was a duplicating accident at some point during editing -- in short the density of fire was such that cyberdemon wasn't even able to say "mama" before being shredded)
	- map 22: adapted for hordes
	- map 22: added some new FBD monsters: cacolords, agony elementals, mindblowers
	- map 22: stuffed the starting vehicles with nearly double the ammo they normally hold
	- map 22: made the spare vehicles near the castle only show on medium skill and below (the anti-aircraft gun) and on low skill (main battle tank)
	- map 22: added some 7.92 ammo to the starting area and near the castle
	- map 22: fixed the helicopter attitude limiting scripts to work with FBD controls (which work differently from the original BD heli ontrols)
	- map 22: hardcoded the next map transition in map scripts
	- map 22: retextured the lava
	- map 22: decreased the player helicopter sound to 25% to prevent drowning out the flight of the valkyries
	- map 23: added support for the boss management scripts to recognize my synthetic nightmare skillss, potpourri skills and so on.
	- map 23: fixed a weakness in bosses' preemptive fire algorithms while he proceeded laying down suppressive fire with you in his plain sight on the other side of him. Now any player in his line of sight resets that immediately and draws his aggro.
	- map 23: eliminated the last weakness of the boss, being unable to attack while he roars his challenge. Now if you shoot him during that phase he punishes you by erupting with maximum violence (a copy of the second wind form's devastating saturation attack). Which, on milder skills, would likely result in a player instakill. On lowest skill that joke of a boss used instead of him just insta-breathes fire.
	- map 23: made the bos headshottable
	- map 23: fixed the bosses' animation frames: now fire breathing and regular attacking are consistent from all angles, which allows headshotting him reliably in multiplayer.
	- map 23: frankensteined up dedicated frames for the fake death animation
	- map 23: adapted for Hordes (no change to the boss but his minions changed from cyberdemons runts to chad cyberdemons and an extra cloud of cacoes added). Also, muchh more ammo.
	- map 23: increased te bosses' resistances on UV and Hordes, now 25% resistant to bfg 9000 and 20% resistant to strong and plasma headshots and his head is 40% resistant to bfg 9000. So rocket and bfg 10k headshots inflict 140% (420) (because cyberdemon's head his inherits from has 30% resistance) and BFG 9000 headshots only inflict 120% (still helluvalot). Yeah, cheese that may be but *try* hitting his head with the *slow* bfg ball, especially considering he *ducks* his head when he switches from missiles to fire breathing.
	- map 23: made the second wind form use a different, much shorter roar
	- map 23: caught and crushed yet another framerate killer in the code
	- map 23: fixed map scripts to use includes without paths
	- map 23: removed coop versions of the boss for the lower skills thus reducing the number of variants from 6 to 4 (in line with all other bosses). In coop, only the highest difficulty supported (and even that is too easy thanks to players respawning)
	- map 23: upgraded the boss to the latest headbox mechanism so headshotting him works again
	- map 23: hardcoded the next map transition in map scripts
	- map 23: made the boss not targetable by NPC marines until he finishes roaring or attacks
	- map 23: nerfed the cyberdemon entourage on Hordes: now just cyberdemons rather than chads (with tyrants on UV)
	- map 23: voice-acted all the radio chatter I added to this map back in 1.x - the same applies as with voices for map 15
	- map 23: fixed the bosses' headbox not really working due to missing variable declarations
	- map 23: switched the boss to the new unified boss health indicator
	- map 23: fixed the bosses' second form's headbox pretending to be his testicles due to relying on obsoleted scripts instead of modern ones.
	- map 23: replaced brown trees (glitch on dirt becoming green trees and spawning green grass) with EDAY hell trees
	- map 23: maxed on Hordes
	- map 23: applied my voice acting recorded earlier to play the radio chatter (the assault goes pear-shaped, the main forces retreat leaving you a lone hero against Hell)
	- map 23: fixed a blunder in the bosses' second form's algos: that one was rigged to attack immediately as soon as he had a line of sight but unforeseen consequences arose in the fact that there is always a hate target for him to target, moved around by the preemptive fire tracking mechanics as the player moves around -- which was effectively paralyzing the boss into standing immobile because he was too busy erupting at shadows. The first form was only paying attention to those hints when his frustration (time of player being out of line of sight) was high enough.
	- map 23: playtested on UV to make sure the bosses' second stage works. My fix... It went horribly right :(... I barely made it with 16 health left!
	- map 23: replaced blue armor (it only gives 125% in FBD!!!) with a megasphere in the doorway (you grab it, the boss sees you) in line with all other bosses
	- map 23: replaced soulspheres with weaksause pink soulspheres	
	- map 47: retextured the supersecret's crusher's ceiling to be bloody
	- map 47: fixed the secret soulsphere not being there on lowest skills (secret empty)
	- map 47: updated map scripts to use includes without paths
	- map 47: converted all brown trees to my new upgraded brown tree
	- map 47: fixed lava doing no damage to players
	- map 47: added the lava sounds
	- map 47: eliminated the forking progression by removing the exit to map 241 that forced you to bypass map 241 unless you found all three keys -- thus effectively turning map 241 into a secret map and so varying the total number of secret maps! Not anymore. Instead of finding all thre keys to raise the bridge, you have to find a nastily hidden button to even know the bridge raising buttin is there, while the exit is now a blatant trap. It still retains the "exit" sign but instead of an elevator you'd step into a bottomless pit.
	- map 47: replaced the two barons guarding the exit with a duke on all skills except I'm too young to die. Since you encounter him face to face on a very narrow bridge and he spews baron fireballs like a shower head *in a cone*, this makes it a very tough boss fight.
	- map 47: added aaaah to the abysses. As a result, my fancy lattice raising bridge had to be reduced to a boring board because 3d floors were conflicting like bitches.
	- map 47: hardcoded the next map transition in map scripts (using position 1 for alt start)
	- map 47: adapted for Hordes
	- map 47: reworked the stake pit trap combining a non-tangible 3d floor and the old 3d floor 47 map units below the edge that removes both when anyone lands on it. Thus, a physical drop of 47 works as deterrent instead of "block monsters". Lo and behold, now that pit doesn't turn cacoes into helpless sitting ducks! (They were too fat to squeeze around it)
	- map 47: removed the "secret" flag from the former secret exit (now the main exit) thus reducing the number of secrets to 6
	- map 47: added the archvile active sound (smug satisfaction, bro) to player stepping into the former exit, now a bottomless pit still marked as exit
	- map 47: maxed on Hordes
	- map 241: disabled the unstable hacks designed to help ATCs work with badly coded third party mods
	- map 241: renamed from "Looting the Castle" ("Обшмонай замок") to "Vile Playground" ("Вотчина игрищ погани")
	- map 241: added a machinegun to the ammo stash in the tower and replaced the nazi machinegun ammo with UAC 7.92 (which is the same thing now)	
	- map 241: replaced the gigasphere in the arena with a megasphere
	- map 241: marked the megasphere on top of the column in the arena as a secret, thus increasing their number from 3 to 4.
	- map 241: updated the map scripts to use includes without paths
	- map 241: virtualized the arena music switch
	- map 241: switched the alt start from ACS hacks to default game mechanics (position 1)
	- map 241: hardcoded the next map transition in map scripts
	- map 241: EXTERMINATED that old unstable hack which was causing a guaranteed crash at saving the game (I thought I removed it from this map but turns out I only did that for the 1.x legacy version)
	- map 241: upgraded the map randomizer script to the current mechanics
	- map 241: adapted for Hordes (including replacing the third, UV-only, archvile with an arch-tricktser)
	- map 241: fixed minor geometry and texturing errors
	- map 241: retextured some out of reach monster ledges to be more consistent and to remove glow projected on walls by the floor (I'm sure there was no such thing in te ancient times when this map's precursor was created)
	- map 241: replaced all brown trees with special error-proofed EDAY variant
	- map 241: added archvile active sound (smug satisfaction) to the "gotcha" text message when player presses Use on the yellow door's backside
	- map 241: fixed some monsters added for Hordes in the ATMCs being set up incorrectly (the coop ones having singleplayer flag) and thus stuck together and never deploying.
	- map 241: maxed it on Hordes
	- map 242: switched the map randomizer to FBD's fallback seed generator in GZDoom (uses player movement in the first two seconds)
	- map 242: upgraded to the new randomizer mechanism
	- map 242: changed the floors of some of the shores to a different dirt texture that has squelchy footstep sounds
	- map 242: updated map scripts to use includes without paths
	- map 242: hardcoded the next map transition in map scripts
	- map 242: adapted for Hordes
	- map 242: added five randomizable underwater pits of random depth (from knee-deep to you submerge completely). Should I remind you plasma weapons in FBD short underwater inflicting self-damage?
	- map 242: fixed minor texturing inconsistencies
	- map 242: fixed some sectors glitching (sky holes in the ground) in Zandronum due to too complex map geometry.
	- map 242: added detailed map randomization log (shows if debugging info is enabled)
	- map 242: beat it on Hordes. I'm NOT masochist enough to check it for maxability (finished with 100% items, 100% secrets, 96% kills) since the randomizer may deploy any of the several ambushes *anywhere* in this jungle labyrinth. Yes, even the ambushes (teleporting monster closets' teleport destinations) vary a lot. You should neither. Just don't try maxing it, all right ? I re-made it with a different purpose in mind.
	- map 242: replaced the only brown tree (glitches on dirt becoming a green tree and spawning green grass) with an EDAY hell tree
	- map 25: hardcoded the next map transition in map scripts
	- map 25: adapted for Hordes
	- map 25: retextured the inside areas of the jungle using brown grass: blends much better when the ground beyond the jungle walls is visible from high vantage points
	- map 25: lowered jungle walls so that the light strip along the bottom doesnt show
	- map 25: fixed one jungle wall you can view into from behind from a high vantage point having no backside
	- map 25: maxed on Hordes
	- map 26: made the trickiest secet always contain a gigasphere, on all skill levels (it was nerfed for hardest skills before)
	- map 26: fixed some skybox pickers missing for the west wing's top layer, there is a chance this was causing a framerate drop (unsure).
	- map 26: hardcoded the next map transition in map scripts
	- map 26: added plummet aaaaah to the abysses
	- map 26: replaced one Hordes caco with a cacolord
	- map 26: adapted for Hordes
	- map 26: added plummet aaaaah to the abysses
	- map 26: fixed stuck monsters and things in the void
	- map 26: replaced all brown trees with special error-proofed EDAY variant
	- map 26: retextured the exit area using brown grass
	- map 26: replaced the small torch trees (glitch on dirt becoming green trees and spawning green grass) with EDAY small brown trees
	- map 26: fixed the telepad inside one secret, was set up incorrectly and could lead to softlocking
	- map 26: maxed on Hordes	
	- map 26i: created the interlude map by merging two areas of map 272, created the cutscene script and special cutscene actors.
	- map 26i: removed lava from tallest cliffs around the city entrance to avoid showing it off too early	
	- map 26i: assigned music "D_DM06" (one of BDv21's MIDI tracks intended for deathmatch)
	- map 26i: created a dedicated intermission screen from a screenshot made using noclip+fly, the broken bridge viewed from straigght below
	- map 26i: hardcoded the next map transition in map scripts
	- map 26i: fixed a lot of bugs, this interlude's mechanics were all broken! How? Why? I had it marked as perfected and done for!
	- map 26i: made it transition to the next map without an intermission screen (and I had such a nice picture of the broken bridge for it!)	
	- map 27: disabled the unstable hacks designed to help ATCs work with badly coded third party mods
	- map 27: adapted for hordes
	- map 27: made the blue key ambush fight inescapable by blocking the way out with a wall. The button to open it resides in the most densely populated monster closet. In coop, a respawn redirect to the blue key area activates as you pick up the key and deactivates with either of those two buttons.
	- map 27: made the shmuck bait teleporter in the blue key area even more devious: it is normally closed, a painfully visible "secret" door. The button that opens secret #09 now also opens the teleporter. The unsuspecting player sees the teleporter first and happily teleports away, bypassing both secrets #09 and #10.
	- map 27: made the yellow key crusher stop after the player absconds with the key (was heard from the cyberdemon cellar, distracting)
	- map 27: automap prettification
	- map 27: assigned medieval sounds to the BFG secret (was playing doom default)
	- map 27: added a new stub map, one room and two exit teleporters, for those who tried getting to the old map 27 via console commands
	- map 27: deleted the old map 27 from the pk3	
	- map 271: copied map 27 and deleted unnecessary parts (the city entrance, the HESP28 labyrinth and their related top layers and skyboxes)
	- map 271: rearranged the crusher area and replaced the yellow key inside with blue
	- map 271: removed the cyberdemon in the cellar, mirrored the cellar creating one big double hall with a small chamber containing the yellow key in the center. Grabbing it floods the halls with mummies. 48 mummies on hordes (48 x 200 hp apiece = 9600 hp total). Plus four friginants on UV+, for added fun. The exit elevator is activated via hard to notice button :D
	- map 271: changed the map flow: you now enter the former cyberdemon cellar from the room where you emerge after escaping the crusher. You exit it at the other end from its former entrance.
	- map 271: upgraded the slopes below the bridges from unstable hacks to normal copy slope floor effect
	- map 271: retextured all cliffs using my new CLIFFL10 texture making them all as dark as ROCKS10
	- map 271: replaced the removed HESP labyrinth beyond the yellow door with a very long staircase descending into the depths, ending with a good faximile of Tal Rasha's Thomb entrance from Diablo II. The old timers who played it will have PTSD flashbacks from that room, I guarantee it :D
	- map 271: implemented the Tal Rasha Thomb entrance functionality: a horadric staf faximile appearing (a tech lamp rising up), the wall breaking, the pit beyond the breach being a teleport into the boss arena.
	- map 271: coded the Duriel... I mean, Durimorte. A very, very simple boss with only two attacks: he either chills the arena slowing you to a crawl plus covering the floor with slippery ice (this one has a cooldown) or he bumrushes you like a freight train by leap-stomping non-stop.
	- map 271: made Durimorte immune to his own frost effect
	- map 271: finished Durimorte's attack patterns and arena effects. In Soviet Russia the boss stunlocks *you*. Unless you manage to stun him in return you won't survive because he keeps stomping non-stop and each stomp has an AOE slowing effect making you sprint slower than he advances. Lo and behold there *is* a case for the automatic shotgun to shine!
	- map 271: perfected the arena entrance
	- map 271: reverted cliffs back to old tan-colored rock texture
	- map 271: perfected and debugged Duriel's arena
	- map 271: moved the dynamic skybox anchor and viewpoint to a position more suitable for this map. When the dynamic skybox fails in coop, the cathedral won't be at the center anymore butto the side as it should be.
	- map 271: added aaaah to the abysses
	- map 271: fixed the brown trees (I accidentally used the wrong version, the problematic ones from BD instead of my new ones)
	- map 271: switched skybox fog from being set in the script to direct UDMF values
	- map 271: changed music to "NECRO" ("Embrace the Darkness + Memory Suppression" by Andrew Hulshult [https://youtu.be/c5IWeDhemtU]
	- map 271 changed intermusic to EDAYREAD
	- map 271: made the music switch to "HELLPORT" ("Embrace the Darkness + Memory Suppression" by Andrew Hulshult [https://youtu.be/c5IWeDhemtU]) as you approach the tomb entrance
	- map 271: made the boss fight music play at double the volume set in the sound settings (I wonder if this even works)
	- map 271: virtualized the boss music switch
	- map 271: hardcoded the next map transition in map scripts
	- map 272: copied map 27 and deleted unnecessary parts (everything except the city entrance and the HESP28 labyrinth)
	- map 271: retextured the entrance area and various planters using brown grass
	- map 271: fixed minor texturing errors
	- map 271: retextured the fire sectors beyond the bars from dark gray to black
	- map 271: reworked the lift in the starting corridor to a 3d floor. Reason: the lift's sectors (it's under an arched ceiling) were desyncing if a monster or a player got in the way
	- map 271: fixed being unbeatable on Hordes from a fresh start due to ammo starvation
	- map 271: fixed the super secret spawning MG-42 without ammo
	- map 271: moved two hanging corpses posing an unfair obstacle to solving the minigun secret
	- map 271: fixed being unbeatable due to the yellow key ambush: was *absolutely* non-survivable. The combination of friginants (who slow you to a crawl) with a humongous horde of melee monsters who eat you alive as you are unable to get away is a crime against humanity! (and I had marked this map as completed, too)
	- map 271: replaced the super shotgun in the first secret with an explicit assault shotgun: you won't survive the boss without one!
	- map 271: minor texturing and geometry fixes
	- map 271: fixed the horadric staff's lightning vfx not working
	- map 271: replaced the useles rocket ammo (90) in the boss arena (you can NEVER hit him with a rocket, he's too fast -- plus there's no rocket launcher for a fresh start) with shotgun shells (216)
	- map 271: moved the gigasphere in the boss arena on Hordes closer to player's entrance hole: since the arena size varies with game skill, he starts very close on Hordes and is guaranteed to reach you and step on you faster than you can reach the gigasphere (because Duriel opens with his arena-wide Unholy Freeze that slows you down)
	- map 271: nerfed Duriel's health on Hordes, now the same as on UV (10K) since the arena's size ups the difficulty immensely.
	- map 271: nerfed Duriel's Unholy Freeze duration on Hordes from 2.91 seconds down to 2.0 seconds -- now it is as low as on I'm Too Young To Die.
	- map 271: added assault shotgun to the bosses room on lowest skills.
	- map 271: reduced the amount of backtracking on returning from the yellow key cellar by making both lifts be operated by both buttons.
	- map 271: maxed on Hordes (I should note that even after nerfing him, the boss is pure sadism -- just as planned)	
	- map 272: connected the two remaining areas (the former HESP map labyrinth and the city entrance) together by adding some rooms, reshaping the cave and raising the city entrance so that the entire road is up and up stairs
	- map 272: repurposed one leftover ATMC full of mummies into an extra ambush inside the new connection (mummies walking out of skull walls impassable for the plaer -- I'm so clever)
	- map 272: upgraded the ATMCs to the current mechanism (golly, the map 27 was last edited October 17 2024! I haven't even touched it this year!)
	- map 272: changed the only key of this map from blue to red
	- map 272: improved light contrast in the red key area -- which made one secret there nearly impossible to notice behind all those special effects. Just as planned.
	- map 272: created a randomizer script that generates random seed for the boss based off all player mouse movements since the start of the map. No matter where you save...
	- map 272: replaced the mastermind with a set of mini-bosses, from 1 on ITYTD to 4 on Hordes/in coop. The type of these is randomized (they all are the same type tho). Includes such monsters not yet existing as cacolord and agony elemental.
	- map 272: created the broken bridge from the interlude map 26i and added it to both remaining top layers making it so one of the sky holes in the HESP28 labyrinth area is a result of that bridge collapsing, with a dead archvile inside.
	- map 272: expanded the city entrance area with an accessible half of the broken bridge from the interlude map 26i and added a secret soulsphere on a rock ledge there.
	- map 272: retextured the lavafalls using my new animated lava textures
	- map 272: made the suspiciously differing texture of one of the hardest secrets glaringly obvious (no vines instead of brown vines instead of green): now with darkness and visual effects it was utterly impossible to notice
	- map 272: fixed minor texturing errors
	- map 272: fixed a couple grates not being solid
	- map 272: fixed music not switching back after the red key battle
	- map 272: made one archway in the labyrinth look like a proper arch by making its counterpart in the skybox raised instead of being flat floor
	- map 272: moved the hanging mutilated marine corpse next to the radio da fug away out of the way: it is solid, was preventing you from grabbing ammo.
	- map 272: added aaaah to the abyss
	- map 272: tweaked the dynamic skubox (lowered the camera) for the city to look more looming and dramatic
	- map 272: rearranged the hell out of the city in the skybox to suit the entrance's looks
	- map 272: finished the top layer skybox part that will become the main part of the interlude map 26i
	- map 272: changed the music to "VILE" ("e2m4_ambient_intro_1" by Andrew Hulshult [https://youtu.be/2FRYOdCCo8Q])
	- map 272: changed the music to "EDMU01" () for the blue key fight
	- map 272: made the music switch to "N64INTER" at reaching the city gates ("Doom 64 Stats Screen (Remake)" by Andrew Hulshult [https://youtu.be/KiK2GAQYz4w])
	- map 272: changed the calm down music that begins when all the mini-bosses at the gate are dead to "DTOLL2" ("Taking the Death Toll (Orchestral Cover)" by The Blake Robinson Synthetic Orchestra (old DTOLL renamed))
	- map 272: changed the intermission screen to the 320x200 one from HESP chapter 3
	- map 272: virtualized the numerous music switches
	- map 272: replaced a couple cacoes with cacolords and added a few caclets (not deaf!) who emerge from behind the cliffs when you start shooting 
	- map 272: upgraded the random miniboss squad spawning to the advanced ACS spawning mechanics
	- map 272: fixed surprise mummy buttsecks not activating
	- map 272: moved the city beyond the gate to the top layer. Reason: cacoes could get lost between those props and get stuck, visible but untouchable behind a sky fold. Moved those cacoes designed to spawn there (Hordes only) to in front of the wall.
	- map 272: hardcoded the next map transition in map scripts
	- map 272: retextured the lava
	- map 272: fixed one sector glitching in Zandronum due to too complex map geometry (sky holes in the ground)
	- map 272: fixed lava falls animation (scrolling wasn't working)
	- map 272: lava falls weren't damaging floors (who in their right mind jumps there)
	- map 272: maxed on Hordes	
	- map 28: upgraded map scripts for the map to be recognized as EDAY
	- map 28: changed the archvile population restoring the blue key ambush to its former glory of four archviles and changing the two that walk bridges towards you into separate extra archviles sitting in the backtracking ambush closets (super viles Mk I on UV, one super vile Mk I and one Mk II on Hordes)
	- map 28: added two lost souls on low skill to the blue key building, to fill the two niches that were otherwise empty because there are only two archviles on low skill instead of 4
	- map 28: added two more archviles on Hordes to the blue key building, thus increasing the number of archviles to 6. Those two teleport near the exit door and behind the exit door to surprise you as you retreat from the 4 main viles.
	- map 28: fixed the backtracking ambush trigger on exiting the blue key building, was unreliable and prone to misfiring. Now actually first triggered by the 4 archviles walking out of their closets.
	- map 28: added one more secret, a UAC 7.92 ammo box in one outdoors yard. Thus increasing the number of secrets from 3 to 4.
	- map 28: corrected the map scripts to import the ACS library without a path.
	- map 28: cleaned the skybridges area making the style more uniform (instead of the support columns the crossing is a roofless tower in that area's style)
	- map 28: added two absolutely nasty and inhumane sniper ambushes along the blue key backtracking route. Nazi snipers on UV, railgun chaos marine and Uberzoldat on Hordes.
	- map 28: replaced most instances of missing (now fixed) shrub 1491 replacing those inside planters with HellFeatherPlant. More scenic this way. 
	- map 28: fixed minuscule geometry errors.
	- map 28: tested if supervile blink mechanism detects instakill abyss bottoms as intended (it doesnt; they teleport down there effectively killing themselves) and added an override to use a hand-placed list of teleport destinations if they are in the skybridges area.
	- map 28: added a script that gathers all surviving viles and adds them to the exit ambush as you trigger it. Definitely NOT survivable in a rectangular room with no cover. If you were cowardly enough and managed running away (say, using invisibility), that's up to 6 (six) archviles, two of whom are ultra-deadly super archviles that fire large volleys of revenant fireballs before using the standard vile flame.
	- map 28: converted all brown trees to my new upgraded brown tree	
	- map 28: changed the intermission screen to the 320x200 one from HESP chapter 3
	- map 28: rearranged 3d model skins so that the cathedral in the skybox has a working brightmap (the stained glass windows) -- fiddlesticks, still only works in GZDoom. Won't waste any more time trying to find the cause. Good Enough.
	- map 28: fixed an error in the supervile blink override mechanism, the designated destinations not working at all
	- map 28: changed the chaos marine snipers to strictly FBD variations for the future mod hardening
	- map 28: created yet another puzzle in the bridges area, with bridges lowering and raising to reach buttons on inaccessible walls. You *won't* escape that area so easily now because one key bridge lowers as you grab the blue key and you have to figure how to raise it back. Includes more monsters, minibosses, ammo and med-kits.
	- map 28: NERFED the superarchviles on backtracking. There is now only ONE.
	- map 28: playtested and confirmed the last middle finger this map throws at you is working as designed: if you escape the bridges area without killing the superarchvile, he joins the welcoming comittee at the exit, and there is no cover and you are FUCKED. Because he teleports to surrounding rooftops and ENDS you before you could re-acquire him.
	- map 28: hardcoded the next map transition in map scripts
	- map 28: fixed minor geometry errors
	- map 28: added a ladder to the final area, thoroughly useles to escape the parting party but allowing you to return and re-scour the map for secrets.
	- map 28: retextured some areas from ground to brown grass as appropriate
	- map 28: fixed a minor skybox error
	- map 28: removed "impassable" from the window I connected my new ladder to. So embarrassing!
	- map 28: maxed on Hordes
	- map 28: further nerfed the backtracking greeting comittee by replacing the superarchviles with a regular archvile on all skills -- one who *cannot* enter the bridges area because the connecting bridge is lowered. He is basically just a third sniper.	
	- map 29: added a script that gives all players a special token if the mercy angel quest is completed at the moment of map unloading.
	- map 29: corrected the map scripts to import the ACS library without a path.
	- map 29: fixed one alcove in caves to the sides of the exit bridge being unnaturally dark, like a dark pit. Increased light level from 96 to 128.
	- map 29: added a secret exit to map 42 Wolfenstein, which is blocked if player already visited map 42 (with a gigasphere spawned in that secret room as a compensation). The button is devilishly hidden behind shrubbery in the secret megasphere yard.
	- map 29: virtualized the music switches
	- map 29: hardcoded the next map transition in map scripts
	- map 29: recolored the fun archviles black, added a Hordes variation with 1000 health and tweaked their healing-on-teleport to full always. I am *not* going to replace them with superviles with overridden teleport destinations as I was planning -- if it works, don't fix it, however dated the underlying scripts are. Moreover, superviles are helluva lot more powerful, I'd have to re-test this map a lot. Nope.
	- map 29: adapted for Hordes
	- map 29: fixed a bunch of med-kits and ammo stuck in the void
	- map 29: fixed one imp stuck in a hell knight
	- map 29: replaced all brown trees with special error-proofed EDAY variant
	- map 29: retextured all grassy areas to brown grass
	- map 29: retextured the lava
	- map 29: added lava sounds
	- map 30: for Hordes, added an extremely inconveniently placed arch-devil (superarchvile mk II) to the blue key backtracking comittee.
	- map 30: upgraded the map scripts to use includes without paths
	- map 30: updated the map with my new stoneskin pinkies to link them to their archvile masters in the map editor
	- map 30: hardcoded the next map transition in map scripts
	- map 30: adapted for Hordes
	- map 30: fixed a couple monster stuck in each other
	- map 30: added an exit to the secret map 43. Not much of a secret, just extremely tedious as it forces you to backtrack a lot - a foreshadowing of that map's nature.
	- map 30: removed one trigger (lowering the bars barring the path to the blue key permanently) on leaving that area: it served no purpose except non-obvious soft-locking if the player haven't grabbed the key yet. Since, you know, the switch to open those bars is one-use.
	- map 30: extended the mercy angel quest to this map (you can fail it here if you miss any tortured marine)
	- map 30: added support for special music when there is a player riding a mech -- the virtual track "MUSIC_EDAY18_MECH_STOMP" (resolves to "EDMU05/OLDMU04") will be playing instead of the map default
	- map 30: added the ability to take your hard earned mech to the map 311 (but int to the secret map 43: it can't fit in there). To do that, do NOT disembark, just walk in your mech towards the exit button. In coop, the player driving the mech must end the map for this to work.
	- map 30: made the sequence to open the secret mech bay less obfuscated. Now the button to reveal another secret button that opens it looks like all the other door switches, with the "there is no power" message when there is no power -- but it has an obvious (and misleading) function of turning on the aeration in the nearby aquarium.
	- map 30: retextured all grassy areas to brown grass
	- map 30: retextured the lava
	- map 30: added lava sounds
	- map 30: obscured the mech bay reveal button's reveal button even more by allowing the aquarium aeration be turned on and off with each press of that switch
	- map 30: removed the map script that says that mech's jump jets are offline	
	- map 43: ripped HESP map 11 and HESP map 29 out of the Hell on Earth Starter Pack, as well as the most sadistic jumping puzzles from HESP maps 26 and 25, combined with two exceptionally painful fragments produced by the OBLIGE 6.2 map generator (reskinned and retouched by hand and nerfed too), seasoned with repeated backtracking through a maze of twisty passages all alike and frankensteined it all into an absolute monster of a map. It merely has 800 monsters but is extremely painful to play. Goes as a secret map between 30 "Sacrificial Grounds" and 311 "Peak of the Gods". Has a concilatory BFG 10k at the exit.
	- map 43: removed the computer area map powerup (because too ez) replacing it with a Quad Damage.
	- map 43: upgraded teleporting monster closets to ATMCs (not all of them, mind you)
	- map 43: converted all brown trees to my new upgraded brown tree
	- map 43: added a bfg 10k at the exit
	- map 43: reskinned the hell of the map and reshaped some of the random-generated areas a bit
	- map 43: modified the areas made by the random generator by hand adding cover, concentrating ammo and health scattered around into a few large caches and decreasing the ridiculous number of rocket ammo
	- map 43: applied medieval sound overrides to all doors and platforms
	- map 43: added water flowing sounds to the generated areas and rearranged water flowing sounds in the HESP maps areas (it's blood but the principle's the same)
	- map 43: added a 1..4 baron ambush to the yellow key card
	- map 43: used the 100-frame animated pixellated fire as this map's sky. Unique and in line with the HESP hell maps, which originally had this sky.
	- map 43: added underwater pits to unassuming blood pools in the generated areas in the most awkward places. You try fighting the demons as usual walking across blood - BAM! you suddenly fall in, desoriented, slowed down, your aim thrown off (or even better, your rocket meeting the pit's edge). Makes the player be *wary* of liquid floors increasing tension. Great idea, will apply to other maps wherever possible. Goes hand in hand with plasma weapons shorting underwater.
	- map 43: added the lava sounds
	- map 43: added true bosses (as if the twenty tyrants weren't enough): to open the exit you have to beat two infernals (aka clones of the map 21 boss). They have half his hit points and they don't teleport on flinch but they have twice his firepower between them as they flank you and box you between them and spaaaaaam meteors.
	- map 43: added a script that marks this map visited
	- map 43: retextured the lava
	- map 311: assigned music "EDMU21" (KEYGEN CHURCH (feat. Andrew Hulshult) https://keygenchurch.bandcamp.com)
	- map 311: hardcoded the next map transition in map scripts
	- map 311: adapted for Hordes
	- map 311: added the support for spawning a mech using the health and ammo amounts stored in the previous map 30. The map entrance had to be reworked a bit to support safe separation from other players in coop
	- map 311: added support for special music when there is a player riding a mech -- the virtual track "MUSIC_EDAY18_MECH_STOMP" (resolves to "EDMU05/OLDMU04") will be playing instead of the map default
	- map 311: ported the script that specifically reks player's vehicles moving across lava from map 22. The mech will take 100 per second and perish instantly.
	- map 311: made it more fire-themed by adding up to 8 hellhounds running down there in lava and replacing all (3) cacoes with yfreets and all (3) revenants with immolants.
	- map 311: added the ability to take your mech to the next map.
	- map 311: retextured the lava
	- map 311: added lava sounds
	- map 311: fixed minor geometry errors
	- map 311: fixed one last sky portal error
	- map 311: maxed on Hordes
	- map 311: replaced gray pointy stalagmites with rounded boulders the same texture as the cliff faces here
	- map 311: fixed a secret ladder of ledges and boulders (formerly stalagmites) that, presumably, broke due to Mark-sensei nerfing jump height from 64 to 48, allowing to reach *three* of the 8 secrets right from the start!
	- map 311: removed the secret flag from one secret that requires you taking a lot of damage while running down the lava river. It was nice as a surprise for those who fell down and struggle to survive but unfair to those just trying to max. The rocket launcher and ammo are still down there, it just doesn't count as a secret. Thus, the number of secrets goes from 8 down to 7.
	- map 311: re-aligned the mancubi hall to the grid (obviously made unaligned to adjust texture offsets of the grate floor - but it's UDMF now, easy to fix)
	- map 311: replaced the MG-42 ammo in secret #06 with shotgun shell boxes
	- map 311: automap prettification
	- map 311: added its missing description to the walkthrough.
	- map 311: added lava flows to the great volcano dominating the skybox	
	- map 312: made a nastier beastmaster for hordes, with 20k health (as coop) and insane fire rate (twice as high as UV's). His limits are exactly the same as UV's but he will flood the arena with pinkies thrice as faster.
	- map 312: replaced the exit hole with an octagonal teleporter loop, identical to the one in map 313's starting cave.
	- map 312: added a secret BFG & cells thus increasing the number of secrets from 0 to 1. It's classic!
	- map 312: upgraded map scripts to have an on rez script that sets proper TIDs to resurrected pinkies (in preparation for the Beastmaster rehaul, he will have a mass rez attack P.S. Never implemented)
	- map 312: assigned music "DRONE" ("Flesh Ambience" by Heaven Pierce Her [https://youtu.be/a91_R8TpEa0])
	- map 312: virtualized the boss music switch
	- map 312: re-did the Beastmaster as a modification of the Motherdemon, including modified motherdemon attacks (firewalls that inflict Argent damage (heals pinkies) and a new fire ring attack (full 360, expands to 1280 map units in 4 seconds, launches it if you approach closer than 400 map units)
	- map 312: re-did the minions going feral mechanics in 10 lines of code disposing of the old messy hacky unstable mass altogether. Huh, I can really code in circles around the old me of the three years ago. Reminds me of that scene where the Future Gina Diggers hands her younger self a complete operating system... On an 3-inch diskette (fyi, its capacity is 1.44 Megabytes or 0.0014 Gigabyte)
	- map 312: increased the minion pinkes' demon rune drop chance from 0.8% to 19% to facilitate using the included Dragonslayer (the only map you can use it in, realistically)
	- map 312: hardcoded the next map transition in map scripts
	- map 312: added the support for spawning a mech using the health and ammo amounts stored in the previous map.
	- map 312: added the ability to take your mech to the next map.
	- map 312: retextured the lava
	- map 312: added lava sounds
	- map 312: fixed bosses' ammo count (after the rehaul, firing a pinky wasn't decreasing it)
	- map 312: improved texturing and fixed geometry of the crater rim
	- map 312: found the boss be a total doormat if you attacked him with Dragonslayer. Buffed the boss immensely by giving him a *devastating* ranged attack and reflex of backpedaling furiously and firing non-stop disregarding burst length if you approach him Dragonslayer in hand. Also uses this server-clearing attack if enraged.
	- map 312: made the boss immune to his own AOE attacks: observed him caught in perpetual pain from his own ring of fire causing perpetual furious retaliation. The arena became a sea of fire and I died instantly.
	- map 312: fixed the glitching pinky count indicator (as I noticed earlier, ThingCount() is buggy in the latest stable Zandronum version, it never lies if the count is zero or not but above that, bogus extra values added to the real count. I logged the number of live cyberdemons in map 15 (can only be 1 or 0), got up to 24! Changed the script to use ThingCountName("PinkySummon",...) instead - and that fixed it
	- map 312: perfected on Hordes and UV (there is nothing to max: one monster, one item and one secret, all in the open), fine-tuned bosses' floor hugging waves.		
	- map 312: minuscule geometry and texturing improvements	
	- map 313: laid foundations, drafted the overall shape and function of this map, created a dedicated skybox cubemap and added several existing rock textures recolored to gray stone. Playing it will be FUN.
	- map 313: further work on the map
	- map 313: Finished the map. Some minor polish like adding aaaaah to the bottomless pit when I finally get to implement it or certain imps not dying to the script kills all monsters after you kill all 5 bosses. But other than those minor snags, it works perfectly. Looks nice - *without* any top layer (I was planning to add one as a finishing step but realized it was unnecessary). There is a small chance of the arch-devil ending his boss fight prematurely by teleporting to the edge of a bottomless pit, slipping on the ice there and plummeting (who could have thought the low friction sector special affects monsters too). I hereby declare this a feature, not a bug.	
	- map 313: cosmetic changes to maradeur's tower, to make him more despicable. 
	- map 313: fixed a bug with imps on the galleries not dying when script kills all other monsters in the map
	- map 313: nerfed the custom supermastermind from 12K to 9K health: he became an absolute murder with this new buff. When he does "imma charging mah lazor" you have exactly one second to get into cover -- or be disintegrated. Yor 200 hp and 200 armor? Only let you survive a few glancing blows.	
	- map 313: added more cover to the supermastermind's boss arena and removed the monster blocking flag from the lava's edge: they take damage BUT blocking prevented the boss from walking around the columns there making him less deadly. Him taking some damage from the lava is negligible.
	- map 313: changed the waves starting condition, now don't just start simply because the glacier saw you and displayed its boss health bar. You have to inflict at least 1 damage on it OR wake any of the other bosses to trigger the waves. Before that, you are free to explore the map in peace.
	- map 313: added a plummeting scream trigger to the abyss.
	- map 313: added a customization map script to assign a TID to all monsters raised by archviles, to be killable by script on map end. No more hunting for that last pinkie.
	- map 313: added one more cloud layer so that the inside of the abyss is uniform fog instead of unnaturally bright bottom layer highlighting all map geometry shapes
	- map 313: added coop respawn redirects that lock all players inside the boss arena until that boss is done (3 sets of destinations per arena, one furthest from the boss is chosen). If you died storming the cental tower, welcome to breaking through the hordes to get back to it. In case smart-aleck coop players started fighting several bosses simultaneously, the first to awaken takes precedence and when he dies the lock switches to the first non-dead awake boss down the list: 1. grizzly cyberbeast; 2. elite maradeur; 3. arch-devil; 4. mastermind strategist.
	- map 313: added a check that freezes the waves' timer if there are no active players on the server
	- map 313: fixed the script that kills all the demons when all 5 bosses are dead (was omitting the imps included with the archdevil)
	- map 313: fixed the script that manages boss cube spawning, the check for distance to the closest player was missing, was a small chance of spawning the monster inside a player thus blocking them.
	- map 313: buffed the glacier giving it 80% resistance to damage types "Cut" and "Extreme". Reason: could be cheesed using Dragonslayer in seconds. 1600 damage per swing is too too much, even with the slow swings of the nerfed basic mode. With the insane speed granted by the berserk, the glacier would likely die in less than 10 seconds.
	- map 313: upgraded to the new tid on rez mechanism thus eliminating the need to hunt some leftover monsters
	- map 313: adjusted door's fire breathers, smaller radius and slower speed. Much more clear visually.
	- map 313: fixed the map scripts still trying to use custom lost souls I since removed.	
	- map 313: added static ghost marines who materialize near the exit hole if all 4 bosses and the glacier are dead and any player has the token marking the Mercy Angel quest of map 29 as completed. They just stand there giving random salutes if any player is closer than 400 map units. For this to work in multiplayer, at least one of the players must previously beat map 29 and complete that quest then beat this map all without leaving the server - which may or may not be possible depending on the map rotation order. There are only two things in existence that persist on map transition: the player health and the player inventory (which contains all your armor and weapons but may also contain other things including quest tokens).
	- map 313: added a script that checks if bosses are infighting (happens a lot in the boss rush event when you try beating the map by killing the glacier without beating the bosses). Icon of Sin roars down in his pit, the boss gunning for another boss is flinched, healed a bit and his target is cleared. This check repeats every 12 seconds.
	- map 313: included the barons inside the castle into the list of monsters killed via script when the map is beat
	- map 313: changed the exit trigger so that you exit by dropping down the hole, not by stepping near it.
	- map 313: plugged the exit hole with another chunk of ice, 3000 hp, so that you cannot just rush past the bosses.
	- map 313: changed the maradeur's and archdevil's deployment plan for the "final showdown" event (player killed the glacier without first defeating the bosses). Now they appear on the castle's balconies, maradeur on the lower and archdevil on the upper. Reason: the other two bosses were smearing them across the landscape as a collateral. P.S. Aaaand, the archdevil can and WILL raise the maradeur time and again - who won't count as a boss anumore but retain his killing power!
	- map 313: added an override script for the archdevil's blink-on-pain teleporting. During the final showdown he teleports to various spots on the upper balcony exclusively.
	- map 313: replaced three medkits with two berserk packs. Reason: 1. too too hard anyway; 2. Dragonslayer is not too OP against imps, hellhounds and knights anyway to withhold the un-nerf.
	- map 313: fixed a bug in the boss cube spawners, the anti-stuck check was not working. Also added a special effect: a red lightning strikes from the cube to the spawned monster.
	- map 313: fixed a very embarrasing error: teleport destinations for the horror-style monster spawners (spawn beyond corners out of your line of sight) were marked for mid and high skills only -- so on low skills the spawners would accumulate trapped in their teleporting closet and only one third of the designed roster was fighting you.
	- map 313: fixed a blunder where the tower balcony's grate on the north side was a ghost
	- map 313: added satanists: unique red-skinned variants of the chainsaw and axe chaos marines, with 90 hp rather than 120. I wanted them still dangerous as fuck but dying from one good hit. It worked.
	- map 313: rebalanced the rosters. Now melee-only ones are only spawned by boss cubes while regular spawners are limited to those that can snipe. No more hellhounds spawning on high ledges.
	- map 313: replaced monster pusher intended to prevent monster hordes entering the tower after the player (wasn't working because pushing is useles in a packed crowd) with a blatant teleport to the other side of the tower. Reason: had enough when I got trapped inside because the tower's sliding doors jammed due to frozen corpses pressed against them.
	- map 313: added a second trigger for the script killing all demons: player beat the tower and is approaching the nuke launcher. Added a text message that Icon of Sin is disappointed and so the monsters outlived their usefulness.
	- map 313: frankensteined new textures to add tapestries to the tower's lobby. They depict barons ripping and tearing someone.
	- map 313: corrected the map scripts to import the ACS library without a path.
	- map 313: changed the intermission music to "D_TICKTK" (srar9800 "Tick tock" remixed by ChebMaster [https://freesound.org/people/srar9800/sounds/238679/] Creative Commons 0)
	- map 313: created a dedicated intermission screen from a screenshot of a big pentagram
	- map 313: virtualized the music switches
	- map 313: fixed two acid pits in the grizzly cyberdemon's arena being too deep, the boss could fall in and get stuck there, helpless
	- map 313: hardcoded the next map transition in map scripts
	- map 313: added the support for spawning a mech using the health and ammo amounts stored in the previous map.
	- map 313: added the ability to take your mech to the next map.
	- map 313: added a clause that if the mercy angel quest is completed and you bring your mech with you to fight Icon of Sin, your mech will spawn in the next map with 9999 health, 9999 machinegun and laser ammo and 999 rocket and mortar ammo. Talk about pawn becoming a queen. Still killable by the final boss with one lucky shot, but still.
	- map 313: tested for the crash-to-desktop bug thoroughly, could not reproduce. Conclusion: false alarm, the last time laptop was out of memory (a saga of how Firefox can conspire with Intel video driver on committing-a-lot to exhaust the available 32Gb limit (while physical is only 8Gb))
	- map 313: enlarged the exit hole so that the mech falls into it without half an hour of pixel-precise wiggling
	- map 313: fixed a typo in the map ending script resulting in taking the mech to the next map not working
	- map 313: fixed one acid pit *still* being too deep (overlooked the one inside the bosses' closet)
	- map 313: added all kinds ow weapons scattered around for such a perversion as a fresh start (if you beging this map from a console command)
	- map 313: rebalanced the waves making them weaker as time goes on. Waves 5 to 7 have one monster per cube less and no ungodly boost on Hordes while waves 8 and on have two monsters per cube less (basically, two on UV, three on Hordes and just one on all other skills)
	- map 313: the maradeur nerf above is mostly to balance this map where he is one of the four bosses.
	- map 313: disabled mech's jump jets for this map (reason: sequence breaking, could just jump into the keep over the grate)
	- map 313: maxed on Hordes	
	- map 32: fixed the final boss dry-firing his attack animation if he had no target (the only player is dead). Now he just sits there spamming lightning and boss cubes.
	- map 32: rehauled the map geometry replacing the sky with a multi-cloud layer similar to map 22 with towering spires of rock and ice piercing it. As a result, the bosses' roaming lightning bolts are much more dangerous now because there are no rocky overhangs anymore.
	- map 32: finished most of the work on the REDACTED for the REDACTED - including new textures and sounds.
	- map 32: added hellhound to the spawn lists
	- map 32: fixed incorrect sprite offsets for the original EDAY sprites that resulted in lower part of the lightning clip through 3d floor if you were hiding underground.
	- map 32: fixed errors in PK3 packaging resulting in wrong sprites for the final boss. Also fixed the bug with his lightning being invisible.
	- map 32: replaced bosses' damage type from "Ice" to unique "IOS_Frost" built into FBD.
	- map 32: tweaked the thunderbolts to avoid hugging cliffs, they now die if approach closer than 100 to walls.
	- map 32: changed the final bosses' death from hollywood explosions to much blood and tweaked it to start the REDACTED script
	- map 32: marked the gigasphere as a secret and made it unavailable (that rock column raised high) before the battle. The boss lowers it when he sees you.
	- map 32: marked the two backpacks as a secret
	- map 32: created the REDACTED
	- map 32: brutally nerfed nuke explosion sfx, was spamming visual effects that were not visible anyway through those clouds of fire but were murdering the framerate.	
	- map 32: fixed the pentagram to be less crooked, replaced the ceiling in the exit room from sky to stained glass
	- map 32: further optimized nuke explosions by removing unnecessary sfx that couldn't be seen anyway
	- map 32: upgraded to the new tid on rez mechanism thus removing the need to use custom pain elementals that fire custom lost souls.	
		- map 32: caught and crushed yet another framerate killer in the code
	- map 32: rehauled the boss cube mechanics
	- map 32: rehauled REDACTED making REDACTED sooo much deadlier (and also scaling with the chosen skill) 
	- map 32: rehauled the REDACTED making it much nastier and everywhere and, likewise, scaling with game skill
	- map 32: reworked the REDACTED making them circle you like sharks
	- map 32: caught and crushed yet another framerate killer in the final bosses' Hollywood explosion (was spamming 24600 unnecessary short-lived flare sprite actors thus raping the garbage collector)
	- map 32: made all bosses' missiles detonate on his death. Including thunderbolts and boss cubes.
	- map 32: corrected the map scripts to import the ACS library without a path.
	- map 32: made a fix to REDACTED that could get stuck due to corpses remaining in the tunnel and prevent REDACTED from REDACTED and, worse, other scripts that wait for it to finish never starting.
	- map 32: made REDACTED to burn the monsters inside it.
	- map 32: my dark genius borne fresh ideas for REDACTED. More FUN! MOAR!!! The general idea of its final form is clear to me now.
	- map 32: assigned music "COCYTUS" ("Cocytus" by Paul Gorman [https://youtu.be/btUZvAHGyzw]) as map default
	- map 32: assigned music "FINALBAT" ("Opening to Hell (Remake)" by Andrew Hulshult) to bosses' stage 1
	- map 32: assigned music "BOSS1" (NO DATA) to boss turning red
	- map 32: assigned music "COCYTUS"  to map transforming for phase 2
	- map 32: assigned music "EDMU04" ("Heart of the Thresher + Run (Guitar Version)" by Andrew Hulshult [https://youtu.be/SkLQIjWzgTs]) to bosses' phase 2.
	- map 32: assigned music "HELLPORT" ("Unnamed (DUSK e2m8_ambient)" by Andrew Hulshult [https://youtu.be/zXXe3OOsaOE]) to map transforming for phase 3
	- map 32: assigned music "EDMU23" ("Beautiful Blasphemy" by Andrew Hulshult [https://youtu.be/xRUKuVBnmh4] ) to bosses' phase 3.
	- map 32: fixed incorrect script propertes
	- map 32: virtualized the music switches
	- map 32: found and prepared special music for the planned room of choice (two portals: end the game or New Ganme+ back to map 01)
	- map 32: added the support for spawning a mech using the health and ammo amounts stored in the previous map.
	- map 32: adjusted the portal's thickness so that the mech fits through it
	- map 32: confirmed the mech fits through all the passages and that the "ghost marines bless your mech" mechanic works.	
	- map 32: frankensteined up sounds for Icon of Sin's second stage's Godzilla beam
	- map 32: preliminary implementation of Icon of Sin's second stage's Godzilla beam (uses the inertial leading script). Playtested a bit. Deadly on Hordes :(
	- map 32: fixed IOS calling wrong scripts after scripts renaming
	- map 32: fixed map scripts trying to spawn non-existent boss class after classes renaming
	- map 32: made the boss stage 2 immune to blood lake's damage
	- map 32: made the boss immune to splash damage from his own godzilla beam
	- map 32: used a clever hack to bypass a certain aspect of map transforming for stage 2 jamming due to ammo items blocking a 3d floor movement
	- map 32: fixed a minor imperfection in stage 1's death and made map transformation more robust
	- map 32: laid groundwork for map transforming for stage 3
	- map 32: re-implemented meteor rain from scratch, implemented walls of lightning, tweaked the Godzilla beam -- in short, perfected all second form's attacks except boss cubes
	- map 32: made NPC marines immune to Icon of Sin's capital attacks
	- map 32: fixed thunderbolts, now they die (inflicting significant damage) if their horizontal distance to you is less than 20. It was always intended, since 1.x, but never worked. Also fixed Phase 2's lightning wall thunderbolts that become homing thunderbolts in you pass too close - again, failed to made that work yesterday.
	- map 32: removed all armor and health from the weapons niches and replaced the soulsphere on the altar with a megasphere
	- map 32: removed the bfg from the weapons niches. You will ONLY get one from secrets in this campaign.
	- map 32: added a machinegun and 7.92 ammo to the niche that formerly held the bfg.
	- map 32: reworked the stage 1's boss cubes to the FBD stuck-proof spawning mechanics
	- map 32: reworked the stage 2's boss cubes to a completely different logic (they are monsters now instead of missiles) and using the FBD stuck-proof spawning mechanics and unique roster of mini-bosses (dukes, belphegors, volcabi, tyrants, mini-masterminds)
	- map 32: playtested the completed stage 2 and made sure it works as intended
	- map 32: made the combat music stop as soon as stage 1 begins dying
	- map 32: made the combat music stop as soon as stage 2 begins dying
	- map 32: made stage 2 dying trigger map transforming for stage 3 rather than ending the game
	- map 32: further work on map transforming for stage 3
	- map 32: adjusted stage 2's logic, now raining meteors in progress does not block spawning boss cubes. Also clears target after nuking a monster he had aggroed at. 
	- map 32: changed stage 2's sequence, now his first power attack is always meteor rain instead of godzilla beam. Reason: if the player shoots him as soon as he emerges, he retaliates immediately but the beam is absolutely not survivable because the map haven't finished transforming yet so there is absolutely no cover to dive into. I personally think it was a good souls-like kaizo trap, but...
	- map 32: frankensteined stage 3's sprites (just one animation frame, lol!) and sounds (see, pain, death)
	- map 32: added ammo to the shelf that becomes your turf in the stage 3 fight. Pistol ammo.
	- map 32: added two pistols to the weapons niches (for a clean start)
	- map 32: switched stage 2's spawning from SpawnForced() to FBD's advanced spawning mechanism.
	- map 32: added invisible walls preventing player launched into orbit by a mighty explosion (megasphere makes survivable) landing on ledges above the cloud layer and fighting from there. While I *do* support you flying so high you catch a glimpse ofthe clear skybox (a feature), allowing you staying up there was a definite bug. The cloud layer is 100% opaque anyway, you cannot see the monsters but they can see you.
	- map 32: fixed stage 1's boss cubes not vanishing when stage 1 dies and stage 2's boss cubes not vanishing when stage 2 dies
	- map 32: upgraded stage 1 to use the standardized boss health indicator
	- map 32: fixed some sectors making standard doom platform sounds during map transformation instead of their designated sounds
	- map 32: increased stage 2's health on UV from 100K to 110K. Reason: so that he could not be cheesed *completely* using the nuke launcher (50K + 50K damage if you found *all* the secret nuke ammo and used a clever strategy in map 313)
	- map 32: returned the free BFG on lowest game skills, singleplayer only
	- map 32: implemented stage3's logic -- which concludes working on combat for the beta release. This one came out *much* more simplified that envisioned initially, but... Doing it in one day had a price. I'm so out of time.	
	- map 32i: found and prepared special ominous music for all the three planned bad endings
	- map 32i: created the map
	- map 32i: fixed the FBD script displaying end game stats misplacing red and green for fail / win
	- map 32i: fixed misplaced resource strings resulting in the FBD script displaying end game stats showing opposite for the golden ending: deserved / fail
	- map 32i: created the good ending cutscene	
	- map 32i: confirmed the music tracks added earlied ro the music wad work.	
	- map 32i: added cutscenes for all endings
	
	

Done June 07, 2024:
	- general: this is an emergency bugfix update
	- map 242: fixed A GAME BREAKING BUG of this map being impassable with 75% probability on difficulties below Ultra Violence: when the red key was deployed, the script swapping the blue and yellow keys failed due to the blue key teleport destination only existing on Ultra Violence

Done June 01, 2024:
	- brutalv21che: fixed the cyberdemon missing you due to his projectile origin's horizontal offset. As with mancubus earlier, made more complex code that enables autoaim back if tharget is in his line of sight and is not invisible

Done May 30, 2024:
	- brutalv21che: fixed the mancubus fireballs passing to the sides of you, unable to hit you with autoaim off
	- brutalv21che: added evil marine rifle and evil marine plasma to the club of monsters with improved aiming
	- brutalv21che: replaced the BD's buggy player invisibility check with a reliable invisibility check in all monster scripts
	- brutalv21che: fixed mancubus close-range attack, designed to launch twice as faster when enraged, not applying due to a typo in the script
	- general: fixed the player invisibility check for the heavy machinegunners in EdayTest001-resources.pk3. The fix for my duke of hell mini-boss will be packed with the next full update (1.24).
	
	
Done May 28, 2024:
	- general: this is the Horrible Embarrassment update, Chebskies v 1.23
	- brutalv21che: FIXED my new aiming algorithms not really working because I was too lazy to test them properly and forgot to adjust the spawned projectile's flags resulting in said projectile always being auto-aimed at you disregarding the monster facing direction. Resulting in changunners shooting at your invisible self out of their asses, just like those hexatronic nuisances in TF2.
	- general: fixed my new aiming algorithms for the heavy machinegunners. The fix for my duke of hell mini-boss will be packed with the next update.
	


Done May 25, 2024:
	- general: this is the Localizer's Delight update, ChebSkies v 1.22
	- brutalv21che: added localizability of names for cyberdemon, cacodemon, pain elemental, lost soul, baron and knight.
	- brutalv21che: added localizability for player class types in the selection menu
	- general: made the Russian localization work in GZDoom (previously, was only viable for Zandronum). Had to dublicate the LANGUAGE lumps because GZDoom is unicode while Zandronum is not, require different text encoding.
	- general: fixed Zandronum-specific quirks in the Russian localization (replaced the smalll letter ч with number 4 in map names: was showing as empty space with the large menu font)
	- general: renamed chebskies-ru.pk3 to chebskies-ru-zandronum.pk3 and moved the Russian localizations of standard doom stuff (like exit messages) from it to the main pk3. It now only contains Cyrillic fonts for Zandronum. DELETE chebskies-ru.pk3 as you update to avoid cluttering.
	- general: reorganized the skill levels. Reason: the BD skill level set is designed for classic DooM maps while EDAY is a cross-breed between ultra-hard and slaughtermap-lite. I removed all sorts of Nightmare from the list because some larger maps (which take up to 40 minutes to max on UV) become flat out unplayable with monsters respawning. All kinds of realism with its 700% damage received were replaced with Unrealism, with 450% damage received. All things considered, I DO NOT RECOMMEND playing on difficulties higher than Brutal Metal (which is like Black Metal but without monsters respawning).
	- map 23: made the cyberdemon minions and the boss unable to harm each other (wanted to make them minions, damageable but not aggroeable, but that failed). Reason: infighting much, too ez.
	- map 23: reworked the greeting comittee to prevent stray caco waking up too early, hitting the boss and thus deadlocking the boss in attacking that caco: he *cannot* aim up. Now the first gate is functional, lowers at the same time with the tower exit, with all the greeting monsters (except a few pinkies) tucked safely behind it out of sight.
	- map 29: added MG42 ammo to secrets
	- map 30: added MG42 ammo to secrets
	- map 311: added MG42 ammo to secrets



Done May 19, 2024:
	- general: this is the Cooperative Doormongering update, ChebSkies v 1.21
	- brutalv21che: upgraded most monsters' aiming algorithms. Now they immediately stop leading you if you get ouf of sight, meaning immense pain for the knights of the Door order - if you try popping in and out of cover, yo'll eat a stream of projectiles aimed at the last position where they he last saw you. Excluded are: cacoes, pain elementals, pistol zombies, volcabi, ancient arachnotrons, aracnorbs, lost souls (and, naturally, pinkies). ALSO greatly reduces them randomly spraying when you are invisible -- they keep firing in a fixed direction they thought they saw you in. Mostly affects chaingunners, rifle zombies, arachnotrons, spider masterminds, revenants firing volleys and knights firing volleys. This does NOTHING if you use brutalv22test2, obviously. NOTE ALSO this may be hard on performance in monster-heavy maps since every monsters now SPAMS line of sight checks during his ranged attack. And each such check forces the server to send a monster status update to clients.
	- general: upgraded my Duke of Hell mini-boss  to my new aiming algorithms
	- general: upgraded the heavy machinegun zombies to my new aiming algorithms
	- general: changed the heavy machinegun zombies increasing the delay before they start firing with new animation frames (front only) where they wiggle their machinegun's barrels left and right. So they telegraph their intent. New sprites: TTR3 frames X and Y. On the downside, they fire much longer bursts now, laying down suppressive fire.
	- general: fixed roloff distance for the tank machinegun sound and the tank cannon sound. Due to this bug, heavy machinegun zombies and enemy tanks were totally silent because you encounter them at distances much greater than the doom-default roloff distance - an acute case of "wtf just killed me?"
	- map 02: added coop respawn redirects to avoid players bypassing the grand backtracking ambush by respawning past it
	- map 10: added a redirect for coop respawn to the entrance to the boss arena, triggered by any player reaching it
	- map 12: added a redirect for coop respawn to the entrance of the northern area, triggered by any player entering it
	- map 13: automap prettification
	- map 13: fixed minuscule HOM effect on one of the secrets opening
	- map 13: confirmed that the animated outro cutscene plays without issues in coop
	- map 13: removed the "walkable midtex" flag from some unrelated linedefs
	- map 13: fixed water being broken (not animated and blood/spent casings staying on it as if it was regular floor)
	- map 15: added a redirect for coop respawn to the final battle area, triggered by any player entering it
	- automap prettification
	- fixed the super secret exit showing on textured automap
	- map 59: automap prettification
	- map 41: automap prettification
	- map 42: automap prettification
	- map 42: added a redirect for coop respawn: to the castle corridors, triggered by any player walking outside, and to the red key position in the library, triggered by any player approaching the red key.
	- map 42: fixed minor HOM in one underground arch
	- map 19: upgraded the blocking wall + teleporter to respawn redirect for coop bypass for the timed part, triggered by the train crash
	- map 20: added redirect for coop respawn, two stages: the mall exit and the multi-story parking entrance
	- map 22: added a redirect for coop respawn to the entrance of the castle area, triggered by any player entering it
	- map 22: made the self-propelled AA gun parked near the castle only show on lower difficulties than UV
	- map 22: replaced the tank at the map start with a self-propelled AA gun. Reason: tank is *very* bad at traversing uneven terrain, crawls like a lame turtle. NOT fun.
	- map 22: adjusted straggler patrol route (only used to march unfinished demons missed by both the player and the NPC marines to the castle) to prevent them catching on terrain features
	- map 22: added demon corpses and one destroyed tank littering the bridge
	- map 22: made the music change when a player is riding the attack helicopter, similar to map 18
	- map 22: created a huge empty area flooded with lava the player can use to reach the castle in his helicopter. Decidedly not passable by any other means than the heli. Off limits to monsters.
	- map 22: replaced THE FUG all revenants with barons. Reason: anti-frustration feature. Revenant fireballs are silent sudden death for the heli.
	- map 23: changed the bosses' preemptive firing (when he uses heuristics to lead you popping in and out of cover) from his regular attack to his blindfire saturation attack
	- map 23: greatly reinforced the bosses' preemptive firing heuristics: the entire areana is now *smeared* in triggers, you can't avoid them. He must be much more preemptive-spammy now. Also, target is only triggered if the targeted spot is already in the bosses' line of sight. This is two-fold: avoid wasting chances on targeting spots he could not see sending this mechanism into cooldown and, fire on such a spot *immediately*, forgoing the natural monster behavior with missile chance.
	- map 23: removed the boss aggroing at any arch you duck into. Reason: the mechanism goes into cooldown effectively preventing him aggroing at a different arch you pop out of. Also moved the corresponding targets allowing the boss to lay saturation fire at that arch from 40% of the arena.
	- map 23: fixed the bosses' preemptive firing heuristics not working in coop at all
	- map 23: added coop redirect to outside the central tower, triggered by the boss going second wind. Reason: the regular start becomes boxed in between four cyberdemons who spawnrape you instantly
	- map 23: increased the bosses' aggression: while you prance out of his sight he accumulates frustration, which he could then expend in two or three insta-attacks that ignore normal monster missile chance.
	- map 23: for UV and coop, changed the bosses' health indicator headline from "BOSS" to "MURDERBOSS DEATHKING". This cyber had been *training*.
	- map 23: fixed *more* bugs related to the emasculated way Zandronum executes scripts as a multiplayer client. It was reporting breaking infinite loops for the second wind form of the boss and for some explosions.
	- map 23: fixed a minor issue with the map geometry: previously, sky was flush with the tower's back side so if you were, say, catapulted over the wall by the bosses' nuke but did not die, you could NOT fall out to your death because there was no outside to speak of, you just landed on the crenels. Now there is enough space to plummet on all sides of the tower. Isn't that nice?
	- map 23: *nerfed* the first stage's attacks and made them fixed pattern: no random fire breaths, always fires three double shots, then switches to fire breath if target is still in sight. If target goes out of sight, switches to saturation fire as before.
	- map 23: *nerfed* the preemptive strikes: now *only* performs them if his frustration counter is high enough. The frustration counter increases with each step but drops sharply with any attack... Except preemptive strikes. Meaning he won't go for preemptive strikes unles you are out of sight for awhile
	- map 23: changed the bosses' growling patterns. Now he only growls when he is being frustrated.
	- map 241: fixed the script moving the player to alt start potentially using occupied TIDs
	- map 241: added support for coop respawn to respect the alt start
	- map 242: added a redirect for coop respawn to the yellow door, triggered by any player walking through it
	- map 242: added support for coop respawn to respect the alt start
	- map 27: automap prettification
	- map 27: added two teleporters to the starting area, designed as coop shortcuts, leading right beyond the yellow and blue doors, opened when any player walks through those doors.
	- map 27: fixed one of the abysses having the plummeting angle set incorrectly, so actors could get stuck instead of falling to their doom
	- map 27: minor texturing fixes in the ancient cut-content-brought-back area
	- map 28: automap prettification
	- map 28: added a coop bypass teleporter near the map start, leading into the southern half of the skybridges area
	- map 28: fixed one of the two archviles designated to teleport as they walk out of their closets NOT teleporting in coop (were sharing the destination ID with several teleporter destinations with the same ID)
	- map 28: added two coop respawn redirects
	- map 28: moved the skybox initialization from player joining the game to map starting, to fix spectators observing uninitialized sky
	- map 29: automap prettification
	- map 30: automap prettification
	- map 312: added coop respawn redirect to a random spot around the map. Reason: mega pinkies may crowd the map start resulting in an endless spawnrape cycle


Done May 10, 2014:
	- general: this is ChebSkies v 1.21 RC2, focused on fixing coop multiplayer
	- general: fixed the BFG ball being invisible in coop (was caused by the same Zandronum quirk as the invisible boss bug in map 23 earlier)
	- general: fixed a bug in my fix for light post sprites designed to be always y-aligned (strictly vertical). It was forcing them to be always xy-aligned (perpendicular to view axis) instead. What an embarrassment.
	- general: fixed errors in the walkthrough
	- map 11: applied a voodoo coding hack to fix vehicles not moving for the first player to join the server
	- map 13: applied a voodoo coding hack to fix vehicles not moving for the first player to join the server
	- map 14: applied a voodoo coding hack to fix vehicles not moving for the first player to join the server
	- map 17: applied a voodoo coding hack to fix vehicles not moving for the first player to join the server
	- map 18: applied a voodoo coding hack to fix vehicles not moving for the first player to join the server
	- map 20: applied a voodoo coding hack to fix vehicles not moving for the first player to join the server
	- map 21: fixed texturing and geometry of the city buildings around the path to the boss arena 
	- map 21: automap prettification
	- map 22: deleted outdated scripts that did nothing
	- map 22: fixed the NPC marines marching forward on map start instead of the first time a player steps on the other side of the blood river. Now they mile around the entrance until you move forward.
	- map 22: removed the invisible walls around the starting bridge preventing you falling into the river of blood. Reason: were interfering with the helicopter, which should be able flying above it all freely
	- map 22: added additional ambush triggering lines to account for the player flying the helicopter along the map's fringes
	- map 22: removed leftover invisible walls preventing your helicopter reaching map fringes
	- map 22: moved the story text explaining helicopter controls from map start to player joining the game (and made this script clientside only)
	- map 22: doubled the helicopter ceiling limit
	- map 22: applied a voodoo coding hack to fix vehicles not moving for the first player to join the server	
	- map 242: fixed one situational blue grate (in the hut) glitching in coop: pressing it lowered the bars on the server but not on the client. Resulting in a) you pressing it seemingly not working and b) seemingly solid bars being passable but with briefly teleporting you through the roof. Fixed by inverting their randomization behavior: are now raised in the editor and retract if the red key is not used.
	- map 26: fixed minuscule texturing imperfections
	- map 26: moved three armor bonuses obviously designed to be placed on top of a bridge but residing on the floor below it instead.
	- map 30: automap prettification
	- map 30: applied a voodoo coding hack to fix vehicles not moving for the first player to join the server
	- map 312: fixed the beastmaster's pinkies becoming invisible in coop
	- map 312: fixed the coop beastmaster sometimes firing regular pinky minions instead of multiplayer megapinkies
	- map 312: buffed the coop beastmaster from 13K to 20K HP
	- map 32: fixed boss cubes often spawning invisible monsters in coop




Done May 01, 2024:
	- general: this is ChebSkies v 1.21 RC1, focused on fixing coop multiplayer
	- general: confirmed that dynamic skyboxes degrade gracefully to static in coop and that no further action needed for maps: 20, 23, 26, 27, 29
	- general: fixed a bug in my BarrelKaboom fix: was now not making any sound :(
	- map 11: applied an ugly hack to make the dynamic fog simulating sun glare work in coop in at least some capacity. Surprise, surprise: it's not my scripts failing to track the local player, it's many ACS functions having no effect in coop. That's why my dynamic skyboxes degrade to static: the game engine simply fefuses to move the skybox viewpoint as a client.
	- map 19: confirmed that the coop timing mission bypass works as designed
	- map 19: fixed minor texture misalignment on the tiled floors near the start
	- map 23: fixed the invisible boss bug - now map 23 is perfectly playable in coop!
	- map 23: nerfed the bosses' missiles explosion radius and changed the damage composition. Now damage composition is: no direct hit damage; 300 explosive in a radius of 128; 120 explosive in a radius of 300; 40 fire in a radius of 450 (the former composition was: 100..800 direct hit explosive; 128 explosive in a radius of 128; 100 explosive in a radius of 300; 60 explosive in a radius of 600) Mind that he fires akimbo with a fixed-pattern spread and won't stop firing well after you remove yourself from his sight (he switches to a saturation attack when he loses the sight of target, aiming down and spraying the ground in front of him).
	- map 23: changed the bosses' missiles animation when they hit floor to nuclear mushrooms. The old animation is only used if they hit walls (or you).
	- map 23: buffed the bosses' Second Wind form by enabling predictive algorithms for it (he leads you firing preemptively around corners -- was formerly only enabled for his basic form)
	- map 47: rehauled the geometry to make surrounding terrain not break if the dynamic skybox degraded: it now only contains distant jungle and hills while such landmarks as the castle (from map 241) and the tower (from map 23) are map geometry seen through the newly set up sky portal. Also, jungle just below the cliffs is real map geometry now -- this affected gameplay because cacoes could now retreat rather far away and snipe you.
	- map 26: fixed invalid texturing of the doorframe in the red key room
	- map 26: fixed many door sound effect overrides only working on UV (resulting in default scifi door sound)
	- map 28: eliminated one surviving instance of DOORTRAK
	- map 28: rearranged the skybox so that cathedral is straight north when degraded
	- map 32: fixed the final boss being 20% smaller in coop, resulting in his breath attacks being misaligned with his mouth
	- map 32: increased the final bosses' health in coop from 50K to 90K and raised his Turning Red threshold from 17K to 33K.
	



Done April 30, 2024:
	- general: this is the Seeing Red update, Chebskies v 1.20.
	- general: removed credit screens no longer used
	- general: confirmed my map randomization mechanics working perfectly in coop multiplayer
	- general: fixed my dynamic skyboxes showing as a missing sky texture in coop multiplayer -- alas, that was only possible by making them static. So dynamic skyboxes are a singleplayer-only feature, sadly.
	- general: fixed my BFG causing notable freezes by giving the BLOODLESSIMPACT flag to all its ripper lasers. Ripper projectiles and Brutal Doom just don't mix because they cause every monster hit to bleed a bazilion times at once. Do that every tic - and, well, "FPS Died".
	- general: minor fixes to my Duke of Hell mini-boss, also added localizability
	- general: fixed tag and editor sprite for the BossBelphegor (was displaying as baron of hell), also added localizability
	- general: patched BarrelKaboom playing the explosion sound at max volume FROM SIXTEEN SOURCES AT ONCE. No wonder most laptop sound cards were having their overload protection triggered every time Cyberdemon Lord hit something, resulting in several seconds of total silence. The fix goes into Chebskies general because this bug is not yet fixed in BDv22test3.
	- brutalv21che: fixed grenade launcher grenades exploding on contact with sky (cannot fix them *bouncing* off the sky: Zandronum doesn't know the DONTBOUNCEONSKY flag, stops with an error)
	- general: added my grenade launcher grenades fix to the BDv22test3 mini-patch
	- brutalv21che: reverted some changes I made to dead mancubi a few months ago to prevent them blocking elevator doors in map 18. That, in fact, broke your ability to harvest ammo by axing or sawing the corpses.
	- brutalv21che: fixed an insidious bug causing the dead player be lost (many deaths are designed to make your real corpse invisible and spawn a specialized corpse object as a replacement - to allow it being destructible) and not counting as a dead player -- resulting in bosses behaving incorrectly playing broken attack animations or NPCs initiating dialog when you are dead (a symptom: the console command "resurrect" failing with an error about player object no longer being connected to his body). Remember, kids: NULL A -1 is a special case and is treated by the parser as Stop. If you need the object to persist invisibly, use TNT1 A -1 instead.
	- brutalv21che: added normal third person deaths for player dying to frost damage (the only source of which is Icon of Sin in Chebskies). Instead of a screen effect, camera now switches to third person like any other death. Does not affect BDv22, of course. New sprites: FZDYE0, FZDYF0
	- map 08: made the cyberdemon closet soundproof and added some block monsters lines to prevent him getting stuck between ankle-high crates
	- map 08: automap prettification
	- map 08: applied map randomization (now there are *three* randomized maps). The only thing that changes is the position of the button that opens the red key smelter hall from the inside. Now it could appear in any of the 15 monster closets -- and does *not* show on the automap.
	- map 08: fixed the northern badaboom area not asploding all at once
	- map 09: fixed one computer in the shooting range not being smasheable (broke when I was rehauling server rooms in map 061)	
	- map 23: fixed the bosses' code: his second wind form was not working as intended (the same pitfall I fell into with the final boss: the goto operator in DECORATE scripts breaks the object-oriented paradigm, always calling the ancestor's method if goto is in an ancestor's method, ignoring the descendant classes' overriding method). As a result, his second wind form (UV only) should now be much more ferocious, as designed. He catches a glimpse of you, he erupts. No delay, no usual monster logic.
	- map 23: as a side effect of the code fix, the explosion radius is now *much* bigger (as designed).
	- map 23: made the second wind form use a *combined* attack: both missiles and fire breath at the same time! Isn't that FUN? Who is FUN now, widdle bossy-bossy...
	- map 23: removed the bosses' resistance to BFG9k and Unmaker. You should NOT posess an Unmaker at this stage (the earliest secret with it is in the following secret map) and BFG9K, as modded by me, does less damage to bosses anyway. But the second wind form still retains 40% resistance.
	- map 47: automap prettification
	- map 47: hunted down the final piece of broken map geometry UDB could not automatically detect (walls between sectors and void marked as double-sided)
	- map 47: optimized sky everywhere, now uses normal sky instead of 9 line horizon.
	- map 47: spent three hours debugging the *weirdest* bug I ever saw (grenade launcher grenades exploding and flame cannon fire stream bouncing in the air above the lava-filled craters, af if there was an invisible wall there). The alt-fire grenades just hung there mid-air until they expired and exploded. I tried all sorts of things, including copy-delete-pasting the entire map and deleting all those craters and re-making them anew. Turns out...? Don't make a slope steeper than about 45 degrees. It was that simple. If you do, the game engine glitches processing bouncy and wallslide projectiles (both Zandronum and GZDoom). And you suddenly kill yorself as your grenade explodes in your face hitting an invisible wall.
	- map 47: lava now burns monsters but they avoid it. You may kick an imp into a lava-filled crater, though. He'll burn.
	- map 242: fixed one randomizable passage not closing correctly due to trees blocking its floor movement, resulting in visual glitches
	- map 242: made one too-spacious channel in the southern swamp area much more twisty and clautrophobic
	- map 311: automap prettification
	- map 312: moved Dragonslayer to the bosses' spawning room, behind the boss. Now to get it, you have to lure the boss out, maneuver around the tidal wave of pinkies and brave the dead end room. Otherwise... You get it after the battle and it is pretty much USELES in the final map. In short, only the daring souls would get to mow endless hordes down Guts style.
	- map 311: automap prettification
	- map 311: changed the door from opening as a normal door to lowering down and resized the exit room to make the temple symmetrical.
	- map 32: radically changed the final bosses' reaction to BFG9K and Unmaker. Now he has *no* resistances but retaliates with extreme aggression like an angry god. Especially to Unmaker, which covers him in liquid fire putting him into perpetual pain... To which he never flinches and keeps attacking at his maximum power non-stop.
	- map 32: changed the final bosses' turning red mechanics. His dramatic introductory six-pack thunder was his Achilles' heel making him cheesable via Unmaker. Now it is interruptable by pain... Which results in an immediate devastating punishment (he switches to nuke spam right away)
	- map 32: automap prettification
	- map 32: quadrupled the number of cube destinations. Should prevent stacking monsters on top of each other now.


Done April 14, 2024:
	- general: Chebskies v 1.20 RC2 (emergency bugfix)
	- general: my map randomization algorithms contained a horrible blunder that guaranteed any coop multiplayer going out of sync. I must admit I *never* actually tested the multiplayer code. Will correct that in a later release. For now, a fixed algorithm that deals with the problem. You *may* see patterns in map randomization if you restart the map every few seconds to test it... Inconsequential in normal use. Now (Zandronum only) it uses UNIX timestamp directly, modulus from dividing the number of seconds since January 01, 1970 by 1001 -- and uses it directly in calculations. In GZDoom (or if that number is by chance zero), uses regular Random(1,1000) instead.
	- map 04: fixed map randomization breaking coop multiplayer
	- map 12: increased light level in shadowed areas. Reason: when fixing it earlier, I overdid much
	- map 12: fixed one unnatural shadow in the starting building's parking lot
	- map 12: fixed one unnatural shadow in the suspicious van gully
	- map 242: fixed map randomization breaking coop multiplayer
	- map 29: fixed the ghost marines sometimes going away before they finish the archviles off (I cheated by adding 300 damage by script)


Done April 13, 2024:
	- general: Chebskies v 1.20 Release Candidate 1 
	- general: gave my Duke of Hell his long overdue +BOSS flag
	- general: rebalanced BFG9K's ligtning. Now primaries inflict the bulk of damage and secondaries are rippers inflicting that much again damage *through* monsters but only tickling bosses -- meaning when hitting a herd it should go through up to 5 barons in a row (192 map units) damaging them all. 
	- general: updated the last version of BDv21che to fix one rare snag: I changed weapon selection order for MG42. Now it is selected *last* among machineguns, do avoid selecting it when it is out of ammo or just selecting it accidentally and wasting its rare ammo.
	- general: updated the walkthrough to reflect changes
	- general: corrected TITLEMAP, the campaign title was shown off-center and too small.
	- map 061: fixed incorrect texturing in the red door's doorframe
	- map 061: fixed one square box with monitors ceiling thingy near the red door not being smasheable
	- map 061: improved texturing of the wall that opens the secret elevator
	- map 061: automap prettification
	- map 09: fixed one server rack not being destroyable
	- map 09: automap prettification
	- map 19: changed the damage type inflicted by moving trains from cyberdemon stomp("Stomp") to chainsaw("Cut"). Reason: some mancubi and revenant body parts are deliberately made immune to stomp damage, which resulted in a small chance of train getting stuck on them. But any of those body parts are *designed* to be destroyable by chainsaw, for the player to get their ammo. So... Monsters will splatter less graphically but the map will work reliably. You almost never see them being run over by a train anyway.
	- map 241: changed one script to work in tandem with map 242's changed start
	- map 242: reworked this map into an absolute monster of a transformer labyrinth, with its layout randomized, key positions randomized, even ambush deploymend randomized. And automap for the whole labyrinth disabled. Welcome to HELL.
	- map 242: swapped the normal and the alt starts. Now you start at the old map start if you have visited map 47 but haven't visited map 241. In all other cases you start at the new map start.
	- map 29: reworked the ghost marines' Big Damn Heroes moment to be up front and visible -- now triggers in the middle of the yellow key hall with no distractions around
	

Done April 06, 2024:
	- general: this is Chebskies v 1.20 BETA1
	- general: fixed incompatibility with BDv22 (two of the hardest secrets in the game, in maps 42 and 27, were empty) due to Mark-sensei changing class names in his code
	- general: reverted changes made to MG42 in BDv22: a) back to using custom ammo; b) restores its damage of 32 per bullet (was nerfed to 24)
	- general: changed weapon selection order for BDv22: now MG42 comes last. May require upgrading the mini-patch if Mark-sensei adds some new slot 4 weapon in future versions
	- general: updated the walkthrough to reflect the changes made since the time it was written
	- general: completely changed the BFG9000 behavior making it as close to Quake 2 / Doom 2016 BFGs as reasonably possible using the tools available. Its effect is completely independent of player's position. Instead of lazors, this BFG ball spams branching lightning that is attracted to monsters. Equally effective at *any* distance. New sounds: KYSPARK1..KYSPARK8 New sprite frames: BFGB Y (salvaged from BDv21, was unused due to duplicate resource names)
	- general: remade RUBLEY from TEXTURES magic into a real texture. Reason: was too too dark.
	- general: found and fixed a bug in my dynamic skybox script that was causing an ugly jerk of the whole sky when entering map 27: it was only starting to work one second after the local player entered the map, due to unnecessary optimizations.
	- general: added dragonslayer as an editor placeable (I know it was intended as a joke weapon -- I just could not help myself, all right?)
	- general: added BDv22-specific pickup lines of MG42 and sniper rifle to the built-in Russian localization (a reminder: it is Zandronum-only, doesn't work in GZDoom due to incompatible requirements for text encoding, utf8 vs cp1251).
	- map 04: fixed minor texturing errors
	- map 04: applied my new randomizer technology: various passages get blocked randomly making each playthrough unique. Randomizes also each time you load a Zandronum auto-save (e.g. you died and pressed LMB) because the randomization event happens two seconds after the first player spawns in the map. In this specific map, some impassable doors may close convenient passages; some elevator call buttons may get removed; the red key area may require a yellow key -- which then spawns in a random location.
	- map 07: ironed out a small crease in sectors' height at the retractable bars (caused by litter on the floor being set up a bit strangely - it's implemented as a non-solid 3d floor 1 map unit thick using a litter texture with alpha, but such measures do not require a dip in the floor on their edge, just that the 3d floor's sides have their texture set to undefined). Also re-textured the tops of the bars from ground to metal.
	- map 09: re-textured the ceiling screens in the raised area of the room beyond the yellow door from doom-based silver wall with abstract screens to proper monitors supplied by EDAY. Reason: their breaking was causing noticeable texture misalignment, I have no idea why.
	- map 13: changed that one ninja chaingunner into a ninja shotgun guy. Reason: chaingunner is firing constantly, his ninja skills are useles. Shotgunner, on the other hand, fires once then fades back into invisibility. He has a much better chance of catching you flat-footed.
	- map 15: proofed the scripts against a case of the cyberdemon being AWOL or his ondeath event not triggering
	- map 15: proofed the monster pits against my new BFG
	- map 15: prettified the fence smashed by bus
	- map 15: set the "no falling damage" flag for the sector inside the ladder's protective rungs
	- map 59: added Dragonslayer as the second secret
	- map 21: gave the boss 40% damage resistance to BFG9K and Unmaker
	- map 23: decreased the bosses' damage resistance to BFG9K and Unmaker from 80% (as initially set by Mark-sensei) to 60%
	- map 26: proofed against a failure case of the exit gate not opening on cyberdemon's death (a game-breaking bug in BDv22test3's slaughtermap mechanics)
	- map 26: retextured the broken wall from RUBLE1 to RUBLEY
	- map 26: fixed misaligned textures in the pinkie corridor
	- map 27: added a fallback script opening that door on cyberdemon's dying OR missing for any reason, similar to map 26
	- map 27: fixed a minuscule skybox error no one would have noticed ever
	- map 29: fixed the lifetime of ghost marines, should now despawn quicker after killing their targets
	- map 312: gave the boss 40% damage resistance to BFG9K and Unmaker
	- map 312: added Dragonslayer as one of the weapons on columns. This map is now entirely cheesable Guts style (the sword mows pinkies down faster than the boss spawns them)
	- map 32: gave the final boss boss 40% damage resistance to BFG9K and Unmaker
	

Done March 31, 2024:
	- general: this is Chebskies v 1.19 BETA6, an emergency bugfix
	- general: added a patch for a game-breaking bug in BDv22test3: slaughtermap mechanics was causing cyberdemons to lose their ID and special. As a result, maps 26 and 27 were IMPASSABLE on UV because doors that should open on cyberdemon's death... Did not work. 


Done March 31, 2024:
	- general: this is Chebskies v 1.19 BETA5, a bugfix patch
	- general: fixed a black hole error in the upper cubemap face for maps 19, 20 & 21 (texture updated: KYSR9_UP)
	- map 28: fixed an ugly hole into skyboxes' underpants right at the map start (a side effect of me fixing broken map geometry earlier)


Done March 25, 2024:
	- general: this is Chebskies v 1.19 BETA4
	- map 29: reworked the Wham! episode mechanics. From virgin "the higher power struck them" to chad "you mercy-killed the tortured marines so their spirits stayed for a while to help you rek those arch-viles". With literal ghost marines dogpiling them, then ascending into the light shouting "gotcha, bitch!", "go fuck yourself" and other profound things. A fairy-tale befitting of marines! (if you neglect that, ahem, side-quest, *you* end up dog-piled by three archviles and a baron in a narrow corridor with no cover, next to a humongous field of corpses). New sounds: KYGM01..KYGM13 (a remix of existing voice lines with reverb) and ANGLCH01..ANGLCH09


Done March 24, 2024:
	- general: this is EMERGENCY FIX, Chebskies v 1.19 BETA3
	- map 47: was IRREVOCABLY REKT, restored by copying from an earlier release. Then investigated - and found *why* Builder hated this map with a passion making its best to ruin it at every innocious edit. Turns out there were some artfully broken linedefs marked as "double-sided" with their back side facing the void and referring to it as "sector 0". No wonder Builder always tried fixing that "sector 0" filling the void with random crap.
	- map 47: minor texturing fixes
	- map 47: replaced *extremely weird* geometry of the two towers of the entrance gate (those solid walls between the windows weren't solid at all, just had their ceiling touching the floor) with proper void-filled *solid* walls.
	- map 47: automap prettification
	- map 25: fixed the plasmagun secret destroying the, well, plasmagun during its crusher cycling. Moved the weapon and the ammo into wall niches (too low for the player to fit, also protected by "blocks players" just to be sure)
	- map 25: got rid of DOORTRAK in the plasma gun secret
	- map 25: automap prettification

Done March 24, 2024:
	- general: this is Chebskies v 1.19 BETA2
	- map 05: investigated the retractable table *still* not working as intended and changed the activating button from "platform lower wait raise" with delay of zero (which in case of this line special means indifinitely) to "floor lower to lowest". This map, albeit with less adornments, was already in HESP and was already in UDMF even back then. This three-button-sequence was obviously designed as a *timed* puzzle at some point, as all enclosures have buttons to open them on the inside (with a functional 5-seconds delay). But Mark-sensei had obviously decided this timing nature was only bringing needless frustration so he changed closing times to infinity -- before time primeval, before we saw these maps in the first place.
	- map 05: fixed sound sequence overide for that table not working - was my typo.
	- map 16: fixed and optimized the highway overpass in my new skybox: a) removed some floating railing (never visible without cheats anyway); b) replaced lampposts at the highway's centerline with palm trees; c) set the road surface to non-textured (you can never see it without cheats anyway). Results in 60..75 fps on my favorite potato (where, I must add, I recently capped the GPU to 0.65GHz: when it was able to escalate to 1.3 as per manufacturer's wily marketing ploy, there was a random chance of a thermal shutdown because the fan controls react to CPU temperature while the GPU, in rare circumstances of fillrate overwhelming (thousands of blood decals close-up), can heat the chip (as per motherboard sensor) *very* quickly making it go over 90C while the CPU cores are still being at 75C and the fan spinning lazily at 3600 rpm.
	- map 16: fixed two doorframes in my new area shaded incorrectly
	- map 241: fixed one of those two accursed doors *still* being only openable once - added the missing "repeatable action" flag to one of its sides
	- map 241: fixed minor texturing errors

Done March 23, 2024:
	- general: this is the Very Definitely Final Update, Chebskies v 1.19. It enhances breakability of stuff in the Mars chapter (Doomguy smash server!), adds an animated main menu background and fixes various small imperfections across all maps -- my farewell before I move away to other projects.
	- general: fixed potential breakage in dynamic skybox scripts that could have broken them if, say, the engine ran player disconnect scripts not as I expected it to.
	- general: fixed the long-standing bug with class PalmTree defined twice. Turns out, such class was not in BD but in core game resources (zandronum.pk3\actors\strife\strifestuff.txt ). Alas, you have to re-download EdayTest001-resources.pk3 because of that :(
	- general: upgraded monitor and other screens smashing mechanics to custom things for all supported screen types -- with args MARKED as being a line ID. As a result, Builder now displays linking arrows when you hover over them -- and a number of mistakes were found and corrected (like no link at all or two monitors of different sizes sharing the same ID - resulting in texturing errors when they were smashed)
	- general: cleaned old compiled ACS scripts from EdayTest001-resources.pk3 and re-compiled the (few) scripts.
	- general: created a TITLEMAP that now plays the role of the main menu background (with a camera flying through a map showing various promo highlights)
	- general: modified BDv21che restoring amall splash damage for plasma gun (was commented out). This fixes smasheable things being immune to plasma but may introduce other issues (like marine NPC followers harming you with their plasma projectiles). PLEASE NOTE: does not apply to BDv22! The vast majority of smasheable stuff is completely immune to plasma gun fire in BDv22!
	- map 01: upgraded breakable computer screens in the control tower to my monitor smashing mechanics
	- map 01: re-compiled scripts and re-saved the map from UDB
	- map 02: re-compiled scripts and re-saved the map from UDB
	- map 03: fixed one stimpack in the void
	- map 03: upgraded all breakable computer screens to my monitor smashing mechanics
	- map 03: fixed monitors in the ceiling (in the corridor beyond the right door from the start) breaking from your bullets flying *below* them. In fact, the "check switch height" was never implemented for hitscans in any source port, so you *have* to use invisible shootable things that swap the texture of a linked wall on death via ACS to implement shootable upper or lower textures. There is simply no other way to do this.
	- map 03: re-compiled scripts and re-saved the map from UDB
	- map 03: destructibility and sound effects of the server room backported from map 061
	- map 03: removed unknown effects 7 and 8 from some sectors
	- map 04: re-compiled scripts and re-saved the map from UDB
	- map 04: fixed some pipes in a wall niche marked as a button for the northern elevator (my mistake)
	- map 04: added bubble streams to the water tank that contains the red key
	- map 04: upgraded all breakable computer screens to my monitor smashing mechanics and fixed one incorrect cross-link between two monitors that became apparent thanks to this
	- map 04: destructibility of some computer walls backported from map 061
	- map 05: re-compiled scripts and re-saved the map from UDB
	- map 05: made the TV in the rest room breakable, screen filled with static (copied from map 17)
	- map 05: fixed an irrelevant unknown texture (inside a monster closet, never seen)
	- map 05: destructibility of a lot of computer walls backported from map 061
	- map 05: finally realized that the retractable table was not working as intended (that's why it required you to crouch to climb out) and had a minor hole-into-skybox issue. Fixed.
	- map 061: re-compiled scripts and re-saved the map from UDB
	- map 061: fixed broken map geometry caught by UDB (minor things not actually affecting anything)
	- map 061: upgraded all breakable computer screens to my monitor smashing mechanics
	- map 061: made *all* screens and servers in all four computer rooms destructible - also made many screens around the map breakable. New textures: ECOMP32R, ECOMP30R, ECOMP29R, SILVER3R
	- map 061: added lots of server sounds, every server now uses randomized one, with lots of servers resulting in a nice cacophony... Until you smash. New sounds: KYSRVR01..KYSRVR07
	- map 062: re-compiled scripts and re-saved the map from UDB
	- map 07: re-compiled scripts and re-saved the map from UDB
	- map 08: re-compiled scripts and re-saved the map from UDB
	- map 08: applied my new monitor smashing mechanism to the only two monitor walls present in this map (near the exit door)
	- map 09: re-compiled scripts and re-saved the map from UDB
	- map 09: applied my new monitor/server smashing mechanism to *a lot* of computer walls (it's a lab, after all). New textures: CONS5_1R
	- map 09: fixed insignificant geometry errors found by UDB
	- map 10: applied my new monitor smashing mechanism to the screens in the boss arena (including those big screens under the ceiling).
	- map 10: fixed two desktop monitors in the boss arena being non-breakable (three of those shootable glass-spawning things were all linked to the same monitor, leaving two monitors not linked). This again highlights the importance of visualization (in Mark-sensei's it was done via 80 script execute with linking done via script parameters -- which the Builder does not visualize)
	- map 10: fixed monitor sizes and made all scrreens smasheable in the office room just before the boss arena (the one where every key on every keyboard is a separate sector).	
	- map 10: changed the TV in the cafeteria from a rare-earth texture to a standard TV filled with static (smasheable now)
	- map 10: applied my new monitor smashing mechanism to all the walls in the teleporter testing lab and to the static-filled screens near the map start
	- map 10: fixed the non-working teleporter that should open in near the map start when any player walks into the boss arena (only has any meaning in coop)
	- map 11: fixed broken geometry detected by UDB map analysis mode (sectors not closed and such)
	- map 11: removed unknown sector special 57 from several sectors. I *suspect* it was some sort of lighting effect but all my duckduckgoing turned up nothing. There is no "57" in the wikis.
	- map 11: re-compiled scripts and re-saved the map from UDB
	- map 11: applied my new monitor smashing mechanism to all the screens in the portal hall (so *many* of them, sob) and the screens in the hall that exits to the outside. Forgot that one laptop, but fuck the laptop. I'm SO tired of this. New textures: TRMNAL5R
	- map 11: made the window of the security booth into intact one-way unbreakable glass
	- map 11: fixed a HENIOUS bug of the exit airlock doors only opening once, then closing after 5 seconds... FOREVER. Made the switch repeatable and made the doors also open by using them from inside the airlock.
	- map 12: re-compiled scripts and re-saved the map from UDB
	- map 12: made the window of the security booth into replica of the one-way window from the prevoius map and deleted the copy of the security booth.
	- map 12: made the contrast between light and shadow sharper: garage from 144 down to 120, outdoor areas from 144 down to 128 plus colored pinkish blue (which made the light even dimmer). Reason: testing showed that the visible difference between sunlit areas and shadowed areas was often only the color (because coloring made sunlit areas visually darker, thus making their light 236 barely brighter than uncolored 144)
	- map 12: removed some forgotten things stuck in the void
	- map 13: re-compiled scripts and re-saved the map from UDB
	- map 13: reworked the train riding outro switching it to a flying camera (also making train move twice slower and increasing length from 10 to 20 seconds). Also fixed it. When I started debugging by slowing it to 1/8th speed, it turned out the scene was a desynced mess with all layers moving in disarray and then jamming by catching on the map boundary -- you simply could not see it because of everything moving too fast. New sounds: TRAINDZL
	- map 13: moved one crushed car that was touching sectors being modified by the cyberdemon breaking free - and thus ending up on top of the semi's hood.
	- map 13: fixed light level error causing a light strip on the semi blocking the tunnel.
	- map 13: removed the confusing dead end door from the red key building (which was former map exit) and put a bookcase in its place.
	- map 13: FAILED to clean the error messages that flood the console when you enter this map. Not even UDB could automate tracking those mysterious linedefs with incorrectly set flags (that do not affect anything as they are part of the skybox)
	- map 14: re-compiled scripts and re-saved the map from UDB
	- map 14: fixed broken map geometry found by UDB
	- map 14: fixed a small part of the nukage tunnels still having unknown effect 5 instead of damage nukage 5%
	- map 14: fixed a coffee machine stuck outside the map
	- map 14: destructibility of servers and screen walls applied to those inside the factory
	- map 15: re-compiled scripts and re-saved the map from UDB
	- map 15: re-textured the radio equipment in the room the marine captain is standing in (nothing there is breakable because it is assumed Doomguy would not shoot in a building full of civilian refugees)
	- map 15: removed the scratchpad area with sample trucks/buses
	- map 15: fixed *another* instance of sky visible through a building's overhang. That poor building, it suffered so much...
	- map 16: re-compiled scripts and re-saved the map from UDB
	- map 16: rearranged and upgraded the skybox to make the map feel less claustrophobic (also it was comparing badly to the now much flashier TITLEMAP I created by modding a half of this map!), also stretched one street a bity longer and added one more dead end parking lot. New textures: CITY17B
	- map 16: fixed broken map geometry I detected manually by accident -- UDB failed to detect those ultra thin secror slices
	- map 16: made three TV screens smasheable
	- map 17: re-compiled scripts and re-saved the map from UDB
	- map 17: fixed visual glitches when looking from under the grocery store's overhanging part of the building
	- map 17: made many small computer monitors smasheable
	- map 18: re-compiled scripts and re-saved the map from UDB
	- map 18: fixed broken map geometry detected by UDB
	- map 18: made several TV screens smasheable
	- map 18: fixed one distant semi far out of playable boundaries still being a 1000-wheel centipede
	- map 18: general automap prettification
	- re-compiled scripts and re-saved the map from UDB
	- fixed broken map geometry detected by UDB
	- map 59: re-compiled scripts and re-saved the map from UDB
	- map 59: fixed unknown textures (on the bottom of two doors) and removed all links to unused unknown textures
	- map 41: re-compiled scripts and re-saved the map from UDB
	- map 42: re-compiled scripts and re-saved the map from UDB
	- map 19: re-compiled scripts and re-saved the map from UDB
	- map 19: fixed insignificant geometry errors
	- map 20: re-compiled scripts and re-saved the map from UDB
	- map 20: fixed insignificant geometry errors
	- map 21: re-compiled scripts and re-saved the map from UDB
	- map 22: re-compiled scripts and re-saved the map from UDB	
	- map 22: fixed insignificant mapping errors
	- map 23: re-compiled scripts and re-saved the map from UDB	
	- map 23: fixed insignificant mapping errors
	- map 47: re-compiled scripts and re-saved the map from UDB
	- map 47: fixed broken map geometry detected by UDB
	- map 241: re-compiled scripts and re-saved the map from UDB
	- map 241: fixed broken map geometry detected by UDB
	- map 241: removed a few leftover links to unknown textures and unknown effects
	- map 242: re-compiled scripts and re-saved the map from UDB
	- map 242: removed one leftover links to unknown texture
	- map 25: re-compiled scripts and re-saved the map from UDB
	- map 26: re-compiled scripts and re-saved the map from UDB
	- map 27: re-compiled scripts and re-saved the map from UDB
	- map 27: fixed broken map geometry detected by UDB
	- map 27: removed unknown effect 8 from a ton of sectors
	- map 28: re-compiled scripts and re-saved the map from UDB
	- map 28: fixed one invalid linedef
	- map 29: re-compiled scripts and re-saved the map from UDB
	- map 29: fixed the two smaller pentagrams on the cathedral front missing (forgot to update to another texture while converting the map to UDMF)
	- map 29: removed one invalid linedef with no sidedefs separating void from void
	- map 30: re-compiled scripts and re-saved the map from UDB
	- map 30: upgraded to my new screen and server smashing mechanics (the UAC base in Hell)
	- map 30: deleted Mark-sensei's leftover earthside room and the vestiges of the two-way portal connecting to it.
	- map 30: removed a couple invalid linedefs with no sidedefs sticking out into the void
	- map 311: re-compiled scripts and re-saved the map from UDB
	- map 312: re-compiled scripts and re-saved the map from UDB
	- map 32: re-compiled scripts and re-saved the map from UDB
		


Done February 21, 2024:
	- general: added placeable versions of EvilMarineRifle and EvilMarinePlasma
	- general: rearranged the composition again. Now individual files have no date in their name, only the archive does. If you want to download picemeal, check file dates yorself. Reason: too much hassle, required to change launcher pk3s every time. The old versions folder will only contain old full archives from now on.
	- map 062: changed wolfenstein nazis, who were spawning as evil marines on non-wolfenstein maps, into placeable evil marines. Much more stable, and there is always a GUARANTEED one with plasma, and as a bonus now have unique tags and obituaries.
	- map 062: fixed minor texturing errors


Done February 21, 2024:
	- general: fixed two bad interactions with Brutal Doom 22: a) keys becoming invisible after teleporting (which made map 30 de facto impassable) and b) captured marines converted by archviles turning into nazis instead of evil marines
	- general: removed the forgotten debugging tag "why is no fucking work" from my customized archviles (was being displayed as monster name in the monster info overlay)
	- map 241: fixed two VERY broken doors in the blue key area that could easily box the player in an inescapable room

Done February 19, 2024:
	- general: this is the 22-Rejoicing update, Chebskies v 1.18. If ADDS SUPPORT FOR BDv22 (specifically, brutalv22test3).
	- general: composition was completely rearranged. Use the new launcher pk3s.
	- map 11: added anti-frustration features: exiting to the arirfield requires a blue key which resides in the security booth next to the exit door where the button to open the red key's gate is. Reason: reduce SUFFERING. I bet 90% players would get LOST. Horribly lost. Because to open the gate that blocks the red key you'd have to go all the way back to the exit! But here's more: on Ultra Violence, kiddie gloves are off. The blue key is in a different location, there are no guarantees!


Done February 18, 2024:
	- general: this is the GZDoomed update, Chebskies v 1.17 - focused on GZDoom compatibility (previously Chebskies only officially supported Zandronum and running it in GZDoom resulted in numerous bugs)
	- general: added clones of several monster classes with unique doomed numbers, specifically to prevent third party mods from replacing them thus breaking attached scripts
	- general: renumbered maps to reduce the naming mess and created intermediate stub maps at old numbers for people using console commands (a single-room map each, with one or two exit teleporters that lead to actual maps)
	- general: set "DTOLL" as the title screen music, thus solving a long standing problem of a short annoying lump playing ad nauseatium when using BDv21 on top of Doom2
	- general: fixed mistakes in this log related to Dec 11, 2023
	- general: replaced car models with a specially crafted model that looks exactly like cars made from map geometry looked in the hoary days of HESP
	- general: added two more car color variations: black and orange
	- general: added another car variation: crashed into something with front bent inwards and windshield smashed but otherwise intact
	- general: RIPPED the more detailed car model from EDAY test dec 16 as a rare car for special occasions
	- general: due to a weird scripting error (crying about "PalmTree" class being defined twice while it was clearly only defined once), in GZDoom all palm trees were replaced with much shorter, indestructible deciduous trees. Unfortunately, you have to start a new game to be affected by the fix :(
	- general: reworked the aracnorb to make this rare monster much more FUN and engaging. As a stand-in for the DN octabrain, he now fires similar themed psionic blasts. Individual blasts only inflict 10 damage but are weakly homing and aracnorbs spam much, insta-firing aggressively, keeping re-firing with target out of sight and dashing to and fro randomly while firing. New sounds: KYARNACT, KYARNFIR, KYARNHIT1..4 - a remix of unused icon of sin sounds found in BD21 (ICOLAUG and ICOSCRE); new sprite frames: KYFR A..P ( a remix of PBAL and FX98) 
	- general: fixed errors in my walkthrough
	- general: fixed a syntax error in LANGUAGE that was causing the name of map 242 to be missing
	- general: included PAR times for all maps up to and including 242. Those are NOT pure run times but rather map maxing times, with all secrets and all kills. Because in BD trying to run by monsters is never a good idea. And EDAY map design punishes speedrunning.
	- general: fixed another NDv21 bug, blood splashes from shell casings landing in blood inflicting massive self-damage on player.
	- general: changed by revenant launcher in BDv21che. Instead of forcing to fire a volley of 4 unguided rockets on one ammo, the ammo count was quadrupled, primary fire costs 4 ammo and alt fire behaves like a normal weapon, costing 1 ammo to fire 1 unguided rocket. As a consequence, included Ammo.txt in my list of modded BD sources.
	- general: added damage type Psionic and player Death.Psionic (simplest death with no dismemberment variations) to BDv21che. Added Death.Psionic to monsters as duplicate of headshot death
	- general: re-organized my BDv21che integrating several bugfixes into the main source code
	- general: fixed the original bug in the BD bodies-affected-by-flames mechanism: were dropping health bonuses and other loot because technically they were dying in the process of switching to no-maggot versions. Also addedd fire deaths to bodies full of writhing maggots that lead to maggots disappearing.
	- general: fixed the BDv21 bug with imps thrown by revenants going through the player like ghosts instead of inflicting massive damage on impact
	- general: updated the version of BDv21che to brutalv21che-2024-02-18.pk3 . The latest chebskies requires it.
	- map 01: fixed texturing in the yard: several crates had their tops textured with ground instead of metal. And I only noticed when recording videos for Youtube.
	- map 02: proofed the advanced teleporting closets against breaking in third party mods
	- map 03: proofed the advanced teleporting closets against breaking in third party mods
	- map 04: moved a row of three armor bonus breadcrumbs from a corner onto the walkway I assume these were intended for. GZDoom Builder is a fine tool but it has its quirks, all too easy to move things by accident without noticing.
	- map 061: renumbered from 06 to 061
	- map 061: increased the roar of the wind tunnel (was too quiet!) by making it 6 sound sources with differing pitch instead of just two identical ones
	- map 061: added a balcony to the wind tunnel jumping puzzle, falling out was too easy -- combined with the baron, that reeked of fake difficulty.
	- map 062: cleaned crap code from the script that opens the exit door when all evil marines die - also fixed the bug that allowed it opening when one last evil marine was still alive
	- map 062: renumbered from 49 to 062
	- map 062: fixed minor texturing errors
	- map 062: fixed an inescapable corner between the northeastern cargo container and the fence
	- map 062: added the ability to fall out of the arena over the fence. There *are* ways to return (a ladder on the crane's base for the east side, ladders and a corridor with a lift inside the exit building on the west side), BUT you are guaranteed to be killed by the evil marines when you use either. So falling out is basically certain death but with more suffering than a mere sector special 115 "go splat".
	- map 07: replaced gate opening on all mancubi dying from a "Map07special" to an ACS script. Hopefully won't break now with third party mods.
	- map 07: rearranged the area around the building with elevator and fenced off the side of the balcony that was confusing some players.
	- map 07: proofed the arachno yard from sequence breaking in third party mods that turn Doomguy into a turbo bunny on steroids (in other words, I added invisible walls)
	- map 08: replaced the cyberdemon with irreplaceable cyberdemon to proof against breaking in third party mods
	- map 09: proofed the advanced teleporting closets against breaking in third party mods
	- map 10: fixed portal's upper surface not rendered in GZDoom (worked fine in Zandronum) showing the other side's clipped geometry
	- map 11: replaced the cyberdemons with irreplaceable cyberdemons to proof against breaking in third party mods
	- map 12: proofed the advanced teleporting closets against breaking in third party mods
	- map 12: added a "this opens elsewhere" message to the exit building's door
	- map 12: added a "this opens elsewhere" message to the exit door and moved the button closer to it
	- map 13: proofed the blue key ambush against sequence-breaking (using mods that add wall climbing and such)
	- map 13: replaced the cyberdemon with irreplaceable cyberdemon to proof against breaking in third party mods
	- map 13: fixed the positions of cars in pileups smashed by semis. Reason: previously, the editor couldn't show them as models, I placed them guessimating by the sprites and it looked wrong anyway (I suspect the cause was a MD3 file with .md2 extension: the engine could but Builder couldn't)
	- map 13: changed two cars to be smashed into one another, using my new "crashed car" variation
	- map 13: stretched the mid part of the car carrier's flatbed. Reason: my new car model is notably wider.
	- map 13: more car varieties and colors
	- map 13: fixed the shotgunner on the semi cab's roof being stuck and permanently paralyzed
	- map 13: fixed a texturing error on the power line cables overhead between the entrance and the trainyard
	- map 14: geometry fixes around the outflow arches: Zandronum was rendering that wall just fine but GZDoom was getting confused rendering sky instead
	- map 14: fixed the smashed car pileup
	- map 14: switched all intact cars to randomized color
	- map 14: fixed minor errors with the floating trash 3d floor in the river (the sectors under the overhanging pipes was missing it)
	- map 15: replaced the cyberdemon with irreplaceable cyberdemon to proof against breaking in third party mods. It was especially vital here because the important plot progression script is run by that cyberdemon on death!
	- map 15: switched all intact cars to randomized color
	- map 15: added safety rings to the ladder of the secret building: losing 16 health because you failed to jump dom safely was no fun.
	- map 16: proofed the advanced teleporting closets against breaking in third party mods
	- map 16: improved texturing of the collapsed tunnel between the two city halves
	- map 16: switched all intact cars to randomized color
	- map 16: fixed one window being unclimbable because couch back was too tall.
	- map 16: minor geometry fixes in the burger joint's kitchen
	- map 17: replaced the cyberdemons with irreplaceable cyberdemons to proof against breaking in third party mods
	- map 17: proofed the advanced teleporting closets against breaking in third party mods
	- map 17: fixed the smashed cars placement and changed some cars into ones crashed into each other or semis.
	- map 17: switched most intact cars to randomized color
	- map 17: added a car crashed into a tree with skidmarks behind it. Reason: long time ago this map had one but Mark-sensei deleted it while switching the cars to models
	- map 17: added a rare car variety, kind of a red sport car at a rich house
	- map 18: replaced the cyberdemons with irreplaceable cyberdemons to proof against breaking in third party mods
	- map 18: proofed the advanced teleporting closets against breaking in third party mods	
	- map 18: switched most intact cars to randomized color
	- map 18: fixed the mech secret NOT WORKING in GZDoom. i.e. that map was only maxable in Zandronum. Unexpected discrepance in code bases, I'd expect identical behavior but no, these engines treated certain trigger linedefs differently.
	- map 18: fixed the red skull key secret NOT WORKING in GZDoom (the switch height check again)
	- map 18: replaced the two cars in the UAC building's parking lot with two black rare cars. Let's pretent those piles of polygons are limos.
	- map 18: automap prettification
	- map 18: made one fence block players: it was possible to jump over it by standing on a parked motorcycle, then it was inescapable garden.
	- map 18: fixed music not switching back to map default every time you exit the mech as designed
	- map 18: changed the secret exit opening script from script 3 to a named script. Reason: I encountered a freeze when pushing that button when recording the video. It looks like a micro-freeze in the video, but in reality it was more than ten seconds long, I was about to kill the non-responding GZDoom from the Task Manager. Who knows how many "script 3"s the BD itself has? The only explanation to me is that GZDoom does not replace global numbered scripts with numbered map scripts but... adds? Some weird behavior here anyway.
	- map 18: fixed top antennas hanging too low and doubling at 1142,4000
	- map 18: fixed the mech bay's alarm not stopping after 10 seconds as designed
	- map 18: fixed texture alignment on the burger joint's roof fans (scaled texture was rendered incorrectly in GZDoom only; worked fine in Zandronum)
	- replaced one revenant with an aracnorb. Reason: two-story corridor was too low, you could bump into revenant's head while walking above him.
	- switched all intact cars to randomized color
	- improved the movie theater's board texture
	- fixed the fence around the starting roof so that your rockets won't blow in your face if you try shooting through it.
	- fixed the elevator doors clipping through corridor wall
	- map 41: changed the music to EDMU13
	- map 41: moved the outdoors aracnorbs so that they only see the player and engage after he detonates the condemned building and goes for the red key
	- map 41: corrected horizon when viewed from the high window in GZDoom (had no noticeable problems in Zandronum)
	- map 41: moved parts of the map geometry ( the area inacessibkle to the player) to the top layer. Reason: retreat-happy monsters like aracnorbs were getting lost behind buildings thus ruining maxability
	- map 42: proofed the advanced teleporting closets against breaking in third party mods	
	- map 42: fixed the super secret button that could be activated by simply punching the wall below it. The button is now not shootable -- you have to *press* it 
	- map 42: fixed weird beahavior of the secret created by me (the climbable wall was emitting button press sounds when player touched or moved over it -- this never happened in Zandronum)
	- map 42: fixed one secret not marked as a secret
	- map 42: fixed minor texturing errors
	- map 19: made the train incoming on the right a one-time event, no looping
	- map 19: fixed a syntax error, script was not compiling in UDMF + Zandronum ACS mode (the built-in function known as Sector_SetDamage instead of SetSectorDamage ) 
	- map 19: replaced the cacodemons with irreplaceable cacodemons to proof against breaking in third party mods
	- map 19: made trains less solid to decrease the chance of them getting stuck on monster guts. Also added monster pushers to all walls of the second timed sequence, to keep monsters away from walls where the train's side walls (still solid!) may get caught on their corpses
	- map 20: replaced the cyberdemons with irreplaceable cyberdemons to proof against breaking in third party mods
	- map 20: fixed the smashed car pileup, moved some cars because too tightm the new model is bigger and used a rare variation for the car parked askew
	- map 20: stretched the parking spots in the multi-story parking and removed some cars and spots that did not fit. Reason: my new car model is notably wider.
	- map 21: stretched the parking spots of the the roof parking and removed some cars and spots that did not fit.
	- map 21: replaced the cars overhanging the pit with rare f--ouled up cars: these have actual wheels and textured bottoms. I'm sure this map was designed with them in mind.
	- map 22: replaced the cyberdemons with irreplaceable cyberdemons to proof against breaking in third party mods
	- map 23: replaced the teleporting of cyberdemon minions with monster closets, also upgraded multiplyer minions from cyberdemon runts to regular cyberdemons
	- map 47: proofed against sequence breaking
	- map 241: proofed the advanced teleporting closets against breaking in third party mods
	- map 241: replaced monsters teleported by scripts with irreplaceable versions
	- map 241: renumbered from 48 to 241
	- map 242: proofed the advanced teleporting closets against breaking in third party mods
	- map 242: renumbered from 24 to 242
	- map 242: created a new area for the alt start, near the former position of the secret with two knights. 
	- map 242: the secret with two knights got relocated to the main start (which would be rarely be used, only if player came from the secret map without finding it's own secret exit back to the mainline) so that corner would be an "ass end of nowhere" in most playthroughs, a good place to tuck a secret in. The secret got modified, too: the opened closet is NOT visible due to illusionary cliff face.
	- map 242: added one more secret with health in a corner I was planning to but forgot to finish it back in 2018. 
	- map 242: fixed texturing and light levels on the exit gate. 
	- map 242: maxability re-confirmed (in Zandronum 3.0)
	- map 242: fixed the yellow key ambush by closing off the soulsphere secret with "block monsters". Reason: many monsters were getting caught in that nook, crowding there uselesly like fish in a barrel
	- map 242: fixed the silent monster teleporters in shrubbery (which prevent imps crowding in certain places) to, hopefully, avoid teleporting grenades (by adding the "front side only" flag).
	- map 242: fixed the script moving the player to the alt start: is now facing the corect direction
	- map 242: maxability re-confirmed
	- map 25: replaced the cyberdemon with irreplaceable cyberdemon to proof against breaking in third party mods
	- map 25: removed one broken special effect from one bloodfall
	- map 26: replaced the cyberdemon with irreplaceable cyberdemon to proof against breaking in third party mods. It is especially important here because he unblocks the map exit on death!
	- map 26: replaced the cacoes launched by script with irreplaceable cacoes to proof against breaking in third party mods
	- map 27: replaced the cyberdemon with irreplaceable cyberdemon to proof against breaking in third party mods. It is especially important here because he opens his arena's door on death!
	- map 27: proofed the advanced teleporting closets against breaking in third party mods
	- map 27: fixed fireball launchers trap around the blue armor not activating in GZDoom
	- map 28: replaced monsters teleported by scripts with irreplaceable versions
	- map 28: proofed against sequence breaking
	- map 28: proofed the advanced teleporting closets against breaking in third party mods
	- map 28: fixed minor glitches in skybox geometry
	- map 29: replaced monsters teleported by scripts with irreplaceable versions
	- map 29: rotated the pain elementals to match the changed shape of their closet
	- map 29: changed sound zones and removed ambush flag from the lost souls in the closet that opens when you grab the blue key. Reason: it was way off the beaten path
	- map 29: fixed the library door making default scifi sounds on on ultra violence (wrong skill flags on the sound override thing)
	- map 30: added a new monster variation, Stoneskin Pinky, to serve as tanks for the end-map archviles. The same old pinky but with 2000 health and 700% vulnerability to fire and ice (for those familiar with D&D lore). Revert to regular pinkies when the archviles are dead.
	- map 30: replaced the cacoes and pain elementals launched by script with irreplaceable versions to proof against breaking in third party mods
	- map 30: replaced the cyberdemon with irreplaceable cyberdemon to proof against breaking in third party mods.
	- map 30: fixed a bug in stoneskin pinkies that was ruining maxability
	- map 30: fixed HOM effect due to two monster closets having ceilings lower than doors
	- map 311: renumbered from 31 to 311
	- map 311: fixed four armor bonuses down in the lava instead of on a rock bridge
	- map 311: fixed glitchy sky in the blue key arena
	- map 312: changed the multiplayer boss to fire megapinkies instead of regular pinkies. These are bright purple, 10x health, have no vulnerabilities. The bosses' limits are 1/10th of the UV version. Reason: bruh, *any* multiplayer model would die a stuttering laggy death on such a slaughterfest.
	- map 312: renumbered from 50 to 312
	- map 32: removed debugging information about bosses attack cooldowns shown on screen
	
	

Done December 17, 2023:
	- general: this is the Enigma update, Chebskies v 1.16
	- general: I hereby declare chebskies having achieved the Gold status. There shall be bug fixes, because nothing is ever perfect, and final BDv21che bugfixes I promised earlier, but that will *really* be somewhere in 2024. And then, after time unknown, it shall ascend to Platinum. But that is a tale for another time.
	- general: fixed a BD bug: nazis were being killed by the gore janitor script (a very hard to catch, it only activated after they teleported). The BDv21che version required updated!
	- general: patched a EDAY bug, german dogs were being killed by the gore janitor script  
	- general: maxability confirmed for maps 40, 59, 41, 42 -- meaning the set is now COMPLETE
	- general: maps polished to perfection: 40, 41, 42
	- general: added maps 40, 41, 42 to the walkthrough -- meaning the walkthrough in now complete.
	- converted to UDMF
	- made the berserk secret reliably registering
	- automap prettification
	- redesigned the movie theather hall: twice more rows (this map isn't a perfect copy of the Duke map anyway), halved the seat back's height and restored low light levels. New textures: TLITE6_Y (a clone of TLITE6_1 without glow attached)
	- redesigned the projector room area using 3d floors. New textures: DOOR05E
	- added antenna to the comm tower
	- redesigned the area around the exit. Reason: sanity check. Doom has no jetpack and so no jetpack-related secrets high up so making buildings more solid was a possibility.
	- redesigned the secret window a little (the one matching Duke's aappartment secret in duke 3d e1m1), less standing out
	- added more buildings to the starting area's fringes to prevent looking in to the skyboxes underpants
	- added 20 damage to the dumpster on fire, including edges
	- fixed the messed up texturing on the breached movie screen
	- removed the "mars ambience" from the exit signs: was creating stupid columns of fog. Replaced with specialized light shafts from EDAY repertoire.
	- renamed the map from the iconic "Hollywood Holocaust" to "Movie Night Out". Because sirisly.
	- map 59: marked the megasphere cage as a secret thus increasing their number to 1
	- map 41: converted to UDMF
	- map 41: automap prettification
	- map 41: corrected texture scale on the condemned building
	- map 41: evicted moved most of the surrounding cityscape (except the chunk of the trailer park cacodemons come from) to a top layer, added several simple buildings to it and added antennas to comm towers.
	- map 41: added a climbable ladder to the sewer hatch
	- map 41: added a *fourth* variation of demon porn to the adult film cabins (those with paper towels in them) and a special zombie suffering from it. Delightfully offensive and decidedly hilarious. Reason: H-Doom moved ahead from the point Mark was quoting it... With more monster designs... New textures: ZZPORNT..Y; new sprite frames: FRAA T..X
	- map 41: added posters and replaced the secret to Wolfenstein from a misaligned wall texture to a wall with a poster that is not a movie or game poster but an actual ww2 nazi poster copied from EDAY resources and downscaled -- and its overal color matches that of the wall making easy to overlook. New textures: ZZNAZIY, POSTERW, POSTERV, POSTERX
	- map 41: made player unable to be catapulted out of playable boundaries into the trailer park over the fence
	- map 41: made the porn booth entrances soundproof and their curtains NOT openable by monsters from the outside (the herd of shotgunners just outside was activating them by walking around and bumping into them)
	- map 41: marked the blue armor as a secret thus increasing their number to 6
	- map 41: fixed the shotgunners behind the red door waking up prematurely and grunting through it (both sides of the doorframe were a single joined sector, thus screwing up sound zone boundaries)
	- map 41: retextured the secret exit room to obsidian. Reason: I put so much effort into creating this obsidian tileset back in 2018, but it is too dark to use anywhere! Well, not anymore. 
	- map 41: moved some monsters on distant rooftops to the front edges. Reason: a lost soul ruined my test run's kill count by being so deep the roof edge blocked its line of sight and it never woke.
	- map 42: converted to UDMF
	- map 42: automap prettification
	- map 42: replaced the MG42 generated from a bfg spawner detecting wolfenstein map to a placeable MG42 + 200 ammo
	- map 42: replaced ammo clips in the ammo storage with placeable mp40 ammo and ammo boxes with shotgun shell boxes. Why would nazis, all armed with mp40s, keep stocked up on NATO intermediate cartridge?
	- map 42: replaced a plasmagun surrounded by rocket boxes with a rocket launcher: assumed it was a mistake.
	- map 42: set all ceilings of prison cell doors to undefined: were generating ugly parallax effect when rising above you, the grates filled with a sliding cobble texture.
	- map 42: added a most sadistic new secret with three armor bonuses hidden inside, not showing on the automap unlike all other secrets. Also serves as a red herring for the MG42 secret.
	- map 42: fixed and rearranged paintings in the library secret
	- map 42: upgraded the backtracking ambush with my advanced teleporting closet. As the monsters are deployed still sleeping, I used different spots: hand-picked ambush positions for nazis (whom I made deaf) and tightly packed packs of teleporter dests for dogs, who are NOT deaf and will hear you when you fight in appropriate sound zone, wake up and swarm towards you.
	- map 42: replaced all evil marine spawners (TID 736) with regular placeable nazis (TID 0). Purists would have to DEAL WITH IT. That setup was an unstable scripting nightmare.
	- map 42: improved abyss fringes where player can fall off the wall: no more splattering against the sky with the bottoms of castle walls hanging in it.
	- map 42: replaced kitchen doors with swinging polyobject doors
	- map 42: applies sound effects to all doors and elevators. Now this castle sounds real medieval.
	- map 42: made the invulnerability secret shallower
	- map 42: various minor texturing fixes
	- map 42: fixed a STUPID case of you never getting 100% kills unless you activated the crusher in the torture room. Trivia: there was a lone nazi in a detached room in the void, the floor and ceiling combination marking textures marking it as a "wolfenstein" map thus making *all* evil marines to spawn as nazis and the bfg to spawn as a MG42. That room was also a crusher activated by the same switch -- an ingenious way to eliminate that dummy "marker" nazi. Buuut, what if the player haven't activated that crusher?
	- map 42: moved one dog in a dead end kennels room. Reason: it was deaf, never waking up until you checked that entire room thus causing a nasty "last straggler" problem for perfectionists.
	- map 42: fixed many sound zone boundaries
	- map 42: fixed lightposts from randomly rotated 3d models (fluorescent too!) to their historical sprite forms. Sprite frame PSTE B ripped from EDAY as PSTE Y
	- map 42: transformed bookcases with tops higher than room ceilings into solid voids. Reason: were creating false impression of possible secrets showing on automap as non-solid walls
	- map 42: fixed the inescapable corner behind the chair in the torture room
	

Done December 13, 2023:
	- general: shortened one sound effect in half (forgot to do this in the big update, remembered just now)
	- map 312: remembered to fix one blunder in the minion infighting mechanics (I was going to, but forgot to do in the big update) - fixing it took actually less time than launching the game to see if it worked.

Done December 11, 2023:
	- general: this is the Inferno update, Chebskies v 1.15 -- a preliminary release candidate of EDAY 001 Gold
	- general found out my favorite stuffed bear was stuffed with dirty socks (in other words, gazed into the BD code under the hood. The code gazed back.) The BDv21che version required updated! Reason: fixed the CVARS script. Sorry that you have to download 80+  megabytes again because of a change that weighs less than one kilobyte, but I simply... coudn't...
	- general: maxability confirmed for maps 47, 24..26, 28..30, 32 (i.e. now ALL mainstream maps are maxable, with the sole exception of the old secret maps 40..42)
	- general: maps polished to perfection: 47, 24..26, 28..30, 32
	- general: added maps 47, 24..26, 28..29, 50, 32 to the walkthrough.
	- general: imported music D_BUNNY from HESP. Reason: the finale after you beat the end boss is very old (dates back to HESP) but it tries playing that victory music... And fails because it is missing from both BDv21 and EDAY001.
	- general: changed rolloff for some sounds from default to having full volume at longer distances: dragging metal squealing; metallic door slam;	stone door slam
	- general: new sound sequences: stone grinding ends in a splash
	- general: fixed errors in sound definitions (like flesh sound not working for doors) and increased lousdness of some by merciles compression
	- general: added a variation of mech that cannot jump (says jump jets offline). New sounds: KYSNDBZZ
	- general: added permafrost deaths to mummy, duke of hell, arachnorb, volcabus, ancient arachnotron. New sprites: FZDYA0, FZDYB0, FZDYC0, FZDYD0
	- general: tweaked mummy's extreme death. Less meat, more bones.
	- general: improved the purple sphere pickup sound
	- general: fixed Duke of hell a bit, does not try replacing himself with a vanilla cyberdemon when vanilla monsters are on. He stays as he is because there is nothing in vanilla to replace him with. "Vanilla" itself is a stupid idea, in my (definitely opinionated) opinion.
	- general: increased the required version of Zandronum 3.0 to 3.1 Everything still works in 3.0, but the final boss may look a bit smaller than normal in multiplayer.
	- general: fixed the fountain sound to pre-existing BD water flowing sound but short distance (500). No more fountains setting the ambience for half the map!
	- map 01: fixed the scripted fight between marines and imps outside not working properly (by some weird reason, the marines were fighting a single empty spot while the imps were completely missing)
	- map 03: fixed a bug in my ATCs (advanced teleporter closets). First my upgraded version Mk II (with shape improved to guarantee thicc mobs like mancubi and arachnotrons never ever getting stuck) failed craptacularly when applied to map 24. A lot of those thicc mobs got stuck on their first try :( Truly "better is the enemy of good". I haven't noticed it before because all the maps where I used Mk II had enough space that monsters never cycle en masse waiting for a free spot. Then I looked back and realized that Mk I could malfunction in a similar manner (the tip of the main belt and the edge of the safety margin pushing two monsters in opposite directions resulting in a deadlock) it was just so improbable I never saw it happen. The requirement: the distance between that tip and the margin must be larger than the diameter (two radii) of the thicciest mob in the closet.
	- map 09: fixed the ATC bug
	- map 12: fixed the ATC bug
	- map 17: fixed the ATC bug (now each cyberdemon has his own ATC, special solo version for extra thicc bosses).
	- map 17: fixed one pillow on one bed in one building having been accidentally deleted resulting in a bedsheet-colored pillar in its place
	- map 18: fixed the ATC bug 
	- map 47: retextured doorframes and elevators, got rid of DOORTRAK everywhere replacing it with GTOLDF02 and METAL10 , whichever fit better. Reason: not medieval enough. Also added chains moving with the floor to some elevators (and will do the same for other Hell maps)
	- map 47: applied new sound effects to all doors and elevators.
	- map 47: fixed one bogus secret preventing maxability
	- map 47: maxability confirmed
	- map 241: fixed the ATC bug
	- map 241: fixed the alt entrance potentially trapping coop players inside
	- map 241: hunted DOORTRAK to extinction
	- map 241: applied new sound effects to all doors and elevators.
	- map 241: changed the blue key area with some more doors for more player suffering (also removed the deaf flag from three monsters)
	- map 242: hunted DOORTRAK to extinction
	- map 242: applied new sound effects to all doors and elevators.
	- map 242: made the coffin trap undetectable and unnoticeable until sprung
	- map 242: upgraded the teleporting monster closets (all six of them!) to my advanced design with 100% reliable deployment, for guaranteed maxability.
	- map 242: maxability confirmed
	- map 25: marked one door requiring blue skull key with appropriate skull side panels
	- map 25: fixed one candle inside an bookcase, now a proper bookcase with a candle on its empty shelf
	- map 25: fixed health bonus breadcrumb row under a 3d floor bridge instead of on top of it
	- map 25: hunted DOORTRAK to extinction
	- map 25: applied new sound effects to all doors and elevators; added ambient sounds.
	- map 25: restored some roasting humans to non-charred variations
	- map 25: fixed the indestructible fireball trap counting as a monster thus ruining your kill count
	- map 25: fixed the revenant marching algorithm
	- map 25: fixed texturing errors
	- map 25 maxability confirmed
	- map 26: hunted DOORTRAK to extinction
	- map 26: applied new sound effects to all doors and elevators; added ambient sounds.
	- map 26: restored some roasting humans to non-charred variations
	- map 26: upgraded some railings in the cellars from *really* ancient "custom invisible bridge" things to walkable+ shootable midtex
	- map 26: fixed two armor bonuses stuck inside walls ruining your item count (my fault :( )
	- map 26: fixed three armor bonuses under a 3d floor bridge instead of on it
	- map 26: fixed ceiling height of the bfg secret
	- map 26: maxability confirmed
	- map 28: hunted DOORTRAK to extinction
	- map 28: applied new sound effects to all doors and elevators
	- map 28: reworked the four-archvile surprise: now two of them teleport away when they leave their niches -- to begin a scripted march across corpse fields to meet you somewhere on the sky bridges! :D
	- map 28: added two health bonuses to the altar as a shmuck bait for the player to release the archviles prematurely.
	- map 28: reworket the lost souls trap to use my advanced teleporter closet, for guaranteed maxability.
	- map 28: fixed minor texturing issues
	- map 28: reshaped bridges in the yard where the red key niche is. Now are not ugly (were because of me fighting to resucitate dying framerate and thus adding dog-legs to the map)
	- map 28: added +200 MG42 ammo to the blue armor secret
	- map 28: partly get rid of the pre-UDMF textures with scale and rotation set from TEXTURES.
	- map 28: maxability confirmed
	- map 29: hunted DOORTRAK to extinction
	- map 29: applied new sound effects to all doors and elevators
	- map 29: improved the yellow key trap algorithm
	- map 29: removed one unnecessary volcabus replacing him back with a mancubus
	- map 29: reworked the Wham episode into actual game mechanic: mercy-killing all the tortured marines also kills the FUN archviles
	- map 29: doubled the number of mummies in the monster closet (replaced pinkies with them earlier this year): mummies are not pinkies, their strenth is their numbers!
	- map 29: marked two secrets as secrets, thus increasing their number to 5
	- map 29: connected one room to another room's monster closet so that when it opens they become one. Reason: the annoying last straggler problem, normal backtracking route was bypassing the five pain elementals trap leaving those sad and unloved.
	- map 29: maxability confirmed
	- map 30: added instant death to the bottom of the abyss
	- map 30: fixed two armor bonuses stuck in the void thus ruining your item count
	- map 30: applied new sound effects to all doors and elevators
	- map 30: exterminated DOORTRAK everywhere outside the UAC base
	- map 30: added an aquarium and a secret mech bay to the UAC base
	- map 30: widened many passages and heightened some doors so that you can bring the mech to the central round hub area.
	- map 30 fixed several texturing errors
	- map 30: maxability confirmed
	- map 311: hunted DOORTRAK to extinction
	- map 311: applied new sound effects to all doors and elevators
	- map 312: hunted DOORTRAK to extinction
	- map 312: applied new sound effects to all doors and elevators	
	- map 32: changed the bosses' minion spawning mechanic and the crowd composition. Reason: to reach maxability, had to make all monsters explode when the boss dies -- for which I needed to give them a TID when they spawn. BUT their spawning mechanics, turns out, were buried so deep in the hardcoded engine innards (the Doom2 boss cube) so I'd have to recreate all that jazz by hand. Too lazy, I simply made my own mechanism with gambling and loose women. My spawner cubes are monsters whom the boss spawns inside an advanced teleporter closet. They are then teleported to random spots mid-air and fall slowly to the ground. When they see the player they make a "Boo!" sound. These cubes are physical, they can be shot and perform monster spawning on death. What gets spawned is controlled via lists I composed myself. Include some really rare monsters never seen before. So as you can see, you will NEVER get telefragged again, and no monster will never pop in your face unexpectedly when you are about to shoot a rocket. They can fall on your head, though :p As a downside (or FUN, decide for yourself) I amped those lists that can now include mini-bosses when the Boss goes into his last stand mode. Ancient arachnotrons, dukes of hell, volcabi, archviles -- that sort of "fun and balanced". New sounds: KYBOCUB1, KYBOCUB3
	- map 32: finally noticed and fixed a great blunder in bosses' attack patterns (inheritance was NOT working -- DECORATE classes do not behave like classes with virtual methods, ancestor's state's Goto leads to ancestor' states instead of inherited ones). As a result, ITYTD version became WEAKER and the UV version became STRONGER, and the coop version is INSANE. I have completely reorganized the code gathering every state in a single class, and key parameters are now controlled via arguments you set in the map editor.
	- map 32: made the boss turn literally red (performs a palette swap) when he goes into the last stand mode, emitting an unholy roar. I was unaware this was even possible until I noticed Mark-sensei's scripts for coloring dresses on mannequins in map 20.
	- map 32: fixed a tiny problem with the boss retaliating each time he flinches, by clearing attack cooldowns: using a minigun resulted in... him spamming a powerful attack non-stop because he was flinching non-stop. I added a cooldown to that cooldown-clearing retaliation.
	- map 32: fixed a blunder where you could flinch the boss before he roars, thus preventing both the roar and the health indicator from appearing (minigun again)
	- map 32: improved bosses' nuke launch sound
	- map 32: changed map geometry (more open sky, less cave ceiling) and made bosses' seeking thunderbolts die if they touch the edge of said ceiling -- e.g. they can only exist under open sky now
	- map 32: changed the map geometry again adding a tunnel below the southern part of the arena connecting the "horns" of the icy lake so they stop being deathtraps. Moved some ammo there. Don't get over yourself about having cover: if you hide there, what would happen? You get swarmed, the tunnel is narrow and slippery, the boss switches to spamming thunderbolts nonstop... It's a deathtrap :D
	- map 32: replaced the bosses' thunder attack animation. Reason: with him enlarged, his flashing upper arms remained above the upper screen edge most of the time, leaving you with no clue to the bosses' actions. New sprites via simple retouching and frankensteining: ICOT frames ABCDEFGHIKLMNOPQRSTUVWXYZ, all front only of course. The animation is still inexpressive crap but it gets the job done.
	- map 32: tweaked the thunderbolts appearance, mostly their death animation
	- map 32: fixed the bosses' fire breathing animation (ICOA frames E nnd F): I desaturated the yellow flame, to look like frost breath then added mist-like whitish overlay.
	- map 32: fixed the bosses' sprite clipping through the arena edges if you looked around while he was still rising. I decreased his initial scale from 10.0 to 8.0, a script enlarges his sprite slowly from 8.0 to 10.0 starting at the moment he sees you, creating also an impression of him coming closer to loom. Requires Zandronum 3.1 to work in multiplayer, see Zandronum 3.0 bug https://zandronum.com/tracker/view.php?id=3847 fixed in 3.1
	- map 32: maxability confirmed
	
	

Done December 04, 2023:
	- general: this is the Gauntlet update, Chebskies v 1.14.
	- general: introduced variations of pink, regular and gold soulspheres that do not count as items
	- general: maxability confirmed for maps 22, 23
	- general: maps polished to perfection: 22, 23
	- general: added maps 22, 23 to the walkthrough.	
	- map 22: removed two pain elemental closets at map start: the tanks smashed them instantly, then resulting lost souls could get lost and go dormant thus ruining your kill count
	- map 22: fixed one ambushing imp at map start never waking up thus ruining your kill count
	- map 22: fixed several spectres in a cave never waking up unless you walked inside -- thus ruining your kill count
	- map 22: replaced soulspheres along the route with specialized versions that do not count as items (you travel it in a vehicle, no time to grab them -- thus ruining your item count), also varying with difficulty: gold on ITYTD, regular on HMP, weaksause pink on UV.
	- map 22: fixed the exit elevator making no sounds (broke with the previous updates)
	- map 22: introduced additional scripting that makes straggler demons that are most likely to be overlooked by the marine NPCs march towards the castle.
	- map 22: removed one large rock shelf near the passage between the map's halves. Reason: the helicopter was glitching and falling through it if you landed on it to disembark.
	- map 22: improved texturing in the exit elevator
	- map 23: improved texturing in the entrance elevator
	- map 23: fixed the bosses health indicator not showing in his second stage (UV only) and him not roaring as designed.
	- map 23: applied new sound effects to all doors and elevators.
	- map 23: synced the castle's looks with the next map (48) by removing the old skybox faximile and inserting simplified architecture copied from the next map's top layer.

Done December 03, 2023:
	- general: this is the Necro update, Chebskies v 1.13.
	- general: new sound sequences: clanker slow; clanker fast; scraper long and resounding; scraper hell everydoor; super secret mechanism gears; rattling hell elevator #3; rattling hell evevator #4; flesh platform reimagined and fixed
	- general: fixed a blunder in my placeable MG42. The weapon picked up did not have a weapon slot assigned and could never be selected.
	- general: improved the clones of BD mummies I am using in  acouple maps here: set their radius to 16; set their pain sound to revenant pain; decresaed their weight from 500 to 150 (dem bones!); added headshot death variation (instead of simply asploding on headshots); made it kickable (each BD monster has to support a kicked state and propel himself in appropriate direction -- this is no player's mechanic) and made it react to backsliding properly (something between an imp and a zombie - mummy is strong but light, easy to knock down); set proper zero damage vunrerabilities for non-damage AOE damage types (like applying blood to player's melee weapons or making splashes in water -- a ton of stuff in BD is expressed as custom damage types)
	- general: maxability confirmed for maps 59, 27
	- general: maps polished to perfection: 27
	- general: added maps 59, 27 to the walkthrough.
	- changed the normal exit back to leading straight to map 41, the secret exit I fixed earlier now leads to map 59 instead
	- map 59: imported PSMAP59 "Club Doom" as PSXM59 into my project to play the role of yet anoter secret map, thus increasing the number of secrert maps to 5. A silly tiny map with only 3 rooms :) Normally works as a super secret map injected into the Doom2 campaign by BDv21. I doubt anyone ever saw it because the secret that leads to it is of the "hump all the walls" variety. The part of doom that did not age well (some may disagree).
	- map 27: fixed a shameful blunder of mine with the bottoms of abysses missing action 115 instant death
	- map 27: fixed an error caused by me implanting a half of HESP map 28 into it: one of the actions of the hardest secret was also opening a wall in that area prematurely.
	- map 27: fixed horrible blunders in my optimized multi-part skybox that made it murder the framerate instead of helping it
	- map 27: automap fixes
	- map 27: fixed a bug with two monster closets never opening thus preventing 100% kills (my oversight while porting HESP28 by hand from Boom to UDMF format). Those poor chaingunners, unloved and abandoned to never see action :(...
	- map 27: changed the super secret's mechanics from line specials to scripts; gave it it unique sounds; increased its elements timeouts from 6s to 7s; changed the loot inside: now the Unmaker only shows at low skill levels and there are BFG 10K and MG42 instead.
	- map 27: fixed the BROKEN bfg secret / escape from the moat of hurt (was impossible to get out, joined sectors it relied upon  de-joined at some point without me noticing) My fault again :(
	- map 27: fixed the only teleporting monster closet's door to open repeatedly (for the astronomically small chance the chaingunners inside failed to see you) and added another trigger to it.
	- map 27: fixed some cosmetic details I forgot to convert while porting HESP28 by hand
	- map 27: replaced the 20 pinkies with 30 mummies. They play roughly the same role, are slower (thus less dangerous) and much les polished -- BUT! The crypts, man! Must have undedad!
	- map 27: prettied some teleporters up
	- map 27: fixed the exit door of the soulsphere + blue armor secret not functioning properly when the crusher on the other side was active (required a lot of tries and guessing crusher timings to open it).
	- map 27: fixed misaligned gray stone ceiling in the area ported from HESP28 (those areas were designed with some stones missing, specifically for this texture -- I did realingn imperfectly when porting, it seems)
	- map 27: fixed two monster closets with variable monsters: cacoes and revenents would spawn inside each other on "Hurt me plenty".
	- map 27: upgraded the teleporting monster closets to my advanced design with 100% reliable deployment, for guaranteed maxability.
	- map 27: fixed the purple sphere in the purple sphere secret being too far away to pick up and the secret itself not marked as a secret
	- map 27: applied new sound effects to all doors and elevators.
	
	


Done November 30, 2023:
	- general: this is the Terra Maximus update, Chebskies v 1.12.
	- general: changed the project's composition. Now includes a fully functional Brutal Doom v 21che with all fixes embedded internally - and chebskies.pk3 force-loads the appropriate version of it, not the original BD v21 . The final form will most likely be modified BD + modified EDAY incorporating all my modifications, with no separate chebskies.pk3
	- general: fixed my version of BD PK3 removing duplicate lumps
	- general: fixed bugs in my bug fixes (some classes were replaced several times by different bug fixes)
	- general: integrated all my BDV21 bug fixes into a standalone BD PK3 (v21che). A sad day for download sizes because BD weight 83 megabytes while all my modifications combined weigh only 0.7
	- general: fixed BDv21 bug with demon strength rune and the invisibility dropped by spectres counting towards item count
	- general: fixed BDv21 bug with the enemy tank counting as two monsters and two kills (thechnically, the hull and the turret *are* two separate monsters, the hull roaming and the turret being warped to it with each animation frame).
	- general: fixed BDv21... let's call it a bug, where revolver's alt fire was unloading and reloading with different ammo (shotgun shells / rifle bullets). A cool idea but conflicting with player's reflexes to aim with iron sights. "Oops, I unloaded it again and got eaten". I changed the revolver to do this on "special action/dual wield" in stead. The animation is a bit wonky, will address that later.
	- general: fixed BDv21 bug with fire deaths trying to play a missing sound (Mark removed it since v20 because it was really ill fitting). I crafted a replacement crackling sound for these
	- general: fixed a bug in my revenant restoration: his dumb missiles were becoming homing if underwater!
	- general: made the revenant missile launcher's primary fire seeking fireballs instead of homing rockets nefring their fire rate 3 times while making the alt fire dumb rocket spam fire in a volleys of 4 rockets at the cost of one ammo) The endless rocket spam (400 rockets, bro!) is perfectly balanced by impediment to your dodging and the risk of monsters rishing you; you cannot stop firing until it fired all 4 rockets in a volley. If you turn around or duck behind a wall or a pinkie gets in your face... BOOM.
	- general fixed my friendly fire fix missing baron's death by being killed by a friendly tank registering as generic instead of explosive
	- general: fixed the golden soulsphere using blue glow instead of yellow
	- general: added helluvalot of new sound sequences, to be used from now on and applied to all maps I perfected prior and used for later, to make all doors and elevators in hell sound radically different. Rolling door remade anew; +heavy rolling door; + eday sci fi door; + skulltag door on sounds pilfered from skulltag; + wooden door ; + extra creaky wooden door; + grinding stone ; collapsing ceiling platform sound remade anew; rattling hell elevator 1; rattling hell elevator 2; heavy metal door stops with a splash; industrial elevator; rolling door always stops with a slam; bassy low-pitch variation of EDAY scifi door; locker door.
	- general: added new ambient sound sources: server humming; large transformer humming and crackling; reactor in map 06 making sci-fi vroom vroom; water gurgling in pipes; steam hissing in pipes;  EDAY waterfall1 but short ranged; EDAY waterfall2 but short ranged; a batery of fans running (the 6-fan jumppad in map 06); big murderfan spinning; small breakable fan spinning; fireplace crackling; big fire raging
	- general: added even more antennas, appropriate for Mars.
	- general: added a thrice faster animation for the breakable small fan texture
	- general: reworked the mechanics of breaking fans: all existing methods were ill suitable for *double-sided* fans like the one in map 01, failing in one way and another. Which became too noticeable when I added sounds to those fans. Now my project has a LOADACS lump :D. Also learned (by trial and error, no documentation anywhere) how to pass actor arguments to ACS_Execute() from DECORATE. You simply wtite "args[4]" or whatever number you use.
	- general: maps re-checked: 01..06, 49, 07..10 confirming playability and maxability after upgrading, by playtesting until my brain started leaking out of my nostrils
	- general: maxability confirmed for maps 17, 18, *20, 21
	- general: maps polished to perfection: 01, 04, 06, 07, 08, 10, 17, 18, 20, 21
	- general: added maps 17, 18, 20, 21 to the walkthrough.
	- general: changed all map IDs from CHE?? to EDAY?? so that they override the original EDAY maps instead of co-existing with them, to avoid confusion.
	- general: fixed light posts to have forced Y-billboard: tall objects, you can walk close up to, create weird and disorienting effects when you look up and down if you have XY-billboards set by default. This is the same as I did with some trees earlier.
	- general: edited some walkthrough entries adding missing detail
	- general: corrected a blunder in the walkthrough for map 08: i was being an idiot solving the puzzle NOT as intended but doing the impossible through sheer determination. That solution did not always work and was very dependent on framerate.
	- map 01: applied new sound sequences to some doors
	- map 01: added sounds to fans
	- map 01: changed the walls shape around the big fan: that imp tended to hug the walls, kicking him into the fan as intended had *very* low probability of success as he was simply hitting the side frame of the fan, again and again
	- map 01: remade scripting of the window that imps break through, so that the wiindow is initially transparent, like all other windows
	- map 01: restoring cut content: the ship you have supposedly arrived on sitting on one of the landing pads - it was there in earlier installations but Mark removed it by some reason. 
	- map 01: added a scripted imp shredding a marine to the starting area
	- map 01: remade the pitched battle outside from pure sound to that plus actual battle: 4 marines with airsoft guns doing 0..1 damage, with their dodging reflexes nerfed, versus 9 imps. No chance to interact: they are all scripted to die when you go further and the airship explodes.
	- map 01: fixed one monster closet never opening if you traverse the map in a very unusual but possible way
	- map 01: applied my new mechanics to the breakable fans.
	- map 01: removed two explosive barrels to avoid one secret being discovered by accidental (90% guaranteed) explosion 
	- map 01: added safety cage and doors to the control tower elevator
	- map 02: applied new sound sequences to some doors
	- map 02: changed the id to EDAY02
	- map 02: added nukage sloshing effects to the bridge submerging (water ripple 3d model force on)
	- map 02: added nukage sloshing effects to the big stream of nukage falling from big pipe
	- map 02: changed one bridge's mechanics to an ACS script to fix it not making sounds while moving
	- map 02: moved one armor bonus into an easily overlooked corner to inflict more pain and suffering on people trying to max this map
	- map 02: changed the shape of landscape beyond the windows to break all too obvious straight cutoff line
	- map 03: applied new sound sequences to some doors
	- map 03: changed the id to EDAY03
	- map 03: modified the top layer to match the next map's geometry near perfectly
	- map 03: added antennas to comm towers
	- map 04: added antennas to comm towers
	- map 04: changed the id to EDAY04
	- map 04: rehauled the cargo elevators adding safety cages and sliding doors
	- map 04: moved the terrain outside the entrance area's windows to a top layer. Reason: with the introduction of antennas, the centrall hallway cutting the towers with sky became too obvious.
	- map 04: rehauled the terrain outside the entrance area's windows to match the previous map near perfectly
	- map 04: applied my new mechanics to the breakable fans.
	- map 04: fixed two armor bonuses that were under 3d floor walkways, not on them.
	- map 05: added antennas to comm towers
	- map 05: reshaped the outdoors area to improve view out of the office area's eastern windows.
	- map 05: changed the id to EDAY05
	- map 05: applied new sound sequences to some doors	(the locker doors, all 32 of them... :(... ); added ambient sounds.
	- map 05: added ambient sounds
	- map 05: automap fixes
	- map 061: changed the id to EDAY06
	- map 061: applied new sound sequences to some doors and elevators; added ambient sounds.
	- map 061: changed the giant entrance door to sliding doors. I am sorry, I just could not help myself. That door was irritating me horribly. I resisted for a long time, since I had to reshape the secret elevator as well, but... At least getting the blue armor should be easier now.
	- map 062: added antennas to comm towers
	- map 062: added ambient sounds
	- map 062: changed the id to EDAY49
	- map 07: applied my new mechanics to the breakable fans.
	- map 07: rehauled the building with the only elevator to add safety cage and doors
	- map 07: changed the id to EDAY07
	- map 08: changed the id to EDAY08
	- map 08: fixed missed textures on the sides of the ramp in the northern badaboom room (when? :( )
	- map 08: retextured insides of the burning elevator pitch black
	- map 08: applied new sound sequences to some doors; added ambient sounds
	- map 08: applied my new mechanics to the breakable fans.
	- map 08: tightened timings on those crushers, to make head-on approach *really* unpossible.
	- map 08: fixed the infighting scripts (was using whong hating mode due to faulty wiki documentation). Monsters should now ignore the player unless he shoots them.
	- map 09: changed the id to EDAY09
	- map 09: applied new sound sequences to some doors; added ambient sounds
	- map 09: changed a certain explosive thing to a hand crafted special effect of electric fire, new sounds added SPARKSY
	- map 09: applied new sound sequences to some doors;
	- map 10: changed the id to EDAY10 
	- map 10: added ambient sounds
	- map 10: replaced a blocking rubble pile with map geometry. Reason: hitbox dissonance. Thing RubbleLarge 1333 should never be used because its sprite is much smaller than its humongous hitbox. Replaced them all with RubbleLargeFake and invisible walls.
	- map 10: fenced the big pit off and added a ton of pushing lines to the edges of the bridge, and closed it off with sliding doors that only open when the bridge is fully up. Because that pit was the sole reason you could not keep your companion marines til the end. Damn jump-prone lemmings! The side effects include marines and monsters walking out onto the bridge sometimes ping-ponging between its edges at high speeds, but... WHO CARES. They are not falling off anymore! (And if someone asks, NO, "block monsters" would not work because BD uses a lot of movements that outright ignore this flag. Include, among other things, imp pouncing, revenant punching, marines dodge-rolling and marines backpedaling to get away from the enemy).
	- map 10: fixed minor texture misalignments around the pit
	- map 11: applied my new mechanics to the breakable fans.
	- map 11: applied new sound sequences to some doors; added ambient sounds
	- map 11: changed the id to EDAY11
	- map 11: fixed outdoor lightning not applied to the small fan's opening of the shed with the tank
	- map 12: applied new sound sequences to some doors; added ambient sounds
	- map 12: changed the id to EDAY12
	- map 12: fixed misaligned textures on one fence
	- map 13: applied my new mechanics to the breakable fans.
	- map 13: applied new sound sequences to some doors; added ambient sounds
	- map 13: changed the id to EDAY13	
	- map 14: applied new sound sequences to some doors; added ambient sounds
	- map 14: changed the id to EDAY14
	- map 14: changed one ambient sound of water flowing to a short-distanced one: could be heard from where it shouldn't be
	- map 15: applied new sound sequences to some doors; added ambient sounds
	- map 15: changed the id to EDAY15
	- map 15: fixed sky visible through of one building's eaves
	- map 16: applied new sound sequences to some doors
	- map 16: changed the id to EDAY16
	- map 16: made the burger joint's doors open inwards rather than outwards due to bad interaction with 3d floor lightning tricks there
	- map 16: fixed wall tiles moving with bathroom stall doors
	- map 17: applied new sound sequences to some doors; added ambient sounds
	- map 17: changed the id to EDAY17
	- map 17: found the *true* reason of spider mastermind being stuck in a tiny room on the top floor. There was a *weird* solution of an inward corner, where if monsters touch the wall they get silently teleported inside, to the top floor near a window. The mastermind, theoretically, could NOT get caught in this because the line was "when monster walks over" and mastermind's radius is larger than the gap between that line and the wall. But, I guess, he always found a way. I solved this one by eliminating that inward corner: expanded that house with two first story rooms made of 3d floors. With furniture and stuff (the framerate screamed horribly and fell silent). As an upside, the archwile now tends to walk out onto the roof of those rooms which gives him excellent view of you >:D
	- map 17: fixed slightly misaligned windows in the yellow door building (using UDMF texture scaling)
	- map 17: upgraded the teleporting monster closets to my advanced design with 100% reliable deployment, for guaranteed maxability.
	- map 17: fixed one secret counting as two. While at it, changed some secrets from the floor registering it by being stepped on to items themselves registering it by being picked up (UDMF supports this and items that always pick up allow for reliable registering without failure for 100% secrets).
	- map 17: made that one dangerous secret easier to get out alive, via rearranging its ceiling and adding an invisible step
	- map 17: marked the captured marine as a secret
	- map 17: changed one of the cryptic clues on the quest for the shotolver: I had completely misread one texture when making it and the clue was utterly misleading!
	- map 17: fixed one of the three enemy tanks not spawning because I moved its spawning spot too close to a wall 
	- map 17: scripted a partial solution for the "hunting that last straggler" problem. All monsters most likely to get lost in the terrain or get overlooked will try rushing the player who enters the final building. Won't help much, likely, but would at least get them moving.
	- map 17: made one wardrobe deeper. The shotgun in it was showing weird behavior when you open it, it felt like it was falling from the ceiling.
	- map 17: fixed HOM effect in one wardrobe.
	- map 17: added a sign to the gun shop. New textures: KYSIGN1
	- map 17: added a grandfather clock to one house. New animdefs: GTCLOCK
	- map 17: added posters and pinups in many places (existing EDAY textures lay woefully unused)
	- map 17: added a locker in one of the garages
	- map 17: added a motorcycle parked in a random driveway
	- map 17: added antenna sprite to the only comm tower
	- map 17: fixed the revenantful of a parking garage being always opened prematurely by roaming monsters bumping into its doors. I even made its door connecting to the house not openable from the house.
	- map 17: changed juggernaut deployment from being spawned by script to a normal DEAF monster sleeping in his advanced closet. Reason: I dawdled in the blue key room, and he managed to roll INTO the revenant garage, crushed them all and got stuck to boot. I also made that garage double-door (although each side door is still wider that juggernaut's girth, he's surprisingly slim for a tank)
	- map 18: applied new sound sequences to some doors
	- map 18: changed the id to EDAY18
	- map 18: modified the mech secret: instead of humping a random wall you open the mech bay by pressing a Mechagodzilla II poster
	- map 18: added toilet paper dispensers next to all toilets
	- map 18: marked the twin teleporters as red and blue
	- map 18: improved the cafe's sign and renamed it to cater to fans of a certain franchise. New textures: BURG09Y, BURG0Y
	- map 18: crammed as many posters and pinups everywhere as I could without it looking ridiculous
	- map 18: upgraded all "a lone toilet in an empty football field" bathrooms with sinks. Hilariously, I saw one of those IRL. One of the bathrooms in the clinic had only a single stall. But boy, that stall was two meters wide and seven meters deep, more like an utterly empty immaculately clean corridor covered in beautiful tile, with a lone toilet in the distance, like a throne in a throne room :D The only time I regretted I use a dumb cellular telephone without a camera :p
	- map 18: improved texturing of one building's facade
	- map 18: upgraded the teleporting monster closets to my advanced design with 100% reliable deployment, for guaranteed maxability. The horde deployment pattern had changed as a result.
	- map 18: added antenna sprites to comm towers
	- map 18: finally made elevators make the elevator moving sound while moving: by some reason, Zandronum 3.0 staunchly refuses to play it as a platform moving sound, so had to manage sound sources by hand
	- map 18: fixed one door messing up light levels in an unrelated building across the map
	- map 18: marked one ammo-in-a-dumpster as secret
	- map 18: marked the secret exit as a secret; marked one secret soulsphere as a secret.
	- map 18: fixed one secret soulsphere secret erroneously marked as sector tag 1024 (which does nothing) instead of sector special 1024 (secret: yes). Final number of secrets: 10
	- map 18: retextured two dumpster's floors to GARBAGE
	- imported into my project as is (without converting to UDMF yet)
	- fixed the secret exit to the super secret map 41 being forever inacessible: broke when Mark nerfed the jumping height.
	- restored the normal exit to exit to map 19 (I made it also exit to the super secret map 41 earlier, as a quick and dirty fix for that inacessible secret exit)
	- map 41: imported into my project as is (without converting to UDMF yet)
	- map 41: marked the secret exit to the super super secret map 42 as a secret
	- map 42: imported into my project as is (without converting to UDMF yet)
	- map 42: fixed broken sky as seen through a couple windows
	- map 19: fixed a blunder in my train sounds management: there was a chance the train moving sound would keep sounding after the train crash
	- map 19: changed the id to EDAY19 and re-integrated it back into the main maps wad
	- map 20: applied elevator sound sequences to mall elevators
	- map 20: changed the id to EDAY20
	- map 20: finished one rough and unfinished overpass crosing with an out-of-playable-boundaries street that let you look into the skyboxes' unmentionables. Plugged those areas with simple architecture, fixed broken architecture around that spot. It seems I was out of steam when working on this map the previous time and decided not to polish it to perfection.
	- map 20: fixed the cyberdemon and mastermind's infight by changing their hating mode from default to "ignore players unless attacked by them" + "no line of sight check". Should be more focused on each other now. 
	- map 20: added several motorcycles along the way (if you screw up and lose your tank and want to go back to grab the second one)
	- map 21: added antenna sprites to comm towers
	- map 21: rearranged the skybox
	- map 21: changed the portal texture to my flickery portal texture
	- map 21: changed the id to EDAY21
	- map 22: applied new sound sequences to some doors / elevators
	- map 22: changed the portal texture to my flickery portal texture
	- map 22: changed the id to EDAY22
	- map 23: applied new sound sequences to some doors
	- map 23: changed the id to EDAY23
	- map 47: changed the id to EDAY47
	- map 241: changed the id to EDAY48
	- map 242: changed the id to EDAY24
	- map 25: changed the id to EDAY25
	- map 26: changed the id to EDAY26
	- map 27: changed the id to EDAY27
	- map 28: changed the id to EDAY28
	- map 29: changed the id to EDAY29
	- map 30: changed the id to EDAY30
	- map 311: changed the id to EDAY31
	- map 312: changed the id to EDAY50
	- map 312: hopefully fixed the feral pinkie infighting to reliably ignore player unless he attacks them
	- map 32: changed the id to EDAY32


Done November 18, 2023:
	- general: this is the Vile update, Chebskies v 1.11.
	- general: discovered and fixed a bug with archviles, spider masterminds and evil marines (who become ss nazis on wolfenstein maps) losing their TID thus breaking any maps where scripting relied on it. They were calling poorly coded script 177 which changed their TID in the process of detecting wolfenstein. I had to recompile that library (finally learned to use standalone scripts compiler!) and include it in my pk3 -- see ACS\DYNAMICLEV.o (source code SCRIPTS\DYNAMICLEV.txt) 
	- general: discovered another BDv21 bug, will fix in the next update: demon strength rune and invisibility dropped by spectres *count towards iterms count!* This is unacceptable, they could easily drop in inaccessible locations ruining your maxing run!
	- general: made MG42 a placeable, (originally bfg spawner becomes it if placed on specific wolfenstein textures and that is all)
	- general: made MG42 ammo box a placeable (intended to be included in secrets) and removed +20 MG42 ammo from backpacks (originally, you get full 600 ammo from picking the machinegun itself but it only recharges via backpacks)
	- general: maxability confirmed for map 48
	- general: map polished to perfection: 48
	- general: added map 48 to the walkthrough.
	- map 241: added some MG42 ammo to the loot
	- map 241: replaced purple sphere in one of the secrets with a golden soulsphere
	- map 241: moved the loot to the platform the archvile loiters on
	- map 241: changed the platform from grate to ice so that the archvile can see and attack you but you can't harm him
	- map 241: changed the former reward room's bars from yellow to red
	- map 241: made the double blue + red button that formerly lowered the yellow key holder open the bars former reward room's bars instead
	- map 241: changed the reward pedestal into a button that lowers the yellow key holder
	- map 241: added a yellow door that leads to the monster shelf in the arena (to the left of the exit, where imps loiter initially). Added a button there that lowers the loot platform but also initiates round two: lowers the bridges, raises the bars to block the tower entrance, closes the yellow door (not openable from this side), resets the central button and makes two more buttons available, teleports the archvile in, teleports a second archvile on UV, theleports a third archvile from the blue key area who may not be dead yet in case of an alt-start with yellow key
	- map 241: moved purple sphere in the arena from the floor in front of the central button to the top of the column -- you get there by teleporting from the moat of boiling blood.
	- map 241: rearranged and modified the arena: this was a very old map, after all, designed without the flying kick in mind. Which sequence-breaks the too-short bridges easily. Now the far side has a much wider moat with a longer bridge and the near side is sloped down, with bridge being part steps. Also removed teleporters on the near side: you could easily jump onto the edge instead.
	- map 241: remade the arena bridges into 3d floors by necessity (the ACS scripting language lacks specific action  special, floor lower to lowest + copy floor texture and sector special, required for the old bridge to function properly)
	- map 241: upgraded the monster closets to my advanced design with 100% reliable deployment, for guaranteed maxability. 
	- map 241: changed the arena by moving *all* monsters and *all* items into teleporting closets. Now it is empty until you press that button.
	- map 241: fixed one of the doors incorrectly marked on the automap as requiring the blue key
	- map 241: optimized the top layer sky portal linking
	- map 241: made the ble armor secret deeper for guaranteed maxability: was possible to pick the armor up without registering the secret
	- map 241: retextured some bars and doors to make orienting easier (this map's hub hall is too symmetrical) and added "this opens elsewhere" to doors that opens elsewhere
	- map 241: made the southernmost doors openable from the other side in case the player sequence-breaks by destroying the bodies on sticks and falling down outside. This was a piece of really ancient map not designed with many modern BD features in mind!
	
	
	
Done November 15, 2023:
	- general: this is the Bite-sized Maxing update, Chebskies v 1.10. Aaaand... This project will probably slow to a crawl: Vacation ending, new horizons waiting at work. Just as I hit a stretch of truly gargantuan maps (17,18,20).
	- general: added several antenna sprites. Reason: those communication towers everywhere... wre shamefully bare.
	- general: changed the purple demon rune to count towards item count when used as a placeable (which I do in several maps). Changed the pickup sound to dramatic chant. Made its pickup message localizable.
	- general: added golden soulsphere (+75HP, up to 200; +75 green armor, up to 150) and pink soulsphere (+75HP up to 150) with unique pickup sounds. Reason: secrets rebalancing. Sometimes soulsphere is too little and megasphere is too much (and the purple haxx sphere replacing the demon rune isn't really weaker than megasphere, it's simply different).
	- general: maxability confirmed for maps 14, 15, 16
	- general: maps polished to perfection: 14, 15, 16
	- general: added maps 14, 15, 16 to the walkthrough.
	- map 13: added antenna sprites to comm towers
	- map 13: recompiled the skybox cubemap using a hires city image from BDv21 skies
	- map 13: added a motorcycle. Mark put so much effort into it and it is never used! The only thing left to add is the mecha...
	- map 14: moved the skybox to the other side of the main geometry. Reason: the sounds of fighter jets flying by were coming from wrond direction.
	- map 14: changed pedestrian zebras and road center lines to baked-in textures to reduce geometry
	- map 14: fixed texturing on the broken ends of bridge
	- map 14: created a simple top layer, moved the power line and one communication tower there and added a couple tall buildings and a set of chimneys. Very basic but creates great illusion of surrounding landscape.
	- map 14: fixed texturing on the green brick building, made the building two stories taller in the top layer and placed a communication tower on top. Now seen from everywhere.
	- map 14: upgraded all communication towers with antenna sprites
	- map 14: added a motorcycle. 
	- map 14: upgraded most fences from impassable to walkable + shootable midtex. Also fixed one such as not projectile-shootable.
	- map 14: reverted one truck to fender-lecc model, recolored it gray and re-marked the plasma on top of it as a secret
	- map 14: marked that pile of armor bonuses in that completely unremarkable side street as a secret. It was all too easy to overlook and then wonder why isn't your item count 100% and why haven't you perfected this map.
	- map 14: marked the backpack on that shelf as a secret. I have completely missed it while playtesting (beat this map about 30 times to iron all kinks out) but backpacks are Serious Business if you play from a fresh start.
	- map 14: fixed a jumping puzzle that (presumably) broke due to jumping height nerf (the computer area map ONLY becoming accessible from the exit, making it useles) and marked it as a secret, thus increasing their number to 9.
	- map 14: upgraded the skybox replacing the texture from DooM2 sky with hires one from BDv21 skies
	- map 15: created a simple top layer, moved some buildings there and added a cliff with a tall comm mast on top.
	- map 15: upgraded all communication towers with antenna sprites
	- map 15: disabled the fug the arachnotrons accompanying the spider mastermind (not present at any difficulty level now). Mark was in the right when he disabled them and I was wrong when I re-enabled. Were turning the mastermind fight into a lown show. Not anymore.
	- map 15: marked the shotgun in the starting room as a secret thus increasing their numbet to 2.
	- map 15: added minuscule fire damage to the burning buses' roof
	- map 15: recompiled the skybox cubemap using a hires city image from BDv21 skies
	- map 16: recompiled the skybox cubemap using a hires city image from BDv21 skies
	- map 16: fixed the empty secret near the start by stuffing it with rocket boxes
	- map 16: changed the hardest secret of this map replacing the berserk with a golden soulsphere
	- map 16: added antenna sprites to comm towers
	- map 16: upgraded the monster closet to my advanced design with 100% reliable deployment, for guaranteed maxability.
	- map 16: changed pedestrian zebras from geometry to textures and added some road markings
	- map 16: fixed a funny blunder where the bridge did not have a sidewalk, zebras leading into to canal fence.
	- map 16: fixed sky showing through bottom surface of some vents
	- map 16: huge work fixing shadows, were messed up and not matching the narrative told by the skybox (a wide gap into daylight in a black wall of smoke). Reworked them, also made them deeper
	- map 16: fixed a messed up couch cushion in one of the rooms
	- map 18: added two motorcycles
	- map 18: added a secret mech. That's right, folks: Mark had created not only tanks but also a huge humanoid robot to stomp demons. And it was never used anywhere!
	- map 19: fixed a blunder stemming from long and evolutionary development of these maps: there were windows into clear sky inside the subway station's hall... while in the next map you emerge from the base of a tall building surrounded by scyscrapers. I simply changed those sky windows to ceiling lights.
	- map 19: fixed texture alignment on the tiled walls in the hall
	- map 19: added a simplistic top layer, only visible through one hole in the tunnel roof (a dumbed down piece of map 20 with tall buildings surrounding the hole)
	- map 19: fixed a bug, player 4 start was stuck in a wall



Done November 13, 2023:
	- general: this is the Mini Maxing update, Chebskies v 1.09
	- general: maxability confirmed for maps 11, 12, 13
	- general: maps polished to perfection: 11, 12, 13, 19.
	- general: fixed typos in the walkthrough	
	- general: added maps 11, 12, 13 to the walkthrough.	
	- map 11: fixed misaligned texture on the outside wall
	- map 11: fixed outside fog not applied to the control tower's doorframe
	- map 11: made the first cyberdemon deaf. Reason: he tended to come near the entrance if you did the reasonable thing and fought the cacoes from the safety of the doorframe. Which, in turn, made him a sitting duck due to terrain: he couldn't hit you while you could cheese him with assault rifle headshots.
	- map 12: fixed a gameplay issue, you can no longer wake monsters from that notorious switch under the power line tower. You have to exit the blue door before they could hear your shots. Reason: was still too easy to make crowding monsters infight as they gathered under the fence. But could not block with a line, that would block cacoes from going over fences.
	- map 12: fixed a monster accessibility problem, a step in the terrain was too steeep for them
	- map 12: added sound propagation boundaries and removed the deaf flag from monsters in one of the ambushes. Reason: they were easy pickings one by one. Now they wake all at once - but only when you reach the ambush.
	- map 12: fixed a bug with a bogus secret that could never be achieved preventing maxability
	- map 12: unmarked two secrets on the trucks (trivialized by my modifications to the cabs) thus leaving this map with only two good hard secrets
	- map 12: fixed one zombieman who could fall through his watchtower's floor or get stuck in it. Also serves as a nasty surprise ambush since he is now only visible (and notices you) from the most inconvenient angle.
	- map 12: replaced two boxes of rockets with a rocket launcher: this map was brutally starved of weapons if played from a fresh start.
	- map 12: fixed some awkward edges between terrain and sky
	- map 12: general automap prettification
	- map 12: made fences show on automap as impassable -- now the automap is not useles anymore for figuring where to go
	- map 12: improved lighting of the hole in the cave roof
	- map 12: fixed the one-texel crack between the watchtower windows and roof
	- map 12: fixed the smoke above the suspicious minivan being too dark
	- map 12: renamed the map from "Return to Earth" to "Quiet. Too quiet.". Reason: the old name was a leftower from early HESP where it was really the first map on Earth, you coming out of the portal in the wilderness instead of the air base. Not true now.
	- map 12: fixed armor bonus breadcrumbs stretching through impassable terrain
	- map 12: fixed light falling through the gate as it opens illuminating upwards and the ceiling
	- map 13: marked the computer area map in the bathroom as a secret
	- map 13: marked the plasma gun in the very dark room as a secret
	- map 13: made the monsters crushed by the train in the outro not count towards kill count.
	- map 13: fixed the red light emanating from the red button (broke due to conversion to UDMF, all such lights require manual conversion)
	- map 13: uniformity fix, changed the elevator in the sewer from a classic doom-style elevator to one controlled via buttons.
	- map 19: fixed misaligned textures on ceiling lights
	- map 19: replaced messed up texturing of the outside of the train with uniform black (never seen normally, but that pesky 3d person camera *loves* clipping through walls)
	- map 47: added a secret exit (requires all 3 keys) that leads to map 48 - thus avoiding skipping a map (previously you only could do ONE of them per run, either 47 or 48). Also serves as a red herring to the purpose of the keys, distracting from the *hidden* unmaker that also requires all keys. Marked that secret exit as a secret.
	- map 47: fixed a broken geometry near the soulsphere secret that was resulting in some HOM cracks
	- map 47: modified the skybox to make the castle design uniform across maps 23, 47 and 48
	- map 241: added alternate player start activated by coming from map 47, easy mode (the yellow key teleports there making the stash immediately available)
	- map 241: changed one teleporting monster closet to manually teleporting monsters by script, for guaranteed maxability
	- map 241: added one "block monsters" line to the arena to prevent them crowding and choking the bridge if you manage to leave without killing them all
	- map 241: moved the exit sign to the actual exit.
	


Done November 10, 2023:
	- general: This is the Derailed update, Chebskies v 1.08
	- general: maxability confirmed for map 19.
	- general: added map 19 to the walkthrough.
	- general: added new sounds: a moving train sound TRAINOTH; a groaning of big metal object being crushed in 4 variations misc/traincrush; more elevator door stop sound variations to elevator door stop sound misc/elevator_door inceasing their number from 4 to 8; a sliding door sound KYDOOR01
	- map 19: fixed a bug: the train sound source was marked as a monster thus preventing 100% kills
	- map 19: removed several leftover monsters from Mark's scratchpad areas with test versions of train cars that were making 100% kils inachievable.	
	- map 19: changed all train side doors from solid doors to doors with windows in them
	- map 19: changed all doors between train cars from normal doom doors to double sliding doors for more fun.
	- map 19: corrected texture alignment in derailed cars standing at an angle (the ceiling lights were particularly broken)
	- map 19: added trains incoming down the right track as you enter the platform at regular intervals (of course it's the same train, looping). There is no invisible wall at the platform edge anymore, you can fall down to the track and be splattered by this train, yay.
	- map 19: turned it into a *timed* mission (countdown is displayed like boss health) with no one but two consecutive gauntlets forcing you to fight extremely recklessly. First, the train you ride now crashes into a collapsed tunnel and IMPLODES until you go grab the blue key and backtrack (in 2:15 on UV). Then, just as you exit the train, a following train gives you about thirty seconds (on UV) to get through the monsters of be crushed together with them.
	- map 19: fixed some rubble in the second half of the map, some specimens were very annoying to fight around because their hitbox is much larger than their sprite.



Done November 07, 2023:
	- general: This is the Mars Maxima update, Chebskies v 1.07
	- general: maxability confirmed for maps 01..06, 49, 07..10.
	- general: maps polished to perfection: 01..06, 49, 07..10. I am playing each map from start to finish many times and correcting any issues I could notice. Aiming to reach gold status in two or three more updates.
	- general: removed a deprecated junk script file that got into the PK3 somehow and was causing all sorts of problems with the editor
	- general: fixed several minor bugs with my maggot-removal fixes that conflicted with the mass-rehauled code after the hellfire update
	- general: wrote a detailed walkthrough for maps 01..06, 49, 07..10. DO NOT READ. Because spoilers.
	- map 01: fixed ladder texture sticking too far up in the yard
	- map 01: general automap prettification
	- map 02: general automap prettification. Made the inacessible areas not show on automap.
	- map 02: marked the armor bonus pile as a secret, thus increasing their number from 5 to 6, and blocked the easy access to it from beyond the blue door (marked the small door as requiring "impossible" key). Now you can only access it the hard way.
	- map 02: upgraded the monster closet to my advanced design with 100% reliable deployment, for guaranteed maxability. A change in gameplay: those monsters deploy still sleeping because the old hearing tunnel is gone. Also, the pattern of their deployment has changed.
	- map 02: changed the exit elevator to a realistic elevator with sliding doors that makes a loud ding when it arrives
	- map 02: changed the terrain outside the hall with exit elevator: instead of a channel with nukage floor this is an outdoors area compatible with the next map
	- map 03: changed the starting elevator to a realistic elevator with sliding doors, matched its texturing to the previous map.
	- map 03: replaced the terrain visible outside the entrance hall with a sky portal with a copy of the same terrain from the previous map, with dead imps on balconies and on the ground. Now the map transition feels like you rode that elevator 512 map units down and are now on the lower floor of the same building.
	- map 03: fixed a horrible sky portal blunder in the outdoors area with bridges and satellite dishes that was causing FPS drop to 14..18 making the area unplayable. When upgrading the portal to linedef-based I forgot to remove the old portal anchor things, which caused who knows how much recursion in the upper layer rendering, probably, a bazillion times over. While fixing that, moved the opposite building from the area's geometry into the top layer, which necessitated some changes to its looks.
	- map 03: upgraded the monster closet to my advanced design with 100% reliable deployment, for guaranteed maxability. A change in gameplay: those monsters deploy still sleeping. Also, the pattern of their deployment has changed radically.
	- map 04: guarded one problematic ladder, blocking monsters from touching it: they would get stuck on it as if glued, twitching helplessly.
	- map 05: cleaned automap from random skybox lines not hidden for some reason
	- map 05: restored light flickering in one place where Mark forgot to convert it from the old Boom format to the Hexen format in the ancient times (was showing in the editor as unknown sector special 12)
	- map 05: fixed some walls not showing on the automap
	- map 05: fixed some air ducts requiring pressing crouch to climb in some places, also fixed texture alignment there
	- map 05: added "block monsters" to the air ducts openings. I don't know *how* that frakking imp managed to get in there, but hunting the last mob for 100% kills was FUN >:(
	- map 061: removed the secret flag from inacessible part of the map geometry that represents the next map (forgot to, when split the map into two)
	- map 061: marked one door requiring blue key with blue side panels (was annoyingly unmarked)
	- map 061: fixed many monitors in the computer rooms not breaking properly (were emitting glass shards with a sound of breaking glass but the screen texture wasn't changing). This was a primeval EDAY bug.
	- map 061: updated the post-exit arena decoration to match the changes to the next map
	- map 062: rehauled the skybox moving most surrounding buildings to a new top layer and adding much detail to it. Much lower now, roofs visible from up on the cargo containers, and better fitting the previous maps in style.
	- map 07: general automap prettification; automap unification (all bridges are highlighted with "1-sided" for better visibility)
	- map 07: added a breadcrumb trail of armor bonuses in the only place where railroading wasn't obvious enough
	- map 07: added a box of shells to the starting area. Reson: map becomes impossible from a fresh start if a grenade launcher spawns instead of rocket launcher because in such case the mancubi require much more rockets to kill resulting in you RUNNING OUT OF AMMO.
	- map 07: fixed small HOM effect in the exit vent fan and fixed texturing inside the vent
	- map 07: made the cave a bit darker (was too well lit)
	- map 08: made the most insanely, frustratingly, unfairly obscure secret of this whole megawad a tad less impossible by making it show as a (very hard to notice) irregularity on automap
	- map 08: made that one prop elevator (many of us I'm sure spent lots of time trying to figure how to access) blatantly jammed, on fire and full of rubble. Because it is a decoration never intended to be usable.
	- map 08: improved the infighting scripts to make mosters concentrate on each other more
	- map 08: fixed HOM effect behind the big fans' blades
	- map 08: fixed one big fan's shadow being too bright
	- map 08: replaced one insurmountable waist-high fence with one that could be jumped over
	- map 08: improved light effects in the smelter hall
	- map 08: marked one poorly hidden invulnerability sphere as a secret thus increasing their number from 4 to 5
	- map 08: replaced the second yellow key card under that crusher with a computer area map: it was meaningles, you cannot avoid the main yellow key area anyway because all return routes from the red key area pass though it.
	- map 08: replaced the exit door with sliding polyobject doors to match its appearance
	- map 08: fixed some textures in the elevator shafts
	- map 09: improved the soulsphere secret trigger for better reliability
	- map 09: made it so that the free plasma gun (without solving the secret) is only available on the easiest difficulty.
	- map 09: reworked lighting effect in the double corridor separated by specimen tanks. Now based on 3d floors, the wall above the lit opening is not lit, the ceiling above is dark as well.
	- map 09: upgraded the monster closets to my advanced design with 100% reliable deployment, for guaranteed maxability. The pattern of their deployment has changed as a result.
	- map 09: added sparks to the bfg secret's activation
	- map 09: moved the rocket launcher a little, it was sunk in that flower pot.
	- map 10: fixed a sub-pixel misalignment of the portal hall on the grid
	- map 10: upgraded the bosses' monster closet to my advanced design with 100% reliable deployment
	- map 10: copied the arrival hall from the next map and attached it to the portal as a sky portal. Also created a hellscape that shows in the portal when the bosses are about to appear. Shmuck bait: walk closer to examine.
	- map 10: reworked the portal texture into a better, flickering portal texture, red and blue colors flashing. Hope no one has epileptic seizure because of it... Just kidding: no such people could play BD anyway.
	- map 11: changed the portal texture to match
	- map 11: fixed a minor bug, two consoles had outdoor light color changing applied to them by mistake.
	

Done November 03, 2023:
	- general: this is the Hellfire update, Chebskies v 1.06
	- general: made the gore pieces lava-aware, any gore landing on lava now burns or carbonizes (this will be a part of my standalone BDv21 patch). It was a *ton* of work as it required me to hunt EVERY gore piece class in the BD code -- eyes, teeth, blood, meat chunks, meat chunks dripping from the ceiling, meat chunks sliding down walls, organs, guts, imp arms, caco horns and so on and so forth ad infinitum -- teaching them how to detect lava and how to react, which required lots of individual approach. Added new sprites for carbonized gore pieces and monsters: CARBU0..CARBY0. Mind you, this detection relies 100% on floor texture, unrelated to sector damage.
	- general: fixed a bug in my fix for the small fountain sound
	- general: found and fixed a bug with one of the arachnotron deaths (the brain torn off and crawling around) being invisible while it tumbles through the air before landing
	- general: fixed a bug in archvile death (the variant that results in a severed arm flying and one-armed archvile standing and crying in agony) only the arm remained while the archvile would vanish
	- general: fixed the severe BD bug with certain monsters (revenant, knight, baron) falling off ledges and into pits when you are out of their line of sight. This was *very* annoying in maps generated using Oblige 6 and was ruining EDAY as well.
	- general: fixed the knight's state machine being a weird mess. One side effect was him repeatedly roaring in rage when player was invisible. Now only flies into rage if detects target after some time spent searching for it. And forgets target properly.
	- general: changed burn death sequences for some variations of dead mancubus. There are now more cases where his weapon arm flies off instead of burning with the body
	- general: fixed the bug with immortal fatalized mancubus endlessly resurrecting himself and writhing in pain each time you walked through him. This was an esoteric pitfall of inheritance in object-oriented programming, a clever trick for player stepping on corpses backfired in this case.
	- general: restored the axe murder of arachnotron (guaranteed to cut the living brain off the chassis), was commented out
	- general: restored the rare arachnotron explosive death (with living brain flying off) by raising its probability from zero to 10%
	- general: fixed the axe labguy zombie not dropping his axe on many of his death variations. Which was vexing because this zombie is so very rare in normal play outside EDAY 
	- general: recolored my Duke of Hell to be more distinct from barons. He is now monochrome black.
	- general: fixed the sprite scale on my edition of BD mummy: was too small
	- map 22: made your tank suffer massive damage if you try driving it across that lava lake (200 per second)
	- map 22: made the lava lake burn monsters (including NPC marines)
	- map 27: fixed black polygons showing far below in the skybox (were visible from the berserk secret)
	- map 311: rehauled the skybox, added a top layer with a huge mountain looming ahead. Reasons: 1. To match narrative with the next map, set on a mountaintop; 2. Map named "Peak of the Gods" did not have a *peak*, which was just wrong. The new skybox includes a low-flying cloud layer (similar to map 22 but transparent), the surrounding mountains are higher up so that they can actually be seen.
	- map 311: made the lava hurt monsters (29 fire damage per second). Now if some pinky falls in one of those inescapable pits or you kick an imp into one, they burn to death.
	- map 311: minor automap fixes
	- map 311: fixed the inacessible secret -- ASSUMING it broke due to the jumping height nerf. I raised the ledge you teleport to from the secret telepad (next to the secret backpack) by 16. Also rearranged some terrain making jumping around the top ways less of a chore and blocked jumping into skybox from there
	- map 311: marked two small ammo stashes along the top ways as secrets thus increasing the number of secrets from 5 to 7.
 Hint: that ledge with two revenants is actually a ledge with two revenants and a rocket launcher.
	- map 311: marked the megasphere as secret raising their number from 7 to 8. It was so obvious I kept missing the fact it is actually hidden.
	- map 311: maxability confirmed. 8/8 secrets reachable, 152/152 monsters killable. You'd probably have to harm yourself for perfect score as there are more ammo and health that you'd ever need. Secrets include: rocket launcher +ammo; rocket launcher; blue armor; megasphere; plasma gun; bfg; box of shells; super shotgun. This map could easily be beaten from a bare-assed start with an assault rifle.
	- map 312: shape and texturing correction for the lava moat edges
	- map 312: damage correction for the lava moat. Now kills the player quicker and pinkies burn properly instead of splattering
	- map 312: scale correction for the cloud wall
	- map 312: minor automap fixes
	- map 32: fixed the boss making his idle sound at twice the designed frequency (was a typo on my part)
	- map 32: moved the music change to earlier moment: not when the boss sees you but when the ground shakes. Music change is slow anyway.

Done October 17, 2023:
	- general: this is the Pinkie Housewarming update, Chebskies v 1.05
	- map 311: moved the end-map boss away into a separate map. 
	- map 311: rearranged the blue door area
	- map 311: removed ammo and weapons from the room behind the blue door (moved to the next map)
	- map 311: fixed a HOM crack at -9182, -3042
	- map 311: minor automap prettification, made sky walls not visible on map
	- map 312: cloned map 31, named this one "Temple of the Beast" and deleted everything except the arena. Monsters: 1, secrets: 0.
	- map 312: changed the music, starting DUTY switches to EDMU01 when you unleash the boss.
	- map 312: restructured the arena exterior: made the lava moat thrice wider, made the ice run its entire edge and made theat icy semi-circle wider.
	- map 312: lowered the rocks on the other side of the lava moat much lower than the arena floor, to create a feeling of being on a mounntaintop.
	- map 312: changed the skybox from scrolling ceiling to open cloudy cubemap plus one extra rotating cloud wall (from my old failed attempt at sky for maps 22/23). New textures: KYCLOU1
	- map 312: removed the BFG from the arena, replaced with chaingun. Reason: invalidates the effort you go to in the previous maps to find the secret BFG. Also, the last map provides you with one anyway. Plus, this way this map is a better challenge when played standalone, starting with only rifle.

Done October 11, 2023:
	- general: fixed a severe bug introduced by my previous bugfix: enemy tanks were doing no damage to player.

Done October 10, 2023:
	- general: fixed bugs related to friendly fire prevention not working because gzdoom and zandronum give us modders middle finger: all associated flags and checks for AOE friendly fire prevention only work on monster-on-monster specifically excluding players. I had to add a new damage type "FriendlyExplosion" player is immune to, then teach ALL monsters that it is a variation of ExplosiveImpact. What a *pain*.  Also had to copy-paste the entire player definition because overriding does not work on it
	- general: fixed the fatalized pain elemental corpse acting as a deadly hazard following you around like an explosive burr stuck to your pants
	- general: fixed a serious bug in my lost soul nerf: they could get stuck with their back against wall or ceiling trying to retreat with not enough space behind them.	
	- general: fixed a very annoying bug with marine tanks killing the player with their AOE blast as they fire their main gun at nearby monsters
	- map 311: added "never respawn" flag to the summoned pinkies so that they do not respawn on nightmare
	- map 32: changed frozen pain elementals to just splatter when destroyed, without making an explosion and releasing lost souls


Done September 22, 2023:
	- general: this is the Nukem update, Chebskies v 1.04
	- map 23: added a *very* low rumble to fire breath hitting something. So low, in fact, you won't even hear it if you use cheap speakers.
	- map 32: made the boss larger. Reason: his breath attacks were noticeably misaligned with his mouth during breathing frames and this was the best way to fix that without touching the gameplay (like, say, adjusting the projectiles' spawn height)
	- map 32: had to change the gameplay anyway by moving the spawning point of monster spawning cubes by 300 map units up because now *those* became misaligned with the bosses' brain. What a pain.
	- map 32: improved the bosses thunderbolts using custom-made sprites (much thinner) leaving the original sprites for the thicc final strike. Improved the death flash from particles to discharges (from caco fireball and arachnotron death)
	- map 32: made the bosses' nukes very flashy (they flicker random frames of bfg explosions recolored blue) and sparkly (caco discharge again)
	- map 32: added a custom unique sound to the bosses' nukes: they moan as they fly.
	- map 32: slightly increased the nukes' AOE ring of icy death radius
	- map 32: changed the nuke explosion from a mess of recolored original explosion to single-sprite mushroom cloud. Much cooler looking and much better performance on fossil potatoes like my favorite laptop now.
	- map 32: added a *very* low rumble to fire breath hitting something. So low, in fact, you won't even hear it if you use cheap speakers. This sound is also emitted by nukes as their AOE ring of death is made of the same fire missiles, just with gravity on.
	- map 32: increased the bosses' pause with mouth wide open after the nuke spam attack. This is actually nasty because if those frames are interrupted by pain he forgets to apply the nuke spam cooldown and could spam again right away (it's that notorious attack, almost never used on difficulties below UV, that devastates half the map)
	- map 32: fixed the ceiling above the boss being much lower than it should be (which caused any projectiles spawned high to fail or be spawned lower than requested). Also fixed some texturing errors along the right wall.


Done September 06, 2023:
	- map 32: replaced the nuke from volcabus missile sprite bact to the original fire blob. Reason: trying to debug errors reported by some users

Done September 03, 2023:
	- general: this is the Pinkiemonium update, Chebskies v1.03
	- general: new frames for the infernal, DIAA Y and Z -- mirrored clones of DIAA G and H, only for directions 1 and 5 (1..3 are copies of G/H) for better animated two-handed lobbing. Also fixed vertical offset for frame DIAAH1. 
	- map 21: upgraded the infernal's meteor lobbing frames to two-handed (when viewed from the front)
	- map 311: tripled the beastmaster's pinkie lobbing rate (doubled on HMP and below), eliminated pause between attacks and increased the burst length from 5 to 8 on UV.
	- map 311: on UV, increased the number of pinkies the boss should deploy before he walks out of his room from 30 to 90
	- map 311: introduced limit to the pinkie pool (666 on UV, 266 on HMP). It's like ammo pool for the boss, he will be limited to fireballs when (if) he runs out
	- map 311: upgraded the boss health indicator with pinkie counter (pink, of course), numbers are <currently deployed> / <currently deployed + remaining reserve> - so the right number will decrease, too, with each dead pinky.
	- map 311: changed the feral pinky infight mechanics: they are randomly distributed between 3 factions that go after one another rock-paper-scissors style. This makes the free-for-all furball much more cinematic.
	- map 311: fixed the pinky firing sound not working (now they snarl properly on being lobbed)
	- map 311: upgraded the beastmaster's pinky lobbing frames to two-handed (when viewed from the front)
	- map 311: fixed the boss not to flash into fullbright when lobbing pinkies
	- map 311: the boss now only uses his stomp attack if you get up close and personal, never randomly. Reason: it kills a lot of summons

Done September 02, 2023:
	- general: this is the Pinkiecalypse update, Chebskies v1.02
	- general: new string ids FERAL_PINKY, FERAL_PINKY_O
	- map 311: made the beastmaster's pinkies infight and exterminate themselves on his death (mostly: some still like you better), without killing them with a script directly (which looked awful fake). This was a titanic task as the engine is dead set on making minions (or any actors spawned by them) unable to harm teammates, no matter what, and Zandronum does not even know what SXF_NOPOINTERS is. I dug deep into the source code of Zandronum and GZDoom, found the routine that should use it... Alas, Zandronum's simply doesn't have that check implemented - there is no way to prevent friendliness being transferred from the actor that initiated the spawning of another actor. Had to get creative, make the feral pinkies inflict AOE chainsaw damage to circumvent all the hurdles (because of course pinkies are also immune to the "Eat" type damage they inflict, on top of everything else).
	- map 311: moved the boss away from the door and made him start lobbing pinkies immediately as he sees you. He is unable to use any other attacks and will stay in his starting room until he lobs at least 30 pinkies. Reason: prevent taking him out with a BFG early before he builds his army.
	- map 311: made the lobbed pinkies passive during the first second of their existence, so they do not try to steer thus ruining the ballistic arch. This makes them fly better and higher, over the herd's heads -- especially fun if you try using the rocket launcher. Almost as fun as fighting a pain elemental!
	- map 311: made the organic elevator platform organically round
	- map 311: added protective geometry inside temple walls and columns: the boss was happily spawning a lot of pinkies in there
	- map 311: a fun bug: in rare circumstances the last feral pinkie would try to bite himself to death, which most likely railroads him into lava moat (which insta-kills any pinkies). Let us call it a feature. I wonder how many would realize the summoned pinkies do not count towards the kill count.

Done September 01, 2023:
	- general: this is the Boss Buff Update, Chebskies v1.01
	- general: new string ids BOSS_BOSS, CYBRRUNT, CYBERLORD1, CYBERLORD2, CYBERLORD3, CYBERLORD4, Obituary_CheeseLordUpgraded, Obituary_CyberdemonLordMod, Obituary_CyberdemonLordModUV, Obituary_CyberdemonLordModUVSecondWind, INFERNAL, INFERNAL_O, INFERNAL_ITYTD, INFERNAL2, INFERNAL2UV, INFERNAL2_O, ATTACK_PINKY, INFERNAL2_O_BY, IOSBOSS, IOSBOSS_O 
	- map 10: made the boss health indicator localizable
	- map 21: made the boss health indicator localizable
	- map 21: changed the way the boss emerges. Now he teleports in like he came from the portal.
	- map 21: rebalanced the number of support barons: none on ITYTD, one on HMP, two on UV
	- map 21: fixed the multiplayer version of this boss: was silver in color
	- map 21: added a nerfed variant with 9K hp used on ITYTD
	- map 21: fixed coloring of the light falling through the door
	- map 21: made the support barons explode on bosses' death (for 100% completion)
	- map 23: made the boss health indicator localizable
	- map 23: fixed the bug of cyberlord waking up out of sight if you trigger his target leading hacks.
	- map 23: halved the distance the starting elevator has to rise before arriving
	- map 23: found a weakness in bosses' predictive heuristics and patched it. Now if you stay inside of the tower and pop in and out of arches, he WILL attack arches.
	- map 23: greatly increased the range of angles from which the boss would attack the arches. He does not need to shoot *into* the tower: his projectiles hitting the arch edge are enough, with their humongous blast radius.
	- map 23: on ITYTD ("I am too young to die") skill, a slightly upgraded version of the old cheeselord is used, with target leading disabled by making the corresponding map spots absent at this skill. Still his volley is upgraded from 2 to 3, with added fixed spread, akin to cyberdemon's. In fact this is so effective I had to nerf his hp down to 13K just to keep it fair for this skill.
	- map 23: on HMP and up, the cyberlord I had reworked earlier is further upgraded with the same fixed-patter spread, which makes him a lot deadlier. If he starts shooting he keeps shooting until he loses line of sight. Then he performs an idirect fire saturation attack, to discourage popping in and out of cover. On top of that he has predictive heuristic to fire without line of sight and make you run face-first into his missiles.
	- map 23: on UV, the cyberlord gains a second phase: after faking his death (just kidding!) he revives with 6666hp, turns red, becomes 50% faster (faster than you), summons four cyberdemon runts (half hp) inside the tower and becomes much more trigger-happy (immediately goes into his Missile state if he has line of sight). The cyber-minions are unable to leave the tower thus denying you safe space. When you slay the boss they are free to walk out and join the incoming horde of lesser demons. 
	- map 311: made the boss health indicator localizable
	- map 311: replaced the end boss with Pinky Beastmaster Infernal. The same as infernal, but instead of homing meteors he is lobbing trained attack pinkies -- who are loyal and would never infight him
	- map 311: the UV version of him has 50% more health and is much more prone to lobbing pinkies instead of other attacks. THERE IS NO LIMIT. Wait for too long and you find the huge arena is actually very small when flooded with a tidal wave of pinkies... You thought pain elementals were nasty?
	- map 311: fixed texturing on the columns around the final temple
	- map 32: made the boss health indicator localizable
	- map 32: reworked the bosses' attack patterns from scratch: now based not on random chance but on cooldowns, different for each attack. There is no "A_Chase", he is always cycling through his attacking state waiting for any cooldown to end. Oh, and his pain state clears cooldowns -- the harder you hit him, the harder he hits back. Also,  if there is no line of sight he will keep spamming thunderbolts (*homing* thunderbolts, I must add) disregarding that attacks' cooldown. Monster summoning, though it has its own cooldown, is now the the final part of any attack, not a separate attack on its own as it was in the original.
	- map 32: buffed the final bosses' fire breath damage and AOE radius the same way I did for the cyberlord earlier.
	- map 32: buffed the final bosses' fireball attack immensely, turning it into a tactical nuke. NOTHING will survive in the vicinity of its epicenter. Also changed the projectile's appearance to a recolored volcabus missile. Because skulls are cool.
	- map 32: nerfed the final bosses' thunderbolt strike radius. Reason: he now happily spams those filling the arena with them - turning them into an environmental hazard (because their turning radius is big). You should be able to dodge them but radius 300 was making them incescapable and also very damaging. 
	- map 32: created three  versions of the final boss, for ITYTD, HMP and UV/coop. Vary greatly in hit points, attack cooldowns and the stage at which they go into "last stand" mode. Yes, they are NOT two-stage, unlike the cyberlord, but they have a last stand mode. You won't survive. 



Done August 28, 2023:
	- general: PRELIMINARY COMPLETION. I hereby declare EDAY as fully playable and name this releave Chebskies v 1.00 I will likely keep adding minor updates and fixes - but at a much slower pace - and gradually raise the version, but most of my work is DONE.
	- general: added standardized scripts for displaying door messages and HUD one-liners
	- map 01: upgraded all custom messages to my HUD scripts
	- map 03: upgraded door messages to my HUD scripts
	- map 07: removed unneeded message script and localization support
	- map 09: made the sfx floor shiny reflections sectors not show on map
	- map 09: fixed misalignment of the shiny floor area I had restored in my previous update
	- map 09: fixed the BFG room entrance not reflecting in the shiny floor I had restored in my previous update
	- map 09: fixed the plasmagun storage secret (it broke ages ago due to switch height check, you had to press use on the wall below the computer screen, not the screen itself). Also added localizable text message and robot voice clip to cue the player that something is happening.
	- map 09: fixed the BFG secret: it was impossible to notice you have activated it! Now there is an electric panel that gives a cryptic clue, and actualy turning the lasers off has a very dramatic effect: rooms turn dark red and blaring alarms spawn -- both in the room where this secret is activated and in the BFG room
	- map 09: new string ids: MAP09_PLASMAACCESS, MAP09_BFGCLUE
	- map 14: removed leftover garbage scripts
	- map 15: upgraded map scripts for full localization support and uniformity. New string ids: MARINE_SPEAKING, RADIO_SPEAKING, CAPTAIN_SPEAKING, MAP15_NTRSTRGRMTXT
	- map 15: completely integrated all relevant story scripts into the map scripts (because, again, I am too lazy to learn compiling standalone ACS) and converted them all to my new standard
	- map 15: decreased the delay between 'here they come' and monsters appearing from 5.7 to 2 seconds
	- map 15: fixed behavior: now the marine at the evac site only talks to you after *all* monsters are dead, not just the cyberdemon. He still talks to you if you are dead, though. Haven't fixed that. Hilarious, considering he's a quest NPC with 100000 health, poor cyberdemon stands no chance against him.
	- map 15: added guard conditions to avoid story scripts from overlapping
	- map 15: increased every exposition text duration to 10 seconds
	- map 15: made the exposition skippable by making the scripted exit door a normal door that could also be opened manually
	- map 16: removed leftover garbage scripts
	- map 16: upgraded map scripts for full localization support and uniformity.
	- map 16: completely integrated all relevant story scripts into the map scripts
	- map 16: fixed broken 3d floor in house on the right with roof access in the second street
	- map 16: fixed the back window of the megasphere room being not impassable
	- map 16: fixed the balcony grate floors not being shootable through
	- map 17: upgraded map scripts for full localization support and uniformity. New string ids: MAP17_CRPTC1, MAP17_CRPTC2, MAP17_CRPTC4, MAP17_CRPTC5, MAP17_CRPTC6
	- map 17: added "this opens elsewhere" message to the shotolver cage
	- map 17: removed "monster activates" flag from the street sides of the wide entrance door and the garage door of one particular building. Reason: the spider mastermind tended to walk inside, climb to the second floor and get stuck in a tiny room two sizes too small for him. It looked ridiculous and he was a fish in a barrel.
	- map 18: upgraded map scripts for full localization support and uniformity. New string ids: RDLGHTDSTRCT_PN, THIS_DR_THR_SD, JMP_NT_TH_TRCK
	- map 18: increased the closing delay for the wooden swinging doors of the yellow key room to 300 seconds. Reason: observed crowding barons jam it, blocking it from closing, and get stuck as a result. So, swinging doors are no good in places where monsters tend to crowd.
	- map 18: made the door of blue key building openable from the outside with the blue key card. Which is locked inside. This should make this building stand out on the map by making its door line blue.
	- map 18: deleted the last "9 Line Horizon" interfering with my new skybox
	- map 22: upgraded map scripts for full localization support and uniformity. New string ids: MAP22_HELICON_T, MAP22_HELICON
	- map 22: added voice acting to the helicopter controls manual (via free text to speech again)
	- map 22: changed the arched bridge to a boring flat bridge. Reason: was interfering with the tank. Probably some scripts deep in the black box of tank controls reading floor slope under it and making it undulate wildly -- not realizing they were getting the "floor" of a 3d floor which was in fact the bottom surface of those arches.
	- map 22: added railing to the bridge and changed terrain around the road leading up so that the tank cannot fall down.
	- map 23: fixed a bug in my scripts for preventing boss stalling in rare cases that caused them to fail with an error and the boss to stall anyway
	- map 23: upgraded map scripts for full localization support and uniformity. New string ids: CHE_PNCKNG_MRN_RD, CHE_LTNNT_RD, CHE_GNRL_RD, CHE_TWR_PANIC, CHE_TWR_RTRT1, CHE_TWR_RTRT2, CHE_TWR_WWLLBBCK
	- map 23: fixed incorrect light level under the bridge
	- map 23: upgraded the dynamic skybox to actual version 2
	- map 47: upgraded the dynamic skybox to actual version 2
	- map 241: rebalance. Replaced the impossible-not-to-pick megasphere in the big arena yard with a purple haxx sphere, replaced several cell packs with rocket boxes. Added more cell packs, more rocket boxes and one purple haxx sphere to the reward area.
	- map 241: fixed one zombie on a stick stuck in wall
	- map 241: fixed misaligned texture on the column in the castle's hub hall
	- map 242: upgraded map scripts for full localization support and uniformity. New string ids: CHE_THSRDLDSBCKTTHCSTL
	- map 242: fixed torches framing the yellow door shifted astray
	- map 242: added more teleport destinations for the monster closet at (-48,1320): it seemed to me taht not all of the demons were deploying.
	- map 26: upgraded the dynamic skybox to actual version 2
	- map 26: fixed a skybox setup error that may have resulted in the final yard skybox rendering twice
	- map 27: upgraded the dynamic skybox to actual version 2
	- map 28: upgraded the dynamic skybox to actual version 2
	- map 29: upgraded the dynamic skybox to actual version 2
	- map 29: upgraded map scripts for full localization support and uniformity. New string ids: CHE_WHAM_01..CHE_WHAM_16
	- map 30: upgraded map scripts for full localization support and uniformity. New string ids: EDAY_STMN_BLD, EDAY_THR_S_N_PWR, EDAY_MRGNC_GNRTRS_CTVTD 
	
	

Done August 26, 2023:
	- general: created a *standardized* script for displaying story text messages uniformly across all maps, intent on upgrading ALL map scripts to using it. Taking into account all-too-often happening four-line monsters of text messages (default EDAY code was causing title to overlap text in such cases, making its first line unreadable)
	- general: made campaign name localizable and changed it to "Extermination day (fix)" New string ids
 CHE_EDAY_NAME. Unfortunately, Zandronum 3.0 is unable to display Russian text in menus, substitutes all characters with randomly chosen basic Latin ones -- a result of culling to ASCII-7, I presume.
	- general: added console font to chebskies-ru.pk3, by ripping CONFONT from rusfonts.wad available at https://disk.yandex.ru/d/1rR6KYjTiA8wfA (link from https://doomguy.ru/community/topic/kak-dobavit-russkie-bukvy-v-chat-zandronum ). I did not use the wad itself because I already have a more complete font with smalls and capitals of different size (7 vs 8) but the characters in that wad are all the same height of 7. This allowed for localizing switch and door messages to display text, not a random mess of extended Latin characters, same for the console.
	- general: reworked the Mars sky, TSKY1, into a cubemap KYSRM with haze below horizon matching fog color baked in, plus fake pixellation effect from low-res source. Reason: I fought long and hard to preserve it as it was, but TSKY1, while great in some places, was absolutely NOT WORKING in other places: it wraps creating an impression of a dark plain under that sky - which, again, works great if it is the sky just beyond your window or a nearby sheer drop, but clashes horribly against distant features shrouded in haze.
	- map 01: ripped EDAY01 and converted it to UDMF (retaining its id EDAY01 to override the campaign instead of adding a new one -- they are identified by the first map's id)
	- map 01: upgraded map scripts for full localization support (the whole reason for editing this map). New string ids LT_SPEAKERS, HAN_GA_OPEN, THIS_SW_BROKN, THIS_SW_JMMD
	- map 01: corrected text display length to match the voice length and then some, from 9 to 12 seconds.
	- map 01: fixed the sky
	- map 02: ripped EDAY02 and converted it to UDMF
	- map 02: upgraded map scripts for full localization support and using my standard HUD message script. No new string ids.
	- map 02: corrected text display length from 9 to 20 seconds
	- map 02: fixed the sky
	- map 02: added "no decals" property to the elevator buttons. There is always so much carnage the buttons were never visible under hectaliters of blood
	- map 03: ripped EDAY03 (was already in UDMF)
	- map 03: upgraded map scripts for full localization support and using my standard HUD message script. New string ids: THIS_OPNS_LSWHR
	- map 03: corrected text display length from 12 to 25 seconds
	- map 03: changed thing-based sky portal to line-based. This required to change sector tags. Also centralized all color/fog application in the map script, the script 1541 is now irrelevant.
	- map 03: fixed potential performance drop by adding a large enough apron to the sector that hosts fuzzy reflections in the glosyy floor (it's a thing-based portal, d'uh)
	- map 03: fixed monster closets breaking and monsters not deploying if you berserk your way through the chaingunners in the blue key room
	- map 03: fixed the sky
	- map 04: ripped EDAY04 and converted it to UDMF
	- map 04: commented out garbage leftover scripts
	- map 04: centralized all color/fog application in the map script
	- map 04: added a simplistic outdoors area outside orangery windows. Reason: was possible to look down into sky repeating.
	- map 04: made non-playable areas not shown on automap and general automap prettification
	- map 04: upgrade the truck. Man, when will those trucks end...? Make it stop!
	- map 04: fixed the sky
	- map 04: fixed the light bug. Lots of sectors were set to brightness 256, which in combination with 3d floors causes things in those sectors become pitch black. The worst offenders: the plants in the greenhouse (ALL of them); the imps (and parts thereof) on the second floor when under the ceiling lamps. I reduced brightness to 255 everywhere.
	- map 05: ripped EDAY05 (was already in UDMF). 
	- map 05: there was nothing to localize and literally no scripts to upgrade. You got it right: there are NO scripts in this map. The outdoors coloring and fog are applied using UDMF properties.
	- map 05: fixed the outdoor coloring and fog to match other Mars maps (looks much better)
	- map 05: fixed the sky
	- map 05: fixed the first game controller (the one on the table in front of the game console) having its two vertices touching the table edge's linedef without intersecting it. Was causing the node builder to have a seizure
	- map 05: fixed the second game controller (the one on top of the game console) in the lounge being a disjointed mess of tangled sectors. It was rendering even worse in game.
	- map 05: fixed most food items in the cafeteria being too far from the table edges so you can only eat them if you jump onto the table and crouch (so unrealistic!)
	- map 05: fixed the craved revenant launchers laying out of reach because the shooting range with its revenant corpses was blocked with an insurmontable waist-high fence
	- map 05: fixed the armory invalidating rare item drops because miniguns and RLs were randomized, a chance of finding a machinegun was 100% and a grenade launcher too high. I replaced all but one of them with static standard minigun and rocket launcher with no variety.
	- map 061: fixed the sky
	- map 062: fixed the sky
	- map 07: ripped EDAY07 and converted it to UDMF
	- map 07: centralized all color/fog application in the map script
	- map 07: fixed the exit vent having fog applied to it (ugly!)
	- map 07: fixed the fog breaking under the rock bridge because of differing light level. You cannot combine shadows with light-based fog. It simply doesn't work.
	- map 07: general automap prettification
	- map 07: upgraded map scripts for full localization support (one script consisting of one line of code, LOL)
	- map 07: disabled the existing 3d skybox and replaced it with my fixed sky. Reason: it was good but it STILL clashed with distant terrain shrouded in haze. There is just no way to make such things work, sadly.
	- map 08: ripped EDAY08 (was already in UDMF)
	- map 08: changed the coloring of the smelter area sectors from script (incorrectly defined as ENTER instead of OPEN, to boot!) to UDMF properties
	- map 08: changed the smelting area so that walking monsters won't step into the lava on their own but if they land there they burn at 30 fire damage every second.
	- map 08: changed the painted ladder in the secret vent (someone could miss this weird texture being climbable) with actual ladder midtex layer. Also added one static light inside so that you can actually SEE it.
	- map 08: replaced blue radiator liquid with brown water everywhere
	- map 08 fixed the fan in the entrance vent and the grate of the garbage chute being immune to melee damage (133 Destroy Thing / On Projectile Impact has to be set for the blocking plane itself, too, not just for the edge of the opening -- otherwise you could only destroy it by shooting. Obviously, player's punches and kicks are short-range projectiles) 
	- map 09: ripped EDAY09 and converted it to UDMF
	- map 09: upgraded map scripts for full localization support. New string ids THIS_DR_DMG_WNT_PN
	- map 09: added appropriately sized aprons to shiny floor effect sectors visible through floor portals
	- map 09: restored one unused shiny floor effect in the two halls connected by openings with super soldier tanks. I guess Mark had abandoned it because it was causing all sorts of problems without an appropriately-sized apron. I only had to add reflections and portal links - presto, instant cool looks.
	- map 09: corrected fence at (424,-100) from impassable to walkable+shoot through midtexq
	- map 10: ripped EDAY10 (was already in UDMF)
	- map 10: upgraded map scripts for full localization support. New string ids MAP10_ANNO, MAP10_PORTAL1, MAP10_PORTAL2
	- map 10: added voice acting (by a free text-to-speech website) to the system announcing portal activation. Adjusted timings as a result. The old script was giving too short a time to even read all that text.
	- map 10: copy-pasted the script that shows bosses' health and opens the exit on their demise, from BDv21 to map scripts
	- map 11: removed the "all the hell breaking loose" text messages at map start
	
	


Done August 24, 2023:
	- general: began preparations for localization. I only plan a Russian localization, but in my wake my version of EDAY will end up 100% translateable.
	- general: created a separate PK3 with Russian fonts for localization, which I made from a character sheet made by https://github.com/Russian-Doom (because of not being Unicode, including them in the main PK3 would have interfered with game's  interface for people with language set to something relying on extended Latin, like Brazilian Portuguese, because most such characters would end up overwritten)
	- general: added preliminary Russian translation of everything that was easily in reach: most story-driving text messages not embedded in map scripts (ironically, excluding my own story text additions because those ARE embedded in map scripts) and also map names. The translation is embedded in the package, but to use it you need: A) change "language=default" to "language=ru" in Zandronum-<windows user name>.ini ; B) drag chebskies-ru.pk3 together with chebskies.pk3 (it contains fonts needed)
	- map 10: edited some lines of the marine captain, replaced EDAYTXT10 from "I have watched these... things. And I understand their modus operandi. Their hordes are\nattacking San Francisco now because they are attracted by large populations, they focus\ntheir main forces on big battles and don't consider small groups like us a threat" to "I have watched these... things. And I understand their modus operandi.\nIt's not an army, not even guerilla force. It's a feeding frenzy.\nTheir hordes are attracted to concentrations of humans,\nmaking no distinction between civilians and army groups."
	- map 15: fixed the next map to be CHE16, not EDAY16. Basically, this severe bug was derailing the whole sequence by redirecting you to old unmodified EDAY maps -- which chain into other old maps.

Done August 23, 2023:
	- general: fixed my dynamic skybox script 2.0, was logging a false script failure message at startup.
	- map 18: made the blue armor jumping puzzle trivial on low and medium skill by placing an additional pile of rocks near the closest crate
	- map 18: rotated textures on tops of wooden crates standing at an angle, to align them
	- map 20: ripped EDAY20 and converted it to UDMF
	- map 20: upgraded trucks and buses, improved all car barricades
	- map 20: all use cases of RUBLE2 upscaled it 2x to match building floor spacing. Fixed minor bugs in collapsed buildings
	- map 20: on the road near the multi-story parking entrance, there was a pit into, presumably, lower levels framed with impassable fence. I replaced it with regular lawn. Reason: maneuvering your tank in that area was pure torture. Especially as the last cyberdemon comes at you and your attempts to dodge are suddenly blocked by a fence that isn't even waist high, it's feet-high for the tank.
	- map 20: in the starting crossroads fixed the stop line placed on the wrong side and turned the truck matching it sideways
	- map 20: changed pedestrian zebras to baked-in textures, which reduced geometry -- and added some more
	- map 20: added blockers to the multistory parking entrance to prevent your tank from driving inside.
	- map 20: reworked the areas visible through the windows of the multi-story parking (peviously a blank sky): removed one, blocked one with a brick wall, added silvers cut out of of map 21 and HESP map 18 to create illusion of city stretching far
	- map 20: created a long decorative stretch past the rubble barricade blocking one street leading downwards: it was showing skybox beyond but skyboxes's floor is solid black!
	- map 20: created a space with one extra building behind two bus barricades (is shared: the city is decidedly non-Euclidian anyway)
	- map 20: the upgraded truck barricades allowed for turning one of the cyberdemons into a FUN cyberdemon. He's hiding behind a truck so well he is guaranteed to provide surprise buttsecks in the most inopportune moment.
	- map 20: fixed texturing on the ends of the broken bridges
	- map 20: changed the round pool from bright blue radiator liquid to semi-transparent water
	- map 20: likewise changed the fountain in the mall from blue radiator liquid to brown water
	- map 20: added many humongous smoke pillars
	- map 20: split some very large street sectors into multiple parts to reduce performance impact of gore
	- map 20: various minor texturing and geometry fixes
	- map 20: general automap prettification
	- map 20: created skybox cubemap KYSR9 based off one of EDAY's best skies, SKY2MO
	- map 20: switched it to my dynamic skybox 2.0 (skybox viewpoint mirrors player movement at 1/64th). Regrouped and tightened building placement in the skybox. Rescaled all textures in the skybox to 1/4th to match floor height to viewpoint movement: 1/64th of 128 gives 2, while textures used are 8x8 which was giving skybox building's floor height 4 times larger that regular geometry floor height. Now they match and do not look weird if placed close.
	- map 20: painted outdoor areas orange-ish sunset color
	- map 20: fixed distant firefight sounds ceasing in some places (left hall of the mall, corresponding ends of streets). Turns out it is a point source with a radius of 9550, but the map is too larger for even that. I just moved it so that the OTHER end of the map lacks those sounds.
	- map 21: ripped EDAY21 and converted it to UDMF
	- map 21: upgraded trucks
	- map 21: replaced flesh wall texture with a better one, the same as in map 22
	- map 21: added tumors to the flesh wall
	- map 21: aligned floor or ceiling textures on vents, paletes and crates
	- map 21: recolored the boss: was too dull for such a great boss!
	- map 21: removed garbage leftover scripts like the one that colors mannequins in map 20
	- map 21: painted outdoor areas (i.e. the entire map) orange-ish sunset color
	- map 21: copied skybox full of skyscrapers from map 20. It's static here: player's range of movement is small. Moved the buildings tighter, closer to the viewport.
	- map 21: moved the baron: could activate prematurely instead of ambushing
	
	


Done August 20, 2023:
	- general: dead mancubus fix. Hopefully, will not block polyobjects anymore.
	- general: upgraded cheskymp to support different sizes for specific cubemap faces (the down face is 32x32 now) and made its use tile pattern to render (hopefully would speed it up a bit)
	- general: added textures for road surfaces with pedestrian zebras baked in. STZEB21, STZEB22, STZEB2C1, STZEB2C2, STZEB2H1, STZEB2H2, STZEB2Y1, STZEB2Y2
	- map 17: fixed the bars marked as requiring red key card not really requiring any key. You could skip an exciting red key hunt and a surprise cyberdemon inviolved in that hunt!
	- map 17: upgraded the trucks
	- map 17: replaced one semitrailer barricade with a wrecked bus and a police car from HESP
	- map 17: changed pedestrian zebras to baked-in textures, which reduced geometry, and added center lines to most roads
	- map 17: that one extremely obscure trigger for opening a secret fireplace, which was utterly impossible to notice triggering, now leaves an obscure text message about firewood and makes a pop sound.
	- map 17: the shotolver quest is now accompanied with text messages. No wonder I haven't solved it: it's pure pixel hunting sadism with a bazilion hidden switches!
	- map 17: two coop cyberdemons and four regular pinkies (in the same monster closet) were dorman and misssing activation trigger - was preventing 100% kills. Attached them to the same trigger as their roommates (player enters thered key garage)
	- map 17: fixed one blue armor not marked as a secret
	- map 17: made two closets deeper
	- map 17: fixed many items in the weapons store being too far, requiring to climb into the shelves to pick up. Also fixed rocket launcer dropped through the shelves, pickupable but invisible. 
	- map 17: replaced entrance door in the yellow key building with swinging doors
	- map 17: minor texturing fixes
	- map 17: added second window to distant terrain to match the second window i a ded in map 18
	- map 18: switched to a dedicated skybox cubemap
	- map 18: upgraded trucks. I **** hate trucks! My hurting mind in its twilight state spawned even more varieties of trucks with different front designs. 
	- map 18: ginormous retopping rehaul, split geometry into base layer and top layer in a rabid modding frenzy, too many changes to document. Includes: lowering the roof of the red key cafe, moving all communication towers on top of tallest buildings, completely rehauling the southern area out of playable boundaries. Three days spent obsessed on the verge of foaming, unable to tear myself from the editor. THREE DAYS, CARL!
	- map 18: added several humongous smoke pillars as dual layoud now allows such things.
	- map 18: replaced gas station doors with swinging doors (missed them before). Now the number of polyobjects in this map is 53.
	- map 18: fixed one unpossible blue armor secret into merely very hard to figure and execute jumping puzzle
	- map 18: added a second window to that office room, because I already toiled hard to make the view out of it sane - i am at the end of my rope, about to snap.
	- map 18: changed message for the switch that opens the doors leading to the secret level from "something has opened somewhere" to "The Red Light District now accessible". Honestly. You need the red skull key to get there anyway and the red skull key requires a dedicated pixel hunter to find.
	- map 18: changed the tiny 3-pixel wide button that reveals the red skull key from baked into texture to actual map geometry. Reason: blood splatter is the bane of switches.
	- map 18: fixed the monster closet. The same problem as with map 03: if you go full berserk, the monsters won't hear anything and never wake up and they only wake up if you shoot in one specific room. Which contains one imp all but asking for a silent fatality takedown... After my fix you receive their full attention by grabbing the blue key OR exiting the room. 
	- map 18: added signs to the red key cafe and the blue key bar. The first one is pure stone soup, existing billboard textures upscaled, while the second one made by myself: new 512x128 KYBLUES1
	- map 18: moved the ambush archvile because he was visible from the street and could be shot and awakened prematurely
	- map 18: changed pedestrian zebras to baked-in textures, which reduced geometry


Done August 16, 2023:
	- map 16: changed the exit, instead a room with unreachable stimpacks (goodbye, 100% item completion!) the door itself works as an exit button. The main reason: map transitioning wasn't smooth enough to make it look like you stepped through a room.
	- map 17: retopped, split geometry to top and bottom layers. Everything that was sticking above 256 got clipped in the bottom layer. The top layer's ground begins at 0, with buildings full height, repeating their shapes in the bottom layer roughly without detail. This allowed to make many one-story buildings lower: some walls end and roofs begin at as low as 128. Made one area with chainlink fences a solid chunk of sky, the chainlink fences are entirely in the top layer. Allowed undoing some of Mark's skywall hacks-by-necessity, should also improve performance.
	- map 17: added some distant cityscape to the top layer.
	- map 17: created a dedicated skybox cubemap, changed outdoors coloring from Mark's sunrise reddish to gray with barely perceptible bluish tint)
	- map 23: fixed bugs in my preemptive strike algorithms for the cyberlord, he could stall at times if timings were wrong

Done August 15, 2023:
	- general: researched a method to make monsters deadlier and smarter, react properly and PUNISH players who like to pop in and out of cover. Could (and WILL be) applied to all monsters eventually.
	- map 23: with the help of copious map triggers, ACS mojo and darkest of DECORATE magicks I remade that giant hunk of cheese called "cyberdemon lord" into a real lean and mean killing machine. I named him "brutal cyberdemon lord". He will *curbstomp* you, I made sure of that. I kept buffing him and making him trickier until I myself, with all the experience of cheesing him dozens of times before, could only prevail by the skin of my teeth. He behaves like a living being now, not as automaton all of them are. He will not aim into a wall dumbly if you duck behind cover but would continue spraying at your last position with redoubled ferocity. He can even predict your movement - try hugging that wall, popping in and out of cover and you have a good chance to eat a preemptive strike. He hates it when you pop in and out of cover. Oh, and I buffed his explosion radius too. 

Done August 13, 2023:
	- general: removed ", Che" from the map titles of the maps edited by me. With most of the maps modified, it was making no sense.
	- general: gave the purple haxx sphere unique sound effect on pickup (crappy but unique)
	- general: added various elevator sounds from the free sound library
	- general: new textures SW1SHWN2, SW2SHWN2, which is SHAWN2 with a square green button
	- map 16: ripped EDAY16 and converted it to UDMF
	- map 16: changed the sky to a cubemep with smoke and city baked in
	- map 16: edited one collapsed building for aestetic purposes
	- map 16: greatly reformatted the balconies with fire ladders. Made all ladders climbable (enlarged openings from 32 to 48), removed all ladders hanging from the second story to the ground; made all railings solid; ladders are now solid, prevent jumping from balcony to balcony in certain places. 
	- map 16: removed red key markings from the door that leads to the roof (in times of yore, required the red key) and reformatted the ijside of that building from an elevator to stairs, with "out of order" fake elevator doors on both floors
	- map 16: made the megasphere secret painfully visible, the room is now large and has two additional impassable windows to stare into and salivate. Added a ladder leading into the room for easy access - BUT it requires the red key.
	- map 16: returned the red key to its ancestral resting place, BUT moved that room from 2nd story to 3rd story - now requires climbing fire ladders and jumping between balconies. This will distract from the blue armor secret because no one would expect one more secret inside a secret that hard. Well, this map already contains one utterly impossible secret: the berserk pack room. I had no idea it was there even after hours of editing, only noticed it while modifying the adjacent building. So utterly diabolic...
	- map 16: fixed the impassable blue door bug in that same building
	- map 16: moved some rooms required for the obligatory jumping puzzle (you have to solve it to advance further) fron 2nd to 3rd floor. So it now requires ladder acrobatics.
	- map 16: replaced the burger joint doors with swinging polyobject doors.
	- map 16: upgraded all the trucks. (whimper) so many trucks... I will have nightmares about trucks... So much toil and grind :(...
	- map 16: resolved the "Chaingun Marine at the front of the trailer truck near the burger joint doesn't do anything" - he was just turned off, frozen and invisible to monsters. Obviously intended to wake up and die in a heroic last stand as you approach but the activation script was nowhere to be seen. He did not even have a tag!
	- map 16: fixed the "Narrow Blue key door can be opened, but you can't pass the invisible wall, either coming in or going out. (The Apartment building nearest the burger joint with the chainlink fence and parking lot.)" bug
	- map 16: wherever there was RUBLE2 texture (a collapsed building's innards) I enlarged it more than twice by setting a scale of 0.43. This way, its broken floor match the height of common building floor (128). Will repeat the same for all maps ahead.
	- map 16: retopped it with a sky portal top layer. In the process, moved all communication towers to tallest buildings (which are void in the base layer), clipped all sky ceilings to 400 and made the one taller building's top floor part of the top layer clipping it in the base layer to 400 (also widened it). Added two distant taller buildings to the top layer.
	- map 16: fixed the "There is an empty bottle floating in the sky near where the cyberdemon gets airstriked." bug
	- map 16: moved two dumpsers away from the broken fence thus removing the bypass route for the blue key and balcony acrobatics. Obligatory jumping puzzles must be obligatory!
	- map 17: ripped EDAY17 and converted it to UDMF
	- map 17: changed the sky to a cubemep (provisional, the same as the previous map)
	- map 18: ripped EDAY18 and converted it to UDMF
	- map 18: reworked elevators in the yellow key building, the unnamed building at (2700,500) and the wham bang hotel to work like realistic elevators with doors closing and so on. There are 7 elevators in total. For more detail see the my tutorial wad @ https://www.doomworld.com/forum/topic/138033-realistic-elevators-acs-udmf-zandronum-30
	- map 18: rearranged rooms in the wham bang hotel, the goal was to turn the elevator 90 degrees clockwise so that its doors move in the north-south direction. Easier than cloning the elevator scripts.
	- map 18: widened shower entrances in the wham bang hotel so that you can actually enter them. That one shotgun guy dropping ammo... always out of reach... tantalizing... Fr-r-rustration!.. Well, not anymore.
	- map 18: retextured the receptionists deck in the wham bang hotel: it was a brick wall made of brick >_<
	- map 18: upgraded fence at (3588,1096) from part impassable, part ghost with crates flush to it, to walkable + shootable midtex
	- map 18: changed the secret exit door to a sliding polyobject door. Hilariously, I still have no idea how to open it and go to the secret levels: I just modded Script 3 that opens it but I don't know what runs that script.
	- map 18: changed the doors of the chaingunner cafe (it's full of chaingun guys, d'uh) to swinging polyobject doors
	- map 18: added a coffee maker to the chaingunners cafe.
	- map 18: replaced doors in the yellow key building's upper offices with swinging doors
	

Done August 11, 2023:
	- general: added textures CRKGLSX, which is a 256x64 rearranged CRKGLS4; CRUMPLE3, which is 128x128 URCEIL05 modulated with CRUMPLE (which itself was made by putting crumpled tinfoil into a scanner); REDCARSC, which is 128x128 tiled REDCARTO modulated with SCRAP7; TRUCK3DC, which is  TRUCK3D  modulated with CRUMPLE; STREET2K, which is 256x128 tarmac with a solid 8-wide line, combining and tiling STREET2C and FLAT5_4; STREET2I, which is a 384x256 tarmac with a dashed 8-wide line, again combined from STREET2C and FLAT5_4; RUBLEY, which is a 128x128 brown rubble, CRATOP2 modulated with RUBLE1
	- general: modified big trees Tree04 and PalmTree with +FORCEYBILLBOARD. I have x/y set as default but tall things look ugly when you look up or down close up. Must hunt all of them and give this property.
	- map 15: put the buses through the same tratment as I did trucks. Meaning I made them have less wheels than a centipede :p
	- map 15: removed all RubbleSuspendLarge things from the near side of the broken bridge: this shit has no collision but looks like map geometry, provoking the player to fall through it and take a ton of falling damage. Re-textured the broken end a bit to compensate.
	- map 15: upgraded all trucks. Added a new variation without wheel wells and two headlights on each side, to not interfere with the obligatory jumping puzzle.
	- map 15: made one truck into a trap and moved one chaingun guy inside it
	- map 15: created a burning rekt bus variation and replaced one of the buses with it. New frankentextures: CRKGLSX, CRUMPLE3
	- map 15: removed tons of geometry that was only giving vast meaningles expanses to get lost in. Namely: a) removed the raised highway closer to the evacuation shelter b) cut the tunnel in half, straightened the remaining part connected to the other side of the broken bridge and made it inaccessible + not shown on map (also fixed that bug with a ceiling lamp stuck in a wall, LOL); c) remade the areas, where the raised highway once resided, into parking lots and inaccessible industrial buildings behind tall fences.
	- map 15: fixed trees stuck in the void and on top of fences, including "Oddly placed palmtree on the wall near the shotgun, shellbox, and imps after the spider mastermind fight" and the one that was sticking its branches through the toilet wall.
	- map 15: remade the river's end into a barred tunnel and the means to get out of the valley into a ladder. No running around the mastermind anymore.
	- map 15: rearranged the monster onslaught. Now the cyberdemon erupts separately, from a gate further down the street. This also fixed the bug with the megasphere secret being inaccessible. While at it, upgraded the script: marine only talks to you after the cyberdemon's demise when you are in his line of sight. Failed to make him only talk to you if you are not dead (the tank is mighty and that marine has 99999 HP, as is fitting of a quest NPC, so the cyberdemon is guaranteed to die even if you are dead).
	- map 15: retextured roads, excluding curves, to use a texture with baked in markings instead of adding sectors for markings. Added center line to the road in the starting area and the broken bridge.
	- map 15: connected toilet windows to the outside filling that area with bushes, trash bags and dumpsters. No more looking into  skyboxes's underpants.
	- map 15: added simple streets and buildings to the far side of the evac site. Connected its windows to a simplified street copy-pasted from EDAY16
	- map 15: improved cliff faces, fixed discontinuities
	- map 15: drastically simplified cliff behind the parking lot: the map was beginning to bug out, there were sky holes in the road signifying node builder's failure and Zandronum 3.0 crashed on cyberdemon's death (I can't use 3.1 because it requires OpenGL 3.3 while the end-of-the-line drivers for my potato's integrated video, dated 2015, only support OpenGL 3.1 -- so Zandronum 3.1 simply cannot run. This is dangerously bordering on religion as I *do* have a gaming PC with gtx 1660 and Ryzen 7 5800X -- but I am too lazy  to bother using it)
	- map 15: fixed the pack of arachnotrons accompanying the spider mastermind: they did not have any difficulty set, so were never spawning, leaving their boss to fight you alone. Not anymore.
	- map 15: minor prettifying of the urban area
	- map 15: moved one dry tree: the spider masterming was always getting stuck between it and the cliff
	- map 15: retextured the river from greenish to brown: the waterfalls are brown, there is no greenish version


Done August 06, 2023:
	- general: fixed bugs in CheSkymp and added support for supersampling
	- map 11: tweaked the mountains color darker and re-compiled the skybox with 12x supersampling
	- map 12: re-compiled the skybox with 12x supersampling
	- map 12: changed map geometry to create deep shadows from my sunrise sky, colored sunlit areas orange, changed the doors and yard gate to be controlled through scripts to have switchable shadows.
	- map 13: re-compiled the skybox with 12x supersampling
	- map 14: re-compiled the skybox with 12x supersampling
	- map 15: re-compiled the skybox with 12x supersampling

Done August 05, 2023:
	- map 15: ripped EDAY15 and converted it to UDMF
	- map 15: changed the sky to a very sketchy version of my new skybox (too raw, must improve how city looks) and commented out the scrip that was painting outdoor light sunset orange
	- map 15: fixed the marine captain: Mark used a treacherous function A_CheckSight that actually does the opposite of what you expect of it. So, for him to start talking to you you had to LEAVE the captain's sight. Also, pressing "use" on him rekt the sequence, forever turning him into a regular guard dummy. I fixed both in, like, five minutes of coding.
	- map 15: rearranged that room, added one sight-blocking wall so that the captain only starts talking to you when you really approach him, NOT when he glimpses a silver of your butt all the way through the toilet door.

Done August 02, 2023:
	- map 14: modified the starting area to match the previous map's exit
	- map 14: added one secret and one zombie to the new starting area
	- map 14: cleaned some trash comments
	- map 14: made one distant truck's front wider
	- map 14: made some fences impassable to prevent player being catapulted out of bounds (very unlikely)
	- map 14: generated new sky cubemap. Now you can see where the narrative is going: it's not nightfall why the maps are becoming progressively darker
	- map 15: found a bug, the exit script could break. Added to my DODO list.

Done July 31, 2023:
	- map 13: minor cleanups
	- map 13: returned one accidentally deleted pinky
	- map 13: fixed a blunder in cinematic outro (wrong anchor for a half of the lattice arches)
	- map 13: blocked the cyberdemon from entering rooms a the tunnel's bend. He was getting stuckin them a lot.

Done July 30, 2023:
	- general: upgraded dynamic skybox script, should in theory work in multiplayer (Zandronum only) but haven't tested yet
	- general: created the dynamic fog script I wanted to make back in 2018 but was too tired to do so.
	- general: fixed bugs in my skybox composer utility and began the long process of remaking skies for maps 11..21 in Quake 3 cube map format.
	- map 11: replaced the sky cubemap with a better version.
	- map 11: applied dynamic fog. Generates a powerful blinding effect  when you look at the sun, monsters become black cutouts drowning in orange light.
	- map 11: by necessity changed some map geometry to place sun line of sight probe things (the glare disappears if you hide behind a crate or building)
	- map 11: moved some trees that were being cut by the sky when viewed from distance due to watch towers.
	- map 11: changed smoke rising from exploded fuel tanks from pathetic "BurningBuilding" to chad "HumongousSmokePillarTall"
	- map 11: cleaned trash, some unneeded things were stuck in the void.
	- map 12: replaced the sky with a new cubemap. A bit rough, will clean when correct more deficiencies in my skybox composer.
	- map 13: replaced the sky with a new cubemap. Burning city baked in.
	- map 13: changed the flow again. The changes were story-driven but reduce backtracking to zero. The exit is now in the trainyard, the warehouse gate closest to the yellow key is openable with said key and it opens right at your shiny new ride, bright yellow and activated with the yellow key. So Doomguy leaves this map in style. The former exit building houses the red keycard, and I moved the trigger for surprise cyberdemon buttsecks to activate earlier, as soon as you exit the tumnnel. Now the cyberdemon reaches you just as you have to engage those arachnotrons. FUN :D
	- map 13: fixed damaged geometry as I accidentally replaced all floor slope variations with pinkies :( Solved by copy-pasting from the previous release.
	- map 13: took a level in badass by coding an outro where you crush demons with a locomotive. In an engine that doesn't support such things  in princilple (Zandronum 3.0).
				
Done July 25, 2023:
	- general: modified truck front and back end textures TRUCK2, TRUCK3E replacing dark gray strips, intended to depict tires, by blackness. Reason: a) weren't working anyway; b) interfered with my rare hacks to classic trucks.
	- map 14: ripped EDAY14 and converted it to UDMF
	- map 14: massive flat re-alignment for crates, containers and pallets -- because with UDMF you can.
	- map 14: dumpster and pallet retexturing. Added placeable maggots and flies to a couple dumpsters.
	- map 14: shortening one side of the balcony in the red door building - furthering impossibility of jumping onto the raised highway.
	- map 14: upgraded the trucks. Except the one on the distant raised highway: too distant, did not need so much detail. And one frankentruck vital for a red key jumping puzzle: I just widened the front of this one to full width stretching its radiator texture (thanks to UDMF scaling). And one more truck I franken-merged my new wheel wells with the old radiator design: let there be a variety of models. Oh, and I recolored one truck to gray. Never saw that texture used anywhere.
	- map 14: curved two 90-degree road turns and two road corners.
	- map 14: unclenched the river. Mark made a very long and fancy wall with liquid waste flowing out of holes in it.. Then he squeezed the opposite shores together (almost touching) hiding it all from sight. I made the river wide again. Now instead of a seeming rock wall blocking it there is a giant grate with impassable fence. Vistas open ahead.
	- map 14: fixed  the underground hall filled with nukage having "unknown effect 5" instead of intended damage 10%. Seems like a very old bug: present in EDAY and likely happened during conversion from Boom to Hexen format.
	- map 14: traumatized by my experience with too many subdivided lines breaking Zandronum, I committed exterminatus of vertices on distant features like cylindric tanks or factory chimneys. Rule 1: when nodes viewer stops displaying, only showing a disjointed mess of scattered subsectors, and number of subsectors creeps up to 35 thousand, START REDUCING DETAIL!
	- map 14: *massacred* the elaborate skybox geometry that was completely invisible from any position, too far below. Brought in the burning city and few strategically placed hills from map 12. With the humongous cloud of smoke included.
	- map 14: resized many buildings and otherwise fixed their texturing: lots of windows were overlapping corners
	- map 14: added purely decorative barred inflow tunnels to the nukage hall
	- map 14: general automap prettification
	- map 14: made various impassable fences show as 1-sided on automap. Would hopefully help find which paths are free to take.
	- map 14: added a couple slightly deeper pits to the river
	- map 14: fixed a extremely narrow slit between buildings at (-2500,1500) by widening it to a walkable passage. If Mark wanted that gone he would have just welded them together.
	- map 14: fixed all the "missing pavement stone" holes obviously made for a different sidewalk texture and misaligned to boot
	- map 14: made the bridges visible on automap
	- map 14: fixed inescapable trap bug in the yard with a secret trapped marine (between a cardboard box, a pallet stack and the fence, at (4912,1880))
	- map 14: fixed the duct leading to blue armor: it felt like there was an invisible wall but in reality there was a tiny one texel high step that required you to crouch to continue. Also fixed flickering textures in it. Also fixed the grate not being damaged by a kick.
	- map 14: fixed a fence in the building above the nukage hall being a ghost
	- map 14: enhanced cardboard boxes laying on their sides, introduced rotated versions of their textures BOX15L, BOX15R, BOX16L, BOX16R: there are details that don't match otherwise, like the plastic ribbon and the "this side up" arrows
	- map 14: made the grate balcony transparent to monster line of sight and shootable through. Not with plasma, though. Now those nice chaingun guys can see you and shoot you through the floor - but you can't hit them with projectiles due to engine limitation. FUN! :D
	- map 14: also made the railing there shootable through.
	- map 14: also made a dent with railing missing in the place where you are supposed to jump because the jump was annoying. Not hard, just annoying. The railing arrests your motion, you have to jump onto it... And have a very good chance of falling short of the containers and hurting yourself.
	- map 14: made the red panels framing the red door finite height
	- map 14: replaced the red door with sliding polyobject doors. I will DENY that I have unhealthy obsession with sliding doors!
	- map 14: fixed a presumed jumping puzzle at (420, 2860). Assuming that fence was intended to be jumped over from the crate but broke because of a jumping height nerf (from 64 to 48, I think), I lowered it.
	- map 14: moved the "distant firefight" ambient sound to (-4112,2664) because it was heard from the wrong direction (opposite the burning city)
	- map 14: commented the intro text out. Video games are visual art, the only place for words is explaining some tricky lore, like the marine captain's speech.
	- map 14: locked the sniper revenants on their cargo containers by marking their walls impassable. Todo: fix this BDv21 bug as well. Mark made a visually nice algorithm of monsters searching for player. But it has one very severe side effect: there are intervals when "heavy" monsters slide to a stop driven by inertia. And this movement type outright ignores "block monsters" and height limits. So revenants, mancubi, knights and barons tend to fall off ledges a lot if they awaken, then lose sight of the player. Very noticeable on maps generated by Oblige 6 where 60% of these demons will end up in deep pits.
	- map 14: repositioned one specific truck, added skidmarks - it now stands where it went off road and smashed two cars into a wall. This made the berserk secret more obscure, too.


Done July 23, 2023:
	- map 12: more polishing raw cliff faces and automap prettifying
	- map 13: more polishing raw cliff faces and automap prettifying
	- map 13: fixed the inescapable trap bug (between the crate with the secret megasphere and the wall) by adding a niche to the cliff face.
	- map 13: widened the collapsed tunnel entrance and retextured from ASHWALL to RUBLE1
	- map 13: narrowed the car-carrying flatbed to the width of a normal truck
	- map 13: MASSIVE changes to the tunnel blockade to eleminate backtracking: instead of a semitrailer parked across and a retractable invisible wall above it (it was there since forever - it retracted as you entered the tunnel through the blue key door - you were supposed to hop onto wrecked cars, then onto truck and out of the tunnel... No one ever figured that out: who heard of *retractable* invisible walls ?) I first invesigated where did the cyberdemon go? I clearly remember a cyberdemon coming at me as I grabbed the red key... I started traveling back in time, to older and older version sof EDAY but all I could see was the same trigger supposed to open a door that wasn't there. And only in the antedeluvean depths of HESP, in the map that had the same resemblance to EDAY13 as the first fish to walk the earth resembles Marylin Monroe, I have finally found my cyberdemon. So... I got to work. I brought him back. I created a semi that transforms into scrap metal at script's command (new textures: SCRAP7, SCRAP8) and releases that cyberdemon. No more backtracking: a grate blocks your path to the blue door leaving the smashed semi the only way out. Goal achieved: no backtracking. A direct, clearly visible route from the red key to the red door. With only one, angry snag in the way.
	- map 13: fixed the HORRIBLE bug of map starting in invasion mode and ending in 2 seconds because there are no waves and you are the last man standing. Caused by too much subdivision on the specimen tank breaking Zandronum. I also had GZDoomBuilder hang on me when I tried the nodes viewer mode (literally: it was unresponsife for so long that I went away to have dinner, when I returned half an hour later it still haven't finished showing nodes and the laptop was still at thermal maximum). It was when Cheb realized he had screwed up -- and deleted 3/4 of that round tank's vertices.
	- map 13: discovered a dangerous hack in BDv21: Never, *ever* place a cyberdemon at x=-1472, as that causes him to decide this is map 8 of of Doom1 Episode 2 and replace himself with a specialized boss version. Who proceeds ruining your map by running the script "MapEnhancementE2M8". I accidentally placed my cyberdemon at *exactly* x=-1472 (because grid) and hilarity ensued. "Wtf is sky on fire? Is this Deimos?"
	- map 13: marked my jumping puzzle in the trainyard as a secret (More tags for the tags throne! More 3d floors for the 3d floors god!)
	- map 13: fixed the map flow: my modifications to the trainyard were allowing you jumping onto the station platform right away, instead of going around train cars searching for a ladder as in the original. A few crates here, little walls around a flatbed car there... Now you can't. You *may* figure that jumping onto the coupler solves your issue before finding that ladder, but you still have to go around and deal with those imps.
	- map 13: retextured the tops of wooden crates in the trainyard to BOX13, the same as their sides: UDMF allows rotating and shifting flats to match the sides.
	- map 13: made train cars visible on automap (as 1-sided, but that's the only way)
	- map 13: fixed a bug in skybox that only became apparent with removing obstacles in the tunnel
	
	

Done July 22, 2023:
	- general: fixed a bug introduced by me, hanging guy with no leg on death could drop a ghost hanging guy with no leg who then promptly falls to the ground and cannot be interacted with.
	- map 11: changed railings from FENCE09 (64x24) to my new frankenpatch GRATE14H (64x36) made by cropping GRATE14 via TEXTURES. Reason: FENCE09 was too low, player could simply walk over it. Monsters, likewise.
	- map 11: replaced the sky with a different one made by me.
	- map 12: ripped EDAY12 and converted it to UDMF
	- map 12: retextured the eye-watering acid-blue waterfall to brown
	- map 12: reduced the trailer's height and retextured its front with a scaled gray car texture. Did you notice the smoke rising friom the trailer is purple? It was like that from the beginning, I can even point you at the ACS line Mark used to color it, with his comment "Setores coloridos...". I wonder what are they cooking up in that t railer. Beside the secret megasphere, there are two barrels of poison next to it.
	- map 12: fixed misaligned thing-based sky portal (extra cliff top above the starting base's yard) by moving the top anchor from -5348, 8712 to -5350, 8712. Only two units, but the crack in the cliff face was showing if you paid attention. I did not change it to line-based because this map exploits areas' discontinuity in full, lots of open distant spaces in topologically impossible overlaps. It works great, so "don't fix it if it ain't broken".
	- map 12: fixed sound propagation blocking between the right and the left large open areas
	- map 12: rehauled monster closets from normal ones with hearing tunnels to my experimental advanced design: sushi bar conveyor belts with teleport to line. Monsters don't wake up, they are teleported while still sleeping. If there is not enough room, they will keep cycling until there is.
	- map 12: made many monsters in those closets deaf, so that they sit in ambush upon being deployed instead of stampeding towards the player. THE CHANGE TO GAMEPLAY WAS RADICAL, the fight changed from a sudden onrush of everything and kitchen sink (you could snipe from that relatively safe position next to the switch) into backtracking through a map that is suddenly full of monsters.
	- map 12: switched many fences from impassable to walkable+shootable midtex. This is an accessibility improvement for the cacoes.
	- map 12: fixed coop player start: there was no player 2 start and two extra player 3 starts.
	- map 12: fixed missing animated flame texture overlaying the distant city in the skybox
	- map 12: fixed the secret megasphere being inaccessible: both cliffs too high to jump onto and the alternate jumping puzzle having its lowest step marked as impassable
	- map 12: upgraded the trucks to my latest specification, to unify their looks across all maps. Sadly, that cheapened two of the four secrets.
	- map 12: changed the entrance door with sliding doors identical to the exit doors of the previous map. Updated the security room to match the changes in the previous map. Removed small medkit from the security room: inaccessible by design, it was preventing 100% items.
	- map 12: redid the watchtower in the likeness of the ones I did for the previous map. Reason: the old concrete behemoth was fine, but looked too primitive after those two. Textures added: GRATE13B, LADDER3B, CRKGLSY, GRATE14H
	- map 12: made possible to jump over the fence from the watchtower - because why the hell not.
	- map 12: various fixes of glitches and ugly corners in the rock walls surrounding open areas.
	- map 12: prettified the automap
	- map 12: raised the floor in the cave, jumping required was a bit too tiresome. Did Mark nerf jumping height in his last BD update...?
	- map 12: replaced the two anemic smoke pillars above the burning city with a humongous smoke pilar and a humongous smoke cloud
	- map 12: added several fine steps to the terrain to prevent monsters clumping in certail places, stopped by insurmountable knee-high thresholds
	- map 12: ACS cleanup, removed garbage scripts designed for map 11
	- map 12: enlarged sky portal's apron to acceptable size. Small aprons are frequent cause of severe framerate drops due to camera clipping into the void, this is undetectable otherwise and may be easily overlooked by a mod dev with a powerful PC. I, on the other hand, work on a venerated potato (while my ThinkPad gathers dust abandoned and unloved and my powerful gaming rig is only ever used for TF2)
	- map 12: replaced the sky SUNRISE1 with a different one made by me, SUNRISE9. I can't say it is better, just much cleaner.
	

				
Done July 19, 2023:
	- map 11: ripped EDAY11 and converted it to UDMF
	- map 11: fixed missing textures HOM in the hangar doors' sides
	- map 11: aligned textures on crates' tops (not possible without UDMF)
	- map 11: fixed a railing midtex misaligned from one side
	- map 11: switched railings to walkable+shoot through from jump-over railing
	- map 11: locked two revenants prone to jumping off of their designated container by giving its walls "impassable"
	- map 11: rehauled the area where the red key rests. Instead of a boring corner no one would pay attention to, it's a full entrance checkpoint with watch towers, immediately drawing attention. There is now a security camera in the security room next to the exit door, showing the entrance checkpoint and the red key. The security room itself doesn't need the red key anymore -- that lock was moved to the button. The inner gate of the checkpoint is closed and you require to get to the security room and press a new button to open it in order to get t o the red key.
	- map 11: changed the exit door into sliding polyobject doors
	- map 11: minor fixes to the surrounding cliffs and misaligned textures on the base's walls
	- map 11: made the sky walls invisible on automap, made some invisible structures visible again, generall prettification.
	- map 311: fixed creepy chant to #3 (#2 was being used due to duplicate doomed numbers)
	- map 311: fixed lava in the moat surrounding the boss arena doing no damage
	- map 32: removed some garbage code from actor IconOfSinBossChe
	- map 32: fixed the bosses' lightning: was ignoring time limit
	
		

Done July 18, 2023:
	- map 061: ripped EDAY06 and converted it to UDMF
	- map 061: fixed the inescapable sewer of death with blue armor in it. Now there is a grate lift behind the bars (for normal access from the starting area via raising the bars) and also instead of large holes in the toilet stalls there are floors that crash down when you step on them and leave a raised rubble pile to climb out. This way, the secret cannot be used for sequence breaking if you access it as intended, from the starting area: if you arrived via lift, there are no holes large enough to fit through and no rubble piles. And if you haven't figured how to access the elevator, it stays raised high above your head.
	- map 061: in the hub hall with liquid tanks in the center, fixed some shadows and added damaging effect to the spilled pool of green slime
	- map 061: replaced the big doors of the reacror halls airlock with sliding polyobject doors
	- map 062: split the former EDAY06 in half making the boss fight a separate map. Reason: it posed impossible difficulty spike for people like me who only ever use auto-saving and always replay the entire map if dying. The evil marines are one of the hardest bosses in the game due to their entirely unfamiliar moveset (for one who never encountered them). The giant cyberdemon is cheese compared to them.
	- map 062: fixed the container with blue armor by lowering it a bit so that it could be jumped onto.
	- map 10: ported the missing texture COMP009 from the EDAY test dated Dec 16, 2017 (the file itself id dated Jan 13, 2017). The texture is not present in any later versions but was still used in the cafeteria area of EDAY10 (a big monitor under the ceiling).
	- map 13: fixed wrong sky and music being used (were inherited from older versions of EDAY)
	- map 13: fixed a body hanging high in the sky
	- map 13: fixed a weird glitch with skybox showing through solid road surface
	- map 28: removed one unneeded tree accidentally stuck in a column near the map start
	- map 28: fixed texture alignment of the demonic face in the blue key building
	- map 28: fixed moving fence's sound that broke because of me cleaning up SNDSEQ.skies


Done July 17, 2023:
	- general: corrected track textures for the static (made of map geometry) tanks from the insane "imma square with a leetle wheel, wheee!" to less pretty but much more sane "here be blackness" Textures edited: APC1, APC2, APC3, APC4, PANZE1, PANZE2


Done July 16, 2023:
	- general: added full lyrics and translation to the creepy chants (see the TXT included in the sounds folder)
	- map 28: fixed the monster closet that broke when I rehauled the red key area. I completely redesigned and retextured it, now has two consequtive doors that open from different triggers, monsters teleport out, the closet has two large stimpacks and is marked a secret.
	- map 28: re-designed the grates at the red key niche using better texturing.
	- map 28: retextured the big doors connecting side wings to the small round yard.
	- map 28: various small corrections of alignment and texturing in the top left quarter of the map. Some roofs were redesigned, one building shortened, one missing roof added to the top layer. Hopefully there would be no more artefacts with sky cutting through distant buildings.

Done July 15, 2023:
	- general: added a fix for maggot-ridden corpses hanging in raging flames that applies to all maps retroactively. This is a stone soup mind you: Mark had a quite ingenious system for this in place, BUT it seems he burned out before calibrating it properly, also incorporating many more types of maggot-laden corpses -- so it was misfiring 90% of the time. It only needed minor adjustments to finish. As a side effect, charred hanging bodies went the way of the Dodo: aren't used anymore unless I placed them manually. An upside: I will release this as a standalone BD fix later (together with my other fixes). Or see DECORATE.nomaggots for yourself.
	- general: replaced CREDITS with a copy of TITLEPIC. That image was messy and worse than useles.
	- general: added five creepy chant voices for special places (who knew I had it in me to be a voice actor?)
	- map 47: added the creepy chant #4 to the Unmaker secret
	- map 27: changed textures of the final area gates' tops
	- map 27: added the creepy chant #4 to the Unmaker secret
	- map 28: made titanic work splitting map into base layer and top layer geometry
	- map 28: went to town on it making top layer humongous and elaborate, much-much detail. Framerate died screaming.
	- map 28: found a spot where looking straight down resulted in 5 fps. Was horrified.
	- map 28: cut the dynamic skybox down to save the framerate. Did not help.
	- map 28: radically changed city architecture halfway to the blue key to save the framerate. It was ineffective.
	- map 28: replaced all doors in the blue key building with sliding doors
	- map 28: fixed broken sound zone boundaries (some monsters on this map are, shockingly, not deaf as usual)
	- map 28: changed the blue key trap mechanics and fixed the broken (when?) route for the FUN! archviles to tour the entire map. There are dozens of patrol points all the way from the blue key building to the exit area, and *all* links between them were messed up.
	- map 28: added line specials to some choke points that make monsters crossing them join the patrol point conga line
	- map 28: rehauled the passage between the right and left halves of the map into a dog-leg. Now you walk *above* the red key where the floor is a grate.
	- map 28: replaced all doors opened by the button in the chapel with sliding polyobject doors
	- map 28: changed the comittee that greets you as you return with the blue key. Now at skill 4,5 there are chaingun guys, just like the oldest version of this map.
	- map 28: changed the trap that spawned nine lost souls to nine random niches with lost souls opened with the actual button. Reason: "when player bumps" on the wall below the actual button isn't very reliable. Player could easily press it without bumping into that wall.
	- map 28: changed the exit from the blue key building from a door opened by button to a door that requires the blue key from the inside -- and opens very, *very* slowly. Changed that button to teleport the key onto the altar. If you bump the altar before pushing the button you'll release the archviles anyway and will have FUN without a way out.
	- map 28: made the roof outside the blue key building very steep and slippery. You step out, you go aaaah-splat.
	- map 28: made the grand arched bridge narrower
	- map 28: clearly marked the red key niche as requiring the blue key to open
	- map 28: retextured the chapel a bit using my own specialized stained glass windows as well as existing BD/EDAY resources	
	- map 28: added creepy chant 31 to the chapel. Removed waterfall sounds from the blue key building and added creepy chant #2
	- map 29: made the grand arching bridge narrower to match the changes to map 28
	- map 29: added the creepy chant sound #5 (the creepiest, my masterpiece!) to the yellow key hall
	- map 311: added the creepy chant sound #3 to the boss arena's temple

Done July 9, 2023:
	- general: fixed a severe error in DECORATE that was preventing GZDoom Builder from parsing it properly. As a result, trees and lots of other decorations were working in game but in the editor they were shown as red circles with question marks, <unknown doomed number>
	- map 241: fixed misaligned textures in the first room south of the yard south of of the hub hall
	- map 241: fixed knights in the weapons reward area behind the yellow lock not waking up to teleport in for a surprise buttsecks (prevented 100% kills on UV)
	- map 26: fixed wrong textures and misaligned ceilings at the exit to the final yard
	- map 26: extensive reworking of top layer geometry, three of the skyboxes could now only be viewed through said geometry that is only visible through the sky portal. In theory, this should increase the framerate. As my research shows, this may be, ironically, the only way for complex skyboxes to have acceptable performance.
	- map 26: assigned "block monsters" to dining table edges
	- map 26: added four windows to the wall with the blue door
	- map 26: minor texturing corrections in the front yard

Done July 7, 2023:
	- replaced the demon sphere with a purple haxx sphere (+133 health up to 300; +133 armor up to 300; berserk): the demon rune was malfunctioning when in conjunction with EDAY 001, 80% of the time you failed to transform into a demon, just lost your armor and health if above 100. My programming skill is sufficient but I lack familiarity with underlying morphing scripts, fixing this bug properly would have required very long and boring investigation.
	- map 241: replaced one secret soulsphere with a purple haxx sphere
	- map 26: replaced the soulsphere in the secret added by me earlier with a purple haxx sphere
	- map 26: fixed sound sequence on baron spawning cocoons NOT set to flesh platform (it seems I made a mistake, reported it earlier)
	- map 26: reduced the caco launch boosters, they were ramming the ceiling in their eagerness to sink their teeth into the player
	- map 27: replaced the secret megasphere in the restored cut content area with a purple haxx sphere
	- map 30: increased texture scale on the skybox terrain near the camera, thanks to UDMF supporting it. Mark's skybox was good but texture kind of blurred horribly on the nearby hills clearly visible around the yellow skull area.

		
Done July 6, 2023:
	- fixed the invulnerable revenant bug (will release later as a standalone fix for BDv21)
	- changed revenant's homing missile back to a fireball: you can now easily distignuish between homing and non-homing projectiles, because non-homing volleys are still rockets.
	- nerfed the lost soul: removed its backpedaling when near the target. Now they only backpedal as part of attack sequence. Also lowered their outright fire immunity to mere 75% resistance.
	- map 32: redid the final bosses' lightning attack from scratch. Instead of thunderbolts being no-clip monsters with 360-degree vision, he now fires invisible revenant fireballs that launch short-lived lightning bolts downwards every 4 tics. Also added some baboom sounds unused in BD.
	- map 32: added some more non-slipery chunks to the lower area
	- map 32: removed remaining non-frozen decorations and bloody textures and added frozen archviles in walls
	
	
Done 2023:
	- general: more editor things for classes that weren't available as placeables: flies and maggot spawners, human BBQ and so on and so forth
	- general: made a new editor thing type for impaled gasping marines (all the code is still there, only its activation was commented out)
	- general: finally learned how to make linedef-based sky portals work in Zandronum. This is a great breakthrough: previously, adding sky geometry locked everything up because you had to keep all portal link things in *all* sectors under the sky synced perfectly. Now, it's just one pair of lines that has to be kept synchronized.
	- general: replaced blood fountain sound, was inappropriately powerful.
	- general: franken-coded up a new boss, Duke of Hell.
	- map 13: grabbed latest EDAY13, converted it to UDMF and copy-pasted my trainyard in place of Mark's trainyard
	- map 13: added new textures (TRAINSB1, TRAINBG1, TRAINBG2) and improved visual look of my train cars and their boogies
	- map 13: added a new texture (TRUCK2Y), upgraded trucks and semitrailers to look a bit more realistic (no more front wheels narrower than back wheels)
	- map 13: added a crashed trailer-less semi in place of chainlink fence to block the sidewalk.
	- map 13: rehauled the whole right half of the map to use one humongous top layer. Looks much better now, also, counterintuitively, improves the framerate.
	- map 13: changed one fence from impassable to walkable + shootable through midtex
	- map 41: fixed the normal exit, now exits to map 19. Did not touch the map itself, done via MAPINFO.
	- map 19: converted it to UDMF
	- map 19: changed that railing from impassable to  walkable + shootable through midtex
	- map 22: converted it to UDMF
	- map 22: completely redesigned the sky. Gigantic walls of flesh and bone inspired by Plutonia meat-sky are real map geometry, there is no sky at all - the clouds above are made of layers of 3d floors. On my favorite potato it turns into aA slideshow in places, BUT the built-in profiling in Zandronum says most of the render time is from sprites so screw it. I love my laptop but it was made back in 2012, it's time to stop cutting things down for the sake of compatibility with such potatoes. 
	- map 22: I replaced one of the tanks at the start with a helicopter. I know it's not as polished as the tanks but DAMN being the air support is empowering. A simple script prevents you from flying too high.
	- map 22: completely rehauled the castle area. Reason: AI is too dumb, had to remove "friendly" tanks too-too prone to friendly fire accidents. Added two rideable tanks to the castle area instead. Which made your role more proactive as it is *you* who fights those cyberdemons. Also, since there is no air strike anymore, it is highly advisable to lower the gate and drive your tank into the castle. Now it is *you* who mows those barons down... Again, Mark's original concept of being just one man among many was better BUT the thrice damned Artifical Idiocy prevented it from being viable.
	- map 22: since lava edges are not impassable anymore, added a pusher linedef that catapults monsters (friendly marines count) away from the edge. No more prancing across lava for them.
	- map 22: added various sound sets to "map 21 marine"s (were using default zombie grunts) from various chatter from companion marines. Female marines cuss a lot because there was little to choose from, had to use doomgal taunts. Added basic fire and explosive deaths to the marines by copy-pasting from BD player. Still very primitive compared to companion marines but at least it's something.
	- map 22: added a secret pineapple.
	- map 23: converted it to UDMF and improved texturing (mirrored the big blocks of the central tower, to avoid cognitive dissonance of light seemingly coming from different directions at the opposing walls. And some other minor retexturings.
	- map 47 (Hell's Backdoor, Che): fit between map 23 (The Tower) and map 24 (The Blood Swamp) as a secret exit from map 23, this restored cut content is Mark's old "hell gate" map, reskinned and with secret added (the Unmaker for completionist nerds)
	- map 47: converted it to UDMF
	- map 48 (Looting the Castle, Che): fit between map 23 (The Tower) and map 24 (The Blood Swamp), this "cut content strikes back" is a reskinned right half of Mark's old Sacrificial Grounds from the Hell on Earth Starter Pack. 
	- map 241: converted it to UDMF (tons of work, all the line and sector specials broke because it was in the antedeluvean Boom format)
	- map 241: removed the horror element replacing them with regular mutilated bodies. Sky portal works nicely, the ash is a novelty never used anywhere nowadays and the music I chose is from eday01 - because this map's design is so ancient it is so shamelessly and gloriously *doom*. 
	- map 241: replaced 4 of the doors with tall sliding doors and learned to make sound sequences for such. 
	- map 241: the former exit now houses a grenade launcher and a railgun as rewards for 100% completion.
	- map 242: converted it to UDMF
	- map 242: made an alternating player start: if you come from map 48 rather than 47, you start near the yellow door 
	- map 25: replaced the dynamic skybox with a sky portal. No ugly desync from head bobbing now. Also removed all that clutter from "cliffs with faraway jungle" skybox models.
	- map 25: converted it to UDMF and added comments to sectors for my bug fixes (a closet lacking line special from inside thus locking you in forever, a step not being extruded forcing you to jump at the base of the stairs)	
	- map 25: increased open sky areas brightness to 144
	- map 25: replaced some heavy doors with sliding doors
	- map 25: replaced roasting bodies with placeable human BBQ
	- map 25: replaced big doors with sliding door polyobjects
	- map 26: switched from variant B to variant A as my main version (they differ radically in the design of the starting yard/castle). Reason: Variant B was born from the fight for the framerate (irrelevant now) while the yard in the variant A is Mark's old design that survived countless edits. Conclusion: it must be gold if he kept it.
	- map 26: converted it to UDMF
	- map 26: redid the starting castle's architecture from 3d floors to line-based sky portals
	- map 26: redid the left castle's sky portal from thing-based to linedef-based and corrected the apron size
	- map 26: designed a boss to replace Belphegor, compatible with barons and knights without infighting: Duke of Hell (a baron on steroids who spams showers of baron fireballs). Replaced the Belphegor with it.
	- map 26: applied flesh platform sound set to baron spawning cocoons
	- map 26: replaced caco lifts around the yellow key with ThingTrustZ making that entire area bottomless swimmable
	- map 26: moved latrines in two prison cells, was very hard and bothersome to pick up ammo in too narrow space between latrines and beds
	- map 26: replaced some big doors with sliding door polyobjects
	- map 26: re-adjusted the final yard to center it on the entrance axis
	- map 26: brought back the kitchen sink from the Hell on Earth Starter Pack -- now with cabinets :D
	- map 26: fixed the dart trap: satyr faces were out of alignment with dart throwers and brightness was higher than the area's making the trap painfully visible
	- map 26: fixed an impossible difficulty spike by moving the archvile in the sewer into one of the barred doorways. Now he poses a limited threat
	- map 26: made all grate raising buttons in the sewer clearly visible: lit by default glowing in the dark (SW2SLAD)
	- map 27: converted it to UDMF
	- map 27: frankensteined in some cut content, namely the left half of Mark's old  "Sacrificial Grounds" from Hell on Earth Starter Pack. I know it doesn't fit perfectly, and turns Necropolis into a nightmare endurance gauntlet (because the part I copy-pasted in is so large it is worthy of being a map of its own). But I loved that map so much, I missed it so much, I just couldn't help myself. Converting from the Boom format to UDMF by hand was no easy task either. Instead of getting the blue key you now get a yellow key and have to explore a damn labyrinth made of deathtraps to get the blue one.
	- map 27: replaced all big doors with sliding doors. Polyobjects rock!
	- map 27: added a secret with some ammo to the unfinished empty secret tunnel
	- map 27: total rehaul of sky portal geometry, replaced thing-linked ones with linedef based ones. Allowed for a VERY elaborate and large "top layer". There are 3 partial copies with differing detail for different areas.
	- map 27: improved the dynamic skybox to present a better picture and fit the new sky portals
	- map 27: split the dynamic skybox into two variants, the final area uses the simplified version with props not visible from there cut out
	- map 28: converted it to UDMF
	- map 28: fixed the fences along sky bridges to walkable + shootable through midtex
	- map 29: converted it to UDMF
	- map 29: turned it into a Wham! episode with a script switching between several music tracks accordingly. 
	- map 29: redid the sky portal from thing-based to sector-based, replaced sky everywhere - so the skybox is now only visible through the top level geometry
	- map 29: massive corrections to the top level geometry: every part of it is now seen from everywhere, had to add much to turn it from a disjointed set of pieces into a solid scene
	- map 29: changed some scaled up custom textures (stained glass windows) to scaling via UDMF properties and deleteed the unnecessary definitions
	- map 29: retextured two outdoor areas from TANROCK8 and ASHWALL7 to CLIFFB and TANROCK9 (which is TANROCK8 tiled to 512x512 with a high quality mask applied). I tried preserving Mark's work, for too long, but those textures just aren't working at such large scales and ASHWALL7 is a crime against eyes.
	- map 29: replaced 8 of the barons with 2 dukes. Throwing elite monsters in such vast numbers devalues them. As one writer said, "release a thousand tigers in the open -- hovewer dangerous that mass would be, there is no tiger in it". Well said. A horde of mooks is well and good but so many barons is just not EDAY's style.
	- map 29: hacked up the unfinished BD mummy into provisional completion and replaced some pinkies with it.
	- map 29: replaced two mancubi with a volcabus at skill 4,5
	- map 30: converted it to UDMF
	- map 30: replaced blood that does not hurt with the non-glowing variant and removed haze from it (as per bug reports: was breaking convention)
	- map 30: fixed the inescapable APC machinegun bug by decreasing the APC height by 16
	- map 30: made sky fringes invisible on the automap
	- map 30: marked the invulnerability as a secret by surrounding it with a sector marked as such
	- map 311: converted it to UDMF
	- map 311: fixed the bug with the lower lava area being broken (a "set floor slope" thing was accidentally placed on the lava instead of the step designed to get out of it, which totally messed the area)
	- map 311: replaced the blood that doesn't hurt with the non-glowing variant
	- map 311: fixed floor height in decorative sectors 328, 333: blood level was not matching wall textures
	- map 311: removed all references to the non-existent texture "NATUR4G"
	- map 311: moved two candles to fix a presumed bug reported by Cybr0g on Apr 5 2019
	- map 311: slowed made the yellow key access lift (tag 20) from 100 to 64, to avoid small falling damage as suggested by Nefaz on Apr 10 2019. Also made it recyclable, entering the niche behind the yellow key raises it again.
	- map 311: fixed a broken chunk of fog at the entrance to the forest in front of the yellow key building (sector 261 had wrong light level)
	- map 311: smoothed a tall rock wall edge in the forest in front of the yellow key building, adjacent to sector 530
	- map 311: rehauled the final arena. Raised it by 1300, access is now via rising elevator (repeatable from the bottom side, in case of coop), made side cliffs into a proper ring hugging the temple, added an inescapable bottomless pit surrounding the arena, with slippery ice in places. Centered elements, polished the temple fixing misaligned textures and prettifying it a bit. Changed the exit pit from blood to ice, according to my reskin of map 32.
	- map 311: decreased the number of surprize mancubi from 26 to 14, according my own assessment and Nefaz's feedback. That area was indeed copy-pasted from HESP, from the map "bloodfalls" notorious for its particularly bad design and reliance on humongous herds of thicc mobs.
	- map 311: made sky fringes invisible on the automap
	- map 32: converted it to UDMF
	- map 32: reskinned it to icy theme (adding several new textures) and renamed it to "Traitor's Prison" (as per description of the Ninth Circle by Dante). The lower area is slippery now. The skybox was removed, using a simple sky from the Wolfenstein map.
	- map 32: changed the final bosses' damage from fire to ice
	- map 32: changed monsters' freeze deaths to permanent: they do not crack on their own and when hit with fire they still die
	- map 32: changed the bosses' attack patters, the probability of him using fire, missile or thunder depend on his state of health (the lower,  the more missiles: these are seriously OP). Made his attacks weaker when above 25000 HP. Made his attacks massively more powerful when below 7500 HP
	- map 32: fixed the broken thunder attack (by doubling the thunderbolts' lifespan)
	- map 32: added music change when the boss sees you and changed the default music 
	- map 32: fixed the boss trying to run a missing script 56 when he sees you (in the ancient times of HESP this custom script defined in the map itself was displaying the bosses' health bar)

Done 2022:
	- nearly died three times and had an epiphany. Which is funny sine I'm a devoted atheist.
	
Done 2020:
	- map 24. Removed the skybox altogether, much better ambience now.
	- map 25. Removed most of the skybox content except one rock spire straight ahead.
	- map 26a. Removed the skybox for the starting area.

Done 2019 and before:
	- map 19. Down there its dark but you can see The Tower looming ahead.
	- map 20 
	- map 21. Large decorative areas added. Bugs fixed. A new secret added (the Unmaker).
	- map 22 has muh more lush jungle. Should have less performance cost too. I care about performance. Also shows off me discovering how to make monster teleporting rooms work *without* hearing tunnels. Tip: use linedef special 173 then *join* the sector it borders with a small remote sector attached to the monster container. Works like a charm.
	- map 23
	- map 24 and the skybox it shares with maps 25-27. Has a new multi-story tower gate, starting area reworked to match the new dynamic skybox. Bug fixes.
	- map 24 alt version - half the cool looks twice the fps in the starting area. This boring version gives 40+fps where CHE24 chugs at ~20 fps.
	- map 25. The exit area was raised by 1000 to avoid making 2 skyboxes for different heights.
	- map 26 (eday28) !Updated to PreBetaX version. The exit area remade into a large inaccessible street leading to an arched bridge. The cathedral moved to skybox. The new cathedral is 10000 tall (~ 300 meters). Damn, those devils like it big! 
	- map 27. modded extensively, many areas moved around or reworked from scratch. Now the layout looks like a real cathedral. Sky portal with immense cathedral towers added. Also includes shrubbery to surround existing areas.
	- improved story texts between maps 20 and 21 and between 21 and 22. I put my decade of experience as a fanfiction author to use, as well as my rusty fansubbers skills.














--------------------------------------------------------------------

PER-MAP LOG:
	
EDAY01:	
	Aug 26, 2023:
		- ripped EDAY01 and converted it to UDMF (retaining its id EDAY01 to override the campaign instead of adding a new one -- they are identified by the first map's id)
		- upgraded map scripts for full localization support (the whole reason for editing this map). New string ids LT_SPEAKERS, HAN_GA_OPEN, THIS_SW_BROKN, THIS_SW_JMMD
		- corrected text display length to match the voice length and then some, from 9 to 12 seconds.
		- fixed the sky
		
	Aug 28, 2023:	
		- upgraded all custom messages to my HUD scripts
		
	Nov 07, 2023:
		- fixed ladder texture sticking too far up in the yard
		- general automap prettification
		
	Nov 30, 2023:	
		- applied new sound sequences to some doors
		- added sounds to fans
		- changed the walls shape around the big fan: that imp tended to hug the walls, kicking him into the fan as intended had *very* low probability of success as he was simply hitting the side frame of the fan, again and again
		- remade scripting of the window that imps break through, so that the wiindow is initially transparent, like all other windows
		- restoring cut content: the ship you have supposedly arrived on sitting on one of the landing pads - it was there in earlier installations but Mark removed it by some reason. 
		- added a scripted imp shredding a marine to the starting area
		- remade the pitched battle outside from pure sound to that plus actual battle: 4 marines with airsoft guns doing 0..1 damage, with their dodging reflexes nerfed, versus 9 imps. No chance to interact: they are all scripted to die when you go further and the airship explodes.
		- fixed one monster closet never opening if you traverse the map in a very unusual but possible way
		- applied my new mechanics to the breakable fans.
		- removed two explosive barrels to avoid one secret being discovered by accidental (90% guaranteed) explosion 
		- added safety cage and doors to the control tower elevator
		
	Dec 11, 2023:
		- fixed the scripted fight between marines and imps outside not working properly (by some weird reason, the marines were fighting a single empty spot while the imps were completely missing)
		
	
	Feb 18, 2024:
		- fixed texturing in the yard: several crates had their tops textured with ground instead of metal. And I only noticed when recording videos for Youtube.
	
	Mar 23, 2024:
		- upgraded breakable computer screens in the control tower to my monitor smashing mechanics
		- re-compiled scripts and re-saved the map from UDB
		
	Chebskies 2.0 release January 07, 2026:	
		- adapted for hordes.
		- fixed one secret showing on textured automap
		- automap prettification
		- fixed the special imp who shreds a marine as you enter failing to generate a headbox when he finished and becane a regular imp
		- added scripts to reduce jumping power of certain monsters
		- fixed incorrect monitor smasher triggers in the corridors: when hit by AOE damage, glass would erupt but wall texture would not change - especially noticeable when you blow that fire extinguisher to frag the nearby imps.
		- upgraded the cutscene imp to use actual class and init mechanics
		- changed the cutscene marines from specialized slaughterlamb actors to generic non-commandable NPCs whose damage is nerfed and dodge-rolling disabled by the map setup script.
		- fixed map scripts to use includes without paths
		- switched imps jumping in through windows from a set of five attempts in a fixed pattern to my new spawning mechanism
		- changed the start, you begin with the hangar door open getting a glimpse of the marines and the VTOL in the landing pad (blocked by an invisible wall). The door then closes immediately cutting you off and only then does screaming start.
		- changed the hangar doors texturing from a clever hack to custom frankentextures
		- fixed floor texturing and light level in the hangar doors in the start room (light level 256 is incorrect even as it seems to be working, never set it above 255 to avoid monsters looking pitch black due to overflow)
		- changed color and fog color from bein set by a script to UDMF sector properties and adjusted it to match the rest of the Mars maps
		- added three cliff racers to the cutscene of the marines being slaughtered to increase clamor and mystery
		- added support for New Game Plus: the marines to be slaughtered outside are replaced by NPC marines inside with you. The VTOL still asplodes, tho, because now monsters aggro at *it*.
		- moved the VTOL to the other pad
		- moved the firefight sound deeper into the base and delayed its activation by 6 seconds. Reason: it has practically infinite faloff but it is *still* directional, it felt weird coming from the direction of the room you start in!
		- changed the music to "HANGAR" ("At Doom's Gate (Remake)" Remake by Andrew Hulshult [https://youtu.be/PKs5m9bq6t0])
		- rotated the landing pads 90 degrees
		- raised the cliffs on the other side of the fence removing gaps in them
		- fixed blatant texturing errors along the top of the walls outside and the broken overhead lights geometry (nobody ever looks up it seems, including me)
		- replaced the ceiling window in the armory with a normal ceiling
		- lowered ceilings in the corridor around the bathroom
		- fixed map scripts to account for the VTOL airship obeying obscure Brutal Doom settings that disable voxel objects - if the ship isn't there, there won't be wreckage when it explodes (a mystery explosion that kills everyone)
		- made the monsters attack the airship (indestructible) when there are no more mariness left. On NG+ there are none so the monsters just all attack the airship right away. Imps look hilarious jumping time and again in a neat row of five as they try scratching the vehicle to death. Wth are they going into melee? I must place an "it's a tank" token into vehicle's inventory to make them keep their distance.
		- improved the glass windows of the tower, now the fog transition wall really looks like the outer glass surface
		- fixed wall monitor breaking hitboxes misaligned with monitor positions on the texture (wtf, when did this happen?)
		- fixed wall monitors breaking being totally broken because there was an old EDAY mechanism activating and messing things up. CONCLUSION: when I merged the separate 1.x's PK3s into one for 2.0 it did not go as smoothly as I thought, there were unforeseen side effects.
		- added civilian corpses
		- fixed my new spawning script not working at all (imps breaking through the window freezing unresponsive)	
		- marked the hate target inside the airship as a player driving a tank, which forces the imps keep their distance.
		- fixed broken breakable monitors in the armory
		- hardcoded the next map transition in map scripts
		- added a safeguard against New Game Plus check going haywire in coop. Pointless since no NG+ nor varied bad endings are available in coop, the game always ends with the good ending.
		- confirmed the new game plus mechanics work (the cutscene marines are saved and become commandable NPCs)		
	
		

	
EDAY02:
	Aug 26, 2023:
		- ripped EDAY02 and converted it to UDMF
		- upgraded map scripts for full localization support and using my standard HUD message script. No new string ids.
		- corrected text display length from 9 to 20 seconds
		- fixed the sky
		- added "no decals" property to the elevator buttons. There is always so much carnage the buttons were never visible under hectaliters of blood
		
	Nov 07, 2023:		
		- general automap prettification. Made the inacessible areas not show on automap.
		- marked the armor bonus pile as a secret, thus increasing their number from 5 to 6, and blocked the easy access to it from beyond the blue door (marked the small door as requiring "impossible" key). Now you can only access it the hard way.
		- upgraded the monster closet to my advanced design with 100% reliable deployment, for guaranteed maxability. A change in gameplay: those monsters deploy still sleeping because the old hearing tunnel is gone. Also, the pattern of their deployment has changed.
		- changed the exit elevator to a realistic elevator with sliding doors that makes a loud ding when it arrives
		- changed the terrain outside the hall with exit elevator: instead of a channel with nukage floor this is an outdoors area compatible with the next map
		
	Nov 30, 2023:
		- applied new sound sequences to some doors
		- changed the id to EDAY02
		- added nukage sloshing effects to the bridge submerging (water ripple 3d model force on)
		- added nukage sloshing effects to the big stream of nukage falling from big pipe
		- changed one bridge's mechanics to an ACS script to fix it not making sounds while moving
		- moved one armor bonus into an easily overlooked corner to inflict more pain and suffering on people trying to max this map
		- changed the shape of landscape beyond the windows to break all too obvious straight cutoff line
	
	Feb 18, 2024:
		- proofed the advanced teleporting closets against breaking in third party mods
		
	Mar 23, 2024:
		- re-compiled scripts and re-saved the map from UDB
		
	May 19, 2024:
		- added coop respawn redirects to avoid players bypassing the grand backtracking ambush by respawning past it
	
	Chebskies 2.0 release January 07, 2026:	
		- adapted for hordes
		- automap prettification
		- replaced the advanced teleporting monster closets' activation with the new mechanism that does not break on PotPourri swaps
		- fixed pinkies in the advanced teleporting monster closet overlapping on the Hordes skills, thus stuck.
		- updated map scripts to use includes without paths
		- retextured the elevator cabins and equalized their height across all the three maps they are present in
		- replaced rotting corpses with dead zombies inside the elevator cabins (the buzzing flies were unnecessary)
		- added a yellow key card inside the most maddeningly vexingly hard to figure out secret, visible through its window.
		- made the right elevator an exit to the secret map 45 that requires all keys (meaning the red and yellow keys since the blue is obligatory to reach the elevators)
		- made the exit a bit fancier, with one-second fade to black while the elevator doors begin to close	
		- added scripts to reduce jumping power of certain monsters
		- removed the extra button from the right elevator. Now both elevators have one button each. The left one exits while the right one is the secret exit requiring all keys.
		- increased the exit delay from one to two seconds: it was too fast, you did not have time to notice the doors were closing
		- fixed minor texturing errors
		- hardcoded the next map transition in map scripts
		- moved outdoor areas' color and fade from being set by the map script to UDMF properties of the sectors
		- added a top layer by copying from maps 45 and 04, adapting and adding dirty towering tanks
		- added toxic AOE DOT to the nukage waterfalls (damage type "Slime"). If you step under the stream without wearing a rad-suit you melt in seconds! Keep in mind the adjacent showers now clear the toxic DOT, on top of rad-suits there doind that as well.
		- recompiled map scripts to remove binding for KYHUDM.acs (now integrated into FBD_CORE.acs)
		- retextured one treacherous railing (added by me) that was looking like all other railing but failing to block player movement (turns out "jump-over railing' and "walkable+ shootable through middle texture" imply different requiremants for the texture's height). Used a taller texture for that one.
	
	May 23, 2026:
		- fixed the skybox considering one fence that is climbable over (original EDAY feature) - but with my new skybox the illusion was breaking because you could see a gap between the skybox geometry and the map geometry while standing on that fence! (it's near the tank pouring a stream of nukage, the fence has a box next to it and the sky ceiling above it is 400 rather than 256 of everything else around). Basically turned a stub skybox into a full-fledged skybox with all distant buildings visible for the nukage channels area. 
		- made the two halls the conveyor runs through soundproof from each other. Reason: monsters waking up early were running into the nukage stream, hit with a toxic DOT and causing infighting.
		
	May 24, 2026:	
		- moved some monsters away from the nukage stream: it was hitting them with toxic AOE DOT right from the map start making them roam around propagating toxic AOE with a high chance of total infighting in that room.
		- minuscule skybox improvements
		

EDAY45:
	Chebskies 2.0 release January 07, 2026:	
		- ripped HESP map 03 out of the Hell on Earth Starter Pack, converted it to UDMF and inserted into Chebskies-EDAY as a new secret map between maps 02 and 03.
		- moved a part of the exit area to be the new starting area, lowered it transforming the former entrance elevator into a stairwell and flooded it with water (the elevator cabin gets flooded when its doors open)
		- cloned the isolated deathmatch room and reskinned it into a hall separated with a horizontal grate floor with the space under the floor flooding when you press the exit button -- at the same time draining the entrance and unlocking the elevator button there.
		- added a backtracking ambush (includes strong stealth monsters on high skills) and a coop redirect to avoid bypassing it by respawning.
		- added a top layer by copying and modifying map 03's top layer. The same buildings are visible in the open areas
		- reskinned dated features using EDAY textures (including replacing blue water with brown).
		- applied sound overrides to most doors to be consistent with other EDAY maps
		- added lots of sound sources (flowing water)
		- added grates to the windows into the red key tower's yard instead of them being unexplicably impassable.
		- placed a chainsaw in the open
		- replaced the chainsaw in one secret with a sniper rifle	
		- added a boss fight at the end of the backtracking route, a plasma chaos marine buffed with increased health (4 gradations for diffgerent game skill)
		- reshaped the corner of the floodable arena reducing the barred window to the outside to a narrow slit (the fog transition in it was ugly anyway)
		- fixed broken fog in the room beyond the red door
		- fixed this secret map's completion token not being given
		- assigned music "D_DM08" and boss fight music "WINROIDS".
		- made the flooded room's doorway block sounds. Two goals: prevent the corridor ambushers stampeding in and prevent the boss (teleports in on backtracking) hearing you until he sees you. Fun fact: if you monitor monster's target via ACS (to, say, change music when he begins targeting the player) you may trigger prematurely because any AMBUSH monster assigns his target pointer to the player when he hears him. The monster just doesn't act on that knowledge until the player is in sight. But the target is set.
		- fixed minor texturing issues
		- virtualized the boss music switch
		- reshaped the opening making the floodable arena much harder to escape under duress
		- removed the extra 4 second delay between arena beginning to flood and imps beginning to rain from the outflow pipe
		- greatly decreased the transparency of the water surface
		- fixed the boss deployment failing on the Hordes skill
		- fixed minor texturing errors
		- hardcoded the next map transition in map scripts
		- rebalanced the boss: made him immune to extra damage from the shotgun and super shotgun at close range to avoid cheesing him with the shotgun, buffed his health and dodgines for all skill levels (most Chebskies bosses have 4 variants for different skills), buffed his circle-strafing speed for UV and Hordes, switched his melee weapon to the chainsaw for UV and Hordes.
		- recompiled map scripts to remove binding for KYHUDM.acs and change map ending to use starting position #1 in the next map	

	Jan 24, 2026:
		- reverted the boss music back to WINROIDS

		
EDAY03:
	Aug 26, 2023:
		- ripped EDAY03 (was already in UDMF)
		- upgraded map scripts for full localization support and using my standard HUD message script. New string ids: THIS_OPNS_LSWHR
		- corrected text display length from 12 to 25 seconds
		- changed thing-based sky portal to line-based. This required to change sector tags. Also centralized all color/fog application in the map script, the script 1541 is now irrelevant.
		- fixed potential performance drop by adding a large enough apron to the sector that hosts fuzzy reflections in the glosyy floor (it's a thing-based portal, d'uh)
		- fixed monster closets breaking and monsters not deploying if you berserk your way through the chaingunners in the blue key room
		- fixed the sky
		
	Aug 28, 2023:
		- upgraded door messages to my HUD scripts
	
	Nov 07, 2023:
		- changed the starting elevator to a realistic elevator with sliding doors, matched its texturing to the previous map.
		- replaced the terrain visible outside the entrance hall with a sky portal with a copy of the same terrain from the previous map, with dead imps on balconies and on the ground. Now the map transition feels like you rode that elevator 512 map units down and are now on the lower floor of the same building.
		- fixed a horrible sky portal blunder in the outdoors area with bridges and satellite dishes that was causing FPS drop to 14..18 making the area unplayable. When upgrading the portal to linedef-based I forgot to remove the old portal anchor things, which caused who knows how much recursion in the upper layer rendering, probably, a bazillion times over. While fixing that, moved the opposite building from the area's geometry into the top layer, which necessitated some changes to its looks.
		- upgraded the monster closet to my advanced design with 100% reliable deployment, for guaranteed maxability. A change in gameplay: those monsters deploy still sleeping. Also, the pattern of their deployment has changed radically.
		
	Nov 30, 2023:
		- applied new sound sequences to some doors
		- changed the id to EDAY03
		- modified the top layer to match the next map's geometry near perfectly
		- added antennas to comm towers
	
	Dec 11, 2023:
		- fixed a bug in my ATCs (advanced teleporter closets). First my upgraded version Mk II (with shape improved to guarantee thicc mobs like mancubi and arachnotrons never ever getting stuck) failed craptacularly when applied to map 24. A lot of those thicc mobs got stuck on their first try :( Truly "better is the enemy of good". I haven't noticed it before because all the maps where I used Mk II had enough space that monsters never cycle en masse waiting for a free spot. Then I looked back and realized that Mk I could malfunction in a similar manner (the tip of the main belt and the edge of the safety margin pushing two monsters in opposite directions resulting in a deadlock) it was just so improbable I never saw it happen. The requirement: the distance between that tip and the margin must be larger than the diameter (two radii) of the thicciest mob in the closet.

	Feb 18, 2024:	
		- proofed the advanced teleporting closets against breaking in third party mods

	Mar 23, 2024:
		- fixed one stimpack in the void
		- upgraded all breakable computer screens to my monitor smashing mechanics
		- fixed monitors in the ceiling (in the corridor beyond the right door from the start) breaking from your bullets flying *below* them. In fact, the "check switch height" was never implemented for hitscans in any source port, so you *have* to use invisible shootable things that swap the texture of a linked wall on death via ACS to implement shootable upper or lower textures. There is simply no other way to do this.
		- re-compiled scripts and re-saved the map from UDB
		- destructibility and sound effects of the server room backported from map 061
		- removed unknown effects 7 and 8 from some sectors
		
	Chebskies 2.0 release January 07, 2026:	
		- adapted for hordes
		- automap prettification
		- disabled the unstable hacks designed to help ATCs work with badly coded third party mods
		- added scripts to reduce jumping power of certain monsters
		- replaced the advanced teleporting monster closets' activation with the new mechanism that does not break on PotPourri swaps
		- updated map scripts to use includes without paths
		- retextured the elevator cabins and equalized their height across all the three maps they are present in
		- replaced rotting corpses with dead zombies inside the elevator cabins (the buzzing flies were unnecessary)
		- added alt start support if player came from map 45 rather than 02 (it's subtle, you arrive in the left elevator instead of the right one)
		- changed the red elevator's texturing to only have one button	
		- hardcoded the next map transition in map scripts
		- switched from an ACS hack to using real alt player starts (position #1 - in the nothernmost elevator cabin)
		- recompiled map scripts to remove binding for KYHUDM.acs
		- made sink edges block players so that you do not walk onto the sink while trying to drink water



		
EDAY04:
	Aug 26, 2023:
		- ripped EDAY04 and converted it to UDMF
		- commented out garbage leftover scripts
		- centralized all color/fog application in the map script
		- added a simplistic outdoors area outside orangery windows. Reason: was possible to look down into sky repeating.
		- made non-playable areas not shown on automap and general automap prettification
		- upgrade the truck. Man, when will those trucks end...? Make it stop!
		- fixed the sky
		- fixed the light bug. Lots of sectors were set to brightness 256, which in combination with 3d floors causes things in those sectors become pitch black. The worst offenders: the plants in the greenhouse (ALL of them); the imps (and parts thereof) on the second floor when under the ceiling lamps. I reduced brightness to 255 everywhere.
		
	Nov 07, 2023:
		- guarded one problematic ladder, blocking monsters from touching it: they would get stuck on it as if glued, twitching helplessly.

	Nov 30, 2023:
		- added antennas to comm towers
		- changed the id to EDAY04
		- rehauled the cargo elevators adding safety cages and sliding doors
		- moved the terrain outside the entrance area's windows to a top layer. Reason: with the introduction of antennas, the centrall hallway cutting the towers with sky became too obvious.
		- rehauled the terrain outside the entrance area's windows to match the previous map near perfectly
		- applied my new mechanics to the breakable fans.
		- fixed two armor bonuses that were under 3d floor walkways, not on them.
	
	Feb 18, 2024:	
		- moved a row of three armor bonus breadcrumbs from a corner onto the walkway I assume these were intended for. GZDoom Builder is a fine tool but it has its quirks, all too easy to move things by accident without noticing.
				
	Mar 23, 2024:		
		- re-compiled scripts and re-saved the map from UDB
		- fixed some pipes in a wall niche marked as a button for the northern elevator (my mistake)
		- added bubble streams to the water tank that contains the red key
		- upgraded all breakable computer screens to my monitor smashing mechanics and fixed one incorrect cross-link between two monitors that became apparent thanks to this
		- destructibility of some computer walls backported from map 061
	
	Apr 06, 2024:
		- fixed minor texturing errors
		- applied my new randomizer technology: various passages get blocked randomly making each playthrough unique. Randomizes also each time you load a Zandronum auto-save (e.g. you died and pressed LMB) because the randomization event happens two seconds after the first player spawns in the map. In this specific map, some impassable doors may close convenient passages; some elevator call buttons may get removed; the red key area may require a yellow key -- which then spawns in a random location.

	Apr 14, 2024:
		- fixed map randomization breaking coop multiplayer

	Chebskies 2.0 release January 07, 2026:
		- adapted for hordes
		- fixed HOM in hydroponics rooms thresholds
		- textured the base from the outside, in case camera clips through wall during fatality (was an ugly mess)
		- switched the map randomizer to FBD's fallback seed generator in GZDoom (uses player movement in the first two seconds)
		- automap prettification
		- switched the map randomizer to FBD's fallback seed generator in GZDoom (uses player movement in the first two seconds)
		- added scripts to reduce jumping power of certain monsters
		- recompiled the map scripts (was already ported to my new randomizer -- when did I do that?)
		- upgraded to the new randomizer mechanism
		- updated map scripts to use includes without paths
		- fixed one of elevator doors clipping into the nearby vent making it inaccessible (reported by CX61)
		- fixed missing elevator sound overrides (from default doom sound to cargo elevetor). These things were missing, simply not there. Deleted by accident? When did this happen?
		- fixed minor texturing errors
		- fixed some breakable computer walls that broke due to changes in the code since 1.x
		- updated the map randomizer map scripts to use the actual random seed generator version
		- added some civilian corpses
		- improved the map randomizer script

				
		
EDAY05:
	Aug 26, 2023:
		- ripped EDAY05 (was already in UDMF). 
		- there was nothing to localize and literally no scripts to upgrade. You got it right: there are NO scripts in this map. The outdoors coloring and fog are applied using UDMF properties.
		- fixed the outdoor coloring and fog to match other Mars maps (looks much better)
		- fixed the sky
		- fixed the first game controller (the one on the table in front of the game console) having its two vertices touching the table edge's linedef without intersecting it. Was causing the node builder to have a seizure
		- fixed the second game controller (the one on top of the game console) in the lounge being a disjointed mess of tangled sectors. It was rendering even worse in game.
		- fixed most food items in the cafeteria being too far from the table edges so you can only eat them if you jump onto the table and crouch (so unrealistic!)
		- fixed the craved revenant launchers laying out of reach because the shooting range with its revenant corpses was blocked with an insurmontable waist-high fence
		- fixed the armory invalidating rare item drops because miniguns and RLs were randomized, a chance of finding a machinegun was 100% and a grenade launcher too high. I replaced all but one of them with static standard minigun and rocket launcher with no variety.
		
		
	Nov 07, 2023:	
		- cleaned automap from random skybox lines not hidden for some reason
		- restored light flickering in one place where Mark forgot to convert it from the old Boom format to the Hexen format in the ancient times (was showing in the editor as unknown sector special 12)
		- fixed some walls not showing on the automap
		- fixed some air ducts requiring pressing crouch to climb in some places, also fixed texture alignment there
		- added "block monsters" to the air ducts openings. I don't know *how* that frakking imp managed to get in there, but hunting the last mob for 100% kills was FUN >:(
		
	Nov 30, 2023:
		- added antennas to comm towers
		- reshaped the outdoors area to improve view out of the office area's eastern windows.
		- changed the id to EDAY05
		- applied new sound sequences to some doors	(the locker doors, all 32 of them... :(... ); added ambient sounds.
		- added ambient sounds
		- automap fixes
	
	Mar 23, 2024:
		- re-compiled scripts and re-saved the map from UDB
		- made the TV in the rest room breakable, screen filled with static (copied from map 17)
		- fixed an irrelevant unknown texture (inside a monster closet, never seen)
		- destructibility of a lot of computer walls backported from map 061
		- finally realized that the retractable table was not working as intended (that's why it required you to crouch to climb out) and had a minor hole-into-skybox issue to boot. Fixed.

	Mar 24, 2024:
		- investigated the retractable table *still* not working as intended and changed the activating button from "platform lower wait raise" with delay of zero (which in case of this line special means indifinitely) to "floor lower to lowest". This map, albeit with less adornments, was already in HESP and was already in UDMF even back then. This three-button-sequence was obviously designed as a *timed* puzzle at some point, as all enclosures have buttons to open them on the inside (with a functional 5-seconds delay). But Mark-sensei had obviously decided this timing nature was only bringing needless frustration so he changed closing times to infinity -- before time primeval, before we saw these maps in the first place.
		- fixed sound sequence overide for that table not working - was my typo.

	Chebskies 2.0 release January 07, 2026:	
		- adapted for hordes
		- fixed the lowest difficullties having the same monster numbers as the medium difficulties (there was in fact very little variability, only a few monsters appear on UV/Nightmare only)
		- fixed player 7 start being stuck in player 2 start and player 8 start stuck in player 3 start
		- automap prettification
		- replaced the only variable RL (out of four) in the armory with the non-variable one
		- added scripts to reduce jumping power of certain monsters
		- replaced specialized chaingun spawners in the armory with regular miniguns since the random chance is now disabled for EDAY.
		- added a grenade launcher to the rocket ammo secret
		- retextured the floor in the rocket ammo secret
		- updated map scripts to use includes without paths
		- hardcoded the next map transition in map scripts
		- recompiled map scripts to comment out an ancient script that scrolled the ceiling of a skybox that no longer exists
		- made sink edges block players so that you do not walk onto the sink while trying to drink water
	
	


EDAY061:
	Jul 18, 2023:
		- ripped EDAY06 and converted it to UDMF
		- cut off the final boss arena (made purely decorative and the door frame ends the map by walking through)
		- fixed the inescapable sewer of death with blue armor in it. Now there is a grate lift behind the bars (for normal access from the starting area via raising the bars) and also instead of large holes in the toilet stalls there are floors that crash down when you step on them and leave a raised rubble pile to climb out. This way, the secret cannot be used for sequence breaking if you access it as intended, from the starting area: if you arrived via lift, there are no holes large enough to fit through and no rubble piles. And if you haven't figured how to access the elevator, it stays raised high above your head.
		- in the hub hall with liquid tanks in the center, fixed some shadows and added damaging effect to the spilled pool of green slime
		- replaced the big doors of the reacror halls airlock with sliding polyobject doors
		
	Aug 26, 2023:
		- fixed the sky
		
	Nov 07, 2023:	
		- removed the secret flag from inacessible part of the map geometry that represents the next map (forgot to, when split the map into two)
		- marked one door requiring blue key with blue side panels (was annoyingly unmarked)
		- fixed many monitors in the computer rooms not breaking properly (were emitting glass shards with a sound of breaking glass but the screen texture wasn't changing). This was a primeval EDAY bug.
		- updated the post-exit arena decoration to match the changes to the next map
		
	Nov 30, 2023:
		- changed the id to EDAY06
		- applied new sound sequences to some doors and elevators; added ambient sounds.
		- changed the giant entrance door to sliding doors. I am sorry, I just could not help myself. That door was irritating me horribly. I resisted for a long time, since I had to reshape the secret elevator as well, but... At least getting the blue armor should be easier now.
	
	Feb 18, 2024:	
		- renumbered from 06 to 061
		- increased the roar of the wind tunnel (was too quiet!) by making it 6 sound sources with differing pitch instead of just two identical ones
		- added a balcony to the wind tunnel jumping puzzle, falling out was too easy -- combined with the baron, that reeked of fake difficulty.
		
	Mar 23, 2024:
		- re-compiled scripts and re-saved the map from UDB
		- fixed broken map geometry caught by UDB (minor things not actually affecting anything)
		- upgraded all breakable computer screens to my monitor smashing mechanics
		- made *all* screens and servers in all four computer rooms destructible - also made many screens around the map breakable. New textures: ECOMP32R, ECOMP30R, ECOMP29R, SILVER3R
		- added lots of server sounds, every server now uses randomized one, with lots of servers resulting in a nice cacophony... Until you smash. New sounds: KYSRVR01..KYSRVR07
	
	Apr 13, 2024:
		- fixed incorrect texturing in the red door's doorframe
		- fixed one square box with monitors ceiling thingy near the red door not being smasheable
		- improved texturing of the wall that opens the secret elevator
		- automap prettification

	Chebskies 2.0 release January 07, 2026:	
		- fixed the medium and low difficulties having THE SAME monster list as UV/Nightmare. In fact, all monsters on this map except two barons were marked for difficulties 1..5, and no coop-only monsters.
		- adapted for hordes
		- moved one stuck revenant in a toilet stall
		- fixed minor texturing errors
		- raised some floors in the security room so that the chaingunners inside could surprise you through the windows randomly. Also fixed sound propagation in that area turning it into a devious trap
		- fixed ceiling height errors in the star-shaped hole in the ceiling
		- fixed two servers in the entry hall not being smasheable
		- replaced true reflection (mirror floor) in the corridor near the reactor room with much less cool fake ceiling light reflections. Reason: the latest Zandronum 3.1 has a bug, the floor reflection glitching and the floor rendering with HOM motion blur. This change could easily be reversed in the editor after the Zandronum bug is fixed, I left comments on how to.
		- added scripts to reduce jumping power of certain monsters
		- fixed a line of shrubs moved accidentally from their planter into the middle of the changing room at some point (when did this happen?)
		- updated map scripts to use includes without paths
		- added a secret exit to the secret map 44 (quite obvious inside the blue armor secret but requires the red key which you get much later, basically the key for the normal exit)
		- replaced the toilet on the floor above the secret exit with a special non-interactive toilet that can be broken but cannot be flushed. Reason: was intercepting your use action somehow through the ceiling, you trieed pushing the exit button but flushed that toilet instead.
		- assigned a sound override to the bars blocking the top entrance to the secret blue armor tunnel. With this loud obnoxious whirring no way anyone misses the fact they activated the secret.
		- hardcoded the next map transition in map scripts
		- made sink edges block players so that you do not walk onto the sink while trying to drink water
		

EDAY44:
	Chebskies 2.0 release January 07, 2026:	
		- ripped the unfinished map 44 from EDAY Test 001, converted it to UDMF, replaced the missing textures, removed all water reflection effects, replaced most water with nukage, added the entire HESP map 07 as the bosses' arena and ported a simplified top layer from map 062 (those two cooling towers). The boss is Toxic Nutjob - a bright green low-tier maradeur nerfed with decreased health, (4 gradations for diffgerent game skill).
		- virtualized the boss music switch
		- added wave splashers and toxic AOE DOT to nukage waterfalls
		- fixed the overwhelmingly loud water flowing sound: this map had 35 water flowing sound and it is clear now that at some point Mark-sensei had buffed their radius horribly -- resulting in dozens such sounds overlapping in a maddening cacophony. Replaced them all with short-range variants.
		- fixed one of the security camera screens viewing from a random piece of crap instead of the designated security camera
		- fixed boss music turning on when the boss hears the player instead of when he sees the player
		- fixed the top layer not working
		- hardcoded the next map transition in map scripts
		- assigned sound sequence overrides to doors and elevators to make it sound like other EDAY maps
		- fixed original sound zone boundaries so that reverb only applies in the tunnels, not to the entire map.
		- added rad-suits to both of the rooms with entrances into the nukage-filled tunnels
		- added adding a token to players who visited this map to keep secret maps tally
		- rebalanced the boss buffing his health for low skills
		- seeded nukage floors with sudden toxicity emitters: every 8..24 seconds these begin a quickly escalated bubbling that follows with hitting everyone in a radius of 128 with a toxic DOT. Makes exploring the toxic tunnels even more FUN - not only have you to watch not to step into the nukage and fight random encounters, you have to be on alert for those bubbling sounds!
		- added creepy chant #2 to the fleshy hell room
		- added civilian corpses to the pentagram in the fleshy hell room
		- changed the boss music from D_DM10 to EDMU01
		- added sound propagation boundaries (this map had none: the boss was aggroing if you shot in the starting room)
		- minor prettification of the top layer
		- made some computer walls destructible
		- added a new Quad Damage secret

	Jan 18, 2026:
		- added another music switch trigger, I Sawed the Demons (Remake) by Andrew Hulshult now blasts as 96 pinkies swarm you from all sides (yes, there are 96 on them on Hordes)
		
	Apr 11, 2026:
		- fixed coop player #3 and #4 starts being stuck in map geometry
		- made the layout randomizable. The blue key room may appear in 4 different places and the switch room to open it in 5 different places. Also added a red key to that switch, the key can be anywhere: 23 possible spots devilishly tucked in most improbable spaces, including inside some secrets. If RNGzus loves you, you may find the red key right at the entrance of either room. If he hates you, well...
		- fixed the getting the quad damage through a wall exploit (its closet was too narrow)
		- fixed one medkit niche requiring you crouching to get into or out of
		- fixed minor geometry errors and unknown textures
		- made the screens in the boss arena destructible
		- made the exit-opening switch be highlighted with a red spot light on bosses' death
		- added black walls in the void that prevent you seeing unused rooms if camera clips through a wall during fatality.
		- optimized the toxic tunnels (were a single humongous sector!)
		- made the yellow key room darker
		- made the regular music much quieter by compressing its dynamic range - you have to re-download the latest music WAD.
		- made the pinkies fight music louder by simply normalizing it (been made quieter at some point)

	May 24, 2026:	
		- fixed the sound insulation between the upper room with rad suits and the toxic tunnels not working. This was resulting in a total clusterfuck: the pinkies at the center of the tunnels hearing you and coming before you even entered the tunnels, running into various toxic DOT sources in the process and eventually dying -- but not before poisoning and aggroing the ambushing shotgun guys, the latter dying in turn by walking into the toxic nukagefall.
		- added more shielding black sectors in the void			
		
EDAY062:
	Jul 18, 2023:
		- ripped EDAY06 and converted it to UDMF
		- split the former EDAY06 in half making the boss fight a separate map. Reason: it posed impossible difficulty spike for people like me who only ever use auto-saving and always replay the entire map if dying. The evil marines are one of the hardest bosses in the game due to their entirely unfamiliar moveset (for one who never encountered them). The giant cyberdemon is cheese compared to them.
		- fixed the container with blue armor by lowering it a bit so that it could be jumped onto.
		- set music to DTOLL (from EDAY41 Red Light District)

	Aug 26, 2023:	
		- fixed the sky
		
	Nov 07, 2023:		
		- rehauled the skybox moving most surrounding buildings to a new top layer and adding much detail to it. Much lower now, roofs visible from up on the cargo containers, and better fitting the previous maps in style.
		
	Nov 30, 2023:
		- added antennas to comm towers
		- added ambient sounds
		- changed the id to EDAY49
		
	Feb 18, 2024:	
		- cleaned crap code from the script that opens the exit door when all evil marines die - also fixed the bug that allowed it opening when one last evil marine was still alive
		- renumbered from 49 to 062
		- fixed minor texturing errors
		- fixed an inescapable corner between the northeastern cargo container and the fence
		- added the ability to fall out of the arena over the fence. There *are* ways to return (a ladder on the crane's base for the east side, ladders and a corridor with a lift inside the exit building on the west side), BUT you are guaranteed to be killed by the evil marines when you use either. So falling out is basically certain death but with more suffering than a mere sector special 115 "go splat".
	
	Feb 21, 2024:
		- changed wolfenstein nazis, who spawn as evil marines on non-wolfenstein maps, into placeable evil marines. Much more stable, and there is always a GUARANTEED one with plasma, and as a bonus now have unique tags and obituaries.
		- fixed minor texturing errors		

	Mar 23, 2024:		
		- re-compiled scripts and re-saved the map from UDB

	Chebskies 2.0 release January 07, 2026:	
		- automap prettification
		- adapted for hordes
		- added two secrets, one with a wussy soulsphere, cell pack (hordes only) and plasma gun (coop only), another with a bunch of armor bonuses
		- changed the "collective boss" chaos marines' activation pattern. On UV+ they are not deaf anymore, wake up if you shoot in certain areas of the map OR step on certain triggers.
		- moved one broom stuck in textures
		- for Hordes and coop, replaced the two barons in the exit with an enemy mech. Raised that corridor's ceiling and replaced the door with a hangar door (copied after EDAY01)
		- for Hordes and coop, replaced the two barons in the exit with an enemy mech. Raised that corridor's ceiling and replaced the door with a hangar door (copied after EDAY01)	
		- added scripts to reduce jumping power of certain monsters
		- fixed enemy evil marine types and changed their composition to include rocket launcher ones on Hordes
		- moved the super shotgun chaos marine (Hordes only) from high up to a much more insiduous ambush spot. You'll likely aggro him and the rocket launcher chaos marine at the same time. Gg.	
		- updated map scripts to use includes without paths
		- fixed minor texturing errors
		- added "no falling damage" flag to the inside of the tall ladder's cage
		- added an alternate player start for coming from the secret map 44 (the vent camera room from map 061 sans enemies ans with a secret passage next to the elevator)
		- hardcoded the next map transition in map scripts
		- replaced all chaos marines with specialized map 062 variations able to jump down from the cargo containers
		- replaced ass plasma chaos marines with minigun ones. We now have enough secret maps with plasma dropping bosses, you will never get one for free. Want plasma? Solve secrets.
		- moved all cell ammo to secrets, none in the open now.
		

EDAY07:		
	Aug 26, 2023:		
		- ripped EDAY07 and converted it to UDMF
		- centralized all color/fog application in the map script
		- fixed the exit vent having fog applied to it (ugly!)
		- fixed the fog breaking under the rock bridge because of differing light level. You cannot combine shadows with light-based fog. It simply doesn't work.
		- general automap prettification
		- upgraded map scripts for full localization support (one script consisting of one line of code, LOL)
		- disabled the existing 3d skybox and replaced it with my fixed sky. Reason: it was good but it STILL clashed with distant terrain shrouded in haze. There is just no way to make such things work, sadly.
		
	Aug 28, 2023:
		- removed unneeded message script and localization support
		
	Nov 07, 2023:	
		- general automap prettification; automap unification (all bridges are highlighted with "1-sided" for better visibility)
		- added a breadcrumb trail of armor bonuses in the only place where railroading wasn't obvious enough
		- added a box of shells to the starting area. Reason: map becomes impossible from a fresh start if a grenade launcher spawns instead of rocket launcher because in such case the mancubi require much more rockets to kill resulting in you RUNNING OUT OF AMMO.
		- fixed small HOM effect in the exit vent fan and fixed texturing inside the vent
		- made the cave a bit darker (was too well lit)

	Nov 30, 2023:
		- applied my new mechanics to the breakable fans.
		- rehauled the building with the only elevator to add safety cage and doors
		- changed the id to EDAY07
		
	Feb 18, 2024:	
		- replaced gate opening on all mancubi dying from a "Map07special" to an ACS script. Hopefully won't break now with third party mods.
		- rearranged the area around the building with elevator and fenced off the side of the balcony that was confusing some players.
		- proofed the arachno yard from sequence breaking in third party mods that turn Doomguy into a turbo bunny on steroids (in other words, I added invisible walls)

	Mar 23, 2024:
		- re-compiled scripts and re-saved the map from UDB
		
	Apr 06, 2024:	
		- ironed out a small crease in sectors' height at the retractable bars (caused by litter on the floor being set up a bit strangely - it's implemented as a non-solid 3d floor 1 map unit thick using a litter texture with alpha, but such measures do not require a dip in the floor on their edge, just that the 3d floor's sides have their texture set to undefined). Also re-textured the tops of the bars from ground to metal.

	Chebskies 2.0 release January 07, 2026:	
		- automap prettification
		- adapted for hordes (
		- doubled the number of arachnotrons for coop
		- made the arachnotron surprise silent (was playing a default platform stop sound)
		- fixed sound zone boundaries in the blue key area. Now those deaf monsters won't come out as soon as you enter the map to die uselesly stuck on some edge. They will wake when most incovenient for you instead.
		- added fire sound to the furnace
		- fixed various small HOM cracks in the terrain
		- replaced the default RL (which *really* screws your fresh start run if spawns as a grenade launcher) with the non-variable RL-only variant
		- proofed the arachnotron surprise against mods that add mobility (make you being able to climb walls)
		- added scripts to reduce jumping power of certain monsters
		- added charred skeletons in the incinerator and one worker's corpse next to the blue key
		- hardcoded the next map transition in map scripts
		- recompiled map scripts to remove binding for KYHUDM.acs		



			
EDAY08:
	Aug 26, 2023:
		- ripped EDAY08 (was already in UDMF)
		- changed the coloring of the smelter area sectors from script (incorrectly defined as ENTER instead of OPEN, to boot!) to UDMF properties
		- changed the smelting area so that walking monsters won't step into the lava on their own but if they land there they burn at 30 fire damage every second.
		- changed the painted ladder in the secret vent (someone could miss this weird texture being climbable) with actual ladder midtex layer. Also added one static light inside so that you can actually SEE it.
		- replaced blue radiator liquid with brown water everywhere
		- fixed the fan in the entrance vent and the grate of the garbage chute being immune to melee damage (133 Destroy Thing / On Projectile Impact has to be set for the blocking plane itself, too, not just for the edge of the opening -- otherwise you could only destroy it by shooting. Obviously, player's punches and kicks are short-range projectiles) 
		
	Nov 07, 2023:	
		- made the most insanely, frustratingly, unfairly obscure secret of this whole megawad a tad less impossible by making it show as a (very hard to notice) irregularity on automap
		- made that one prop elevator (many of us I'm sure spent lots of time trying to figure how to access) blatantly jammed, on fire and full of rubble. Because it is a decoration never intended to be usable.
		- improved the infighting scripts to make mosters concentrate on each other more
		- fixed HOM effect behind the big fans' blades
		- fixed one big fan's shadow being too bright
		- replaced one insurmountable waist-high fence with one that could be jumped over
		- improved light effects in the smelter hall
		- marked one poorly hidden invulnerability sphere as a secret thus increasing their number from 4 to 5
		- replaced the second yellow key card under that crusher with a computer area map: it was meaningles, you cannot avoid the main yellow key area anyway because all return routes from the red key area pass though it.
		- replaced the exit door with sliding polyobject doors to match its appearance
		- fixed some textures in the elevator shafts
		
	Nov 30, 2023:
		- changed the id to EDAY08
		- fixed missed textures on the sides of the ramp in the northern badaboom room (when? :( )
		- retextured insides of the burning elevator pitch black
		- applied new sound sequences to some doors; added ambient sounds
		- applied my new mechanics to the breakable fans.
		- tightened timings on those crushers, to make head-on approach *really* unpossible.
		- fixed the infighting scripts (was using whong hating mode due to faulty wiki documentation). Monsters should now ignore the player unless he shoots them.

	Feb 18, 2024:	
		- replaced the cyberdemon with irreplaceable cyberdemon to proof against breaking in third party mods

	Mar 23, 2024:		
		- re-compiled scripts and re-saved the map from UDB
		- applied my new monitor smashing mechanism to the only two monitor walls present in this map (near the exit door)
	
	Apr 30, 2024:
		- made the cyberdemon closet soundproof and added some block monsters lines to prevent him getting stuck between ankle-high crates
		- automap prettification
		- applied map randomization (now there are *three* randomized maps). The only thing that changes is the position of the button that opens the red key smelter hall from the inside. Now it could appear in any of the 15 monster closets -- and does *not* show on the automap.
		- fixed the northern badaboom area not asploding all at once

	Chebskies 2.0 release January 07, 2026:	
		- adapted for hordes (two cyberdemons for the price of one)
		- fixed the lowest difficulties being too hard
		- switched the map randomizer to FBD's fallback seed generator in GZDoom (uses player movement in the first two seconds)
		- added scripts to reduce jumping power of certain monsters
		- recompiled the map scripts (was already ported to my new randomizer)
		- added a machinegun to the blue armor secret (the one utterly impossible to find without a walkthrough)
		- replaced the blue armor in the crusher secret with red armor.	
		- upgraded to the new randomizer mechanism
		- marked the crushers as a secret, thus increasing their number from 5 to 6.
		- added a few civilian corpses
		- updated map scripts to use includes without paths
		- updated the map randomizer map scripts to use the actual random seed generator version
		- hardcoded the next map transition in map scripts
		- retextured the lava texture in the smelter and adjusted sector color light


	
EDAY09:
	Aug 26, 2023:
		- ripped EDAY09 and converted it to UDMF
		- upgraded map scripts for full localization support. New string ids THIS_DR_DMG_WNT_PN
		- added appropriately sized aprons to shiny floor effect sectors visible through floor portals
		- restored one unused shiny floor effect in the two halls connected by openings with super soldier tanks. I guess Mark had abandoned it because it was causing all sorts of problems without an appropriately-sized apron. I only had to add reflections and portal links - presto, instant cool looks.
		- corrected fence at (424,-100) from impassable to walkable+shoot through midtex
		
	Aug 28, 2023:	
		- made the sfx floor shiny reflections sectors not show on map
		- fixed misalignment of the shiny floor area I had restored in my previous update
		- fixed the BFG room entrance not reflecting in the shiny floor I had restored in my previous update
		- fixed the plasmagun storage secret (it broke ages ago due to switch height check, you had to press use on the wall below the computer screen, not the screen itself). Also added localizable text message and robot voice clip to cue the player that something is happening.
		- fixed the BFG secret: it was impossible to notice you have activated it! Now there is an electric panel that gives a cryptic clue, and actualy turning the lasers off has a very dramatic effect: rooms turn dark red and blaring alarms spawn -- both in the room where this secret is activated and in the BFG room
		- new string ids: MAP09_PLASMAACCESS, MAP09_BFGCLUE
		
	Nov 07, 2023:	
		- improved the soulsphere secret trigger for better reliability
		- made it so that the free plasma gun (without solving the secret) is only available on the easiest difficulty.
		- reworked lighting effect in the double corridor separated by specimen tanks. Now based on 3d floors, the wall above the lit opening is not lit, the ceiling above is dark as well.
		- upgraded the monster closets to my advanced design with 100% reliable deployment, for guaranteed maxability. The pattern of their deployment has changed as a result.
		- added sparks to the bfg secret's activation
		- moved the rocket launcher a little, it was sunk in that flower pot.
		
	Nov 30, 2023:
		- changed the id to EDAY09
		- applied new sound sequences to some doors; added ambient sounds
		- changed a certain explosive thing to a hand crafted special effect of electric fire, new sounds added SPARKSY
		- applied new sound sequences to some doors;
		
	Dec 11, 2023:
		- fixed the ATC bug
	
	Feb 18, 2024:	
		- proofed the advanced teleporting closets against breaking in third party mods

	Mar 23, 2024:	
		- re-compiled scripts and re-saved the map from UDB
		- applied my new monitor/server smashing mechanism to *a lot* of computer walls (it's a lab, after all). New textures: CONS5_1R
		- fixed insignificant geometry errors found by UDB

	Apr 06, 2024:	
		- re-textured the ceiling screens in the raised area of the room beyond the yellow door from doom-based silver wall with abstract screens to proper monitors supplied by EDAY. Reason: their breaking was causing noticeable texture misalignment, I have no idea why.
	
	Apr 13, 2024:
		- fixed one server rack not being destroyable
		- automap prettification

	Apr 30, 2024:
		- fixed one computer in the shooting range not being smasheable (broke when I was rehauling server rooms in map 061)

	Chebskies 2.0 release January 07, 2026:	
		- adapted for hordes
		- fixed the old ATC design flaw
		- minuscule texturing fixes
		- removed the invisible wall blocking the player from jumping into the shooting range (what if that caco drops a health bonus out of reach? A tragedy!)
		- fixed one un-upgraded monitor smasheable
		- disabled the unstable hacks designed to help ATCs work with badly coded third party mods
		- added scripts to reduce jumping power of certain monsters
		- replaced the ATMCs' activation with the new mechanism that does not break on PotPourri swaps
		- moved monsters in ATMCs to have more spacing in case they try a potpourri swap into something thiccer
		- changed zombie axemen from being spawned by a map script on map spots to actual placed actors.
		- changed the exit to a button, the door of that room is pure prop now. The room contains NPCs having a coffee break, viewable through a security camera screen next to the door. The adjacent area with revenants and mancubi *is* accessible without the blue key, it's the button that requires it now. FUN.
		- added an explicitly placed railgun to the plasma weapons secret. Reason: random spawning is disabled in EDAY, there's no way to get it otherwise.
		- updated map scripts to use includes without paths
		- replaced a clone soldier in one of the tanks with a lost soul (doesn't count towards kills) to show off my underwater bubbling mechanics.
		- added some civilian corpses and replaced some of the marine corpses with dead civilians
		- made six of the labguys into ambushers (were stampedind towards the player across half the map instead of sitting in their ambush)
		- added several charred skeletons if front of the pack of mancubi
		- hardcoded the next map transition in map scripts
		- replaced the BFG in the secret with a non-variable bfg 9k (you won't get a random 10k here)
		- changed the screens in the BFG room from showing static to swhowing BFG and plasma gun 
		- recompiled map scripts to remove binding for KYHUDM.acs
			
	
EDAY10:
	Aug 26, 2023:
		- ripped EDAY10 (was already in UDMF)
		- upgraded map scripts for full localization support. New string ids MAP10_ANNO, MAP10_PORTAL1, MAP10_PORTAL2
		- added voice acting (by a free text-to-speech website) to the system announcing portal activation. Adjusted timings as a result. The old script was giving too short a time to even read all that text.
		- copy-pasted the script that shows bosses' health and opens the exit on their demise, from BDv21 to map scripts
	
	Sep 01, 2023:	
		- made the boss health indicator localizable
	
	Nov 07, 2023:	
		- fixed a sub-pixel misalignment of the portal hall on the grid
		- upgraded the bosses' monster closet to my advanced design with 100% reliable deployment
		- copied the arrival hall from the next map and attached it to the portal as a sky portal. Also created a hellscape that shows in the portal when the bosses are about to appear. Shmuck bait: walk closer to examine.
		- reworked the portal texture into a better, flickering portal texture, red and blue colors flashing. Hope no one has epileptic seizure because of it... Just kidding: no such people could play BD anyway.
		
	Nov 30, 2023:
		- changed the id to EDAY10 
		- added ambient sounds
		- replaced a blocking rubble pile with map geometry. Reason: hitbox dissonance. Thing RubbleLarge 1333 should never be used because its sprite is much smaller than its humongous hitbox. Replaced them all with RubbleLargeFake and invisible walls.
		- fenced the big pit off and added a ton of pushing lines to the edges of the bridge, and closed it off with sliding doors that only open when the bridge is fully up. Because that pit was the sole reason you could not keep your companion marines til the end. Damn jump-prone lemmings! The side effects include marines and monsters walking out onto the bridge sometimes ping-ponging between its edges at high speeds, but... WHO CARES. They are not falling off anymore! (And if someone asks, NO, "block monsters" would not work because BD uses a lot of movements that outright ignore this flag. Include, among other things, imp pouncing, revenant punching, marines dodge-rolling and marines backpedaling to get away from the enemy).
		- fixed minor texture misalignments around the pit

	Feb 18, 2024:	
		- fixed portal's upper surface not rendered in GZDoom (worked fine in Zandronum) showing the other side's clipped geometry

	Mar 23, 2024:	
		- applied my new monitor smashing mechanism to the screens in the boss arena (including those big screens under the ceiling).
		- fixed two desktop monitors in the boss arena being non-breakable (three of those shootable glass-spawning things were all linked to the same monitor, leaving two monitors not linked). This again highlights the importance of visualization (in Mark-sensei's it was done via 80 script execute with linking done via script parameters -- which the Builder does not visualize)
		- fixed monitor sizes and made all scrreens smasheable in the office room just before the boss arena (the one where every key on every keyboard is a separate sector).	
		- changed the TV in the cafeteria from a rare-earth texture to a standard TV filled with static (smasheable now)
		- applied my new monitor smashing mechanism to all the walls in the teleporter testing lab and to the static-filled screens near the map start
		- fixed the non-working teleporter that should open in near the map start when any player walks into the boss arena (only has any meaning in coop)

	May 19, 2024:
		- added a redirect for coop respawn to the entrance to the boss arena, triggered by any player reaching it

	Chebskies 2.0 release January 07, 2026:	
		- adapted for hordes
		- fixed the lowest difficulties being too hard
		- fixed missing sound sequence of the bridge (when did it break?)
		- made the pit in the mancubi hall accessible to players
		- added pusher triggers to prevent NPC companion marines falling into pits, also made one door openable by them
		- replaced the Dukes of Hell used on lowest skill with regular Belphegors (still Belpegor Lords on medium and UV and Cyberdemons on Hordes and in coop)
		- replaced the Dukes of Hell used on lowest skill with regular belphegors (still belpegor lords on medium and UV and cyberdemons on Hordes and in coop)
		- added scripts to reduce jumping power of certain monsters
		- added a script to make any still unaffiliated marines join the party of the player who first walks out of the door.
		- added a coffee maker and one cup of coffee to the starting room
		- added an additional rocket launcher marine NPC to the starting room on Hordes
		- reinforced the bosses' ATMCs activation with the new mechanism that does not break on PotPourri swaps
		- removed most of the pusher linedefs there to prevent NPCs falling into pits: unnecessary now.
		- added a plummeting scream trigger to the bottomless pit.
		- fixed the effect that should have been blacking out the bottom of the bottomless pit but wasn't working properly.
		- changed the intermission screen to the 320x200 one from HESP chapter 1
		- added some civilian corpses and replaced marine corpses with dead civilians
		- updated map scripts to use includes without paths
		- hardcoded the next map transition in map scripts
		- fixed the NPC marines running to the far wall and huddling there like frightened rabbits when you exit the room (were trying to stand guard at position (0,0) -- now they start following you as if you commanded them to)
		- made sink edges block players so that you do not walk onto the sink while trying to drink water
		


		
		
EDAY11:
	Jul 19, 2023:
		- ripped EDAY11 and converted it to UDMF
		- fixed missing textures HOM in the hangar doors' sides
		- aligned textures on crates' tops (not possible without UDMF)
		- fixed a railing midtex misaligned from one side
		- switched railings to walkable+shoot through from jump-over railing
		- locked two revenants prone to jumping off of their designated container by giving its walls "impassable"
		- rehauled the area where the red key rests. Instead of a boring corner no one would pay attention to, it's a full entrance checkpoint with watch towers, immediately drawing attention. There is now a security camera in the security room next to the exit door, showing the entrance checkpoint and the red key. The security room itself doesn't need the red key anymore -- that lock was moved to the button. The inner gate of the checkpoint is closed and you require to get to the security room and press a new button to open it in order to get t o the red key.
		- changed the exit door into sliding polyobject doors
		- minor fixes to the surrounding cliffs and misaligned textures on the base's walls
		- made the sky walls invisible on automap, made some invisible structures visible again, generall prettification.
		
	Jul 22, 2023:
		- changed railings from FENCE09 (64x24) to my new frankenpatch GRATE14H (64x36) made by cropping GRATE14 via TEXTURES. Reason: FENCE09 was too low, player could simply walk over it. Monsters, likewise.
		- replaced the sky with a different one made by me.	
		
	Jul 30, 2023:
		- replaced the sky cubemap with a better version.
		- applied dynamic fog. Generates a powerful blinding effect  when you look at the sun, monsters become black cutouts drowning in orange light.
		- by necessity changed some map geometry to place sun line of sight probe things (the glare disappears if you hide behind a crate or building)
		- moved some trees that were being cut by the sky when viewed from distance due to watch towers.
		- changed smoke rising from exploded fuel tanks from pathetic "BurningBuilding" to chad "HumongousSmokePillarTall"
		- cleaned trash, some unneeded things were stuck in the void.
		
	Aug 06, 2023:
		- tweaked the mountains color darker and re-compiled the skybox with 12x supersampling

	Aug 26, 2023:
		- removed the "all the hell breaking loose" text messages at map start
		
	Nov 07, 2023:	
		- changed the portal texture to match the previous map
		- fixed a minor bug, two consoles had outdoor light color changing applied to them by mistake.	
	
	Nov 13, 2023:
		- fixed misaligned texture on the outside wall
		- fixed outside fog not applied to the control tower's doorframe
		- made the first cyberdemon deaf. Reason: he tended to come near the entrance if you did the reasonable thing and fought the cacoes from the safety of the doorframe. Which, in turn, made him a sitting duck due to terrain: he couldn't hit you while you could cheese him with assault rifle headshots.
		
	Nov 30, 2023:
		- applied my new mechanics to the breakable fans.
		- applied new sound sequences to some doors; added ambient sounds
		- changed the id to EDAY11
		- fixed outdoor lightning not applied to the small fan's opening of the shed with the tank
		
	Feb 18, 2024:	
		- replaced the cyberdemons with irreplaceable cyberdemons to proof against breaking in third party mods

	Feb 19, 2024:
		- added anti-frustration features: exiting to the arirfield requires a blue key which resides in the security booth next to the exit door where the button to open the red key's gate is. Reason: reduce SUFFERING. I bet 90% players would get LOST. Horribly lost. Because to open the gate that blocks the red key you'd have to go all the way back to the exit! But here's more: on Ultra Violence, kiddie gloves are off. The blue key is in a different location, there are no guarantees!

	Mar 23, 2024:	
		- fixed broken geometry detected by UDB map analysis mode (sectors not closed and such)
		- removed unknown sector special 57 from several sectors. I *suspect* it was some sort of lighting effect but all my duckduckgoing turned up nothing. There is no "57" in the wikis.
		- re-compiled scripts and re-saved the map from UDB
		- applied my new monitor smashing mechanism to all the screens in the portal hall (so *many* of them, sob) and the screens in the hall that exits to the outside. Forgot that one laptop, but fuck the laptop. I'm SO tired of this. New textures: TRMNAL5R
		- made the window of the security booth into intact one-way unbreakable glass
		- fixed a HENIOUS bug of the exit airlock doors only opening once, then closing after 5 seconds... FOREVER. Made the switch repeatable and made the doors also open by using them from inside the airlock.

	MAY 01, 2024:
		- applied an ugly hack to make the dynamic fog simulating sun glare work in coop in at least some capacity. Surprise, surprise: it's not my scripts failing to track the local player, it's many ACS functions having no effect in coop. That's why my dynamic skyboxes degrade to static: the game engine simply fefuses to move the skybox viewpoint as a client.

	May 10, 2024:
		- applied a voodoo coding hack to fix vehicles not moving for the first player to join the server

	Chebskies 2.0 release January 07, 2026:	
		- adapted for hordes (doubling the sky-blotting flock of cacoes in the process)
		- made the lower difficulties easier
		- added triggers and waypoints for the monsters to walk downstairs from the base's base and to walk upstairs if bumps the base's base from below
		- added triggers and waypoints for bosses to walk out of their hangars as soon as they wake up
		- adjusted sound propagation for non-deaf monsters
		- automap prettification
		- decreased the annoyimgly blinding sun effects when looking towards it by increasing sector light from 90 to 144
		- used an unused leftover room of Mark-sensei's to add one more secret with a machinegun and a grenade launcher inside, thus increasing their number from 1 to 2.
		- upgraded map scripts for the map to be recognized as EDAY
		- updated map scripts to use includes without paths
		- hopefully fixed my past blunder that was causing the dynamic fog color not to work in multiplayer
		- recompiled map scripts to remove binding for KYHUDM.acs
		- hardcoded the next map transition in map scripts
		- playtested on UV, confirmed the map is ready


EDAY12:
	Jul 22, 2023:
		- ripped EDAY12 and converted it to UDMF
		- retextured the eye-watering acid-blue waterfall to brown
		- reduced trailer's height and retextured its front with a scaled gray car texture
		- fixed misaligned thing-based sky portal (extra cliff top above the starting base's yard) by moving the top anchor from -5348, 8712 to -5350, 8712. Only two units, but the crack in the cliff face was showing if you paid attention. I did not change it to line-based because this map exploits areas' discontinuity in full, lots of open distant spaces in topologically impossible overlaps. It works great, so "don't fix it if it ain't broken".
		- fixed sound propagation blocking between the right and the left large open areas
		- rehauled monster closets from normal ones with hearing tunnels to my experimental advanced design: sushi bar conveyor belts with teleport to line. Monsters don't wake up, they are teleported while still sleeping. If there is not enough room, they will keep cycling until there is.
		- made many monsters in those closets deaf, so that they sit in ambush upon being deployed instead of stampeding towards the player. THE CHANGE TO GAMEPLAY WAS RADICAL, the fight changed from a sudden onrush of everything and kitchen sink (you could snipe from that relatively safe position next to the switch) into backtracking through a map that is suddenly full of monsters.
		- switched many fences from impassable to walkable+shootable midtex. This is an accessibility improvement for the cacoes.
		- fixed coop player start: there was no player 2 start and two extra player 3 starts.
		- fixed missing animated flame texture overlaying the distant city in the skybox
		- fixed the secret megasphere being inaccessible: both cliffs too high to jump onto and the alternate jumping puzzle having its lowest step marked as impassable
		- upgraded the trucks to my latest specification, to unify their looks across all maps
		- changed the entrance door with sliding doors identical to the exit doors of the previous map. Updated the security room to match the changes in the previous map. Removed small medkit from the security room: inaccessible by design, it was preventing 100% items.
		- redid the watchtower in the likeness of the ones I did for the previous map. Reason: the old concrete behemoth was fine, but looked too primitive after those two. Textures added: GRATE13B, LADDER3B, CRKGLSY, GRATE14H
		- made possible to jump over the fence from the watchtower - because why the hell not.
		- various fixes of glitches and ugly corners in the rock walls surrounding open areas.
		- prettified the automap
		- raised the floor in the cave, jumping required was a bit too tiresome. Did Mark nerf jumping height in his last BD update...?
		- replaced the two anemic smoke pillars above the burning city with a humongous smoke pilar and a humongous smoke cloud
		- added several fine steps to the terrain to prevent monsters clumping in certail places, stopped by insurmountable knee-high thresholds
		- ACS cleanup, removed garbage scripts designed for map 11
		- enlarged sky portal's apron to acceptable size. Small aprons are frequent cause of severe framerate drops due to camera clipping into the void, this is undetectable otherwise and may be easily overlooked by a mod dev with a powerful PC. I, on the other hand, work on a venerated potato (while my ThinkPad gathers dust abandoned and unloved and my powerful gaming rig is only ever used for TF2)
		- replaced the sky SUNRISE1 with a different one made by me, SUNRISE9. I can't say it is better, just much cleaner.
		
	Jul 23, 2023:
		- more polishing raw cliff faces and automap prettifying	

	Jul 30, 2023:
		- replaced the sky with a new cubemap. A bit rough, will clean when correct more deficiencies in my skybox composer.
		
	Aug 06, 2023:
		- re-compiled the skybox with 12x supersampling
		- changed map geometry to create deep shadows from my sunrise sky, colored sunlit areas orange, changed the doors and yard gate to be controlled through scripts to have switchable shadows.
		
	Nov 13, 2023:	
		- fixed a gameplay issue, you can no longer wake monsters from that notorious switch under the power line tower. You have to exit the blue door before they could hear your shots. Reason: was still too easy to make crowding monsters infight as they gathered under the fence. But could not block with a line, that would block cacoes from going over fences.
		- fixed a monster accessibility problem, a step in the terrain was too steeep for them
		- added sound propagation boundaries and removed the deaf flag from monsters in one of the ambushes. Reason: they were easy pickings one by one. Now they wake all at once - but only when you reach the ambush.
		- fixed a bug with a bogus secret that could never be achieved preventing maxability
		- unmarked two secrets on the trucks (trivialized by my modifications to the cabs) thus leaving this map with only two good hard secrets
		- fixed one zombieman who could fall through his watchtower's floor or get stuck in it. Also serves as a nasty surprise ambush since he is now only visible (and notices you) from the most inconvenient angle.
		- replaced two boxes of rockets with a rocket launcher: this map was brutally starved of weapons if played from a fresh start.
		- fixed some awkward edges between terrain and sky
		- general automap prettification
		- made fences show on automap as impassable -- now the automap is not useles anymore for figuring where to go
		- improved lighting of the hole in the cave roof
		- fixed the one-texel crack between the watchtower windows and roof
		- fixed the smoke above the suspicious minivan being too dark
		- renamed the map from "Return to Earth" to "Quiet. Too quiet.". Reason: the old name was a leftower from early HESP where it was really the first map on Earth, you coming out of the portal in the wilderness instead of the air base. Not true now.
		- fixed armor bonus breadcrumbs stretching through impassable terrain
		- fixed light falling through the gate as it opens illuminating upwards and the ceiling
	
	Nov 30, 2023:
		- applied new sound sequences to some doors; added ambient sounds
		- changed the id to EDAY12
		- fixed misaligned textures on one fence
	
	Dec 11, 2023:
		- fixed the ATC bug
	
	Feb 18, 2024:	
		- proofed the advanced teleporting closets against breaking in third party mods
		- added a "this opens elsewhere" message to the exit building's door
		- added a "this opens elsewhere" message to the exit door and moved the button closer to it
	
	Mar 23, 2024:
		- re-compiled scripts and re-saved the map from UDB
		- made the window of the security booth into replica of the one-way window from the prevoius map and deleted the copy of the security booth.
		- made the contrast between light and shadow sharper: garage from 144 down to 120, outdoor areas from 144 down to 128 plus colored pinkish blue (which made the light even dimmer). Reason: testing showed that the visible difference between sunlit areas and shadowed areas was often only the color (because coloring made sunlit areas visually darker, thus making their light 236 barely brighter than uncolored 144)
		- removed some forgotten things stuck in the void
	
	Apr 14, 2024:
		- increased light level in shadowed areas. Reason: when fixing it earlier, I overdid much
		- fixed one unnatural shadow in the starting building's parking lot
		- fixed one unnatural shadow in the suspicious van gully

	May 19, 2024:
		- added a redirect for coop respawn to the entrance of the northern area, triggered by any player entering it

	Chebskies 2.0 release January 07, 2026:	
		- adapted for hordes
		- made the berserk secret much easier on medium difficulties and below: instead of an explosive barrel (an opportunity missed easily) you have a cardboard box for a stepping stone.
		- moved the rocket launcher hidden by a tuft of grass.
		- made the end-map barons not deaf, set up sound propagation boundaries for them.
		- changes to map geometry: problem sectors glitched again resulting in holes appearing in the ground (only appearing in Zandronum) and node builders screaming in pain.
		- changes to map geometry: too many unnecessary vertices dividing up flat rock faces.
		- made the road bend rounder and replaced most of the road markings with a baked-in texture.
		- replaced the thing-based sky portal with a linedef-based one (the mountain above the base exit)
		- cleaned up bogus portal anchors left over after the deleted thing-based sky portal
		- changed the shape of the mountain above the base exit for a better overall look
		- disabled the hacks designed to help ATCs work with badly coded third party mods: on hordes difficulties, these were causing Zandronum crashing on any attempt to save the game
		- minor geometry fixes (the floor in the blue door's doorframe was lower than either side's ground resulting in a HOM crack
		- replaced one of the archviles on the Hordes skill and coop with a vile soul reaver
		- replaced the RL near the button that opens the blue door with a RL-only pickup (random grenade launcher disabled)
		- replaced the ATMCs' activation with the new mechanism that does not break on PotPourri swaps
		- upgraded map scripts for the map to be recognized as EDAY
		- recompiled map scripts to remove binding for KYHUDM.acs
		- hardcoded the next map transition in map scripts (also with the prop exit door opening and two second fade to black)
		- added a couple dead civilians to the secret meth lab
		- fixed minor light level errors
		- proofed ATMCs against off-nominal activation (deploying some monsters while still inactive)
		- cleared one valley's centerline from dense vegetation obviously moved there by mistake
		- maxed the map on Hordes. Confirmed maxable. The sadist who replaced one of the archviles with a super-archvile *who can resurrect regular archviles (there are five) non-stop* and has a chance to teleport out and lead you on a wild goose chase through corpse fields of a HORDE that is nigh unbeatable as is... That person should be castrated with a dull, rusty... Waitaminute.
		- NERFED the vile ambush on Hordes, reverted the super-archvile da fug back to a ninja archvile (who is totally invisible until he attacks). Much fairer now. Admit freely I *overdid* the hordes part of this map... No time to correct, tho. The map is doable. Well, if you run around screaming like a little girl and praying the hordes infight so that your scraps of ammo would be enough and that you find a gap between the dozens of barons to run through.
		- added special separator sectors in the void to make node builder's life easier
		
	Jan 08, 2026:
		- removed the special texture from all of ATMCs' floors to make sure my new replacement mechanism works. Flawless victory!

	Jan 24, 2026:
		- cleared the AMBUSH flag on the archviles. Now if you try using the fenced-off area around the switch as your fort to snipe monsters the archviles hear you and come at you from behind. 
		- added music change (when you unleash the hordes) to give map 45's boss music a new home. Triggers when the archviles hear you and lasts til the map end.		


	
EDAY13:
	(date unknown):
		- remade the trainyard area (ONLY the trainyard area) making train and railway scales as realistic as the automobiles are.

	Jul 04, 2023:
		- grabbed latest EDAY13, converted it to UDMF and copy-pasted my trainyard in place of Mark's trainyard
		- added new textures (TRAINSB1, TRAINBG1, TRAINBG2) and improved visual look of my train cars and their boogies
		- added a new texture (TRUCK2Y), upgraded trucks and semitrailers to look a bit mor realistic (no more front wheels narrower than back wheels)
		- added a crashed trailer-less semi in place of chainlink fence to block the sidewalk.
		- rehauled the whole right half of the map to use one humongous top layer. Looks much better now, also, counterintuitively, improves the framerate.
		- changed one fence from impassable to walkable + shootable through midtex
	
	Jul 18, 2023:
		- fixed wrong sky and music being used (were inherited from older versions of EDAY)
		- fixed a body hanging high in the sky
		- fixed a weird glitch with skybox showing through solid road surface	
		
	Jul 23, 2023:
		- more polishing raw cliff faces and automap prettifying
		- fixed the inescapable trap bug (between the crate with the secret megasphere and the wall) by adding a niche to the cliff face.
		- widened the collapsed tunnel entrance and retextured from ASHWALL to RUBLE1
		- narrowed the car-carrying flatbed to the width of a normal truck
		- MASSIVE changes to the tunnel blockade to eleminate backtracking: instead of a semitrailer parked across and a retractable invisible wall above it (it was there since forever - it retracted as you entered the tunnel through the blue key door - you were supposed to hop onto wrecked cars, then onto truck and out of the tunnel... No one ever figured that out: who heard of *retractable* invisible walls ?) I first invesigated where did the cyberdemon go? I clearly remember a cyberdemon coming at me as I grabbed the red key... I started traveling back in time, to older and older version sof EDAY but all I could see was the same trigger supposed to open a door that wasn't there. And only in the antedeluvean depths of HESP, in the map that had the same resemblance to EDAY13 as the first fish to walk the earth resembles Marylin Monroe, I have finally found my cyberdemon. So... I got to work. I brought him back. I created a semi that transforms into scrap metal at script's command (new textures: SCRAP7, SCRAP8) and releases that cyberdemon. No more backtracking: a grate blocks your path to the blue door leaving the smashed semi the only way out. Goal achieved: no backtracking. A direct, clearly visible route from the red key to the red door. With only one, angry snag in the way.
		- fixed the HORRIBLE bug of map starting in invasion mode and ending in 2 seconds because there are no waves and you are the last man standing. Caused by too much subdivision on the specimen tank breaking Zandronum. I also had GZDoomBuilder hang on me when I tried the nodes viewer mode (literally: it was unresponsife for so long that I went away to have dinner, when I returned half an hour later it still haven't finished showing nodes and the laptop was still at thermal maximum). It was when Cheb realized he had screwed up -- and deleted 3/4 of that round tank's vertices.
		- discovered a dangerous hack in BDv21: Never, *ever* place a cyberdemon at x=-1472, as that causes him to decide this is map 8 of of Doom1 Episode 2 and replace himself with a specialized boss version. Who proceeds ruining your map by running the script "MapEnhancementE2M8". I accidentally placed my cyberdemon at *exactly* x=-1472 (because grid) and hilarity ensued. "Wtf is sky on fire? Is this Deimos?"
		- marked my jumping puzzle in the trainyard as a secret (More tags for the tags throne! More 3d floors for the 3d floors god!)
		- fixed the map flow: my modifications to the trainyard were allowing you jumping onto the station platform right away, instead of going around train cars searching for a ladder as in the original. A few crates here, little walls around a flatbed car there... Now you can't. You *may* figure that jumping onto the coupler solves your issue before finding that ladder, but you still have to go around and deal with those imps.
		- retextured the tops of wooden crates in the trainyard to BOX13, the same as their sides: UDMF allows rotating and shifting flats to match the sides.
		- made train cars visible on automap (as 1-sided, but that's the only way)
		- fixed a bug in skybox that only became apparent with removing obstacles in the tunnel	
		
	Jul 30, 2023:
		- replaced the sky with a new cubemap. Burning city baked in.
		- changed the flow again. The changes were story-driven but reduce backtracking to zero. The exit is now in the trainyard, the warehouse gate closest to the yellow key is openable with said key and it opens right at your shiny new ride, bright yellow and activated with the yellow key. So Doomguy leaves this map in style. The former exit building houses the red keycard, and I moved the trigger for surprise cyberdemon buttsecks to activate earlier, as soon as you exit the tumnnel. Now the cyberdemon reaches you just as you have to engage those arachnotrons. FUN :D
		- fixed damaged geometry as I accidentally replaced all floor slope variations with pinkies :( Solved by copy-pasting from the previous release.
		- took a level in badass by coding an outro where you crush demons with a locomotive. In an engine that doesn't support such things  in princilple (Zandronum 3.0).	

	Jul 31, 2023:
		- minor cleanups
		- returned one accidentally deleted pinky
		- fixed a blunder in cinematic outro (wrong anchor for a half of the lattice arches)
		- blocked the cyberdemon from entering rooms a the tunnel's bend. He was getting stuckin them a lot.
		
	Aug 06, 2023:
		- re-compiled the skybox with 12x supersampling
		
	Nov 13, 2023:	
		- marked the computer area map in the bathroom as a secret
		- marked the plasma gun in the very dark room as a secret
		- made the monsters crushed by the train in the outro not count towards kill count.
		- fixed the red light emanating from the red button (broke due to conversion to UDMF, all such lights require manual conversion)
		- uniformity fix, changed the elevator in the sewer from a classic doom-style elevator to one controlled via buttons.
	
	Nov 15, 2023:
		- added antenna sprites to comm towers
		- recompiled the skybox cubemap using a hires city image from BDv21 skies
		- added a motorcycle. Mark put so much effort into it and it is never used! The only thing left to add is the mecha...
	
	Nov 30, 2023:
		- applied my new mechanics to the breakable fans.
		- applied new sound sequences to some doors; added ambient sounds
		- changed the id to EDAY13	
		
	Feb 18, 2024:	
		- proofed the blue key ambush against sequence-breaking (using mods that add wall climbing and such)
		- replaced the cyberdemon with irreplaceable cyberdemon to proof against breaking in third party mods
		- fixed the positions of cars in pileups smashed by semis. Reason: previously, the editor couldn't show them as models, I placed them guessimating by the sprites and it looked wrong anyway (I suspect the cause was a MD3 file with .md2 extension: the engine could but Builder couldn't)
		- changed two cars to be smashed into one another, using my new "crashed car" variation
		- stretched the mid part of the car carrier's flatbed. Reason: my new car model is notably wider.
		- more car varieties and colors
		- fixed the shotgunner on the semi cab's roof being stuck and permanently paralyzed
		- fixed a texturing error on the power line cables overhead between the entrance and the trainyard

	Mar 23, 2024:	
		- re-compiled scripts and re-saved the map from UDB
		- reworked the train riding outro switching it to a flying camera (also making train move twice slower and increasing length from 10 to 20 seconds). Also fixed it. When I started debugging by slowing it to 1/8th speed, it turned out the scene was a desynced mess with all layers moving in disarray and then jamming by catching on the map boundary -- you simply could not see it because of everything moving too fast. New sounds: TRAINDZL
		- moved one crushed car that was touching sectors being modified by the cyberdemon breaking free - and thus ending up on top of the semi's hood.
		- fixed light level error causing a light strip on the semi blocking the tunnel.
		- removed the confusing dead end door from the red key building (which was former map exit) and put a bookcase in its place.
		- FAILED to clean the error messages that flood the console when you enter this map. Not even UDB could automate tracking those mysterious linedefs with incorrectly set flags (that do not affect anything as they are part of the skybox)

	Apr 06, 2024:	
		- changed that one ninja chaingunner into a ninja shotgun guy. Reason: chaingunner is firing constantly, his ninja skills are useles. Shotgunner, on the other hand, fires once then fades back into invisibility. He has a much better chance of catching you flat-footed.

	May 10, 2024:
		- applied a voodoo coding hack to fix vehicles not moving for the first player to join the server

	May 19, 2024:
		- automap prettification
		- fixed minuscule HOM effect on one of the secrets opening
		- confirmed that the animated outro cutscene plays without issues in coop
		- removed the "walkable midtex" flag from some unrelated linedefs
		- fixed water being broken (not animated and blood/spent casings staying on it as if it was regular floor)

	Chebskies 2.0 release January 07, 2026:	
		- adapted for hordes
		- duplicated the hordes roster as coop roster for all difficulties (did not have a dedicated coop roster)
		- automap prettification
		- fixed the surprise crates in the warehouse not working (monsters unable to walk out + a hom crack in the floor). There were *two* triggers lowering the crate walls by a correct amount, resulting in a thin but deep pit monsters were refusing to walk over.
		- added a trigger for one ambush imp to be catapulted out of his cargo car he was unable to walk out of.
		- fixed the absolutely broken texture alignment on the train cars' boogies' butt ends. When did this happen :(
		- added a new secret with a switch that switches the rail tracks to take you to the secret map 46 (otherwise activating the locomotive takes you to map 13i)
		- made the built-in cinematic cutscene only play in coop
		- upgraded cutscene monsters to use actual classes
		- hardcoded the next map transition in map scripts (also in coop proceeds right to map 14 because the train cutscene is played in-map)
		- placed several dead civilians and replaced some generic bloody messes with randomized dead civilians
		- playtested on Hordes, confirmed the map is ready
			
EDAY46:
	Chebskies 2.0 release January 07, 2026:	
		- ripped the weapons testing map from BD21, reskinned it and inserted it as a secret map into EDAY (between maps 13 and 14). The map is called "Mock Town", a military training grounds for urban combat. All buildings are bare concrete, utterly uniform and grey.
		- created the boss Andariel (4 strength variations, from ITYD to Hell), a toxic superarchvile permutation inflicting the same damage type as nukage floors, with 3000 health and special blink algos defined in the map's scripts. Radsuit is a great defense against him. This one is an absolute BITCH to fight, he is a proper *smart* evil sorcerer so if you try fighting him in a tank he makes himself scarce drowning you in endlessly re-raising imp hordes (the map is pre-seeded with hundreds of imp corpses) and barrages of anti-tank revenant fireballs from beyond visual range. One full barrage kills your fully healty tank. There is a combat helicopter to hunt him in but that is of little help too: he recognizes the helicopter as tank and acts accordingly. And only when you are on foot will he come out to melt your face off personally.
		- added a few hard to find secrets, contain radsuits, bfg 10k and machinegun.
		- made the interlude 13i its next map instead of map 14
		- fixed a severe bug in the bosses' danger sense script
		- buffed the boss by making him spawn a noxinant in his place every time he teleports if his health is below one third or the player is in a tank, a helicopter or manning a heavy machinegun.
		- made Andarivile immune to his own toxic effect
		- changed the music to "GRIMDARK" ("Mine Control (Ambient Version)" by Andrew Hulshult [https://youtu.be/TwUPcygP5hA])
		- virtualized the boss music switch
		- hardcoded the next map transition in map scripts
		- fixed minor texturing errors
		- added a Demon EleTech gun in the open, just right before the yellow key
		- added a nuke secret thus increasing the number of secrets to 6 -- a tiny nook not showing on automap with a yellow door inside.
		- added a full map's description to the walkthrough.
		- added a script that marks this map visited
		- fixed an erroneous early development wad packed in the main pk3 that was causing the BD weapons testing map to load instead of this map
		- fixed the column of light above the key dropped by the boss not working
		- switched to using the standardized boss health indicator
		- moved the demon eletech gun from just beyond the boss trigger to in front of it (so that its rather unique pickup sound does not mix with the sound of the boss waking)	
		
	Done Jan 09, 2026:
		- changed how music plays after the boss is defeated		
	

EDAY13I:
	Chebskies 2.0 release January 07, 2026:	
		- created the standalone interlude by cloning map 13, deleting everything not related to the cinematic cutscene and making it play immediately
		- upgraded cutscene monsters to use actual classes
		- hardcoded the next map transition in map scripts with a no intermission flag - because this cutscene does not need an intermission screen

EDAY14:
	Jul 25, 2023:
		- modified truck front and back end textures TRUCK2, TRUCK3E replacing dark gray strips, intended to depict tires, by blackness. Reason: a) weren't working anyway; b) interfered with my rare hacks to classic trucks.
		- ripped EDAY14 and converted it to UDMF
		- massive flat re-alignment for crates, containers and pallets -- because with UDMF you can.
		- dumpster and pallet retexturing. Added placeable maggots and flies to a couple dumpsters.
		- shortening one side of the balcony in the red door building - furthering impossibility of jumping onto the raised highway.
		- upgraded the trucks. Except the one on the distant raised highway: too distant, did not need so much detail. And one franken-truck vital for a red key jumping puzzle: I just widened the front of this one to full width stretching its radiator texture (thanks to UDMF scaling). And one more truck I franken-merged my new wheel wells with the old radiator design: let there be a variety of models. Oh, and I recolored one truck to gray. Never saw that texture used anywhere.
		- curved two 90-degree road turns and two road corners.
		- unclenched the river. Mark made a very long and fancy wall with liquid waste flowing out of holes in it.. Then he squeezed the opposite shores together (almost touching) hiding it all from sight. I made the river wide again. Now instead of a seeming rock wall blocking it there is a giant grate with impassable fence. Vistas open ahead.
		- fixed  the underground hall filled with nukage having "unknown effect 5" instead of intended damage 10%. Seems like a very old bug: present in EDAY and likely happened during conversion from Boom to Hexen format.
		- traumatized by my experience with too many subdivided lines breaking Zandronum, I committed exterminatus of vertices on distant features like cylindric tanks or factory chimneys. Rule 1: when nodes viewer stops displaying, only showing a disjointed mess of scattered subsectors, and number of subsectors creeps up to 35 thousand, START REDUCING DETAIL!
		- *massacred* the elaborate skybox geometry that was completely invisible from any position, too far below. Brought in the burning city and few strategically placed hills from map 12. With the humongous cloud of smoke included.
		- resized many buildings and otherwise fixed their texturing: lots of windows were overlapping corners
		- added purely decorative barred inflow tunnels to the nukage hall
		- general automap prettification
		- made various impassable fences show as 1-sided on automap. Would hopefully help find which paths are free to take.
		- added a couple slightly deeper pits to the river
		- fixed a extremely narrow slit between buildings at (-2500,1500) by widening it to a walkable passage. If Mark wanted that gone he would have just welded them together.
		- fixed all the "missing pavement stone" holes obviously made for a different sidewalk texture and misaligned to boot
		- made the bridges visible on automap
		- fixed inescapable trap bug in the yard with a secret trapped marine (between a cardboard box, a pallet stack and the fence, at (4912,1880))
		- fixed the duct leading to blue armor: it felt like there was an invisible wall but in reality there was a tiny one texel high step that required you to crouch to continue. Also fixed flickering textures in it. Also fixed the grate not being damaged by a kick.
		- fixed a fence in the building above the nukage hall being a ghost
		- enhanced cardboard boxes laying on their sides, introduced rotated versions of their textures BOX15L, BOX15R, BOX16L, BOX16R: there are details that don't match otherwise, like the plastic ribbon and the "this side up" arrows
		- made the grate balcony transparent to monster line of sight and shootable through. Not with plasma, though. Now those nice chaingun guys can see you and shoot you through the floor - but you can't hit them with projectiles due to engine limitation. FUN! :D
		- also made the railing there shootable through.
		- also made a dent with railing missing in the place where you are supposed to jump because the jump was annoying. Not hard, just annoying. The railing arrests your motion, you have to jump onto it... And have a very good chance of falling short of the containers and hurting yourself.
		- made the red panels framing the red door finite height
		- replaced the red door with sliding polyobject doors. I will DENY that I have unhealthy obsession with sliding doors!
		- fixed a presumed jumping puzzle at (420,2860). Assuming that fence was intended to be jumped over from the crate but broke because of a jumping height nerf (from 64 to 48, I think), I lowered it.
		- moved the "distant firefight" ambient sound to (-4112,2664) because it was heard from the wrong direction (opposite the burning city)
		- commented the intro text out. Video games are visual art, the only place for words is explaining some tricky lore, like the marine captain's speech.
		- locked the sniper revenants on their cargo containers by marking their walls impassable. Todo: fix this BDv21 bug as well. Mark made a visually nice algorithm of monsters searching for player. But it has one very severe side effect: there are intervals when "heavy" monsters slide to a stop driven by inertia. And this movement type outright ignores "block monsters" and height limits. So revenants, mancubi, knights and barons tend to fall off ledges a lot if they awaken, then lose sight of the player. Very noticeable on maps generated by Oblige 6 where 60% of these demons will end up in deep pits.
		- repositioned one specific truck, added skidmarks - it now stands where it went off road and smashed two cars into a wall. This made the berserk secret more obscure, too.
	
	Aug 02, 2023:
		- modified the starting area to match the previous map's exit
		- added one secret and one zombie to the new starting area
		- cleaned some trash comments
		- made one distant truck's front wider
		- made some fences impassable to prevent player being catapulted out of bounds (very unlikely)
		- generated new sky cubemap. Now you can see where the narrative is going: it's not nightfall why the maps are becoming progressively darker.
		
	Aug 06, 2023:
		- re-compiled the skybox with 12x supersampling		
		
	Aug 28, 2023:
		- removed leftover garbage scripts
		
	Nov 15, 2023:	
		- moved the skybox to the other side of the main geometry. Reason: the sounds of fighter jets flying by were coming from wrond direction.
		- changed pedestrian zebras and road center lines to baked-in textures to reduce geometry
		- fixed texturing on the broken ends of bridge
		- created a simple top layer, moved the power line and one communication tower there and added a couple tall buildings and a set of chimneys. Very basic but creates great illusion of surrounding landscape.
		- fixed texturing on the green brick building, made the building two stories taller in the top layer and placed a communication tower on top. Now seen from everywhere.
		- upgraded all communication towers with antenna sprites
		- added a motorcycle. 
		- upgraded most fences from impassable to walkable + shootable midtex. Also fixed one such as not projectile-shootable.
		- reverted one truck to fender-lecc model, recolored it gray and re-marked the plasma on top of it as a secret
		- marked that pile of armor bonuses in that completely unremarkable side street as a secret. It was all too easy to overlook and then wonder why isn't your item count 100% and why haven't you perfected this map.
		- marked the backpack on that shelf as a secret. I have completely missed it while playtesting (beat this map about 30 times to iron all kinks out) but backpacks are Serious Business if you play from a fresh start.
		- fixed a jumping puzzle that (presumably) broke due to jumping height nerf (the computer area map ONLY becoming accessible from the exit, making it useles) and marked it as a secret, thus increasing their number to 9.
		- upgraded the skybox replacing the texture from DooM2 sky with hires one from BDv21 skies
			
	Nov 30, 2023:
		- applied new sound sequences to some doors; added ambient sounds
		- changed the id to EDAY14
		- changed one ambient sound of water flowing to a short-distanced one: could be heard from where it shouldn't be

	Feb 18, 2024:	
		- geometry fixes around the outflow arches: Zandronum was rendering that wall just fine but GZDoom was getting confused rendering sky instead
		- fixed the smashed car pileup
		- switched all intact cars to randomized color
		- fixed minor errors with the floating trash 3d floor in the river (the sectors under the overhanging pipes was missing it)

	Mar 23, 2024:
		- re-compiled scripts and re-saved the map from UDB
		- fixed broken map geometry found by UDB
		- fixed a small part of the nukage tunnels still having unknown effect 5 instead of damage nukage 5%
		- fixed a coffee machine stuck outside the map
		- destructibility of servers and screen walls applied to those inside the factory

	May 10, 2024:
		- applied a voodoo coding hack to fix vehicles not moving for the first player to join the server

	Chebskies 2.0 release January 07, 2026:	
		- found out that 45 monsters were turned off, not showing on any difficulty. Employed them for hordes and coop, with minor alterations (moving some of them to nastier ambush spots)
		- added 5 more extra nasty ambushers for hordes & coop
		- automap prettification
		- fixed several monitor walls around the sever entrance being not smasheable
		- retextured some equipment racks without easy smasheability support into lockers or decidedly un-smacheble machinery
		- placed a sniper rifle in the open (in front of the broken grate in a room obligatory to visit, in the company of a civilian corpse). This tells us the story of a man who fought back laying sniper fire down a street but then something came that smashed through the grate and killed him.
		- added traffic lights to one intersection
		- fixed a spot where the skybox was glitching if you stood under a vent shaft on the building's side (near the place where you climb out of the river)
		- updated map scripts to use includes without paths
		- hardcoded the next map transition in map scripts	
		- placed a couple dead civilians and replaced some generic bloody messes with randomized dead civilians
		- maxed the map on hordes. Confirmed maxable.		
		

EDAY15:
	Aug 05, 2023:
		- ripped EDAY15 and converted it to UDMF
		- changed the sky to a very sketchy version of my new skybox (too raw, must improve how city looks) and commented out the scrip that was painting outdoor light sunset orange
		- fixed the marine captain: Mark used a treacherous function A_CheckSight that actually does the opposite of what you expect of it. So, for him to start talking to you you had to LEAVE the captain's sight. Also, pressing "use" on him rekt the sequence, forever turning him into a regular guard dummy. I fixed both in, like, five minutes of coding.
		- rearranged that room, added one sight-blocking wall so that the captain only starts talking to you when you really approach him, NOT when he glimpses a silver of your butt all the way through the toilet door.		
	
	Aug 06, 2023:
		- re-compiled the skybox with 12x supersampling
		
	Aug 11, 2023:
		- put the buses through the same tratment as I did trucks. Meaning I made them have less wheels than a centipede :p
		- removed all RubbleSuspendLarge things from the near side of the broken bridge: this shit has no collision but looks like map geometry, provoking the player to fall through it and take a ton of falling damage. Re-textured the broken end a bit to compensate.
		- upgraded all trucks. Added a new variation without wheel wells and two headlights on each side, to not interfere with the obligatory jumping puzzle.
		- made one truck into a trap and moved one chaingun guy inside it
		- created a burning rekt bus variation and replaced one of the buses with it. New frankentextures: CRKGLSX, CRUMPLE3
		- removed tons of geometry that was only giving vast meaningles expanses to get lost in. Namely: a) removed the raised highway closer to the evacuation shelter b) cut the tunnel in half, straightened the remaining part connected to the other side of the broken bridge and made it inaccessible + not shown on map (also fixed that bug with a ceiling lamp stuck in a wall, LOL); c) remade the areas, where the raised highway once resided, into parking lots and inaccessible industrial buildings behind tall fences.
		- fixed trees stuck in the void and on top of fences, including "Oddly placed palmtree on the wall near the shotgun, shellbox, and imps after the spider mastermind fight" and the one that was sticking its branches through the toilet wall.
		- remade the river's end into a barred tunnel and the means to get out of the valley into a ladder. No running around the mastermind anymore.
		- rearranged the monster onslaught. Now the cyberdemon erupts separately, from a gate further down the street. This also fixed the bug with the megasphere secret being inaccessible. While at it, upgraded the script: marine only talks to you after the cyberdemon's demise when you are in his line of sight. Failed to make him only talk to you if you are not dead (the tank is mighty and that marine has 99999 HP, as is fitting of a quest NPC, so the cyberdemon is guaranteed to die even if you are dead).
		- retextured roads, excluding curves, to use a texture with baked in markings instead of adding sectors for markings. Added center line to the road in the starting area and the broken bridge.
		- connected toilet windows to the outside filling that area with bushes, trash bags and dumpsters. No more looking into  skyboxes's underpants.
		- added simple streets and buildings to the far side of the evac site. Connected its windows to a simplified street copy-pasted from EDAY16
		- improved cliff faces, fixed discontinuities
		- drastically simplified cliff behind the parking lot: the map was beginning to bug out, there were sky holes in the road signifying node builder's failure and Zandronum 3.0 crashed on cyberdemon's death (I can't use 3.1 because it requires OpenGL 3.3 while the end-of-the-line drivers for my potato's integrated video, dated 2015, only support OpenGL 3.1 -- so Zandronum 3.1 simply cannot run. This is dangerously bordering on religion as I *do* have a gaming PC with gtx 1660 and Ryzen 7 5800X -- but I am too lazy  to bother using it)
		- fixed the pack of arachnotrons accompanying the spider mastermind: they did not have any difficulty set, so were never spawning, leaving their boss to fight you alone. Not anymore.
		- minor prettifying of the urban area
		- moved one dry tree: the spider masterming was always getting stuck between it and the cliff
		- retextured the river from greenish to brown: the waterfalls are brown, there is no greenish version	
		
	Aug 28, 2023:	
		- upgraded map scripts for full localization support and uniformity. New string ids: MARINE_SPEAKING, RADIO_SPEAKING, CAPTAIN_SPEAKING, MAP15_NTRSTRGRMTXT
		- completely integrated all relevant story scripts into the map scripts (because, again, I am too lazy to learn compiling standalone ACS) and converted them all to my new standard
		- decreased the delay between 'here they come' and monsters appearing from 5.7 to 2 seconds
		- fixed behavior: now the marine at the evac site only talks to you after *all* monsters are dead, not just the cyberdemon. He still talks to you if you are dead, though. Haven't fixed that. Hilarious, considering he's a quest NPC with 100000 health, poor cyberdemon stands no chance against him.
		- added guard conditions to avoid story scripts from overlapping
		- increased every exposition text duration to 10 seconds
		- made the exposition skippable by making the scripted exit door a normal door that could also be opened manually
		
	Nov 15, 2023:	
		- created a simple top layer, moved some buildings there and added a cliff with a tall comm mast on top.
		- upgraded all communication towers with antenna sprites
		- disabled the fug the arachnotrons accompanying the spider mastermind (not present at any difficulty level now). Mark was in the right when he disabled them and I was wrong when I re-enabled. Were turning the mastermind fight into a clown show. Not anymore.
		- marked the shotgun in the starting room as a secret thus increasing their numbet to 2.
		- added minuscule fire damage to the burning buses' roof
		- recompiled the skybox cubemap using a hires city image from BDv21 skies
	
	Nov 30, 2023:
		- applied new sound sequences to some doors; added ambient sounds
		- changed the id to EDAY15
		- fixed sky visible through of one building's eaves
	
	Feb 18, 2024:	
		- replaced the cyberdemon with irreplaceable cyberdemon to proof against breaking in third party mods. It was especially vital here because the important plot progression script is run by that cyberdemon on death!
		- switched all intact cars to randomized color
		- added safety rings to the ladder of the secret building: losing 16 health because you failed to jump dom safely was no fun.

	Mar 23, 2024:
		- re-compiled scripts and re-saved the map from UDB
		- re-textured the radio equipment in the room the marine captain is standing in (nothing there is breakable because it is assumed Doomguy would not shoot in a building full of civilian refugees)
		- removed the scratchpad area with sample trucks/buses
		- fixed *another* instance of sky visible through a building's overhang. That poor building, it suffered so much...
		
	Apr 06, 2024:	
		- proofed the scripts against a case of the cyberdemon being AWOL or his ondeath event not triggering
		- proofed the monster pits against my new BFG
		- prettified the fence smashed by bus
		- set the "no falling damage" flag for the sector inside the ladder's protective rungs

	May 19, 2024:
		- added two coop respawn redirect points

	Chebskies 2.0 release January 07, 2026:	
		- adapted for hordes (including my new bfg-toting mastermind)
		- automap prettification
		- replaced one new-style wrecked car with a fully 3d wrecked car (a different 3d model), due to incompatibility of the new-style cars with slopes.
		- raised terrain below the broken bridge to the left of it to allow for safe jumping down on both sides without hurting yiurself
		- changed the marines' greeting dialog to warning about unnatural quiet and asking you to check the bus barricade (a shmuck bait: walking there wakes the cyberdemon early)
		- changed the quest giver NPC into a *mortal* marine NPC (non-commadable) and changed the map scripts to run even with him dead.
		- changed one of the marines into a non-commandable NPC rifle marine.
		- added one slaughterlamb marine manning a HMG turret with the wall that explodes right behind his back.
		- added a no-fire property to the inside of the evac shelter (all your weapons get disabled)
		- switched the no-fire zone inside the evac shelter to my new mechanism
		- updated map scripts to use includes without paths
		- hardcoded the next map transition in map scripts
		- reshaped the public restroom and added sinks
		- added a police car made from map geometry roughly where one had been in the days of HESP
		- added one traffic light above the barricaded tunnel entrance (permanent red)
		- fixed minor texturing errors
		- added a room for the planned LTG cameo
		- placed a couple dead civilians and replaced some generic bloody messes with randomized dead civilians
		- hardcoded the next map transition in map scripts
		- fixed the marine captain's conversation triggering right atthe map's start instead of when you approach
		- added the long planned La Tailor Girl cameo with an employees only bathroom with Diana showering inside If you try entering you bump into an invisible wall that catapults you out and Diana admonishes you. Also, Sewie and Nari as nurses among the evacuees (non-interactive, just stand there).
		- removed the tank from the defending marines replacing it with twho meavy machinegun turrets on top of APCs manned by marines. Unlike the tank, those die easily.
		- rearranged the guarding marines' position moving them out onto the street: they assume any hostiles would come from down the street so the exploding wall basically hits them in the back as barons and revenants emerge in the center of their formation, the sandbag barricades utterly useles.
		- linked straight to map 16
		- added a clause that the quest giver won't talk and door won't open until art least one player is alive on the server (in singleplayer it means nothing happens if you are dead, he won't talk to your corpse anymore)
		- made the quest giver control more robust
		- added animation to the quest giver's first talking to you (since there is still NO voice acting)
		- rewrote completely what the marine captain tells you. The old lore just wasn't fitting some changes I made. And, he now openly calls Doomguy an "UAC PMC super-soldier". Not the Marine corps.
		- voice-acted all the NPC lines. All talk in my voice, of course, with an atrocious Russian accent. If you know someone who can voice thse better, I'd be grateful for a voice-acting donation. See chebskies-EDAY-2.pk3/sounds/voice_acting/KYVO*.ogg
		- confirmed the map is ready and playable

EDAY15I:
	Chebskies 2.0 release January 07, 2026:	
		- cut, the entire cutscene gets shelved. Maybe, next year.

	
EDAY16:
	Aug 13, 2023:
		- ripped EDAY16 and converted it to UDMF
		- changed the sky to a cubemep with smoke and city baked in
		- edited one collapsed building for aestetic purposes
		- greatly reformatted the balconies with fire ladders. Made all ladders climbable (enlarged openings from 32 to 48), removed all ladders hanging from the second story to the ground; made all railings solid; ladders are now solid, prevent jumping from balcony to balcony in certain places. 
		- removed red key markings from the door that leads to the roof (in times of yore, required the red key) and reformatted the ijside of that building from an elevator to stairs, with "out of order" fake elevator doors on both floors
		- made the megasphere secret painfully visible, the room is now large and has two additional impassable windows to stare into and salivate. Added a ladder leading into the room for easy access - BUT it requires the red key.
		- returned the red key to its ancestral resting place, BUT moved that room from 2nd story to 3rd story - now requires climbing fire ladders and jumping between balconies. This will distract from the blue armor secret because no one would expect one more secret inside a secret that hard. Well, this map already contains one utterly impossible secret: the berserk pack room. I had no idea it was there even after hours of editing, only noticed it while modifying the adjacent building. So utterly diabolic...
		- fixed the impassable blue door bug in that same building
		- moved some rooms required for the obligatory jumping puzzle (you have to solve it to advance further) fron 2nd to 3rd floor. So it now requires ladder acrobatics.
		- replaced the burger joint doors with swinging polyobject doors.
		- upgraded all the trucks. (whimper) so many trucks... I will have nightmares about trucks... So much toil and grind :(...
		- resolved the "Chaingun Marine at the front of the trailer truck near the burger joint doesn't do anything" - he was just turned off, frozen and invisible to monsters. Obviously intended to wake up and die in a heroic last stand as you approach but the activation script was nowhere to be seen. He did not even have a tag!
		- fixed the "Narrow Blue key door can be opened, but you can't pass the invisible wall, either coming in or going out. (The Apartment building nearest the burger joint with the chainlink fence and parking lot.)" bug
		- wherever there was RUBLE2 texture (a collapsed building's innards) I enlarged it more than twice by setting a scale of 0.43. This way, its broken floor match the height of common building floor (128). Will repeat the same for all maps ahead.
		- retopped it with a sky portal top layer. In the process, moved all communication towers to tallest buildings (which are void in the base layer), clipped all sky ceilings to 400 and made the one taller building's top floor part of the top layer clipping it in the base layer to 400 (also widened it). Added two distant taller buildings to the top layer.
		- fixed the "There is an empty bottle floating in the sky near where the cyberdemon gets airstriked." bug
		- moved two dumpsers away from the broken fence thus removing the bypass route for the blue key and balcony acrobatics. Obligatory jumping puzzles must be obligatory!	
		
	Aug 16, 2023:
		- changed the exit, instead a room with unreachable stimpacks (goodbye, 100% item completion!) the door itself works as an exit button. The main reason: map transitioning wasn't smooth enough to make it look like you stepped through a room.
		
	Aug 28, 2023:
		- removed leftover garbage scripts
		- upgraded map scripts for full localization support and uniformity.
		- completely integrated all relevant story scripts into the map scripts
		- fixed broken 3d floor in house on the right with roof access in the second street
		- fixed the back window of the megasphere room being not impassable
		- fixed the balcony grate floors not being shootable through
		
	Nov 15, 2023:	
		- recompiled the skybox cubemap using a hires city image from BDv21 skies
		- fixed the empty secret near the start by stuffing it with rocket boxes
		- changed the hardest secret of this map replacing the berserk with a golden soulsphere
		- added antenna sprites to comm towers
		- upgraded the monster closet to my advanced design with 100% reliable deployment, for guaranteed maxability.
		- changed pedestrian zebras from geometry to textures and added some road markings
		- fixed a funny blunder where the bridge did not have a sidewalk, zebras leading into to canal fence.
		- fixed sky showing through bottom surface of some vents
		- huge work fixing shadows, were messed up and not matching the narrative told by the skybox (a wide gap into daylight in a black wall of smoke). Reworked them, also made them deeper
		- fixed a messed up couch cushion in one of the rooms
		
	Nov 30, 2023:
		- applied new sound sequences to some doors
		- changed the id to EDAY16
		- made the burger joint's doors open inwards rather than outwards due to bad interaction with 3d floor lightning tricks there
		- fixed wall tiles moving with bathroom stall doors
	
	Feb 18, 2024:	
		- proofed the advanced teleporting closets against breaking in third party mods
		- improved texturing of the collapsed tunnel between the two city halves
		- switched all intact cars to randomized color
		- fixed one window being unclimbable because couch back was too tall.
		- minor geometry fixes in the burger joint's kitchen

	Mar 23, 2024:	
		- re-compiled scripts and re-saved the map from UDB
		- rearranged and upgraded the skybox to make the map feel less claustrophobic (also it was comparing badly to the now much flashier TITLEMAP I created by modding a half of this map!), also stretched one street a bity longer and added one more dead end parking lot. New textures: CITY17B
		- fixed broken map geometry I detected manually by accident -- UDB failed to detect those ultra thin secror slices
		- made three TV screens smasheable

	Mar 24, 2024:		
		- fixed and optimized the highway overpass in my new skybox: a) removed some floating railing (never visible without cheats anyway); b) replaced lampposts at the highway's centerline with palm trees; c) set the road surface to non-textured (you can never see it without cheats anyway). Results in 60..75 fps on my favorite potato (where, I must add, I recently capped the GPU to 0.65GHz: when it was able to escalate to 1.3 as per manufacturer's wily marketing ploy, there was a random chance of a thermal shutdown because the fan controls react to CPU temperature while the GPU, in rare circumstances of fillrate overwhelming (thousands of blood decals close-up), can heat the chip (as per motherboard sensor) *very* quickly making it go over 90C while the CPU cores are still being at 75C and the fan spinning lazily at 3600 rpm.
		- fixed two doorframes in my new area shaded incorrectly

	Chebskies 2.0 release January 07, 2026:	
		- adapted for hordes
		- fixed some gaps in invisible walls
		- automap prettification
		- disabled the unstable hacks designed to help ATCs work with badly coded third party mods
		- fixed the narrator NPC turning into an evil marine after he finished speaking, subsequently killed by surrounding NPCs (caused by FBD fixing GZDoom marines that should be hostile by spec but were erroneously made friendly in BD21).
		- fixed the companion marines who broke due to my fix of BD21's mistakes. 
		- fixed the dormant minigun marine who wakes as you cross certain trigger line to be a friendly NPC.
		- added patrol route for the NPCs to walk into the alley over the street -- since they don't join your party automatically. But when you command them they DO join your party permanently!
		- added a grenade launcher to the secret full of rocket ammo
		- replaced the blue armor in the most improbable secret with red armor
		- replaced one marine out on the street next to the tank with a marine manning a heavy machinegun turret
		- updated map scripts to use includes without paths
		- hardcoded the next map transition in map scripts
		- fixed minor texturing errors
		- made the street in front of the burger joint a rounded turn instead of the unrealistic 90-degree angle, moved some zebras in the process
		- upgraded the ATMCs.
		- added traffic lights to two intersections
		- added a Demon EleTech gun in the red armor closet.
		- added dead civilians
		- fixed minor geometry errors and things stuck in the void
		- replaced the (too too destructible) cardboard box object in the ctate ladder with a box made of map geometry. Such hacks are necessary here and there because of dommguy's jumping nerf earlier in EDAY history: the maps were made and designed with assumption he can jump onto a standard crate 64 tall. But he can only do that on Mars, with its low gravity. On Earth and in Hell, he can only jump onto obstacles 48 tall.
		- added a few more civilian corpses
		- deleted the cutscene script, replaced the narrator with a regular super shotgun NPC and added a script to the door that makes the NPCs auto-join the party of the first player to walk out. That's right, folks: since they are regular NPCs now, they follow you to the next map if you keep them alive.
		- deleted the cutscene and changed the marines into regular NPCs who join your party as you walk out.
		- fixed minor geometry errors
		- removed all traffic lights inside the airstrike zone (had a chance to be left hainging in the air, broken but not destroyed completely)
		- added an invisible wall for monsters, to keep them wandering out of the airstrike zone
		- fixed one leftover chaos marine marked with the "Friendly (MBF Logic)" flag that was causing him to attack all monsters in sight and kill them and the tank boss. Obviously, he was a friendly marine in the original.
		- maxed on Horders proving map works and maxable.


				
	
	
EDAY17:
	Aug 13, 2023:
		- ripped EDAY17 and converted it to UDMF
		- changed the sky to a cubemep (provisional, the same as the previous map)
		
	Aug 16, 2023:
		- retopped, split geometry to top and bottom layers. Everything that was sticking above 256 got clipped in the bottom layer. The top layer's ground begins at 0, with buildings full height, repeating their shapes in the bottom layer roughly without detail. This allowed to make many one-story buildings lower: some walls end and roofs begin at as low as 128. Made one area with chainlink fences a solid chunk of sky, the chainlink fences are entirely in the top layer. Allowed undoing some of Mark's skywall hacks-by-necessity, should also improve performance.
		- added some distant cityscape to the top layer.
		- created a dedicated skybox cubemap, changed outdoors coloring from Mark's sunrise reddish to gray with barely perceptible bluish tint)
	
	Aug 20, 2023:
		- fixed the bars marked as requiring red key card not really requiring any key. You could skip an exciting red key hunt and a surprise cyberdemon inviolved in that hunt!
		- upgraded the trucks
		- replaced one semitrailer barricade with a wrecked bus and a police car from HESP
		- changed pedestrian zebras to baked-in textures, which reduced geometry, and added center lines to most roads
		- that one extremely obscure trigger for opening a secret fireplace, which was utterly impossible to notice triggering, now leaves an obscure text message about firewood and makes a pop sound.
		- the shotolver quest is now accompanied with text messages. No wonder I haven't solved it: it's pure pixel hunting sadism with a bazilion hidden switches!
		- two coop cyberdemons and four regular pinkies (in the same monster closet) were dorman and misssing activation trigger - was preventing 100% kills. Attached them to the same trigger as their roommates (player enters thered key garage)
		- fixed one blue armor not marked as a secret
		- made two closets deeper
		- fixed many items in the weapons store being too far, requiring to climb into the shelves to pick up. Also fixed rocket launcer dropped through the shelves, pickupable but invisible. 
		- replaced entrance door in the yellow key building with swinging doors
		- minor texturing fixes
		- added second window to distant terrain to match the second window i a ded in map 18
		
	Aug 28, 2023:	
		- upgraded map scripts for full localization support and uniformity. New string ids: MAP17_CRPTC1, MAP17_CRPTC2, MAP17_CRPTC4, MAP17_CRPTC5, MAP17_CRPTC6
		- added "this opens elsewhere" message to the shotolver cage
		- removed "monster activates" flag from the street sides of the wide entrance door and the garage door of one particular building. Reason: the spider mastermind tended to walk inside, climb to the second floor and get stuck in a tiny room two sizes too small for him. It looked ridiculous and he was a fish in a barrel.
		
	Nov 30, 2023:
		- applied new sound sequences to some doors; added ambient sounds
		- changed the id to EDAY17
		- found the *true* reason of spider mastermind being stuck in a tiny room on the top floor. There was a *weird* solution of an inward corner, where if monsters touch the wall they get silently teleported inside, to the top floor near a window. The mastermind, theoretically, could NOT get caught in this because the line was "when monster walks over" and mastermind's radius is larger than the gap between that line and the wall. But, I guess, he always found a way. I solved this one by eliminating that inward corner: expanded that house with two first story rooms made of 3d floors. With furniture and stuff (the framerate screamed horribly and fell silent). As an upside, the archwile now tends to walk out onto the roof of those rooms which gives him excellent view of you >:D
		- fixed slightly misaligned windows in the yellow door building (using UDMF texture scaling)
		- upgraded the teleporting monster closets to my advanced design with 100% reliable deployment, for guaranteed maxability.
		- fixed one secret counting as two. While at it, changed some secrets from the floor registering it by being stepped on to items themselves registering it by being picked up (UDMF supports this and items that always pick up allow for reliable registering without failure for 100% secrets).
		- made that one dangerous secret easier to get out alive, via rearranging its ceiling and adding an invisible step
		- marked the captured marine as a secret
		- changed one of the cryptic clues on the quest for the shotolver: I had completely misread one texture when making it and the clue was utterly misleading!
		- fixed one of the three enemy tanks not spawning because I moved its spawning spot too close to a wall 
		- scripted a partial solution for the "hunting that last straggler" problem. All monsters most likely to get lost in the terrain or get overlooked will try rushing the player who enters the final building. Won't help much, likely, but would at least get them moving.
		- made one wardrobe deeper. The shotgun in it was showing weird behavior when you open it, it felt like it was falling from the ceiling.
		- fixed HOM effect in one wardrobe.
		- added a sign to the gun shop. New textures: KYSIGN1
		- added a grandfather clock to one house. New animdefs: GTCLOCK
		- added posters and pinups in many places (existing EDAY textures lay woefully unused)
		- added a locker in one of the garages
		- added a motorcycle parked in a random driveway
		- added antenna sprite to the only comm tower
		- fixed the revenantful of a parking garage being always opened prematurely by roaming monsters bumping into its doors. I even made its door connecting to the house not openable from the house.
		- changed juggernaut deployment from being spawned by script to a normal DEAF monster sleeping in his advanced closet. Reason: I dawdled in the blue key room, and he managed to roll INTO the revenant garage, crushed them all and got stuck to boot. I also made that garage double-door (although each side door is still wider that juggernaut's girth, he's surprisingly slim for a tank)
	
	Dec 11, 2023:
		- fixed the ATC bug (now each cyberdemon has his own ATC, special solo version for extra thicc bosses).
		- fixed one pillow on one bed in one building having been accidentally deleted resulting in a bedsheet-colored pillar in its place

	Feb 18, 2024:	
		- replaced the cyberdemons with irreplaceable cyberdemons to proof against breaking in third party mods
		- proofed the advanced teleporting closets against breaking in third party mods
		- fixed the smashed cars placement and changed some cars into ones crashed into each other or semis.
		- switched most intact cars to randomized color
		- added a car crashed into a tree with skidmarks behind it. Reason: long time ago this map had one but Mark-sensei deleted it while switching the cars to models
		- added a rare car variety, kind of a red sport car at a rich house

	Mar 23, 2024:
		- re-compiled scripts and re-saved the map from UDB
		- fixed visual glitches when looking from under the grocery store's overhanging part of the building
		- made many small computer monitors smasheable

	May 10, 2024:
		- applied a voodoo coding hack to fix vehicles not moving for the first player to join the server

	Chebskies 2.0 release January 07, 2026:	
		- adapted for hordes
		- automap prettification
		- replaced the dry tree with an indestructible dry tree
		- disabled the unstable hacks designed to help ATCs work with badly coded third party mods -- all except the personal ATC of the juggernaut
		- replaced the blue armor in the bfg secret with red armor
		- added a machinegun and a box of 7.92 ammo to the weapons store
		- replaced the shotolver in the super secret with a sniper rifle
		- reverted the sniper rifle in the supersecret back to shotolver
		- marked the shotolver secret as a secret thus increasing their number from 7 to 8, changed and retextured it a bit to cause reliable secret registering on climbing into.	
		- added a few traffic lights for better ambience
		- updated map scripts to use includes without paths
		- hardcoded the next map transition in map scripts	
		- upgraded the ATMCs.
		- made the juggernaut boss non-replaceable FBD one.
		- fixed minuscule texturing errors
		- added the block players flag to all sink edges, most sinks are too low and you walk onto them automatically which makes drinking from the tap mightily inconvenient.
		- fixed text incorrectly stating that the shotolver cage contains a sniper rifle (I changed it and then changed it back but forgot to update the resource strings)
		- added civilian corpses
		- fixed minor texturing errors
		- fixed one of the cryptic messages only existing in the Russian localization so you only got a meaningles raw identifier if you played it in default English
		- adjusted the captured marine behind a shower curtain secret so that freeing him is not possible without walking in and triggering the secret
		- playtested on Hordes proving the map is ready and beatable (too labyrinthine to try hunting every armor bonus, finished with 96% items)


	
EDAY18:
	Aug 13, 2023:
		- ripped EDAY18 and converted it to UDMF
		- reworked elevators in the yellow key building, the unnamed building at (2700,500) and the wham bang hotel to work like realistic elevators with doors closing and so on. There are 7 elevators in total. For more detail see the my tutorial wad @ https://www.doomworld.com/forum/topic/138033-realistic-elevators-acs-udmf-zandronum-30
		- rearranged rooms in the wham bang hotel, the goal was to turn the elevator 90 degrees clockwise so that its doors move in the north-south direction. Easier than cloning the elevator scripts.
		- widened shower entrances in the wham bang hotel so that you can actually enter them. That one shotgun guy dropping ammo... always out of reach... tantalizing... Fr-r-rustration!.. Well, not anymore.
		- retextured the receptionists deck in the wham bang hotel: it was a brick wall made of brick >_<
		- upgraded fence at (3588,1096) from part impassable, part ghost with crates flush to it, to walkable + shootable midtex
		- changed the secret exit door to a sliding polyobject door. Hilariously, I still have no idea how to open it and go to the secret levels: I just modded Script 3 that opens it but I don't know what runs that script.
		- changed the doors of the chaingunner cafe (it's full of chaingun guys, d'uh) to swinging polyobject doors
		- added a coffee maker to the chaingunners cafe.
		- replaced doors in the yellow key building's upper offices with swinging doors
	
	Aug 20, 2023:
		-  switched to a dedicated skybox cubemap
		-  upgraded trucks. I **** hate trucks! My hurting mind in its twilight state spawned even more varieties of trucks with different front designs. 
		-  ginormous retopping rehaul, split geometry into base layer and top layer in a rabid modding frenzy, too many changes to document. Includes: lowering the roof of the red key cafe, moving all communication towers on top of tallest buildings, completely rehauling the southern area out of playable boundaries. Three days spent obsessed on the verge of foaming, unable to tear myself from the editor. THREE DAYS, CARL!
		-  added several humongous smoke pillars as dual layoud now allows such things.
		-  replaced gas station doors with swinging doors (missed them before). Now the number of polyobjects in this map is 53.
		-  fixed one unpossible blue armor secret into merely very hard to figure and execute jumping puzzle
		-  added a second window to that office room, because I already toiled hard to make the view out of it sane - i am at the end of my rope, about to snap.
		-  changed message for the switch that opens the doors leading to the secret level from "something has opened somewhere" to "The Red Light District now accessible". Honestly. You need the red skull key to get there anyway and the red skull key requires a dedicated pixel hunter to find.
		-  changed the tiny 3-pixel wide button that reveals the red skull key from baked into texture to actual map geometry. Reason: blood splatter is the bane of switches.
		-  fixed the monster closet. The same problem as with map 03: if you go full berserk, the monsters won't hear anything and never wake up and they only wake up if you shoot in one specific room. Which contains one imp all but asking for a silent fatality takedown... After my fix you receive their full attention by grabbing the blue key OR exiting the room. 
		-  added signs to the red key cafe and the blue key bar. The first one is pure stone soup, existing billboard textures upscaled, while the second one made by myself: new 512x128 KYBLUES1
		-  moved the ambush archvile because he was visible from the street and could be shot and awakened prematurely
		-  changed pedestrian zebras to baked-in textures, which reduced geometry
	
	Aug 23, 2023:
		- made the blue armor jumping puzzle trivial on low and medium skill by placing an additional pile of rocks near the closest crate
		- rotated textures on tops of wooden crates standing at an angle, to align them
		
	Aug 28, 2023:	
		- upgraded map scripts for full localization support and uniformity. New string ids: RDLGHTDSTRCT_PN, THIS_DR_THR_SD, JMP_NT_TH_TRCK
		- increased the closing delay for the wooden swinging doors of the yellow key room to 300 seconds. Reason: observed crowding barons jam it, blocking it from closing, and get stuck as a result. So, swinging doors are no good in places where monsters tend to crowd.
		- made the door of blue key building openable from the outside with the blue key card. Which is locked inside. This should make this building stand out on the map by making its door line blue.
		- deleted the last "9 Line Horizon" interfering with my new skybox

	Nov 15, 2023:	
		- added two motorcycles
		- added a secret mech. That's right, folks: Mark had created not only tanks but also a huge humanoid robot to stomp demons. And it was never used anywhere!
		
	Nov 30, 2023:
		- applied new sound sequences to some doors
		- changed the id to EDAY18
		- modified the mech secret: instead of humping a random wall you open the mech bay by pressing a Mechagodzilla II poster
		- added toilet paper dispensers next to all toilets
		- marked the twin teleporters as red and blue
		- improved the cafe's sign and renamed it to cater to fans of a certain franchise. New textures: BURG09Y, BURG0Y
		- crammed as many posters and pinups everywhere as I could without it looking ridiculous
		- upgraded all "a lone toilet in an empty football field" bathrooms with sinks. Hilariously, I saw one of those IRL. One of the bathrooms in the clinic had only a single stall. But boy, that stall was two meters wide and seven meters deep, more like an utterly empty immaculately clean corridor covered in beautiful tile, with a lone toilet in the distance, like a throne in a throne room :D The only time I regretted I use a dumb cellular telephone without a camera :p
		- improved texturing of one building's facade
		- upgraded the teleporting monster closets to my advanced design with 100% reliable deployment, for guaranteed maxability. The horde deployment pattern had changed as a result.
		- added antenna sprites to comm towers
		- finally made elevators make the elevator moving sound while moving: by some reason, Zandronum 3.0 staunchly refuses to play it as a platform moving sound, so had to manage sound sources by hand
		- fixed one door messing up light levels in an unrelated building across the map
		- marked one ammo-in-a-dumpster as secret
		- marked the secret exit as a secret; marked one secret soulsphere as a secret.
		- fixed one secret soulsphere secret erroneously marked as sector tag 1024 (which does nothing) instead of sector special 1024 (secret: yes). Final number of secrets: 10
		- retextured two dumpster's floors to GARBAGE
	
	Dec 11, 2023:
		- fixed the ATC bug 
		
	Feb 18, 2024:	
		- replaced the cyberdemons with irreplaceable cyberdemons to proof against breaking in third party mods
		- proofed the advanced teleporting closets against breaking in third party mods	
		- switched most intact cars to randomized color
		- fixed the mech secret NOT WORKING in GZDoom. i.e. that map was only maxable in Zandronum. Unexpected discrepance in code bases, I'd expect identical behavior but no, these engines treated certain trigger linedefs differently.
		- fixed the red skull key secret NOT WORKING in GZDoom (the switch height check again)
		- replaced the two cars in the UAC building's parking lot with two black rare cars. Let's pretent those piles of polygons are limos.
		- automap prettification
		- made one fence block players: it was possible to jump over it by standing on a parked motorcycle, then it was inescapable garden.
		- fixed music not switching back to map default every time you exit the mech as designed
		- changed the secret exit opening script from script 3 to a named script. Reason: I encountered a freeze when pushing that button when recording the video. It looks like a micro-freeze in the video, but in reality it was more than ten seconds long, I was about to kill the non-responding GZDoom from the Task Manager. Who knows how many "script 3"s the BD itself has? The only explanation to me is that GZDoom does not replace global numbered scripts with numbered map scripts but... adds? Some weird behavior here anyway.
		- fixed top antennas hanging too low and doubling at 1142,4000
		- fixed the mech bay's alarm not stopping after 10 seconds as designed
		- fixed texture alignment on the burger joint's roof fans (scaled texture was rendered incorrectly in GZDoom only; worked fine in Zandronum)

	Mar 23, 2024:
		- re-compiled scripts and re-saved the map from UDB
		- fixed broken map geometry detected by UDB
		- made several TV screens smasheable
		- fixed one distant semi far out of playable boundaries still being a 1000-wheel centipede
		- general automap prettification

	May 10, 2024:
		- applied a voodoo coding hack to fix vehicles not moving for the first player to join the server

	Chebskies 2.0 release January 07, 2026:	
		- adapted for hordes (in this particular map, not by adding much monsters but by replacing archviles with super archviles and by souping up the first starter cyberdemon)
		- automap prettification
		- for Hordes and coop, replaced the two cyberdemons near the exit with an enemy mech. Raised and retextured the dpprs for it to fit through. 
		- for Hordes and coop, replaced the archviles with super archviles.
		- disabled the unstable hacks designed to help ATCs work with badly coded third party mods	
		- updated map scripts to use includes without paths
		- hardcoded the next map transitions in map scripts	
		- upgraded the ATMCs.
		- upgraded music switching to virtualized tracks
		- added *helluvalot* traffic lights. Also rearranged the "stop" signs to have a logic in mind instead of being completely random.
		- made the impassable street-blocking lava pit non-blocking -- meaning you now can fall into it to die a horrible fiery death with no way out.
		- added civilian corpses
		- made sink edges block players so that you do not walk onto the sink while trying to drink water
		- fixed a typo in spider mastermind's flags that was causing *two* masterminds spawn on Hordes, one standing on top of other, while in coop there'd be no mastermind
		- fixed geometry error that was cauing the building you came from (the ending building of map 17) to look glitchy when viewed from the starting yard.
		- I am 99% sure I maxed it on Hordes and it only didn't work because of the buggy burning imp above. So let just say it is confirmed maxable.



EDAY40:
	Nov 30, 2023:
		- imported into my project as is (without converting to UDMF yet)
		- fixed the secret exit to the super secret map 41 being forever inacessible: broke when Mark nerfed the jumping height.
		- restored the normal exit to exit to map 19 (I made it also exit to the super secret map 41 earlier, as a quick and dirty fix for that inacessible secret exit)
	
	Dec 03, 2023:
		- changed the normal exit back to leading straight to map 41, the secret exit I fixed earlier now leads to map 59 instead
		
	Dec 17, 2023:
		- converted to UDMF
		- made the berserk secret reliably registering
		- automap prettification
		- redesigned the movie teather hall: twice more rows (this map isn't a perfect copy of the Duke map anyway), halved the seat back's height and restored low light levels. New textures: TLITE6_Y (a clone of TLITE6_1 without glow attached)
		- redesigned the projector room area using 3d floors. New textures: DOOR05E
		- added antenna to the comm tower
		- redesigned the area around the exit. Reason: sanity check. Doom has no jetpack and so no jetpack-related secrets high up so making buildings more solid was a possibility.
		- redesigned the secret window a little (the one matching Duke's aappartment secret in duke 3d e1m1), less standing out
		- added more buildings to the starting area's fringes to prevent looking in to the skyboxes underpants
		- added 20 damage to the dumpster on fire, including edges
		- fixed the messed up texturing on the breached movie screen
		- removed the "mars ambience" from the exit signs: was creating stupid columns of fog. Replaced with specialized light shafts from EDAY repertoire.
		- renamed the map from the iconic "Hollywood Holocaust" to "Movie Night Out". Because sirisly.
		
	Feb 18, 2024:	
		- replaced one revenant with an aracnorb. Reason: two-story corridor was too low, you could bump into revenant's head while walking above him.
		- switched all intact cars to randomized color
		- improved the movie theater's board texture
		- fixed the fence around the starting roof so that your rockets won't blow in your face if you try shooting through it.
		- fixed the elevator doors clipping through corridor wall

	Mar 23, 2024:
		- re-compiled scripts and re-saved the map from UDB
		- fixed broken map geometry detected by UDB
		
	May 19, 2024:
		- automap prettification
		- fixed the super secret exit showing on textured automap

	Chebskies 2.0 release January 07, 2026:	
		- adapted for hordes
		- automap prettification
		- updated map scripts to use includes without paths
		- fixed minor geometry errors in the secret exit
		- remade the dead end street into a barricaded tunnel entrance (a purely cosmetic change)
		- made the street bend rounded
		- various minor skybox fixes
		- hardcoded the next map transition in map scripts
		- added a script that marks this map visited
		- fixed the rocket launcher secret not registering thus ruining maxability
		- fixed the swinging doors with "employees only" blocking your hitscan attacks in the corridor *above* them
		- made it more obvious you have to crouch to climb *out* of a certain vent.
		- maxed on Hordes
			

		
PSXM59:
	Dec 03, 2023:
		- imported PSMAP59 "Club Doom" as PSXM59 into my project to play the role of yet anoter secret map, thus increasing the number of secrert maps to 5. A silly tiny map with only 3 rooms :) Normally works as a super secret map injected into the Doom2 campaign by BDv21. I doubt anyone ever saw it because the secret that leads to it is of the "hump all the walls" variety. The part of doom that did not age well (some may disagree).
		
	Dec 17, 2023:	
		- marked the megasphere cage as a secret thus increasing their number to 1
		
	Mar 23, 2024:	
		- re-compiled scripts and re-saved the map from UDB
		- fixed unknown textures (on the bottom of two doors) and removed all links to unused unknown textures

	Apr 06, 2024:	
		- added Dragonslayer as the second secret

	May 19, 2024:
		- automap prettification

	Chebskies 2.0 release January 07, 2026:	
		- made the dragonslayer only show on hordes difficulties or in coop
		- adapted for hordes
		- added sound propagation boundaries to avoid waking the raving revenants prematurely by shooting on the stairs
		- virtualized the music switch on entering the club
		- replaced spectres with stealth demons (unlike spectres, those are *completely* invisible until they bite)
		- hardcoded the next map transition in map scripts
		- moved one demon stuck in labyrinth's wall
		- added a script that marks this map visited
		- replaced revenants with special dancing revenants (their idle animation mimics that of DooM II revenant but adds even more dancing moves - and they have no idle wandering on losing their target, go straight back to dancing)
		- retextured the plaque at the club's entrance from shiny metal "UAC" to an arbitrary tapestry piece
		- fixed one secret sector erroneously split into 4, which resulted in secrets count of 5 instead of 2 thus ruining maxability.
		- switched Dragonslayer from a Hordes-only gimmick to available on all game skills (since I balanced it well enough to be a mainline secret weapon)
		- maxed on Hordes


EDAY41:		
	Nov 30, 2023:
		- imported into my project as is (without converting to UDMF yet)
		- marked the secret exit to the super super secret map 42 as a secret
		
	Dec 17, 2023:	
		- converted to UDMF
		- automap prettification
		- corrected texture scale on the condemned building
		- evicted moved most of the surrounding cityscape (except the chunk of the trailer park cacodemons come from) to a top layer, added several simple buildings to it and added antennas to comm towers.
		- added a climbable ladder to the sewer hatch
		- added a *fourth* variation of demon porn to the adult film cabins (those with paper towels in them) and a special zombie suffering from it. Delightfully offensive and decidedly hilarious. Reason: H-Doom moved ahead from the point Mark was quoting it... With more monster designs... New textures: ZZPORNT..Y; new sprite frames: FRAA T..X
		- added posters and replaced the secret to Wolfenstein from a misaligned wall texture to a wall with a poster that is not a movie or game poster but an actual ww2 nazi poster copied from EDAY resources and downscaled -- and its overal color matches that of the wall making easy to overlook. New textures: ZZNAZIY, POSTERW, POSTERV, POSTERX
		- made player unable to be catapulted out of playable boundaries into the trailer park over the fence
		- made the porn booth entrances soundproof and their curtains NOT openable by monsters from the outside (the herd of shotgunners just outside was activating them by walking around and bumping into them)
		- marked the blue armor as a secret thus increasing their number to 6
		- fixed the shotgunners behind the red door waking up prematurely and grunting through it (both sides of the doorframe were a single joined sector, thus screwing up sound zone boundaries)
		- retextured the secret exit room to obsidian. Reason: I put so much effort into creating this obsidian tileset back in 2018, but it is too dark to use anywhere! Well, not anymore. 
		- moved some monsters on distant rooftops to the front edges. Reason: a lost soul ruined my test run's kill count by being so deep the roof edge blocked its line of sight and it never woke.
		
	Feb 18, 2024:	
		- changed the music to EDMU13
		- moved the outdoors aracnorbs so that they only see the player and engage after he detonates the condemned building and goes for the red key
		- corrected horizon when viewed from the high window in GZDoom (had no noticeable problems in Zandronum)
		- moved parts of the map geometry ( the area inacessibkle to the player) to the top layer. Reason: retreat-happy monsters like aracnorbs were getting lost behind buildings thus ruining maxability

	Mar 23, 2024:	
		- re-compiled scripts and re-saved the map from UDB
	
	May 19, 2024:
		- automap prettification

	Chebskies 2.0 release January 07, 2026:	
		- adapted for hordes
		- nerfed the lowest difficulty roster
		- fixed the zombieman bleeding from his eyes to use the current headbox mechanics
		- changed music to "STALKER2" ("Stalker 2" by Mark 'madfiddler' Knight) and intermission music to "D_DM2INT" ("Intermission from DOOM II (Remake)" by Andrew Hulshult)
		- hardcoded the next map transition in map scripts
		- made the light in the dance room deep red as in the original Duke Nukem map and light on the podiums pulsing
		- made the vents and the sewer dark
		- replaced the barons(s) on the dance podiums with a super archvile, his teleporting overridden by the map scripts to teleport between the podiums
		- added a script that marks this map visited
		- fixed the ammo amount being half of the necessary to beat this map, considering it now has a superarchvile
		- added even more ammo on Hordes
		- added one more secret, mathching that of the Duke Nukem 3d map as I remember it.
		- maxed on Hordes
		
	
	
		
EDAY42:		
	Nov 30, 2023:
		- imported into my project as is (without converting to UDMF yet)
		- fixed broken sky as seen through a couple windows
		
	Dec 17, 2023:	
		- converted to UDMF
		- automap prettification
		- replaced the MG42 generated from a bfg spawner detecting wolfenstein map to a placeable MG42 + 200 ammo
		- replaced ammo clips in the ammo storage with placeable mp40 ammo and ammo boxes with shotgun shell boxes. Why would nazis, all armed with mp40s, keep stocked up on NATO intermediate cartridge?
		- replaced a plasmagun surrounded by rocket boxes with a rocket launcher: assumed it was a mistake.
		- set all ceilings of prison cell doors to undefined: were generating ugly parallax effect when rising above you, the grates filled with a sliding cobble texture.
		- added a most sadistic new secret with three armor bonuses hidden inside, not showing on the automap unlike all other secrets. Also serves as a red herring for the MG42 secret.
		- fixed and rearranged paintings in the library secret
		- upgraded the backtracking ambush with my advanced teleporting closet. As the monsters are deployed still sleeping, I used different spots: hand-picked ambush positions for nazis (whom I made deaf) and tightly packed packs of teleporter dests for dogs, who are NOT deaf and will hear you when you fight in appropriate sound zone, wake up and swarm towards you.
		- replaced all evil marine spawners (TID 736) with regular placeable nazis (TID 0). Purists would have to DEAL WITH IT. That setup was an unstable scripting nightmare.
		- improved abyss fringes where player can fall off the wall: no more splattering against the sky with the bottoms of castle walls hanging in it.
		- replaced kitchen doors with swinging polyobject doors
		- applies sound effects to all doors and elevators. Now this castle sounds real medieval.
		- made the invulnerability secret shallower
		- various minor texturing fixes
		- fixed a STUPID case of you never getting 100% kills unless you activated the crusher in the torture room. Trivia: there was a lone nazi in a detached room in the void, the floor and ceiling combination marking textures marking it as a "wolfenstein" map thus making *all* evil marines to spawn as nazis and the bfg to spawn as a MG42. That room was also a crusher activated by the same switch -- an ingenious way to eliminate that dummy "marker" nazi. Buuut, what if the player haven't activated that crusher?
		- moved one dog in a dead end kennels room. Reason: it was deaf, never waking up until you checked that entire room thus causing a nasty "last straggler" problem for perfectionists.
		- fixed many sound zone boundaries
		- fixed lightposts from randomly rotated 3d models (fluorescent too!) to their historical sprite forms. Sprite frame PSTE B ripped from EDAY as PSTE Y
		- transformed bookcases with tops higher than room ceilings into solid voids. Reason: were creating false impression of possible secrets showing on automap as non-solid walls
		- fixed the inescapable corner behind the chair in the torture room				

	Feb 18, 2024:	
		- proofed the advanced teleporting closets against breaking in third party mods	
		- fixed the super secret button that could be activated by simply punching the wall below it. The button is now not shootable -- you have to *press* it 
		- fixed weird beahavior of the secret created by me (the climbable wall was emitting button press sounds when player touched or moved over it -- this never happened in Zandronum)
		- fixed one secret not marked as a secret
		- fixed minor texturing errors

	Mar 23, 2024:	
		- re-compiled scripts and re-saved the map from UDB

	May 19, 2024:
		- automap prettification
		- added a redirect for coop respawn: to the castle corridors, triggered by any player walking outside, and to the red key position in the library, triggered by any player approaching the red key.
		- fixed minor HOM in one underground arch

	Chebskies 2.0 release January 07, 2026:	
		- fixed ladder linedef flags in the secret created by me
		- adapted for hordes (+24 nazis, +16 dogs to the grand backtracking ambush)
		- fixed some coop-only nazis stuck in the walls of their teleporting monster closet
		- fixed lower difficulties having the same roster as UV (meaning they were impossibly hard for their weight class). The only thing that was variable was the grand backtracking ambush
		- fixed misaligned textures in the fireplace
		- replaced all medkits with variants that are historically accurate and appropriate for zombie nazis stuck forever in ww2.
		- cosmetic fixes of broken geometry and texturing
		- for ultra violence and partially for medium difficulty, replaced five of the nazis with uber snipers -- who also drop the sniper rifle.
		- for hordes, replaced one nazi in the yard and two in the grand backtracking ambush with supersoldiers who wield -- and drop -- MG-42.
		- for hordes, additionally replaced four of the nazis in the grand backtracking ambush with uber snipers.
		- for hordes, replaced the MG-42 inside the super secret with a nuke launcher
		- replaced the nuke launcher in the supersecret on Hordes with a nuke (ammo). Which you won't find any use for until you find the nuke launcher in map 313.
		- fixed skybox only working at medium skill and above (the skybox viewpoint actor wasn't checked to appear on low skills, a primordial BD bug)
		- added a variative scripted exit: will exit to map 19 normally but to map 30 if any of the players has a token they came from map 29
		- upgraded ATMCs to the special floor texture that all FBD monsters check to set their WINDTHRUST flag
		- remade the Panther tanks into full-fledged monsters that can move AND have vulnerable spots in their butts (sadly that made them square de to a game engine limitation). They start standing in place but begin rolling around as soon as one of them drops below 50% HP
		- made two staircases narrower and moved one crate to prevent tanks entering the building
		- frankensteined up the sprite set for Fritz Scorzseny: from Wolfenstein mecha Hitler sprites remade by UnTrustable who added full rotation range (basically most of the set for all rotations except the frontal one), recolored Doom2 ss nazi and some custom retouching (he is armed with four MG-42 instead of four chainguns)
		- exterminated that same old ATMC hack, screw it bent over an anchor sideways, that was causing the Zandronum game engine crash at any attempt to save the game. Commented the script out, deleted the activator things and salted the ground where they've been.
		- implemented Fritz Scorzeny on the synth monster code base. He is very deadly with his four MG-42-s. You either take cover or you go splat. Unlike most other bosses, his health doesn't vary much between various skills but his reaction times instead. The ultra violence version and up possess moderate deflector shields that regenerate 6 seconds after shattering and reflect your rockets back at your face with sniper accuracy. He has also ungodly resistances to small caliber bullets, shotguns and BFGs but has a built-in weakness for cheesing him in *one* shot -- figure out how.
		- fixed the jumping puzzles from the hack with cardboard boxes (destructible!) to additional small crates. The hack was needed because at some point Mark-sensei had obviously nerfed doomguy's jumping, he currently can only jump onto ledges 48 tall -- which broke lots of jumping puzzles across EDAY because a standard crate is 64 tall.
		- fixed my shameful mess of nazi tanks implementation. Now work properly.
		- found and fixed another place where you can fall down between crates and get stuck forever
		- made the dungeons much darker
		- moved and reduced the bathroom and the dog pens to make room for the new bosses lair 
		- made the sadistic jumping puzzle a tiny bit less sadistic by reducing the chance you overshoot on your final jump
		- moved the exit room further away and inserted a boss room before it. The exit room now opens when the boss dies. The boss room is labyrinthine, to make his circle strafing shine and give you lots of cover to dive desperately into.
		- adjusted to match the updated lore: a couple crates are metallic UAC crates; PC workstations with keyboards and mouses next to UAC wall logos interspersed with swastika flags in the exit room.
		- automap prettification
		- made the final after-boss ambush in the exit room relevant because the portal is now blocked off by grates, require finding a switch placed somewhere out of sight.
		- nerfed the final after-boss ambush to one regular nazi and two axe-crazy labguys.
		- created a top layer, lowered some buildings giving them varied height, lowered ceilings and windows in some areas, made the sloped ceiling wood instead of stone. Free of DooM's limitation "all the buildings have the same height"  it now looks a bit more natural. New textures: URROFS1, snow-covered shingles.
		- reshaped the ceiling in the corridor with the sadistic jumping puzzle -- which made jumping  easier because the beams are now closer together.
		- moved the column with the button of the sadistic jumping puzzle: was too far to press, required walking off the ledge and pressing the *tiny* button precisely while already falling. That was *beyond* sadism. (FYI the original button was *shootable* which allowed cheesing this puzzle via aiming carefully from the nearby room's doorway. Hilariously, I thought at first that was the intended way, I only noticed this was a jumping puzzle many playthroughs later!
		- fixed minor geometry errors
		- fixed the boss health indicator not activating
		- added deflector shields status (an extra blue number below) to the boss health indicator
		- made some areas inside the castle darker
		- replaced the MG-42 inside the super secret with a railgun, a golden soul sphere and a nuke (on Hordes only)
		- added crates as cover to the boss arena (it was pure raep stomp otherwise -- of the player by the boss)
		- registered the boss as a former human so killing him gives one soul ammo
		- hardcoded the next map transition in map scripts
		- added a script that marks this map visited
		- fixed the red door requiring a yellow key card and thus map being not beatable due to a guaranteed soft-lock. HOW?!
		- fixed minor geometry and texturing errors
		- replaced all ammo clips except in the prison cells with mauser 9mm clips for MP-40
		- fixed the one nazi in the toilet waking up and walking out where he should stay there by design until you find him
		- fixed the tank bosses by applying the same changes as regular enemy tanks.
		- beat it on Hordes proving it is ready (98% items -- what did I miss)
		- fixed minor texturing errors and made the red door THICC
		- retextured one castle hall from brick to gray stone
		- made the bosses' headbox react with uncapped damage calculation to railgun headshots - resulting in him being one-hit-killable using railgun as designed (wasn't working due to the headshot damage cap)
		
	Done Jan 09, 2026:	
		- changed how music plays after the boss is defeated 		
		
		
EDAY19:
	Jul 22, 2019:
		- remade the train start and stop scripts using cycles. Much smoother now (also there was a bug in the original version).
		- made all trains narrower by compacting the side areas where the seats are. Justified by these areas not affecting the gameplay in any significant way. To dodge incoming fireballs you have to align yourself with the doors anyway. The trains are *still* 6 meters wide (vs realistic 3m) but who cares, gameplay is the king.
		- made railway gauge have realistic proportions (half of the car width). It's still 3 meters but who cares again, it's the proportion that matters to the eye.
		- added rails in all tunnels
		- made all tunnels *much* narrower, barely wider than the cars. The tunnel around the moving car is much wider (walls set to never show on map) for the surprise cacodemons to move freely. Used dirty tricks, had to give the tail car a longer butt.
		- added a "spot of light" of better lit sectors in front of the train. 
		- remade the fiery crack of doom into a fleshy gullet, a trap with a med-pack as the bait (the floor hurts like nukage but not the rails. You can go deep staying on the rails - but when you grab the med-kit the rails retract into the floor)
		- remade the area with derailed cars into *two* narrower tunnels separated by columns and chain-link fence. Most extensively modified area. 
		- removed wheels from car sides: trains dont have wheels flush with their sides, unlike cars or tanks. To make these look natural you have to use too much 3d floor trickery (see boogies in CHE13). Better keep it simple using low paneling with darkness below it. Added a couple knocked out boogies to  compensate for the lack of visible wheels.
		- lowered the entire final station by 16 to make the platform heights equal (-32)
		- raised all non-derailed trains by 16 to make their floors flush with platforms at -32 (were -48)
		- added another ladder to the far side of the final station
		- appaled by no one being able to see the awesome train front made by Mark, I copy-pasted it into my new area before the final station. The train is just parked there on the side track, inacessible.
		- re-textured the track area of the final station: I had to add visible edges to the tunnel ceiling because I made it much lower but I did not want to mess with the station itself.
		- made modifications that allow monsters crowding below to jump up and shoot into the train.
		- make the light in the train flicker to life, further distracting the player from the transition
		
	Jul 28, 2019:
		- remade monster lifts into stairs of rubble and invisible stairs (using 3d floors) for derailed cars and the moving train respectively. They can't use that to walk in, but they can shoot you with fireballs, there is no safety inside the car.
		- changed the upper floor railing in the final station from "impassable" to "block monsters + walkable middle texture" so that you can jump over it while fleeing from the stampede of barons and pinkies.
		- lowered the console and bottom window edges in the train cabin by 8 so that you can see the floor outside without jumping onto the console.
		
	Nov 10, 2023:	
		- fixed a bug: the train sound source was marked as a monster thus preventing 100% kills
		- removed several leftover monsters from Mark's scratchpad areas with test versions of train cars that were making 100% kils inachievable.	
		- changed all train side doors from solid doors to doors with windows in them
		- changed all doors between train cars from normal doom doors to double sliding doors for more fun.
		- corrected texture alignment in derailed cars standing at an angle (the ceiling lights were particularly broken)
		- added trains incoming down the right track as you enter the platform at regular intervals (of course it's the same train, looping). There is no invisible wall at the platform edge anymore, you can fall down to the track and be splattered by this train, yay.
		- turned it into a *timed* mission (countdown is displayed like boss health) with no one but two consecutive gauntlets forcing you to fight extremely recklessly. First, the train you ride now crashes into a collapsed tunnel and IMPLODES until you go grab the blue key and backtrack (in 2:15 on UV). Then, just as you exit the train, a following train gives you about thirty seconds (on UV) to get through the monsters of be crushed together with them.
		- fixed some rubble in the second half of the map, some specimens were very annoying to fight around because their hitbox is much larger than their sprite.	

	Nov 13, 2023:	
		- fixed misaligned textures on ceiling lights
		- replaced messed up texturing of the outside of the train with uniform black (never seen normally, but that pesky 3d person camera *loves* clipping through walls)
		
	Nov 15, 2023:	
		- fixed a blunder stemming from long and evolutionary development of these maps: there were windows into clear sky inside the subway station's hall... while in the next map you emerge from the base of a tall building surrounded by scyscrapers. I simply changed those sky windows to ceiling lights.
		- fixed texture alignment on the tiled walls in the hall
		- added a simplistic top layer, only visible through one hole in the tunnel roof (a dumbed down piece of map 20 with tall buildings surrounding the hole)
		- fixed a bug, player 4 start was stuck in a wall			
	
	
	Nov 30, 2023:
		- fixed a blunder in my train sounds management: there was a chance the train moving sound would keep sounding after the train crash
		- changed the id to EDAY19 and re-integrated it back into the main maps wad
	
	Feb 18, 2024:	
		- made the train incoming on the right a one-time event, no looping
		- fixed a syntax error, script was not compiling in UDMF + Zandronum ACS mode (the built-in function known as Sector_SetDamage instead of SetSectorDamage ) 
		- replaced the cacodemons with irreplaceable cacodemons to proof against breaking in third party mods
		- made trains less solid to decrease the chance of them getting stuck on monster guts. Also added monster pushers to all walls of the second timed sequence, to keep monsters away from walls where the train's side walls (still solid!) may get caught on their corpses

	Mar 23, 2024:	
		- re-compiled scripts and re-saved the map from UDB
		- fixed insignificant geometry errors

	Apr 13, 2024:
		- changed the damage type inflicted by moving trains from cyberdemon stomp("Stomp") to chainsaw("Cut"). Reason: some mancubi and revenant body parts are deliberately made immune to stomp damage, which resulted in a small chance of train getting stuck on them. But any of those body parts are *designed* to be destroyable by chainsaw, for the player to get their ammo. So... Monsters will splatter less graphically but the map will work reliably. You almost never see them being run over by a train anyway.

	MAY 01, 2024:
		- confirmed that the coop timing mission bypass works as designed
		- fixed minor texture misalignment on the tiled floors near the start

	May 19, 2024:
		- upgraded the blocking wall + teleporter to respawn redirect for coop bypass for the timed part, triggered by the train crash

	Chebskies 2.0 release January 07, 2026:	
		- added music change during timed sequences ( https://freesound.org/people/Satanen/sounds/317385/ ) and a scary violin note (AI generated, could not find anything suitable and free) when it is too late and death is imminent
		- added boss health style text explaining that death is imminent when it is too late and death is imminent
		- hardcoded the next map transition in map scripts
		- fixed errors in the first train polyobject's linedefs (double-sided lines markes as single-sided, missing textures)
		- adapted for Hordes
		- fixed raw string IDs displaying instead the train crash warnings
		- maxed on Hordes
		
	Jan 09, 2026:	
		- made the the scary violins' duration be taken from user-modifable definition in LANGUAGE.music rather than being hard-coded to 6 seconds.	

	Jan 24, 2026:	
		- subjected the timed part's music track to horrible filters (pitch +50% + medium overdrive) to make it stand out less like a sore thumb		
	

EDAY20:
	Aug 23, 2023:
		- ripped EDAY20 and converted it to UDMF
		- upgraded trucks and buses, improved all car barricades
		- all use cases of RUBLE2 upscaled it 2x to match building floor spacing. Fixed minor bugs in collapsed buildings
		- on the road near the multi-story parking entrance, there was a pit into, presumably, lower levels framed with impassable fence. I replaced it with regular lawn. Reason: maneuvering your tank in that area was pure torture. Especially as the last cyberdemon comes at you and your attempts to dodge are suddenly blocked by a fence that isn't even waist high, it's feet-high for the tank.
		- in the starting crossroads fixed the stop line placed on the wrong side and turned the truck matching it sideways
		- changed pedestrian zebras to baked-in textures, which reduced geometry -- and added some more
		- added blockers to the multistory parking entrance to prevent your tank from driving inside.
		- reworked the areas visible through the windows of the multi-story parking (peviously a blank sky): removed one, blocked one with a brick wall, added silvers cut out of of map 21 and HESP map 18 to create illusion of city stretching far
		- created a long decorative stretch past the rubble barricade blocking one street leading downwards: it was showing skybox beyond but skyboxes's floor is solid black!
		- created a space with one extra building behind two bus barricades (is shared: the city is decidedly non-Euclidian anyway)
		- the upgraded truck barricades allowed for turning one of the cyberdemons into a FUN cyberdemon. He's hiding behind a truck so well he is guaranteed to provide surprise buttsecks in the most inopportune moment.
		- fixed texturing on the ends of the broken bridges
		- changed the round pool from bright blue radiator liquid to semi-transparent water
		- likewise changed the fountain in the mall from blue radiator liquid to brown water
		- added many humongous smoke pillars
		- split some very large street sectors into multiple parts to reduce performance impact of gore
		- various minor texturing and geometry fixes
		- general automap prettification
		- created skybox cubemap KYSR9 based off one of EDAY's best skies, SKY2MO
		- switched it to my dynamic skybox 2.0 (skybox viewpoint mirrors player movement at 1/64th). Regrouped and tightened building placement in the skybox. Rescaled all textures in the skybox to 1/4th to match floor height to viewpoint movement: 1/64th of 128 gives 2, while textures used are 8x8 which was giving skybox building's floor height 4 times larger that regular geometry floor height. Now they match and do not look weird if placed close.
		- painted outdoor areas orange-ish sunset color
		- fixed distant firefight sounds ceasing in some places (left hall of the mall, corresponding ends of streets). Turns out it is a point source with a radius of 9550, but the map is too larger for even that. I just moved it so that the OTHER end of the map lacks those sounds.
		
	Nov 30, 2023:
		- applied elevator sound sequences to mall elevators
		- changed the id to EDAY20
		- finished one rough and unfinished overpass crosing with an out-of-playable-boundaries street that let you look into the skyboxes' unmentionables. Plugged those areas with simple architecture, fixed broken architecture around that spot. It seems I was out of steam when working on this map the previous time and decided not to polish it to perfection.
		- fixed the cyberdemon and mastermind's infight by changing their hating mode from default to "ignore players unless attacked by them" + "no line of sight check". Should be more focused on each other now. 
		- added several motorcycles along the way (if you screw up and lose your tank and want to go back to grab the second one)

	Feb 18, 2024:	
		- replaced the cyberdemons with irreplaceable cyberdemons to proof against breaking in third party mods
		- fixed the smashed car pileup, moved some cars because too tightm the new model is bigger and used a rare variation for the car parked askew
		- stretched the parking spots in the multi-story parking and removed some cars and spots that did not fit. Reason: my new car model is notably wider.

	Mar 23, 2024:	
		- re-compiled scripts and re-saved the map from UDB
		- fixed insignificant geometry errors
	
	May 10, 2024:
		- applied a voodoo coding hack to fix vehicles not moving for the first player to join the server

	May 19, 2024:
		- added redirect for coop respawn, two stages: the mall exit and the multi-story parking entrance

	Chebskies 2.0 release January 07, 2026:	
		- fixed the trigger line that makes the cyberdemon and the spidermind infight -- it was too short, all too easy to bypass.
		- rearranged the parking lot ambush using advanced teleporting monster closets, extra triggers and polyobjects. The mall doors are now initially closed until 4 or less ambushers are left alive.
		- made the parking lot ambush immensely harder in coop
		- replaced 4 cacoes with an enemy heli on UV (on Hordes, there are more of them)
		- moved one lamppost from the road surface to the sidewalk.
		- fixed minor texturing and geometry errors
		- hardcoded the next map transition in map scripts
		- added a secret exit to the new secret map 48. The exit itself is right where the normal exit is, the same stairwell now goes down as well as up - but finding the switch that opens the grate... Good luck, have fun.
		- automap prettification
		- replaced two ambushing lost souls (were substituting for cacoes on low skill) with cliff racers
		- upgraded the ATMCs.
		- fixed two fountains having doom-default painfully blue water
		- added nearly a hundred traffic lights to 8 intersections
		- added pedestrian zebras to a few intersections that were missing them
		- for Ultra Violence and Hordes, replaced the cyberdemon and mastermind in the mall with cyber devastator and annihilator mastermind.
		- hunted down and deleted the *one* medkit that was causing Zandronum to fall into Invasion mode, with announcer thundering "Fight!" and then map ending in one second because it doesn't have Invasion waves defined. It only takes a single Invasion item placed by mistake instead of a regular item to cause that debacle! There is a full set of monsters, weapons powerups and ammo with different Doomed numbers - try telling these in the editor when you are filtering by name...! Most Invasion things are 18xx or 5xxx, so have to watch out for these.
		- replaced all the chaos marines (Hordes, coop) with explicitly FBD versions
		- fixed one of the elevators in the mall not working (the activators were linked to a different elevator across the mall) -- seems like a primordial bug I somehow missed in 1.0
		- made elevators in the mall NOT activable by monsters -- after the cyberdemon rode one to the second floor where I could not headshot him because his head was hidden in the ceiling.
		- moved the entire map to center it on the coordinate grid and avoid overflows (parts of the map beyond the 16384 coordinate range)
		- replaced the area beyond the parking's window near the exit door with a dumbed down chunk of map 48, the hospital looming across the blood pit.
		- stuffed both armored vehicles with unreal amounts of ammo to last to the map's end
		- added more scattered ammo for Hordes
		- restored the old parking lot ambush mechanism as a joke with a single pistol zombie. The real ambush triggers when you reach the center of the lot.
		- fixed traffic lights switching 35 times faster than designed
		- fixed traffic lights never turning green, staying yellow instead
		- fixed a pocket of sky where the helicopter boss could get stuck and fall asleep, invulnerable behind the folds of the sky ceiling
		- fixed minor texturing errors
		- maxed on Hordes
		- moved one pedestrian traffic light hanging in the air next to its lamppost	


EDAY48:
	Chebskies 2.0 release January 07, 2026:	
		- assessed the amount of work necessary on this HESP relic to turn it into a new secret map between 20 and 21. Groan, headdesk, kill me now.
		- got a great idea: the boss of this map (an Elder Cacolord) will fire caclets in volleys of six instead of usual volleys of 6 cacoballs a normal cacolord does. CAN'T STOP CACKLING MALEVOLENTLY.
		- assigned music "EDMU12" ("Digital Distress" by Sonic Mayhem [https://youtu.be/9yHFZiSvyZw])
		- hardcoded the next map transition in map scripts
		- lots of work bringing the map up to current standards (map very dated because ripped straight out of HESP), reworking the escape sequence and making it blend quasi-seamlessly with maps 20 and 21.
		- added a flamethrower secret -- not only is this the *only* place in the entire campaighn where you can find one, it's also vital for you surviving the suffocating cloud of caclets.
		- created the exit hole in a wall that uses the map transition script, with a jumping sequence leading to it (electric cables, apartments, traffic light fixtures, air ducts -- theres'a a lot of trick jumps, with assumption you'd be swarmed by caclets along the way.
		- changed the post-boss music to "Barhell" (*that* melody from the "Barrels of Fun" DooM II map) because... Swarming caclets and jumping puzzles. The boss is not the end, he is just the beginning. This causes the music WAD to be updated - so it's a good thing I was slow updating it.
		- a titanic struggle to bring this map up to date: retexturing building corners, adding fake doors to buildings, making TV sets normal-looking and breakable, making the inside of abandoned buildings actually *dark*...
		- replaced the single surviving elevator in the hobo nest with a dark and twisting staircase. This made the corridors multi-level as the 1st floor and 4th floor corridors actually overlap. 
		- reshaped the south area to match map 20 (kinda, the tall buildings are downplayed as they are relegated to the skybox - and there is no flooded T-intersection. But you can see the parking lot's opening through which you observe this area at the end of map 20!
		- added a skybox (a dynamic one), added a top layer with the UAC headquarters from map 21 in it
		- added a cacocalypse
		- moved some rooftop cacoes into pits due to them activating early because the central building is now full of large holes (for the boss to fly out)
		- created a gutted hospital in place of the primordial mall - a boss arena full of environmental hazards. The only things remaining of the original are entrance steps, the shape of the back entrance (now a ramp for ambulances driving in) and the columns inside the hall. Oh, and the public toilets (were there in HESP but the creator had removed them in the EDAY version of the mall).
		- rehauled the map flow and areas accessibility.
		- added a cacocalypse: as you enter the arena and wake the boss, an announcer's voice (mine) yells "CACOCALYPSE!!!" and floodgates open, dozens of cacoes and cacolords begin trickling in from all corners of the map. Should I note that the many fences and impassable walls are only impassable to *you* while cacoes flow over them freely.
		- added a second "Unleash the Kraken!" moment (actually dozens of caclets) to player reaching the second telepad because I observed that caclets spawned by the boss are either all dead when you finally start exploring or *you* are dead exactly because they aren't. Such nasty little buggers I created.
		- added a full map's description to the walkthrough.
		- fixed texturing errors
		- fixed one monster teleport destination being erroneously placed in a zone barred for monsters where the poor cacoes were being trapped thus ruining maxability
		- added a script that marks this map visited
		- fixed minor texturing errors
		- removed the damaging floor effect erroneously applied to the ground in some corners (around the secret #2)
		- deleted two armor bonuses in windows that were leading to a jump in the old version but now lead nowhere
		- removed an ancient trigger on the hospital entrance's stairs that was causing a platform moving sound begin playing from the stairs permanantly as you crossed them.
		- beat it on Hordes, confirmed it works (was unable to max due to 5 mysterious monsters nowhere to be found -- 100% secrets / 100% items / 98% kills). I guess there is again some decorative element marked as monster.
		
	Jan 24, 2026:	
		- moved the transition from boss music to victory music to a separate short track with configurable duration		

		
				
EDAY21:		
	Aug 23, 2023:
		- ripped EDAY21 and converted it to UDMF
		- upgraded trucks
		- replaced flesh wall texture with a better one, the same as in map 22
		- added tumors to the flesh wall
		- aligned floor or ceiling textures on vents, paletes and crates
		- recolored the boss: was too dull for such a great boss!
		- removed garbage leftover scripts like the one that colors mannequins in map 20
		- painted outdoor areas (i.e. the entire map) orange-ish sunset color
		- copied skybox full of skyscrapers from map 20. It's static here: player's range of movement is small. Moved the buildings tighter, closer to the viewport.
		- moved the baron: could activate prematurely instead of ambushing		
		
	Sep 01, 2023:
		- made the boss health indicator localizable
		- changed the way the boss emerges. Now he teleports in like he came from the portal.
		- rebalanced the number of support barons: none on ITYTD, one on HMP, two on UV
		- fixed the multiplayer version of this boss: was silver in color
		- added a nerfed variant with 9K hp used on ITYTD
		- fixed coloring of the light falling through the door
		- made the support barons explode on bosses' death (for 100% completion)
		
	Sep 03, 2023:
		- upgraded the infernal's meteor lobbing frames to two-handed (when viewed from the front)
		
	Nov 30, 2023:
		- added antenna sprites to comm towers
		- rearranged the skybox
		- changed the portal texture to my flickery portal texture
		- changed the id to EDAY21

	Feb 18, 2024:	
		- stretched the parking spots of the the roof parking and removed some cars and spots that did not fit.
		- replaced the cars overhanging the pit with rare f--ouled up cars: these have actual wheels and textured bottoms. I'm sure this map was designed with them in mind.

	Mar 23, 2024:	
		- re-compiled scripts and re-saved the map from UDB

	Apr 06, 2024:	
		- gave the boss 40% damage resistance to BFG9K and Unmaker

	May 10, 2024:
		- fixed texturing and geometry of the city buildings around the path to the boss arena 
		- automap prettification

	Chebskies 2.0 release January 07, 2026:	
		- completely reworked the UAC building side (now uses a top layer) and modified the boss arena pit to look like normal road surface and fenced off parking lots. When the player grabs the megasphere, the area undergoes radical change: the building's front collapses revealing the old meat portal and then pavement collapses revealing the (barely changed) boss arena pit.
		- introduced radical skybox change that happens as the boss appears: the disttant cityscape is replaced with a vortex of red clouds rotating rapidly and darkness falls (reducing the ambient light from 176 to 128, made even darker by the applied colored light)
		- modified the boss: reverted him to his original non-recolored frames (also much darker, glows in the dark to make him easier to spot and more dramatic), made him teleport away on flinch leaving behind a new monster. Those lists depend greatly on game skill: from knights and cacoes to dukes, volcabi and rocket launcher evil marines. The latter also count as ammo supply for Hordes and coop where ammo is decidedly not enough.
		- fixed the flow from the broken sewer pipe being a static texture instead of the animated one
		- adapted for hordes
		- fixed the unique damage type "Inferno" used by the bosses' attacks not counting as fire damage in regards to death animations -- just changed his damage types to "Flames" recognizable by BD but not used. Now you die burning and screaming if killed by him.
		- fixed the offsets of bosses' sprite frames DIAA H,I and employed them for pain animation (was lacking one, having zero-duration pain)
		- gave the boss a headbox. Doesn't work up close because he has a *very* long neck, so long in fact you can run *under* his head with his headbox above and behind you. Sprite graphics can't represent that so any attempts of getting close and personal with a super shotgun would fail (you'll just hit a bodyshot). Great for sniping him with a railgun, tho. Or with rockets.
		- increased the bosses' hitbox height from 140 to 160. Now you can shoot him in his hump and it will hit.
		- reworked all bosses' attacks. All types of attacks now leave lingering damage over time flames. The ground fire beams interrupt at hitting someone. Meteors are no more silent. Meteors airburst on proximity to target or ground and spray napalm creating area denial lakes of fire. Meteors adapt to being launched from too close a distance, divebomb as soon as you are in a 700 map units range without waiting to reach full attitude.
		- if all players are out of the arena (coop respawn) the boss now just wanders around instead of launching meteors uselesly.
		- made the boss glow in the dark (using colored dynamic lights rather than fullbright), be permanently on fire and leave small flames as his footprints when he walks. Now this infernal is appropriately infernal!
		- updated map scripts to use includes without paths
		- hopefully fixed the ambient light color change not working in coop
		- changed the bosses' summon minion list for the Hordes skill. Instead of dukes + volcabi + rocket launcher evil marines there are only immolants now. Who synergize nicely with the boss as they add tons of flame hazards while being immune to the bosses' attacks.
		- converted the boss to the new headbox mechanics
		- fixed minuscule texturing errors
		- re-colored bosses' death frames and made them fullbright: he now glows and bleeds lava as he spams damaging flames all around him
		- made the bosses' death ending in a deadly epic explosion leaving no corpse.
		- changed the map ending condition from doom standard by timer after bosses' death to an ACS script that only does it if there are any players still alive on the server. Reason: the default mechanism worked even with the single player dead (remember: epic explosion) resulting in you starting the next map weaponless.
		- changed the intermission screen to the 320x200 one from HESP chapter 2
		- virtualized the boss music switch
		- changed the bosses' minions to all fire-based team. Yfreets, immolants and hellhounds in various combinations depending on game skill (all three on Hordes and in coop). Shall I note these monsters are *immune* to the bosses' damage type and he is to theirs?
		- added two traffic lights, blinking yellow. When the pit collapses, one is destroyed but the other stays on the central islet
		- moved all stop signs to the parking lot exits and moved some light poles for one to take up the role of that one blocking stop sign.
		- upgraded the boss to use the standardized boss health indicator, also reads now "Infernal" rather than "BOSS".
		- reduced the width of the rubble pile at the collapsed tunnel, much more natural now.
		- hardcoded the next map transition in map scripts and changed the boss to use these scripts instead of the generic "end the map if multiplayer or the single player still lives"
		- created an alt entrance for coming from map 48 (another door on the same roof)
		- fixed unintended infighting between yfreets and immolants: were using some other damage types than "Flames", namely "Burn" and "Fire"
		- made the UAC headquarters building 3072 map units taller, because in comparison to the previous map's behemoth skyscrapers it was still pretty meh
		- added a holographic UAC logo between the prongs of the UAC headquarters tower, Sauron's eye style.
		- fixed the holographic UAC logo missing from the headquarters tower
		- fixed the traffic lit that gets destroyed on pit collapse exploding every second in an infinite loop
		- maxed on Hordes
	
		


	
EDAY22:
	(date unknown):
		- added lots of decorative features to the final tower area, including a gargantuan mountain. The ceiling height is 6000. It is much more satisfying to see your misses explode against a solid wall giving the cyberdemon fiery background instead of just disappearing silently into the skybox. In the process, remade many much of the existing features using 3d floors.
		- moved the fighter plane to a different course activated by a different linedef. Plane cannot fly through mountain, yes? Moved half the barons & pinkies it was supposed to bomb into a lowered pit, another half of them into a similar pit inside the exit corridor, activated when player climbs close to the top. Now the plane frags them properly, making much gore.
		- after having been fragged several times by the friendly tank shooting at the imps in the gazebo, moved cliffs so that they obscure tank's line of sight making it unable to shoot at the gazebo.
		- made the corridor to the elevator longer and darker.
		- added the boss tower from the next map as a skybox model. Now looms properly ahead.
	
	Jan. 14, 2019: 
		- fixed broken scripts (why? when?), tried simplifying shapes in the final foothills area.
	
	Feb. 10, 2019: 
		- moved some monsters to teleporter closets, just to create impression of these vast armies having arrived via teleporting. Added a small horde of imps, because imps on this map are more ambience than enemies, the friendly marines mow them down.
	
	Feb. 13, 2019: 
		- reworked most of the map increasing ceiling height from 320 to 2000, with no change to apparent wall height. Now allows for firing revenant missiles and missiles of the artillery tank straight up and letting the gods of random decide who dies. 
		- re-scaled and re-aligned the exit elevator to match the entrance elevator in map 20. It was twice as large, LOL.
		- made the twisting passage to the castle area a tunnel instead of gorge.
	
	Feb. 14, 2019: 
		- modified the skybox again after fixing incorrectly scaled boss tower model (accidentally made it 1.2x wide)
	
	Feb. 20, 2019: 
		- portal bugfix
	
	Mar. 17, 2019:
		- modified the skybox, restored sprite compatibility (when models are off)
		- resized the portal after finding out that its wide flat arch was a result of a whole-map enlarging.
		
	Mar. 20, 2019:
		- made the portal a standalone building you can walk around, still see the city on the other side: showing off the visual-only portals that work in Zandronum!
		- changed marine routes to fix problems I reported on the forums: now after all the targets are killed, the marines walk into tunnel behind the entrenched tanks, invisibly teleporting back to the city, walking visibly to the portal, visibly teleporting back into hell then walking the route again. This perpetual motion creates illusion of reinforcements that keep arriving while preventing the marines from swarming and blocking the player.
		
	Mar. 22, 2019: 
		- made the marines only start their assault when you cross the bridge. Until then, they are running in circles, most of them on the Earth side. The map starts with a message "get that tank moving".
	
	Mar 23, 2019:
		- made the area behind the portal enclosed in low cliffs, blocking the view down into the skybox.
		- made the bloodfall narrower, less visibility down into the skybox. All to reinforce the ambience of being on a vast plain.
		- made the marines already in hell retreat back to the earthside creating impression of small hitch in execution of a hastily organized offensive. The portal is now a two-way teleport, for monsters only.
		- improved the command's messages about the tank not moving
		- shuffled areas around to reset after that nasty bug (see comment in the map script)
		- added two heavily armed marines to the castle area (locked on an inaccessible cliff)
		- added a RL spawher to the ammo cache in the castle area: this map is too hard to complete with only the starting rifle.
		- added med-kits and green armor at the map start. Ideally, healing the player should be done via script: this is not for balance but because it looks stupid to send a wounded to storm Hell, yes?
	
	Mar. 24, 2019:
		- renamed to che22 to keep in sync with PreBetaX
		- removed the heavy weapon dudes: silly me, they could teleport to follow you
	
	Mar. 31, 2019:
		- changed the standalone gate to flesh to fit the updated lore, used classic Doom 2 textures transformed using TEXTURES
		- chaned the bomber that bombs the castle to two assault helicopters, re-purposed from zombie helicopters. They arrive and start shooting at barons. Removed 2/3 of the barons, without bombing there were too many.
		- fixed the long lingering bug with earthside sky randomly not working. Was caused by things (including skybox pickers) glitching if moved to the left of x ~ -29000. So the entire -32768..32767 grid cannot be used, dammit.
		
	Feb. 18, 2020:
		- changed the sky to SKY3BC, a modified variant of SKY3B with black below the horizon baked into the sky and a black cloud overhead to prevent the engine from blurring the zenith.
		- reduced the skybox to bare essentials (the looming plateau ahead with the boss tower on top, nothing more).
		- increased outdoor brightness to 144.		
		
	Jul 09, 2019:
		- the final solution of the tank problem: the marines travel across upper ground where tank could not go. You can ignore the tanks and follow the marines there, but the meat to ammo ratio of this map is daunting.
		- the middle of the map remade from scratch, from the bridge to the castle area. Vaguely resembles the original layout. The monsters were moved from the original and shuffled, I made no changes to their number nor composition.
		- added machinegun and shotgun in the starting area, so that the map is playable as a standalone when starting with only rifle.
	
	Feb 18, 2020:
		- increased outdoor brightness to 144.
		- reshaped the castle area to account for a different entrance vector than what the castle area was designed for. Now the lava lake begins from the walls, to reach the jumping rocks you need to go right, cross the lava river across conveniently placed rocks. You can fall into lava now as your tank is blocked from entering that area.

	Jun 28, 2023:
		- converted it to UDMF
		- completely redesigned the sky. Gigantic walls of flesh and bone inspired by Plutonia meat-sky are real map geometry, there is no sky at all - the clouds above are made of layers of 3d floors. On my favorite potato it turns into aA slideshow in places, BUT the built-in profiling in Zandronum says most of the render time is from sprites so screw it. I love my laptop but it was made back in 2012, it's time to stop cutting things down for the sake of compatibility with such potatoes. 
		- replaced one of the tanks at the start with a helicopter. I know it's not as polished as the tanks but DAMN being the air support is empowering. A simple script prevents you from flying too high.
		- completely rehauled the castle area. Reason: AI is too dumb, had to remove "friendly" tanks too-too prone to friendly fire accidents. Added two rideable tanks to the castle area instead. Which made your role more proactive as it is *you* who fights those cyberdemons. Also, since there is no air strike anymore, it is highly advisable to lower the gate and drive your tank into the castle. Now it is *you* who mows those barons down... Again, Mark's original concept of being just one man among many was better BUT the thrice damned Artifical Idiocy prevented it from being viable.
		- since lava edges are not impassable anymore, added a pusher linedef that catapults monsters (friendly marines count) away from the edge. No more prancing across lava for them.
		- added various sound sets to the marines (were using default zombie grunts) from various chatter from companion marines. Female marines cuss a lot because there was little to choose from, had to use doomgal taunts. Added basic fire and explosive deaths to the marines by copy-pasting from BD player. Still very primitive compared to companion marines but at least it's something.
		- added a secret pineapple.
		
	Aug 28, 2023:	
		- upgraded map scripts for full localization support and uniformity. New string ids: MAP22_HELICON_T, MAP22_HELICON
		- added voice acting to the helicopter controls manual (via free text to speech again)
		- changed the arched bridge to a boring flat bridge. Reason: was interfering with the tank. Probably some scripts deep in the black box of tank controls reading floor slope under it and making it undulate wildly -- not realizing they were getting the "floor" of a 3d floor which was in fact the bottom surface of those arches.
		- added railing to the bridge and changed terrain around the road leading up so that the tank cannot fall down.
	
	Nov 03, 2023:
		- made your tank suffer massive damage if you try driving it across that lava lake (200 per second)
		- made the lava lake burn monsters (including NPC marines)
		
	Nov 30, 2023:
		- applied new sound sequences to some doors / elevators
		- changed the portal texture to my flickery portal texture
		- changed the id to EDAY22
	
	Dec 04, 2003:
		- removed two pain elemental closets at map start: the tanks smashed them instantly, then resulting lost souls could get lost and go dormant thus ruining your kill count
		- fixed one ambushing imp at map start never waking up thus ruining your kill count
		- fixed several spectres in a cave never waking up unless you walked inside -- thus ruining your kill count
		- replaced soulspheres along the route with specialized versions that do not count as items (you travel it in a vehicle, no time to grab them -- thus ruining your item count), also varying with difficulty: gold on ITYTD, regular on HMP, weaksause pink on UV.
		- fixed the exit elevator making no sounds (broke with the previous updates)
		- introduced additional scripting that makes straggler demons that are most likely to be overlooked by the marine NPCs march towards the castle.
		- removed one large rock shelf near the passage between the map's halves. Reason: the helicopter was glitching and falling through it if you landed on it to disembark.
		- improved texturing in the exit elevator

	Feb 18, 2024:	
		- replaced the cyberdemons with irreplaceable cyberdemons to proof against breaking in third party mods

	Mar 23, 2024:	
		- re-compiled scripts and re-saved the map from UDB	
		- fixed insignificant mapping errors

	May 10, 2024:	
		- deleted outdated scripts that did nothing
		- fixed the NPC marines marching forward on map start instead of the first time a player steps on the other side of the blood river. Now they mile around the entrance until you move forward.
		- removed the invisible walls around the starting bridge preventing you falling into the river of blood. Reason: were interfering with the helicopter, which should be able flying above it all freely
		- added additional ambush triggering lines to account for the player flying the helicopter along the map's fringes
		- removed leftover invisible walls preventing your helicopter reaching map fringes
		- moved the story text explaining helicopter controls from map start to player joining the game (and made this script clientside only)
		- doubled the helicopter ceiling limit
		- applied a voodoo coding hack to fix vehicles not moving for the first player to join the server

	May 19, 2024:
		- added a redirect for coop respawn to the entrance of the castle area, triggered by any player entering it
		- made the self-propelled AA gun parked near the castle only show on lower difficulties than UV
		- replaced the tank at the map start with a self-propelled AA gun. Reason: tank is *very* bad at traversing uneven terrain, crawls like a lame turtle. NOT fun.
		- adjusted straggler patrol route (only used to march unfinished demons missed by both the player and the NPC marines to the castle) to prevent them catching on terrain features
		- added demon corpses and one destroyed tank littering the bridge
		- made the music change when a player is riding the attack helicopter, similar to map 18
		- created a huge empty area flooded with lava the player can use to reach the castle in his helicopter. Decidedly not passable by any other means than the heli. Off limits to monsters.
		- replaced THE FUG all revenants with barons. Reason: anti-frustration feature. Revenant fireballs are silent sudden death for the heli.

	Chebskies 2.0 release January 07, 2026:	
		- exterminated the last of the DOORTRAK texture (in the castle's gates)
		- removed the outdated explanation of helicopter controls
		- virtualized the music switch on embarking and disembarking the helicopter
		- fixed some monster pits triggers bypassable via helicopter
		- fixed the marine march triggering script bypassable by going along the bridge's railings
		- removed triggers for scripts that no longer exist
		- replaced some marines with specialist NPCs (shotgun, rocket, minigun)
		- replaced the marine standing on top of the APC with a heavy machinegun turret manned by a marine (was always intended but a regular marine was used because there was no support for HMG turrets manned by friendlies)
		- moved the second cyberdemon into a monster pit that only triggers when you get uncomfortably close
		- reduced the marines population down to 20 (the NPCs are immensely stronger than the original EDAY map 22 marines, plus there was a duplicating accident at some point during editing -- in short the density of fire was such that cyberdemon wasn't even able to say "mama" before being shredded)
		- adapted for hordes
		- added some new FBD monsters: cacolords, agony elementals, mindblowers
		- stuffed the starting vehicles with nearly double the ammo they normally hold
		- made the spare vehicles near the castle only show on medium skill and below (the anti-aircraft gun) and on low skill (main battle tank)
		- added some 7.92 ammo to the starting area and near the castle
		- fixed the helicopter attitude limiting scripts to work with FBD controls (which work differently from the original BD heli ontrols)
		- hardcoded the next map transition in map scripts
		- retextured the lava
		- decreased the player helicopter sound to 25% to prevent drowning out the flight of the valkyries
	
EDAY23:
	Somewhere in 2018:
		- added much terrain between the boss tower and the exit gate, so that looking straight down into the skybox is impossible.
		- retextured the bridge to my obsidian tileset. Added two pillars.
		- made the castle ahead look bigger and more prominent using my new skybox tower models
		- made the secret exit.
	
	Feb. 10, 2019: 
		- retextured the tower to use my specially crafted "huge granite blocks" texture. This required some modifications to the geometry, the top hub is now made using 2 3d floors. I was careful to keep the external arches' height intact, the thick metal effect is made by raising the ceiling *inside* the corridors. 
	
	Feb. 13, 2019: 
		- retextured the tower interior, moved the entire map to align the elevator with the floor texture. Added DOORTRAK beams to the elevator.
	
	Mar. 17, 2019: 
		- skybox bugfixes
	
	Mar. 24, 2019:
		- renamed to che23 to keep in sync with PreBetaX
		- fixed light levels (down to 176 from 224)
		- fixed bridge adjustment, north end was shifted to the right
		- simplified the terrain under the bridge, also making many sectors sloped
		- improved the sharply sloped "nope, dont jump here" sector by aping ActorThrust and the like from the necropolis. As if a different texture, that of the walls, wasn't obvoius enough.
		- switched the blood brook to non-glowing verions BLOODNG & BFALLNG, to keep in line with my proposal of "glowing = harmful; non-glowing = safe"
		- replaced the lava pit with a normal looking corridor, stepping there leads straight to jungle.
		- made the exit I previously made into a secret leading to che47, because that map is removed in current PreBetaX
		- added two draft messages telling the story (offensive failed, marines withdrawing) triggered by walking onto the bridge, then off the bridge.
		- changed hanging corpses in the starting area to ones that don't have flies: their buzzing was *ruining* the ambience!
		
	Feb. 17, 2020:
		- changed the sky to SKY3BC, a modified variant of SKY3B with black below the horizon baked into the sky and a black cloud overhead to prevent the engine from blurring the zenith.  Fits the ambience much better.
		- removed half the skybox.
		- reduced outdoor brightness to 144
		
	Jul ??, 2023:
		- converted it to UDMF 
		- improved texturing by mirroring the big blocks of the central tower, to avoid cognitive dissonance of light seemingly coming from different directions at the opposing walls. And some other minor retexturings.
		
	Aug 15, 2023:
		- with the help of copious map triggers, ACS mojo and darkest of DECORATE magicks I remade that giant hunk of cheese called "cyberdemon lord" into a real lean and mean killing machine. He will *curbstomp* you, I made sure of that. I kept buffing him and making him trickier until I myself, with all the experience of cheesing him dozens of times before, could only prevail by the skin of my teeth. He behaves like a living being now, not as automaton all of them are. He will not aim into a wall dumbly if you duck behind cover but would continue spraying at your last position with redoubled ferocity. He can even predict your movement - try hugging that wall, popping in and out of cover and you have a good chance to eat a preemptive strike. He hates it when you pop in and out of cover. Oh, and I buffed his explosion radius too.
		
	Aug 16, 2023:
		- fixed bugs in my preemptive strike algorithms for the cyberlord, he could stall at times if timings were wrong		
		
	Aug 28, 2023:		
		- fixed a bug in my scripts for preventing boss stalling in rare cases that caused them to fail with an error and the boss to stall anyway
		- upgraded map scripts for full localization support and uniformity. New string ids: CHE_PNCKNG_MRN_RD, CHE_LTNNT_RD, CHE_GNRL_RD, CHE_TWR_PANIC, CHE_TWR_RTRT1, CHE_TWR_RTRT2, CHE_TWR_WWLLBBCK
		- fixed incorrect light level under the bridge
		- upgraded the dynamic skybox to actual version 2
		
	Sep 01, 2023:
		-  made the boss health indicator localizable
		-  fixed the bug of cyberlord waking up out of sight if you trigger his target leading hacks.
		-  halved the distance the starting elevator has to rise before arriving
		-  found a weakness in bosses' predictive heuristics and patched it. Now if you stay inside of the tower and pop in and out of arches, he WILL attack arches.
		-  greatly increased the range of angles from which the boss would attack the arches. He does not need to shoot *into* the tower: his projectiles hitting the arch edge are enough, with their humongous blast radius.
		-  on ITYTD ("I am too young to die") skill, a slightly upgraded version of the old cheeselord is used, with target leading disabled by making the corresponding map spots absent at this skill. Still his volley is upgraded from 2 to 3, with added fixed spread, akin to cyberdemon's. In fact this is so effective I had to nerf his hp down to 13K just to keep it fair for this skill.
		-  on HMP and up, the cyberlord I had reworked earlier is further upgraded with the same fixed-patter spread, which makes him a lot deadlier. If he starts shooting he keeps shooting until he loses line of sight. Then he performs an idirect fire saturation attack, to discourage popping in and out of cover. On top of that he has predictive heuristic to fire without line of sight and make you run face-first into his missiles.
		-  on UV, the cyberlord gains a second phase: after faking his death (just kidding!) he revives with 6666hp, turns red, becomes 50% faster (faster than you), summons four cyberdemon runts (half hp) inside the tower and becomes much more trigger-happy (immediately goes into his Missile state if he has line of sight). The cyber-minions are unable to leave the tower thus denying you safe space. When you slay the boss they are free to walk out and join the incoming horde of lesser demons. 
		
	Sep 22, 2023:
		- added a *very* low rumble to fire breath hitting something. So low, in fact, you won't even hear it if you use cheap speakers.
		
	Nov 30, 2023:
		- applied new sound sequences to some doors
		- changed the id to EDAY23
		
	Dec 04, 2003:
		- improved texturing in the entrance elevator
		- fixed the bosses health indicator not showing in his second stage (UV only) and him not roaring as designed.
		- applied new sound effects to all doors and elevators.
		- synced the castle's looks with the next map (48) by removing the old skybox faximile and inserting simplified architecture copied from the next map's top layer.		
				
	Feb 18, 2024:	
		- replaced the teleporting of cyberdemon minions with monster closets, also upgraded multiplyer minions from cyberdemon runts to regular cyberdemons

	Mar 23, 2024:	
		- re-compiled scripts and re-saved the map from UDB	
		- fixed insignificant mapping errors

	Apr 06, 2024:	
		- decreased the bosses' damage resistance to BFG9K and Unmaker from 80% (as initially set by Mark-sensei) to 60%

	Apr 30, 2024:	
		- fixed the bosses' code: his second wind form was not working as intended (the same pitfall I fell into with the final boss: the goto operator in DECORATE scripts breaks the object-oriented paradigm, always calling the ancestor's method if goto is in an ancestor's method, ignoring the descendant classes' overriding method). As a result, his second wind form (UV only) should now be much more ferocious, as designed. He catches a glimpse of you, he erupts. No delay, no usual monster logic.
		- as a side effect of the code fix, the explosion radius is now *much* bigger (as designed).
		- made the second wind form use a *combined* attack: both missiles and fire breath at the same time! Isn't that FUN? Who is FUN now, widdle bossy-bossy...
		- removed the bosses' resistance to BFG9k and Unmaker. You should NOT posess an Unmaker at this stage (the earliest secret with it is in the following secret map) and BFG9K, as modded by me, does less damage to bosses anyway. But the second wind form still retains 40% resistance.

	MAY 01, 2024:
		- fixed the invisible boss bug - now map 23 is perfectly playable in coop!
		- nerfed the bosses' missiles explosion radius and changed the damage composition. Now damage composition is: no direct hit damage; 300 explosive in a radius of 128; 120 explosive in a radius of 300; 40 fire in a radius of 450 (the former composition was: 100..800 direct hit explosive; 128 explosive in a radius of 128; 100 explosive in a radius of 300; 60 explosive in a radius of 600) Mind that he fires akimbo with a fixed-pattern spread and won't stop firing well after you remove yourself from his sight (he switches to a saturation attack when he loses the sight of target, aiming down and spraying the ground in front of him).
		- changed the bosses' missiles animation when they hit floor to nuclear mushrooms. The old animation is only used if they hit walls (or you).
		- buffed the bosses' Second Wind form by enabling predictive algorithms for it (he leads you firing preemptively around corners -- was formerly only enabled for his basic form)

	May 19, 2024:
		- changed the bosses' preemptive firing (when he uses heuristics to lead you popping in and out of cover) from his regular attack to his blindfire saturation attack
		- greatly reinforced the bosses' preemptive firing heuristics: the entire areana is now *smeared* in triggers, you can't avoid them. He must be much more preemptive-spammy now. Also, target is only triggered if the targeted spot is already in the bosses' line of sight. This is two-fold: avoid wasting chances on targeting spots he could not see sending this mechanism into cooldown and, fire on such a spot *immediately*, forgoing the natural monster behavior with missile chance.
		- removed the boss aggroing at any arch you duck into. Reason: the mechanism goes into cooldown effectively preventing him aggroing at a different arch you pop out of. Also moved the corresponding targets allowing the boss to lay saturation fire at that arch from 40% of the arena.
		- fixed the bosses' preemptive firing heuristics not working in coop at all
		- added coop redirect to outside the central tower, triggered by the boss going second wind. Reason: the regular start becomes boxed in between four cyberdemons who spawnrape you instantly
		- increased the bosses' aggression: while you prance out of his sight he accumulates frustration, which he could then expend in two or three insta-attacks that ignore normal monster missile chance.
		- for UV and coop, changed the bosses' health indicator headline from "BOSS" to "MURDERBOSS DEATHKING". This cyber had been *training*.
		- fixed *more* bugs related to the emasculated way Zandronum executes scripts as a multiplayer client. It was reporting breaking infinite loops for the second wind form of the boss and for some explosions.
		- fixed a minor issue with the map geometry: previously, sky was flush with the tower's back side so if you were, say, catapulted over the wall by the bosses' nuke but did not die, you could NOT fall out to your death because there was no outside to speak of, you just landed on the crenels. Now there is enough space to plummet on all sides of the tower. Isn't that nice?
		- *nerfed* the first stage's attacks and made them fixed pattern: no random fire breaths, always fires three double shots, then switches to fire breath if target is still in sight. If target goes out of sight, switches to saturation fire as before.
		- *nerfed* the preemptive strikes: now *only* performs them if his frustration counter is high enough. The frustration counter increases with each step but drops sharply with any attack... Except preemptive strikes. Meaning he won't go for preemptive strikes unles you are out of sight for awhile
		- changed the bosses' growling patterns. Now he only growls when he is being frustrated.		

	May 25, 2024:
		- made the cyberdemon minions and the boss unable to harm each other (wanted to make them minions, damageable but not aggroeable, but that failed). Reason: infighting much, too ez.
		- reworked the greeting comittee to prevent stray caco waking up too early, hitting the boss and thus deadlocking the boss in attacking that caco: he *cannot* aim up. Now the first gate is functional, lowers at the same time with the tower exit.

	Chebskies 2.0 release January 07, 2026:	
		- added support for the boss management scripts to recognize my synthetic nightmare skillss, potpourri skills and so on.
		- fixed a weakness in bosses' preemptive fire algorithms while he proceeded laying down suppressive fire with you in his plain sight on the other side of him. Now any player in his line of sight resets that immediately and draws his aggro.
		- eliminated the last weakness of the boss, being unable to attack while he roars his challenge. Now if you shoot him during that phase he punishes you by erupting with maximum violence (a copy of the second wind form's devastating saturation attack). Which, on milder skills, would likely result in a player instakill. On lowest skill that joke of a boss used instead of him just insta-breathes fire.
		- made the bos headshottable
		- fixed the bosses' animation frames: now fire breathing and regular attacking are consistent from all angles, which allows headshotting him reliably in multiplayer.
		- frankensteined up dedicated frames for the fake death animation
		- adapted for Hordes (no change to the boss but his minions changed from cyberdemons runts to chad cyberdemons and an extra cloud of cacoes added). Also, muchh more ammo.
		- increased te bosses' resistances on UV and Hordes, now 25% resistant to bfg 9000 and 20% resistant to strong and plasma headshots and his head is 40% resistant to bfg 9000. So rocket and bfg 10k headshots inflict 140% (420) (because cyberdemon's head his inherits from has 30% resistance) and BFG 9000 headshots only inflict 120% (still helluvalot). Yeah, cheese that may be but *try* hitting his head with the *slow* bfg ball, especially considering he *ducks* his head when he switches from missiles to fire breathing.
		- made the second wind form use a different, much shorter roar
		- caught and crushed yet another framerate killer in the code
		- fixed map scripts to use includes without paths
		- removed coop versions of the boss for the lower skills thus reducing the number of variants from 6 to 4 (in line with all other bosses). In coop, only the highest difficulty supported (and even that is too easy thanks to players respawning)
		- upgraded the boss to the latest headbox mechanism so headshotting him works again
		- hardcoded the next map transition in map scripts
		- made the boss not targetable by NPC marines until he finishes roaring or attacks
		- nerfed the cyberdemon entourage on Hordes: now just cyberdemons rather than chads (with tyrants on UV)
		- voice-acted all the radio chatter I added to this map back in 1.x - the same applies as with voices for map 15
		- fixed the bosses' headbox not really working due to missing variable declarations
		- switched the boss to the new unified boss health indicator
		- fixed the bosses' second form's headbox pretending to be his testicles due to relying on obsoleted scripts instead of modern ones.
		- replaced brown trees (glitch on dirt becoming green trees and spawning green grass) with EDAY hell trees
		- maxed on Hordes
		- applied my voice acting recorded earlier to play the radio chatter (the assault goes pear-shaped, the main forces retreat leaving you a lone hero against Hell)
		- fixed a blunder in the bosses' second form's algos: that one was rigged to attack immediately as soon as he had a line of sight but unforeseen consequences arose in the fact that there is always a hate target for him to target, moved around by the preemptive fire tracking mechanics as the player moves around -- which was effectively paralyzing the boss into standing immobile because he was too busy erupting at shadows. The first form was only paying attention to those hints when his frustration (time of player being out of line of sight) was high enough.
		- playtested on UV to make sure the bosses' second stage works. My fix... It went horribly right :(... I barely made it with 16 health left!
		- replaced blue armor (it only gives 125% in FBD!!!) with a megasphere in the doorway (you grab it, the boss sees you) in line with all other bosses
		- replaced soulspheres with weaksause pink soulspheres	
	

EDAY47:
	(date unknown):
		- added much terrain surrounding the map, including the castle from the previous map, a huge gorge separating the map from that castle and a broken bridge. The starting point is 90 degrees leftwise relative your travel direction (of the previous map) and this area is supposed to be a back entrance, a home of some minor devil. In the process, removed the gate behind the starting point: there is a cliff face with a crack now, implying you arrived via that crack.
		- added the boss tower from the previous map as a skybox model, so it is visible in places through gaps in rocks.
		- added a new small secret (health under my new bridge). Added skull keys to it and to two existing secrets. Added another new secret (The Unmaker). It's pretty obvious in hindsight but requires eagle eye to spot hidden switches through small barred windows added for exactly that purpose. The final door requires all three keys to open and the niche containing the unmaker is a crusher.
		- fixed texture offset on the cell doors (were broken, looked barely opened before)
		- made the exit an elevator with a scenic view. Moved the two barons to that elevator so that they arrive riding it when you approach (too many chances of them activating early otherwise).
	
	Feb. 14, 2019: 
		- additional modifications to the starting area. Added a hill to obscure my new castle: it was artefacting (due to walls being not visible because they are part of map geometry). Finalized the area layout to be copy-pasted into maps 22, 23, 24
	
	Feb. 14, 2019: 
		- modified the skybox again after fixing incorrectly scaled boss tower model (accidentally made it 1.2x wide)
	
	Mar. 24, 2019:
		- renamed to che47 to keep in sync with PreBetaX where this map was removed. Changed it to a secret map.
		- made the non-harmful blood into NG versions, to keep in line with my proposal of "glowing = harmful; non-glowing = safe". Added vapors from eday30 to the harmful blood areas.
		- modified some ambient sounds from WaterFall to WaterFlowing because the former is too grand and noisy for small bloodfalls
		- set the music to EDMU23 (the same as the Stronghold) for the lack of a better alternative
	
	Feb 18, 2020:
		- changed the sky to SKY3BC, a modified variant of SKY3B with black below the horizon baked into the sky and a black cloud overhead to prevent the engine from blurring the zenith.
		- greatly simplified the skybox. Of decorations, only the boss tower, the big castle and one faraway tower remain. Instead of the second abyss, jungle is visible below, at height of -2048. Using a triple texture (2 transparent 3d floors) to create a  volumetric effect of treetops. It works, cool!
		- moved the 2 barons to their original position at the bridge. Still in a pit to prevent premature activation, they raise when the player enters the berserk room.
		- reduced outdoor brightness to 144
		
	Jul ??, 2023:
		- converted it to UDMF
		
	Jul 15, 2023:		
		- added the creepy chant #4 to the Unmaker secret		
		
	Aug 28, 2023:	
		- upgraded the dynamic skybox to actual version 2
		
	Nov 13, 2023:	
		- added a secret exit (requires all 3 keys) that leads to map 48 - thus avoiding skipping a map (previously you only could do ONE of them per run, either 47 or 48). Also serves as a red herring to the purpose of the keys, distracting from the *hidden* unmaker that also requires all keys. Marked that secret exit as a secret.
		- fixed a broken geometry near the soulsphere secret that was resulting in some HOM cracks
		- modified the skybox to make the castle design uniform across maps 23, 47 and 48
		
	Nov 30, 2023:
		- changed the id to EDAY47
	
	Dec 11, 2023:
		- retextured doorframes and elevators, got rid of DOORTRAK everywhere replacing it with GTOLDF02 and METAL10 , whichever fit better. Reason: not medieval enough. Also added chains moving with the floor to some elevators (and will do the same for other Hell maps)
		- applied new sound effects to all doors and elevators.
		- fixed one bogus secret preventing maxability
		- maxability confirmed

	Feb 18, 2024:	
		- proofed against sequence breaking

	Mar 23, 2024:	
		- re-compiled scripts and re-saved the map from UDB
		- fixed broken map geometry detected by UDB

	Mar 24, 2024:
		- map was IRREVOCABLY REKT, restored by copying from an earlier release. Then investigated - and found *why* Builder hated this map with a passion making its best to ruin it at every innocious edit. Turns out there were some artfully broken linedefs marked as "double-sided" with their back side facing the void and referring to it as "sector 0". No wonder Builder always tried fixing that "sector 0" filling the void with random crap.
		- minor texturing fixes
		- replaced *extremely weird* geometry of the two towers of the entrance gate (those solid walls between the windows weren't solid at all, just had their ceiling touching the floor) with proper void-filled *solid* walls.
		- automap prettification

	Apr 30, 2024:	
		- automap prettification
		- hunted down the final piece of broken map geometry UDB could not automatically detect (walls between sectors and void marked as double-sided)
		- optimized sky everywhere, now uses normal sky instead of 9 line horizon.
		- spent three hours debugging the *weirdest* bug I ever saw (grenade launcher grenades exploding and flame cannon fire stream bouncing in the air above the lava-filled craters, af if there was an invisible wall there). The alt-fire grenades just hung there mid-air until they expired and exploded. I tried all sorts of things, including copy-delete-pasting the entire map and deleting all those craters and re-making them anew. Turns out...? Don't make a slope steeper than about 45 degrees. It was that simple. If you do, the game engine glitches processing bouncy and wallslide projectiles (both Zandronum and GZDoom). And you suddenly kill yorself as your grenade explodes in your face hitting an invisible wall.
		- lava now burns monsters but they avoid it. You may kick an imp into a lava-filled crater, though. He'll burn.

	MAY 01, 2024:
		- rehauled the geometry to make surrounding terrain not break if the dynamic skybox degraded: it now only contains distant jungle and hills while such landmarks as the castle (from map 241) and the tower (from map 23) are map geometry seen through the newly set up sky portal. Also, jungle just below the cliffs is real map geometry now -- this affected gameplay because cacoes could now retreat rather far away and snipe you.

	Chebskies 2.0 release January 07, 2026:	
		- retextured the supersecret's crusher's ceiling to be bloody
		- fixed the secret soulsphere not being there on lowest skills (secret empty)
		- updated map scripts to use includes without paths
		- converted all brown trees to my new upgraded brown tree
		- fixed lava doing no damage to players
		- added the lava sounds
		- eliminated the forking progression by removing the exit to map 241 that forced you to bypass map 241 unless you found all three keys -- thus effectively turning map 241 into a secret map and so varying the total number of secret maps! Not anymore. Instead of finding all thre keys to raise the bridge, you have to find a nastily hidden button to even know the bridge raising buttin is there, while the exit is now a blatant trap. It still retains the "exit" sign but instead of an elevator you'd step into a bottomless pit.
		- replaced the two barons guarding the exit with a duke on all skills except I'm too young to die. Since you encounter him face to face on a very narrow bridge and he spews baron fireballs like a shower head *in a cone*, this makes it a very tough boss fight.
		- added aaaah to the abysses. As a result, my fancy lattice raising bridge had to be reduced to a boring board because 3d floors were conflicting like bitches.
		- hardcoded the next map transition in map scripts (using position 1 for alt start)
		- adapted for Hordes
		- reworked the stake pit trap combining a non-tangible 3d floor and the old 3d floor 47 map units below the edge that removes both when anyone lands on it. Thus, a physical drop of 47 works as deterrent instead of "block monsters". Lo and behold, now that pit doesn't turn cacoes into helpless sitting ducks! (They were too fat to squeeze around it)
		- removed the "secret" flag from the former secret exit (now the main exit) thus reducing the number of secrets to 6
		- added the archvile active sound (smug satisfaction, bro) to player stepping into the former exit, now a bottomless pit still marked as exit
		- maxed on Hordes
	
				
		
EDAY241:
	Jul ?? 2023:
		- ripped MAP28 (Sacrificial Grounds) from HESP, converted it to UDMF (tons of work, all the line and sector specials broke because it was in the antedeluvean Boom format)
		- cut the map in half, named the right half CHE48 (Looting the Castle, Che), and inserted it between map 23 (The Tower) and map 24 (The Blood Swamp)
		- removed the horror elements replacing them with regular mutilated bodies. 
		- added a small starting yard and a humongous top layer with much "surrounding architecture". Sky is only visible through this top layer, anywhere on the map. 
		- attached the music that EDAY01 uses - because this map's design is so ancient it is so shamelessly and gloriously *doom*. 
		- replaced 4 of the doors with tall sliding doors and learned to make sound sequences for such. 
		- the former exit now houses a grenade launcher and a railgun as rewards for 100% completion.
		
	Jul 07, 2023:
		- replaced one secret soulsphere with a purple haxx sphere
		
	Jul 09, 2023:
		- fixed misaligned textures in the first room south of the yard south of of the hub hall
		- fixed knights in the weapons reward area behind the yellow lock not waking up to teleport in for a surprise buttsecks (prevented 100% kills on UV)
		
	Aug 28, 2023:
		- rebalance. Replaced the impossible-not-to-pick megasphere in the big arena yard with a purple haxx sphere, replaced several cell packs with rocket boxes. Added more cell packs, more rocket boxes and one purple haxx sphere to the reward area.
		- fixed one zombie on a stick stuck in wall
		- fixed misaligned texture on the column in the castle's hub hall
		
	Nov 13, 2023:	
		- added alternate player start activated by coming from map 47, easy mode (the yellow key teleports there making the stash immediately available)
		- changed one teleporting monster closet to manually teleporting monsters by script, for guaranteed maxability
		- added one "block monsters" line to the arena to prevent them crowding and choking the bridge if you manage to leave without killing them all
		- moved the exit sign to the actual exit.

	Nov 18, 2023:
		- added some MG42 ammo to the loot
		- replaced purple sphere in one of the secrets with a golden soulsphere
		- moved the loot to the platform the archvile loiters on
		- changed the platform from grate to ice so that the archvile can see and attack you but you can't harm him
		- changed the former reward room's bars from yellow to red
		- made the double blue + red button that formerly lowered the yellow key holder open the bars former reward room's bars instead
		- changed the reward pedestal into a button that lowers the yellow key holder
		- added a yellow door that leads to the monster shelf in the arena (to the left of the exit, where imps loiter initially). Added a button there that lowers the loot platform but also initiates round two: lowers the bridges, raises the bars to block the tower entrance, closes the yellow door (not openable from this side), resets the central button and makes two more buttons available, teleports the archvile in, teleports a second archvile on UV, theleports a third archvile from the blue key area who may not be dead yet in case of an alt-start with yellow key
		- moved purple sphere in the arena from the floor in front of the central button to the top of the column -- you get there by teleporting from the moat of boiling blood.
		- rearranged and modified the arena: this was a very old map, after all, designed without the flying kick in mind. Which sequence-breaks the too-short bridges easily. Now the far side has a much wider moat with a longer bridge and the near side is sloped down, with bridge being part steps. Also removed teleporters on the near side: you could easily jump onto the edge instead.
		- remade the arena bridges into 3d floors by necessity (the ACS scripting language lacks specific action  special, floor lower to lowest + copy floor texture and sector special, required for the old bridge to function properly)
		- upgraded the monster closets to my advanced design with 100% reliable deployment, for guaranteed maxability. 
		- changed the arena by moving *all* monsters and *all* items into teleporting closets. Now it is empty until you press that button.
		- fixed one of the doors incorrectly marked on the automap as requiring the blue key
		- optimized the top layer sky portal linking
		- made the ble armor secret deeper for guaranteed maxability: was possible to pick the armor up without registering the secret
		- retextured some bars and doors to make orienting easier (this map's hub hall is too symmetrical) and added "this opens elsewhere" to doors that opens elsewhere
		- made the southernmost doors openable from the other side in case the player sequence-breaks by destroying the bodies on sticks and falling down outside. This was a piece of really ancient map not designed with many modern BD features in mind!	
		
	Nov 30, 2023:
		- changed the id to EDAY48
		
	Dec 11, 2023:
		- fixed the ATC bug
		- fixed the alt entrance potentially trapping coop players inside
		- hunted DOORTRAK to extinction
		- applied new sound effects to all doors and elevators.
		- changed the blue key area with some more doors for more player suffering (also removed the deaf flag from three monsters)

	Feb 18, 2024:	
		- proofed the advanced teleporting closets against breaking in third party mods
		- replaced monsters teleported by scripts with irreplaceable versions
		- renumbered from 48 to 241
		
	Feb 21, 2024:
		- fixed two VERY broken doors in the blue key area that could easily box the player in an inescapable room	

	Mar 23, 2024:	
		- re-compiled scripts and re-saved the map from UDB
		- fixed broken map geometry detected by UDB
		- removed a few leftover links to unknown textures and unknown effects

	Mar 24, 2024:		
		- fixed one of those two accursed doors *still* being only openable once - added the missing "repeatable action" flag to one of its sides
		- fixed minor texturing errors

	Apr 13, 2024:
		- changed one script to work in tandem with map 242's changed start

	May 19, 2024:
		- fixed the script moving the player to alt start potentially using occupied TIDs
		- added support for coop respawn to respect the alt start

	Chebskies 2.0 release January 07, 2026:	
		- disabled the unstable hacks designed to help ATCs work with badly coded third party mods
		- renamed from "Looting the Castle" ("Обшмонай замок") to "Vile Playground" ("Вотчина игрищ погани")
		- added a machinegun to the ammo stash in the tower and replaced the nazi machinegun ammo with UAC 7.92 (which is the same thing now)	
		- replaced the gigasphere in the arena with a megasphere
		- marked the megasphere on top of the column in the arena as a secret, thus increasing their number from 3 to 4.
		- updated the map scripts to use includes without paths
		- virtualized the arena music switch
		- switched the alt start from ACS hacks to default game mechanics (position 1)
		- hardcoded the next map transition in map scripts
		- EXTERMINATED that old unstable hack which was causing a guaranteed crash at saving the game (I thought I removed it from this map but turns out I only did that for the 1.x legacy version)
		- upgraded the map randomizer script to the current mechanics
		- adapted for Hordes (including replacing the third, UV-only, archvile with an arch-tricktser)
		- fixed minor geometry and texturing errors
		- retextured some out of reach monster ledges to be more consistent and to remove glow projected on walls by the floor (I'm sure there was no such thing in te ancient times when this map's precursor was created)
		- replaced all brown trees with special error-proofed EDAY variant
		- added archvile active sound (smug satisfaction) to the "gotcha" text message when player presses Use on the yellow door's backside
		- fixed some monsters added for Hordes in the ATMCs being set up incorrectly (the coop ones having singleplayer flag) and thus stuck together and never deploying.
		- maxed it on Hordes

	Jan 24, 2026:	
		- moved the transition from arena music to victory music to a separate short track with configurable duration		
		

EDAY242:
	(date unknown):
		- created a new jungle backdrop (adapted from JUNGLE2 texture) and massively modified all forest fringes. Without this, the map was not working with any sky except black because the texture walls have lots of transparent thus breaking the illusion of depth. The only solution was modifying the map adding additional layer of textured walls around. Which I did.
			Detailed:
				1. passable area
				2. impassable wall textured JUNGLE3B
				3. inaccessible area for imps to lurk
				4. wall textured JUNGLE3 in both middle and lower, with y-offset -115, lower unpegged. Note that some normally transparent parts are rendered as black on the solid lower part.
				5. sector raised to height 144 (400 - 256 = 144). Sector height makes the middle and lower wall textures match perfectly
				6. third wall textured with JUNGLB5U (512x72) middle and JUNGLB5L (512x337) lower, *upper* unpegged.
				7. sector with floor 336, ceiling 400  (height 64) making the two parts of the previous wall match perfectly (its one 512x400 texture cut into two, the top 64 pixels with transparent parts stored in JUNGLB5U, the bottom part with no transparency is JUNGLB5L
				8. a sector with ceiling 0 or just linedef special 9 line horizon
		- raised sky height around that high hill with imps because otherwise revenant missiles tended to hit the sky if you tried to deal with monsters on that hill using revenant launcher. Have enough room now.
		- removed hearing tunnels from all monster containers. Now all work by adding line special 173 to unavoidable passages and attaching small remote sectors joined to these passage to the containers.
		- fixed the ambush where teleporting monsters swamp you when you grab the megahealth (wasnt working).
		- added decoravive elevator &shaft behind the starting position.
	
	Feb. 14, 2019: 
		- replaced BLOOD1 with non-glowing version BLOODNG. Finally the map looks as it should, without the wall glow ruining the brown drabness of the shore bushes. Modified one monster closet redirecting a few imps and all cacodemons into the forest. Finished the skybox.
	
	Feb. 20, 2019: 
		- minor skybox optimization (cutting out features that could not be seen from the designated camera area)
	
	Mar. 24, 2019:
		- renamed to che24 to keep in sync with PreBetaX 
		- scraped my previous foggy sky replacing it with a more contrast black-and-crimson mess, with crags now simply dark. I did it because I finally got music working and that made me realize that my previous feeble attempts weren't worthy of this ominous, oppressive theme!
		
	Feb.15, 2020:
		- changed the sky to SKY3BC, a modified variant of SKY3B with black below the horizon baked into the sky and a black cloud overhead to prevent the engine from blurring the zenith.
		- deleted the skybox completely, commented out the dynamic skybox script.
		- decreased outdoor brightness to 128 and indoor to 112. Reason: needed better oppressive ambience but not at the cost of adversely affecting the gameplay. 128 is the reasonable minimum for closed spaces while 144 is the minimum for large open spaces. The jungle is quite closed.
		- deleted the prop tunnel and elevator at the map start
		- changed the wooden gate & fence blocking the prop road to two low towers with iron columns between. Moved one imp onto these towers.
		- fixed the long-standing problem of imps crowding the jungle to the left of the main swamp entrance and being killable with a single rocket. Now there is a silent teleporter there, teleporting them to the far end of that narrow strip. Until killed, they are in perpetual motion, distributed evenly. Both sides of that strip work that way.
		
	Jul 04, 2023
		- converted it to UDMF
		- made an alternating player start: if you come from map 48 rather than 47, you start near the yellow door 	
		
	Aug 28, 2023:	
		- upgraded map scripts for full localization support and uniformity. New string ids: CHE_THSRDLDSBCKTTHCSTL
		- fixed torches framing the yellow door shifted astray
		- added more teleport destinations for the monster closet at (-48,1320): it seemed to me taht not all of the demons were deploying.
		
	Nov 30, 2023:
		- changed the id to EDAY24
		
	Dec 11, 2023:
		- hunted DOORTRAK to extinction
		- applied new sound effects to all doors and elevators.
		- made the coffin trap undetectable and unnoticeable until sprung
		- upgraded the teleporting monster closets (all six of them!) to my advanced design with 100% reliable deployment, for guaranteed maxability.
		
	Feb 18, 2024:	
		- proofed the advanced teleporting closets against breaking in third party mods
		- renumbered from 24 to 242
		- created a new area for the alt start, near the former position of the secret with two knights. 
		- the secret with two knights got relocated to the main start (which would be rarely be used, only if player came from the secret map without finding it's own secret exit back to the mainline) so that corner would be an "ass end of nowhere" in most playthroughs, a good place to tuck a secret in. The secret got modified, too: the opened closet is NOT visible due to illusionary cliff face.
		- added one more secret with health in a corner I was planning to but forgot to finish it back in 2018. 
		- fixed texturing and light levels on the exit gate. 
		- maxability re-confirmed (in Zandronum 3.0)
		- fixed the yellow key ambush by closing off the soulsphere secret with "block monsters". Reason: many monsters were getting caught in that nook, crowding there uselesly like fish in a barrel
		- fixed the silent monster teleporters in shrubbery (which prevent imps crowding in certain places) to, hopefully, avoid teleporting grenades (by adding the "front side only" flag).
		- fixed the script moving the player to the alt start: is now facing the corect direction
		- maxability re-confirmed

	Mar 23, 2024:	
		- re-compiled scripts and re-saved the map from UDB
		- removed one leftover links to unknown texture

	Apr 13, 2024:
		- reworked this map into an absolute monster of a transformer labyrinth, with its layout randomized, key positions randomized, even ambush deploymend randomized. And automap for the whole labyrinth disabled. Welcome to HELL.
		- swapped the normal and the alt starts. Now you start at the old map start if you have visited map 47 but haven't visited map 241. In all other cases you start at the new map start.

	Apr 14, 2024:
		- fixed map randomization breaking coop multiplayer

	Apr 30, 2024:	
		- fixed one randomizable passage not closing correctly due to trees blocking its floor movement, resulting in visual glitches
		- made one too-spacious channel in the southern swamp area much more twisty and clautrophobic

	May 10, 2024:	
		- fixed one situational blue grate (in the hut) glitching in coop: pressing it lowered the bars on the server but not on the client. Resulting in a) you pressing it seemingly not working and b) seemingly solid bars being passable but with briefly teleporting you through the roof. Fixed by inverting their randomization behavior: are now raised in the editor and retract if the red key is not used.

	May 19, 2024:
		- added a redirect for coop respawn to the yellow door, triggered by any player walking through it
		- added support for coop respawn to respect the alt start

	Jun 07, 2024:
		- fixed A GAME BREAKING BUG of this map being impassable with 75% probability on difficulties below Ultra Violence: when the red key was deployed, the script swapping the blue and yellow keys failed due to the blue key teleport destination only existing on Ultra Violence

	Chebskies 2.0 release January 07, 2026:	
		- switched the map randomizer to FBD's fallback seed generator in GZDoom (uses player movement in the first two seconds)
		- upgraded to the new randomizer mechanism
		- changed the floors of some of the shores to a different dirt texture that has squelchy footstep sounds
		- updated map scripts to use includes without paths
		- hardcoded the next map transition in map scripts
		- adapted for Hordes
		- added five randomizable underwater pits of random depth (from knee-deep to you submerge completely). Should I remind you plasma weapons in FBD short underwater inflicting self-damage?
		- fixed minor texturing inconsistencies
		- fixed some sectors glitching (sky holes in the ground) in Zandronum due to too complex map geometry.
		- added detailed map randomization log (shows if debugging info is enabled)
		- beat it on Hordes. I'm NOT masochist enough to check it for maxability (finished with 100% items, 100% secrets, 96% kills) since the randomizer may deploy any of the several ambushes *anywhere* in this jungle labyrinth. Yes, even the ambushes (teleporting monster closets' teleport destinations) vary a lot. You should neither. Just don't try maxing it, all right ? I re-made it with a different purpose in mind.
		- replaced the only brown tree (glitches on dirt becoming a green tree and spawning green grass) with an EDAY hell tree	
		

EDAY25:
	(date unknown):
		- fixed the yellow key button not requiring the yellow key
		- increased surrounding jungle lushness similar to previous map but much less optimized (texture trick won't work with sector height ~512, need too many extra walls
	
	Mar. 24, 2019:
		- renamed to che25 to keep in sync with PreBetaX 
		- applied the same modifications as in the map above 
		
	Feb. 15, 2020:
		- changed the sky to SKY3BC, a modified variant of SKY3B with black below the horizon baked into the sky and a black cloud overhead to prevent the engine from blurring the zenith.
		- simplified the skybox removing all mountains, hills, rock spires and distant jungle props except those forming the crah straight ahead.
		- decreased outdoor brightness to 136 and indoor one to 128
		- fixed a broken linedef in sector 774 (corridor opposite the crusher trap)
		- changed all the blood except the fountain to non-glowing version.
		- changed fountain top from stone to blood
		
	Jun 26, 2023:
		- replaced the dynamic skybox with a sky portal. No ugly desync from head bobbing now. Also removed all that clutter from "cliffs with faraway jungle" skybox models.
		- converted it to UDMF and added comments to sectors for my old bug fixes (a closet lacking line special from inside thus locking you in forever, a step not being extruded forcing you to jump at the base of the stairs)	
		- increased open sky areas brightness to 144
		- replaced some heavy doors with sliding doors
		- replaced roasting bodies with placeable human BBQ
		- replaced big doors with sliding door polyobjects	
		
	Nov 30, 2023:
		- changed the id to EDAY25
		
	Dec 11, 2023:
		- hunted DOORTRAK to extinction
		- applied new sound effects to all doors and elevators; added ambient sounds.
		- marked one door requiring blue skull key with appropriate skull side panels
		- fixed one candle inside an bookcase, now a proper bookcase with a candle on its empty shelf
		- fixed health bonus breadcrumb row under a 3d floor bridge instead of on top of it
		- restored some roasting humans to non-charred variations
		- fixed the indestructible fireball trap counting as a monster thus ruining your kill count
		- fixed the revenant marching algorithm
		- fixed texturing errors
		- maxability confirmed

	Feb 18, 2024:	
		- replaced the cyberdemon with irreplaceable cyberdemon to proof against breaking in third party mods
		- removed one broken special effect from one bloodfall

	Mar 23, 2024:	
		- re-compiled scripts and re-saved the map from UDB

	Mar 24, 2024:	
		- fixed the plasmagun secret destroying the, well, plasmagun during its crusher cycling. Moved the weapon and the ammo into wall niches (too low for the player to fit, also protected by "blocks players" just to be sure)
		- got rid of DORRTRAK in the plasma gun secret
		- automap prettification
	
	Chebskies 2.0 release January 07, 2026:	
		- hardcoded the next map transition in map scripts
		- adapted for Hordes
		- retextured the inside areas of the jungle using brown grass: blends much better when the ground beyond the jungle walls is visible from high vantage points
		- lowered jungle walls so that the light strip along the bottom doesnt show
		- fixed one jungle wall you can view into from behind from a high vantage point having no backside
		- maxed on Hordes	
		
		
		
	
EDAY26:
	(date unknown):
		- made it use *five* different skyboxes in different parts of the map so it is a zone of warped reality now!
		- added the boss tower from map 20 to the initial skybox, barely visible in the distance.
		- remade most of the starting area using 3d floors, raising sky ceiling from 500 to 1500. It is now possible to use revenant launcher in my favorite manner: firing straight up and letting fireballs find their targets beyond walls
		- re-implemented sky portals disabled in the original making a nice pointy top for the gate tower and a sloped roof for the main building (were obviously created by Mark but later abandoned by some rreason). I had to remake these features from scratch.
		- remade the gate tower, giving it two extra floors for imps to lurk in and shoot at you (increasing the number of imps as a consequence)
		- added a new secret with megahealth in it. Opening the front gate makes it forever inacessible. The jump is very hard, but! If you make a flying kick jump as you grab blue key, yo'll bounce off the cacodemon as he spawns in front of you and land where you need to be to get that secret!
		- added more abysses to plummet. The blue key area is now surrounded by a passable crenellated wall, you can easily misstep between the crenels to your doom. You can also plummet beyond the wall to the right of the gate.
		- moved the yellow key area a bit, it is now connected to the central hall by a corridor and curved stairs instead of just curving stairs. Was not possible to make skyboxes work otherwise.
		- in the gallery, enlarged the start of it, with more windows to fall out of. The curved stairs now emerge through gallery floor. Moved one rifle zombie to stand there and shoot you in the back when you walk up the stairs.
		- in the baron spawning rooms, lowered the windows so that the lazy janitor zombie could stare out them.
		- in the yellow key tower, changed surroundings to a blood realm with no sky (ceiling is blood too + red fog). You can jump out and swim in it. It hurts! Added steps under the windows that facilitate accidents.
		- in the jail area, at the very start (before the caged arch-vile), made it possible to shoot rockets through that big window into cell windows in the wall that you see through it. 
		- enhanced reversed cross niches in the dining hall to windows with a vista of lava and fire beyond them.
	
	Jan. 06, 2019:
		- remodeled the gate tower giving it flat spiky top and removing that sky portal. Got increase in fps.
		- modified sky portal much, now the area beyond the yards looks like rocky expanse of wilderness, resinforcing the feel of broken reality. The stairs and corridors that lead into the building wings (with their different sky) now really go through what is clearly empty space as seen from the yards.
		- removed unnecessary optimization: gzdoom keeps improving
		- made all windows of the gate tower arched. Much 3d floor trickery.
	
	Jan. 07, 2019:
		- added much decorations for a civilized hell feast in the dining hall. Now they have not piles of raw meat on the table, but golden dishes with roasted human and chalices of blood. They make a fine mess of that table when they attack you.
	
	Feb. 05, 2019: 
		- added a storage closet to the corridor leading left from the entrance hall and expanded the right storage closet to add windows to both, reinforcing the feel of broken reality. Retextured walls there so everything inside the first reality is tan brick, white stone signifying transition outside of the presumned volume of the castle. Added a small ambush of imps, some ammo and a small stimpack to the left storage closet.
	
	Feb. 13, 2019: 
		- redesigned the blue door into swinging doors (polyobjects). Experimented with franken-texturing using patch scripting from TEXTURES. Success! See the blue banners for example. Made two more big doors toward the exit twice as taller as well, making them arched and employing franken-patches again. Reason: would cyberdemon walk through these or would he simply shoot the castle to rubble for insulting him with such low doorframes? Cyberdemons ain't bowing to nobody.
	
	Feb. 19, 2019: 
		- sky portal bugfix
	
	Feb 23, 2019: 
		- sky portal bugfix. Changed the skybox by moving the city of Dis much closer to loom properly ahead. Switched skybox to correctly scaled cathedral placeholder.
	
	Feb. 24, 2019: 
		- made the exit area skybox much darker to better blend with dark map geometry.
	
	Mar. 17, 2019: 
		- modified all skyboxes to achieve sprite compatibility.
		- increased the visual density of Dis looming ahead, making it two-tier. Quoting Doomguy from my fanfic: "My attention, though, was on the multi-tiered city looming a ways ahead, its innumerable towers and spires making the cliffs it was perching on look like a hedgehog. And above that, dwarfing any other building, twin towers of a giant cathedral, like two daggers aimed at the burning sky shrouded by ragged black clouds. 
		“That,” I said feeling an eager, bloodthirsty grin insinuate onto my face, “looks like the boss lair we were searching for.”"
		
	Mar. 21, 2019:
		- fixed light levels
		- got rid of sky portals, remaking side wings using 3d floors and other fakery. Fps is more like 30 now. Still too low.
	
	Mar. 22, 2019:
		- fixed bugs introduced by me
		- fixed light levels: 160 is too dark for the bright orange sky. raised to 176. 128 is too dark for the end level skybox, raised to 144. 160 is too dark for the blood realm (fog too dense), raised to 176
		- added a missing torch in the dining hall (for symmetry)
		- added a 3-second delay to the front gate raising after you press the button. More interesting this way: you hear the back door rising but don't see anything happening.
		- changed all inverted cross windows from skybox to just a flaming back wall texture + pulsing light. Removed that skybox.
		
	Mar. 24, 2019:
		- renamed to che26a to keep in sync with PreBetaX
		- set the music according to PreBetaX
		
	Feb. 16, 2020:
		- changed the starting area sky to SKY3BC and removed the skybox.
		- changed the starting area ouutdoor brightness to 144 and shadows to 128
		- changed the cliffs at the gorge ends to work without skybox
		- reduced the starting area to get rid of unnecessary cover. Those scenic view shelves are not needed, there is nothing to look at now.
		- remade the elevator shack using 3d floors, looks properly from the tower now.
		- changed the inverted cross windows scrolling texture to HESNAK01 and removed the stupid flashing effect
		- changed the alternate sky of the dining hall from red to brown to contrast sharper with the main skies (which are now both all red).
		- simplified the yellow key gallery sky sector geometry a bit.

	Jun 25, 2023:
		- converted it to UDMF
		- redid the starting castle's architecture from 3d floors to line-based sky portals
		- redid the left castle's sky portal from thing-based to linedef-based and corrected the apron size
		- designed a boss to replace Belphegor, compatible with barons and knights without infighting: Duke of Hell (a baron on steroids who spams showers of baron fireballs). Replaced the Belphegor with it.
		- applied flesh platform sound set to baron spawning cocoons
		- replaced caco lifts around the yellow key witch ThingTrustZ making that entire area bottomless swimmable
		- moved latrines in two prison cells, was very hard and bothersome to pick up ammo in too narrow space between latrines and beds
		- replaced some big doors with sliding door polyobjects
		- re-adjusted the final yard to center it on the entrance axis
		- brought back the kitchen sink from the Hell on Earth Starter Pack -- now with cabinets :D
		- fixed the dart trap: satyr faces were out of alignment with dart throwers and brightness was higher than the area's making the trap painfully visible
		
	Jul 05, 2023:
		- fixed an impossible difficulty spike by moving the archvile in the sewer into one of the barred doorways. Now he poses a limited threat.
		- made all grate raising buttons in the sewer clearly visible: lit by default glowing in the dark (SW2SLAD)
		
	Jul 07, 2023:
		- replaced the soulsphere in the secret added by me earlier with a purple haxx sphere
		- fixed sound sequence on baron spawning cocoons NOT set to flesh platform (it seems I made a mistake, reported it earlier)
		- reduced the caco launch boosters, they were ramming the ceiling in their eagerness to sink their teeth into the player
		
	Jul 09, 2023:
		- fixed wrong textures and misaligned ceilings at the exit to the final yard
		- extensive reworking of top layer geometry, three of the skyboxes could now only be viewed through said geometry that is only visible through the sky portal. In theory, this should increase the framerate. As my research shows, this may be, ironically, the only way for complex skyboxes to have acceptable performance.
		- assigned "block monsters" to dining table edges
		- added four windows to the wall with the blue door
		- minor texturing corrections in the front yard
		
	Aug 28, 2023:	
		- upgraded the dynamic skybox to actual version 2
		- fixed a skybox setup error that may have resulted in the final yard skybox rendering twice
		
	Nov 30, 2023:
		- changed the id to EDAY26

	Dec 11, 2023:	
		- hunted DOORTRAK to extinction
		- applied new sound effects to all doors and elevators; added ambient sounds.
		- restored some roasting humans to non-charred variations
		- upgraded some railings in the cellars from *really* ancient "custom invisible bridge" things to walkable+ shootable midtex
		- fixed two armor bonuses stuck inside walls ruining your item count (my fault :( )
		- fixed three armor bonuses under a 3d floor bridge instead of on it
		- fixed ceiling height of the bfg secret
		- maxability confirmed

	Feb 18, 2024:	
		- replaced the cyberdemon with irreplaceable cyberdemon to proof against breaking in third party mods. It is especially important here because he unblocks the map exit on death!
		- replaced the cacoes launched by script with irreplaceable cacoes to proof against breaking in third party mods

	Mar 23, 2024:	
		- re-compiled scripts and re-saved the map from UDB

	Apr 06, 2024:	
		- proofed against a failure case of the exit gate not opening on cyberdemon's death (a game-breaking bug in BDv22test3's slaughtermap mechanics)
		- retextured the broken wall from RUBLE1 to RUBLEY
		- fixed misaligned textures in the pinkie corridor

	MAY 01, 2024:
		- fixed invalid texturing of the doorframe in the red key room
		- fixed many door sound effect overrides only working on UV (resulting in default scifi door sound)

	May 10, 2024:	
		- fixed minuscule texturing imperfections
		- moved three armor bonuses obviously designed to be placed on top of a bridge but residing on the floor below it instead.

	Chebskies 2.0 release January 07, 2026:	
		- made the trickiest secet always contain a gigasphere, on all skill levels (it was nerfed for hardest skills before)
		- fixed some skybox pickers missing for the west wing's top layer, there is a chance this was causing a framerate drop (unsure).
		- hardcoded the next map transition in map scripts
		- added plummet aaaaah to the abysses
		- replaced one Hordes caco with a cacolord
		- adapted for Hordes
		- added plummet aaaaah to the abysses
		- fixed stuck monsters and things in the void
		- replaced all brown trees with special error-proofed EDAY variant
		- retextured the exit area using brown grass
		- replaced the small torch trees (glitch on dirt becoming green trees and spawning green grass) with EDAY small brown trees
		- fixed the telepad inside one secret, was set up incorrectly and could lead to softlocking
		- maxed on Hordes	


EDAY26I:
	Chebskies 2.0 release January 07, 2026:	
		- created the interlude map by merging two areas of map 272, created the cutscene script and special cutscene actors.
		- removed lava from tallest cliffs around the city entrance to avoid showing it off too early	
		- assigned music "D_DM06" (one of BDv21's MIDI tracks intended for deathmatch)
		- created a dedicated intermission screen from a screenshot made using noclip+fly, the broken bridge viewed from straigght below
		- hardcoded the next map transition in map scripts
		- fixed a lot of bugs, this interlude's mechanics were all broken! How? Why? I had it marked as perfected and done for!
		- made it transition to the next map without an intermission screen (and I had such a nice picture of the broken bridge for it!)	
	
EDAY27:
	Feb. 24, 2019: 
		- moved the exit area 1000 units up, to be synced with the same skybox as the starting area. The exit from the cellars is an elevator now.
		- removed most towers in the exit area, the skybox props take their role.
		- retextured the slippery slope into ice (made textures myself from scans of my minerals collection)
		- retextured the cliffs and abysses to my "large cliff" textures to match the rest of the maps.
		- modified the exit area a bit to better match the skybox (closed a gap in the rock wall behind the rightmost bushes).
		- decreased abyss depth from -3000 to -1500 to beter mesh with the skybox
		- increased brightness of many open areas from 160 to 192 to better match the skybox.
		- corrected automap making many technical linedefs invisible on it
	
	Mar. 10, 2019: applied a much brighter fiery sky from map 24 (no map modifications, purely via TEXTURES and MAPINFO)

	Mar. 17, 2019: 
		- modified all skyboxes to achieve sprite compatibility.	
		
	Mar. 24, 2019:
		- renamed to che27, to keep in sync with current PreBetaX
		- minute adjustment of slope sector heights under the broken bridge
		- set the music according to PreBetaX
		
	Sep. 16, 2019:
		- fixed missing middle textures in the red key hall (my fault) and in the flooded basement (it seems Mark was planning for a secret there but it wasn't finished)
		
	Feb. 16, 2020:
		- fixed texture at teleport edge in the red key hall
		- fixed width of the broken bridge (was not equal across the break, lol)
		- improved the red key slide ramp. The wind special is only used inside the tunnel. The top part of the slide is a combination of various thrust, thrust z and carry effects (with wind it was starting to push when you were still peering down from above, not cool)
		
	Jun 28, 2023:
		- converted the map to the UDMF format
		- lowered the exit area 1000 units down, back to its original position, and restored the exit from the cellars removing the elevator.
	
	Jun 29, 2023:
		- ripped MAP28 (Sacrificial Grounds) from HESP, converted it to UDMF, cut the map in half and injected the left half into CHE27, right after where you usually get the blue key. I know it doesn't fit perfectly, and turns Necropolis into a nightmare endurance run (because the part I copy-pasted in is so large it is worthy of being a map of its own). But I loved that map so much, I missed it so much, I just couldn't help myself. Converting from the Boom format to UDMF by hand was no easy task either. Instead of getting the blue key you now get a yellow key and have to explore a damn labyrinth made of deathtraps to get the blue one.
		- replaced all big doors with sliding doors. Polyobjects rock!
		- added a secret with some ammo to the unfinished empty secret tunnel
		- total rehaul of sky portal geometry, replaced thing-linked ones with linedef based ones. Allowed for a VERY elaborate and large "top layer". There are 3 partial copies with differing detail for different areas.
		- improved the dynamic skybox to present a better picture and fit the new sky portals
		- split the dynamic skybox into two variants, the final area uses the simplified version with props not visible from there cut out

	Jul 07, 2023:
		- replaced the secret megasphere in the restored cut content area with a purple haxx sphere
		
	Jul 15, 2023:		
		- changed textures of the final area gates' tops
		- added the creepy chant #4 to the Unmaker secret		

	Aug 28, 2023:
		- upgraded the dynamic skybox to actual version 2
		
	Nov 03, 2023:
		- fixed black polygons showing far below in the skybox (were visible from the berserk secret)
	
	Nov 30, 2023:
		- changed the id to EDAY27
		
	Dec 03, 2023:	
		- fixed a shameful blunder of mine with the bottoms of abysses missing action 115 instant death
		- fixed an error caused by me implanting a half of HESP map 28 into it: one of the actions of the hardest secret was also opening a wall in that area prematurely.
		- fixed horrible blunders in my optimized multi-part skybox that made it murder the framerate instead of helping it
		- automap fixes
		- fixed a bug with two monster closets never opening thus preventing 100% kills (my oversight while porting HESP28 by hand from Boom to UDMF format). Those poor chaingunners, unloved and abandoned to never see action :(...
		- changed the super secret's mechanics from line specials to scripts; gave it it unique sounds; increased its elements timeouts from 6s to 7s; changed the loot inside: now the Unmaker only shows at low skill levels and there are BFG 10K and MG42 instead.
		- fixed the BROKEN bfg secret / escape from the moat of hurt (was impossible to get out, joined sectors it relied upon  de-joined at some point without me noticing) My fault again :(
		- fixed the only teleporting monster closet's door to open repeatedly (for the astronomically small chance the chaingunners inside failed to see you) and added another trigger to it.
		- fixed some cosmetic details I forgot to convert while porting HESP28 by hand
		- replaced the 20 pinkies with 30 mummies. They play roughly the same role, are slower (thus less dangerous) and much les polished -- BUT! The crypts, man! Must have undedad!
		- prettied some teleporters up
		- fixed the exit door of the soulsphere + blue armor secret not functioning properly when the crusher on the other side was active (required a lot of tries and guessing crusher timings to open it).
		- fixed misaligned gray stone ceiling in the area ported from HESP28 (those areas were designed with some stones missing, specifically for this texture -- I did realingn imperfectly when porting, it seems)
		- fixed two monster closets with variable monsters: cacoes and revenents would spawn inside each other on "Hurt me plenty".
		- upgraded the teleporting monster closets to my advanced design with 100% reliable deployment, for guaranteed maxability.
		- fixed the purple sphere in the purple sphere secret being too far away to pick up and the secret itself not marked as a secret	
		- applied new sound effects to all doors and elevators.

	Feb 18, 2024:	
		- replaced the cyberdemon with irreplaceable cyberdemon to proof against breaking in third party mods. It is especially important here because he opens his arena's door on death!
		- proofed the advanced teleporting closets against breaking in third party mods
		- fixed fireball launchers trap around the blue armor not activating in GZDoom

	Mar 23, 2024:	
		- re-compiled scripts and re-saved the map from UDB
		- fixed broken map geometry detected by UDB
		- removed unknown effect 8 from a ton of sectors

	Apr 06, 2024:	
		- added a fallback script opening that door on cyberdemon's dying OR missing for any reason, similar to map 26
		- fixed a minuscule skybox error no one would have noticed ever

	May 19, 2024:
		- automap prettification
		- added two teleporters to the starting area, designed as coop shortcuts, leading right beyond the yellow and blue doors, opened when any player walks through those doors.
		- fixed one of the abysses having the plummeting angle set incorrectly, so actors could get stuck instead of falling to their doom
		- minor texturing fixes in the ancient cut-content-brought-back area
		
	Chebskies 2.0 release January 07, 2026:	
		- disabled the unstable hacks designed to help ATCs work with badly coded third party mods
		- adapted for hordes
		- made the blue key ambush fight inescapable by blocking the way out with a wall. The button to open it resides in the most densely populated monster closet. In coop, a respawn redirect to the blue key area activates as you pick up the key and deactivates with either of those two buttons.
		- made the shmuck bait teleporter in the blue key area even more devious: it is normally closed, a painfully visible "secret" door. The button that opens secret #09 now also opens the teleporter. The unsuspecting player sees the teleporter first and happily teleports away, bypassing both secrets #09 and #10.
		- made the yellow key crusher stop after the player absconds with the key (was heard from the cyberdemon cellar, distracting)
		- automap prettification
		- assigned medieval sounds to the BFG secret (was playing doom default)
		- added a new stub map, one room and two exit teleporters, for those who tried getting to the old map 27 via console commands
		- deleted the old map 27 from the pk3
		
EDAY271:
	Chebskies 2.0 release January 07, 2026:	
		- copied map 27 and deleted unnecessary parts (the city entrance, the HESP28 labyrinth and their related top layers and skyboxes)
		- rearranged the crusher area and replaced the yellow key inside with blue
		- removed the cyberdemon in the cellar, mirrored the cellar creating one big double hall with a small chamber containing the yellow key in the center. Grabbing it floods the halls with mummies. 48 mummies on hordes (48 x 200 hp apiece = 9600 hp total). Plus four friginants on UV+, for added fun. The exit elevator is activated via hard to notice button :D
		- changed the map flow: you now enter the former cyberdemon cellar from the room where you emerge after escaping the crusher. You exit it at the other end from its former entrance.
		- upgraded the slopes below the bridges from unstable hacks to normal copy slope floor effect
		- retextured all cliffs using my new CLIFFL10 texture making them all as dark as ROCKS10
		- replaced the removed HESP labyrinth beyond the yellow door with a very long staircase descending into the depths, ending with a good faximile of Tal Rasha's Thomb entrance from Diablo II. The old timers who played it will have PTSD flashbacks from that room, I guarantee it :D
		- implemented the Tal Rasha Thomb entrance functionality: a horadric staf faximile appearing (a tech lamp rising up), the wall breaking, the pit beyond the breach being a teleport into the boss arena.
		- coded the Duriel... I mean, Durimorte. A very, very simple boss with only two attacks: he either chills the arena slowing you to a crawl plus covering the floor with slippery ice (this one has a cooldown) or he bumrushes you like a freight train by leap-stomping non-stop.
		- made Durimorte immune to his own frost effect
		- finished Durimorte's attack patterns and arena effects. In Soviet Russia the boss stunlocks *you*. Unless you manage to stun him in return you won't survive because he keeps stomping non-stop and each stomp has an AOE slowing effect making you sprint slower than he advances. Lo and behold there *is* a case for the automatic shotgun to shine!
		- perfected the arena entrance
		- reverted cliffs back to old tan-colored rock texture
		- perfected and debugged Duriel's arena
		- moved the dynamic skybox anchor and viewpoint to a position more suitable for this map. When the dynamic skybox fails in coop, the cathedral won't be at the center anymore butto the side as it should be.
		- added aaaah to the abysses
		- fixed the brown trees (I accidentally used the wrong version, the problematic ones from BD instead of my new ones)
		- switched skybox fog from being set in the script to direct UDMF values
		- changed music to "NECRO" ("Embrace the Darkness + Memory Suppression" by Andrew Hulshult [https://youtu.be/c5IWeDhemtU]
		- map 271 changed intermusic to EDAYREAD
		- made the music switch to "HELLPORT" ("Embrace the Darkness + Memory Suppression" by Andrew Hulshult [https://youtu.be/c5IWeDhemtU]) as you approach the tomb entrance
		- made the boss fight music play at double the volume set in the sound settings (I wonder if this even works)
		- virtualized the boss music switch
		- hardcoded the next map transition in map scripts
		- map 272: copied map 27 and deleted unnecessary parts (everything except the city entrance and the HESP28 labyrinth)
		- retextured the entrance area and various planters using brown grass
		- fixed minor texturing errors
		- retextured the fire sectors beyond the bars from dark gray to black
		- reworked the lift in the starting corridor to a 3d floor. Reason: the lift's sectors (it's under an arched ceiling) were desyncing if a monster or a player got in the way
		- fixed being unbeatable on Hordes from a fresh start due to ammo starvation
		- fixed the super secret spawning MG-42 without ammo
		- moved two hanging corpses posing an unfair obstacle to solving the minigun secret
		- fixed being unbeatable due to the yellow key ambush: was *absolutely* non-survivable. The combination of friginants (who slow you to a crawl) with a humongous horde of melee monsters who eat you alive as you are unable to get away is a crime against humanity! (and I had marked this map as completed, too)
		- replaced the super shotgun in the first secret with an explicit assault shotgun: you won't survive the boss without one!
		- minor texturing and geometry fixes
		- fixed the horadric staff's lightning vfx not working
		- replaced the useles rocket ammo (90) in the boss arena (you can NEVER hit him with a rocket, he's too fast -- plus there's no rocket launcher for a fresh start) with shotgun shells (216)
		- moved the gigasphere in the boss arena on Hordes closer to player's entrance hole: since the arena size varies with game skill, he starts very close on Hordes and is guaranteed to reach you and step on you faster than you can reach the gigasphere (because Duriel opens with his arena-wide Unholy Freeze that slows you down)
		- nerfed Duriel's health on Hordes, now the same as on UV (10K) since the arena's size ups the difficulty immensely.
		- nerfed Duriel's Unholy Freeze duration on Hordes from 2.91 seconds down to 2.0 seconds -- now it is as low as on I'm Too Young To Die.
		- added assault shotgun to the bosses room on lowest skills.
		- reduced the amount of backtracking on returning from the yellow key cellar by making both lifts be operated by both buttons.
		- maxed on Hordes (I should note that even after nerfing him, the boss is pure sadism -- just as planned)	


EDAY272:		
	Chebskies 2.0 release January 07, 2026:	
		- connected the two remaining areas (the former HESP map labyrinth and the city entrance) together by adding some rooms, reshaping the cave and raising the city entrance so that the entire road is up and up stairs
		- repurposed one leftover ATMC full of mummies into an extra ambush inside the new connection (mummies walking out of skull walls impassable for the plaer -- I'm so clever)
		- upgraded the ATMCs to the current mechanism (golly, the map 27 was last edited October 17 2024! I haven't even touched it this year!)
		- changed the only key of this map from blue to red
		- improved light contrast in the red key area -- which made one secret there nearly impossible to notice behind all those special effects. Just as planned.
		- created a randomizer script that generates random seed for the boss based off all player mouse movements since the start of the map. No matter where you save...
		- replaced the mastermind with a set of mini-bosses, from 1 on ITYTD to 4 on Hordes/in coop. The type of these is randomized (they all are the same type tho). Includes such monsters not yet existing as cacolord and agony elemental.
		- created the broken bridge from the interlude map 26i and added it to both remaining top layers making it so one of the sky holes in the HESP28 labyrinth area is a result of that bridge collapsing, with a dead archvile inside.
		- expanded the city entrance area with an accessible half of the broken bridge from the interlude map 26i and added a secret soulsphere on a rock ledge there.
		- retextured the lavafalls using my new animated lava textures
		- made the suspiciously differing texture of one of the hardest secrets glaringly obvious (no vines instead of brown vines instead of green): now with darkness and visual effects it was utterly impossible to notice
		- fixed minor texturing errors
		- fixed a couple grates not being solid
		- fixed music not switching back after the red key battle
		- made one archway in the labyrinth look like a proper arch by making its counterpart in the skybox raised instead of being flat floor
		- moved the hanging mutilated marine corpse next to the radio da fug away out of the way: it is solid, was preventing you from grabbing ammo.
		- added aaaah to the abyss
		- tweaked the dynamic skubox (lowered the camera) for the city to look more looming and dramatic
		- rearranged the hell out of the city in the skybox to suit the entrance's looks
		- finished the top layer skybox part that will become the main part of the interlude map 26i
		- changed the music to "VILE" ("e2m4_ambient_intro_1" by Andrew Hulshult [https://youtu.be/2FRYOdCCo8Q])
		- changed the music to "EDMU01" () for the blue key fight
		- made the music switch to "N64INTER" at reaching the city gates ("Doom 64 Stats Screen (Remake)" by Andrew Hulshult [https://youtu.be/KiK2GAQYz4w])
		- changed the calm down music that begins when all the mini-bosses at the gate are dead to "DTOLL2" ("Taking the Death Toll (Orchestral Cover)" by The Blake Robinson Synthetic Orchestra (old DTOLL renamed))
		- changed the intermission screen to the 320x200 one from HESP chapter 3
		- virtualized the numerous music switches
		- replaced a couple cacoes with cacolords and added a few caclets (not deaf!) who emerge from behind the cliffs when you start shooting 
		- upgraded the random miniboss squad spawning to the advanced ACS spawning mechanics
		- fixed surprise mummy buttsecks not activating
		- moved the city beyond the gate to the top layer. Reason: cacoes could get lost between those props and get stuck, visible but untouchable behind a sky fold. Moved those cacoes designed to spawn there (Hordes only) to in front of the wall.
		- hardcoded the next map transition in map scripts
		- retextured the lava
		- fixed one sector glitching in Zandronum due to too complex map geometry (sky holes in the ground)
		- fixed lava falls animation (scrolling wasn't working)
		- lava falls weren't damaging floors (who in their right mind jumps there)
		- maxed on Hordes	

	
	
EDAY28:
	(date unknown):
		- much done, forgot to document. Am an idiot. Mostly, the exit area remade into an inaccesible street leading to a huge arched bridge, with cathedral looming ahead as a part of the skybox. The blue key tower area got reworked too, adding fringe terrain to blend into skybox seamlessly.
	
	Feb. 21, 2019: 
		- sky portal bugfix.
	
	Feb. 24, 2019: 
		- applied the final skybox.
	
	Mar 10, 2019: 
		- applied a much brighter fiery sky from map 24 (no map modifications, purely via TEXTURES and MAPINFO)
	
	Mar. 17, 2019: 
		- grabbed the EDAY28 from the latest PreBetaX and *frankensteined* them together, laughing diabolically. Also, made the skybox sprite-compatible.
	
	Mar. 20, 2019: 
		- added a patrol route to the archviles so that if the player tries dine-and-dashing with the blue key, they walk all the way to the red key.
		- re-crreated "that ugly tower", as Mark called it, using 3d floors only. A poinless exercise in "because I can". 
		- added bouncer things (aped from the necropolis) to the building bases so that the player cannot land on them.
		
	Mar. 24, 2019:
		- renamed to che28 to keep in sync with PreBetaX
		- fixed skybox light levels
		- set the music according to PreBetaX
		- fixed bugs introduced by me
		- fixed Mark's bug (the door to the blue key missing "repeatable action" flag, so it could never opened again if you hadn't entered after opening it)
		- fixed Mark's new area by setting the fancy grates to 121 Line Identification + 32 walkable Middle Texture, so that they prevent player plummeting but not block cacodemons flying above.
		
	Sep. 15, 2019:
		- invented a new trick for buildings bases - see the sharp slopes using 4 textures squished along cardinal directions
		- moved the twin towers of the skybridges area entrance to the west thus making the wall of that area straight north to south. 
		- got rid of the potentially sloped 3d floor that made the floor of the skybridges area, replaced with plain floor at - 2000. Reason: engine unable to render intersecting sloped 3d floors. Grumble. Increased crevasses depth to around -2300.
		- redone the south-eastern part of the skybridges area, making it look like there are the white city wall and the same lava-leaking cliffs that frame the city entrance, just seen from the other side. The lower tier of the city is now only visible from the bridge adjacent to the blue key building. ~40 fps minimum on my laptop I officially define as "potato".
		- modified the blue key building decreasing the gate tower's height significantly
		- fixed texture alignments on all buildings in the skybridges area. Changed a *lot* of ceiling heights.
		- corrected the railings from "walkable middle texture" to "impassable". How could I have missed the fact that "walkable middle texture" blocks projectiles...? I was so sure I checked that, ugh.
		- made a couple such railings separate linedefs offset by 1. Because were causing texture misalignment on walls, windows cut by the top edge.
		- modified skybox, compressing the lower tier (much denser now, only a tiny part is visible). In the upper tier, removed barely visible buildings and added towers on the cliffs above the city
		- added support columns for 3 longest bridges.
		- connected the toilet room window with the skybridges area. Moved one arachnotron to make him not visible from that window.
		- fixed fences height around the plasa with the button that unleases barons and knights. Now uniformly low, I'm not sure if was the right thing to do.
		- fixed texturing of the second round "stool" tower in the yard (the one with green armor) to match the central one. Was SP_HOT instead of METAL. 
		- fixed glitchy (unfinished?) windows of living rooms: added simple boxes textured "black".
		
	Jul 05, 2023:	
		- converted it to UDMF
		- fixed the fences along sky bridges to walkable + shootable through midtex
		
	Jul 15, 2023:		
		- made titanic work splitting map into base layer and top layer geometry
		- went to town on it making top layer humongous and elaborate, much-much detail. Framerate died screaming.
		- found a spot where looking straight down resulted in 5 fps. Was horrified.
		- cut the dynamic skybox down to save the framerate. Did not help.
		- radically changed city architecture halfway to the blue key to save the framerate. It was ineffective.
		- replaced all doors in the blue key building with sliding doors
		- fixed broken sound zone boundaries (some monsters on this map are, shockingly, not deaf as usual)
		- changed the blue key trap mechanics and fixed the broken (when?) route for the FUN! archviles to tour the entire map. There are dozens of patrol points all the way from the blue key building to the exit area, and *all* links between them were messed up.
		- added line specials to some choke points that make monsters crossing them join the patrol point conga line
		- rehauled the passage between the right and left halves of the map into a dog-leg. Now you walk *above* the red key where the floor is a grate.
		- replaced all doors opened by the button in the chapel with sliding polyobject doors
		- changed the comittee that greets you as you return with the blue key. Now at skill 4,5 there are chaingun guys, just like the oldest version of this map.
		- changed the trap that spawned nine lost souls to nine random niches with lost souls opened with the actual button. Reason: "when player bumps" on the wall below the actual button isn't very reliable. Player could easily press it without bumping into that wall.
		- changed the exit from the blue key building from a door opened by button to a door that requires the blue key from the inside -- and opens very, *very* slowly. Changed that button to teleport the key onto the altar. If you bump the altar before pushing the button you'll release the archviles anyway and will have FUN without a way out.
		- made the roof outside the blue key building very steep and slippery. You step out, you go aaaah-splat.
		- made the grand arched bridge narrower
		- clearly marked the red key niche as requiring the blue key to open
		- retextured the chapel a bit using my own specialized stained glass windows as well as existing BD/EDAY resources	
		- added creepy chant #1 to the chapel. Removed waterfall sounds from the blue key building and added creepy chant #2.

	Jul 16, 2023:
		- fixed the monster closet that broke when I rehauled the red key area. I completely redesigned and retextured it, now has two consequtive doors that open from different triggers, monsters teleport out, the closet has two large stimpacks and is marked a secret.
		- re-designed the grates at the red key niche using better texturing.
		- retextured the big doors connecting side wings to the small round yard.
		- various small corrections of alignment and texturing in the top left quarter of the map. Some roofs were redesigned, one building shortened, one missing roof added to the top layer. Hopefully there would be no more artefacts with sky cutting through distant buildings.

	Jul 18, 2023:
		- removed one unneeded tree accidentally stuck in a column near the map start
		- fixed texture alignment of the demonic face in the blue key building
		- fixed moving fence's sound that broke because of me cleaning up SNDSEQ.skies
		
	Aug 28, 2023:
		- upgraded the dynamic skybox to actual version 2
		
	Nov 30, 2023:
		- changed the id to EDAY28
		
	Dec 11, 2023:
		- hunted DOORTRAK to extinction
		- applied new sound effects to all doors and elevators
		- reworked the four-archvile surprise: now two of them teleport away when they leave their niches -- to begin a scripted march across corpse fields to meet you somewhere on the sky bridges! :D
		- added two health bonuses to the altar as a shmuck bait for the player to release the archviles prematurely.
		- reworket the lost souls trap to use my advanced teleporter closet, for guaranteed maxability.
		- fixed minor texturing issues
		- reshaped bridges in the yard where the red key niche is. Now are not ugly (were because of me fighting to resucitate dying framerate and thus adding dog-legs to the map)
		- added +200 MG42 ammo to the blue armor secret
		- partly get rid of the pre-UDMF textures with scale and rotation set from TEXTURES.
		- maxability confirmed

	Feb 18, 2024:	
		- replaced monsters teleported by scripts with irreplaceable versions
		- proofed against sequence breaking
		- proofed the advanced teleporting closets against breaking in third party mods
		- fixed minor glitches in skybox geometry

	Mar 23, 2024:	
		- re-compiled scripts and re-saved the map from UDB
		- fixed one invalid linedef
	
	MAY 01, 2024:
		- eliminated one surviving instance of DOORTRAK
		- rearranged the skybox so that cathedral is straight north when degraded

	May 19, 2024:
		- automap prettification
		- added a coop bypass teleporter near the map start, leading into the southern half of the skybridges area
		- fixed one of the two archviles designated to teleport as they walk out of their closets NOT teleporting in coop (were sharing the destination ID with several teleporter destinations with the same ID)
		- added two coop respawn redirects
		- moved the skybox initialization from player joining the game to map starting, to fix spectators observing uninitialized sky

	Chebskies 2.0 release January 07, 2026:	
		- upgraded map scripts for the map to be recognized as EDAY
		- changed the archvile population restoring the blue key ambush to its former glory of four archviles and changing the two that walk bridges towards you into separate extra archviles sitting in the backtracking ambush closets (super viles Mk I on UV, one super vile Mk I and one Mk II on Hordes)
		- added two lost souls on low skill to the blue key building, to fill the two niches that were otherwise empty because there are only two archviles on low skill instead of 4
		- added two more archviles on Hordes to the blue key building, thus increasing the number of archviles to 6. Those two teleport near the exit door and behind the exit door to surprise you as you retreat from the 4 main viles.
		- fixed the backtracking ambush trigger on exiting the blue key building, was unreliable and prone to misfiring. Now actually first triggered by the 4 archviles walking out of their closets.
		- added one more secret, a UAC 7.92 ammo box in one outdoors yard. Thus increasing the number of secrets from 3 to 4.
		- corrected the map scripts to import the ACS library without a path.
		- cleaned the skybridges area making the style more uniform (instead of the support columns the crossing is a roofless tower in that area's style)
		- added two absolutely nasty and inhumane sniper ambushes along the blue key backtracking route. Nazi snipers on UV, railgun chaos marine and Uberzoldat on Hordes.
		- replaced most instances of missing (now fixed) shrub 1491 replacing those inside planters with HellFeatherPlant. More scenic this way. 
		- fixed minuscule geometry errors.
		- tested if supervile blink mechanism detects instakill abyss bottoms as intended (it doesnt; they teleport down there effectively killing themselves) and added an override to use a hand-placed list of teleport destinations if they are in the skybridges area.
		- added a script that gathers all surviving viles and adds them to the exit ambush as you trigger it. Definitely NOT survivable in a rectangular room with no cover. If you were cowardly enough and managed running away (say, using invisibility), that's up to 6 (six) archviles, two of whom are ultra-deadly super archviles that fire large volleys of revenant fireballs before using the standard vile flame.
		- converted all brown trees to my new upgraded brown tree	
		- changed the intermission screen to the 320x200 one from HESP chapter 3
		- rearranged 3d model skins so that the cathedral in the skybox has a working brightmap (the stained glass windows) -- fiddlesticks, still only works in GZDoom. Won't waste any more time trying to find the cause. Good Enough.
		- fixed an error in the supervile blink override mechanism, the designated destinations not working at all
		- changed the chaos marine snipers to strictly FBD variations for the future mod hardening
		- created yet another puzzle in the bridges area, with bridges lowering and raising to reach buttons on inaccessible walls. You *won't* escape that area so easily now because one key bridge lowers as you grab the blue key and you have to figure how to raise it back. Includes more monsters, minibosses, ammo and med-kits.
		- NERFED the superarchviles on backtracking. There is now only ONE.
		- playtested and confirmed the last middle finger this map throws at you is working as designed: if you escape the bridges area without killing the superarchvile, he joins the welcoming comittee at the exit, and there is no cover and you are FUCKED. Because he teleports to surrounding rooftops and ENDS you before you could re-acquire him.
		- hardcoded the next map transition in map scripts
		- fixed minor geometry errors
		- added a ladder to the final area, thoroughly useles to escape the parting party but allowing you to return and re-scour the map for secrets.
		- retextured some areas from ground to brown grass as appropriate
		- fixed a minor skybox error
		- removed "impassable" from the window I connected my new ladder to. So embarrassing!
		- maxed on Hordes
		- further nerfed the backtracking greeting comittee by replacing the superarchviles with a regular archvile on all skills -- one who *cannot* enter the bridges area because the connecting bridge is lowered. He is basically just a third sniper.	
	
	
		
		
EDAY29:
	(date unknown):
		- made a towering cathedral with stained glass windows. Moved the starting point onto the giant arched bridge so that you can see the cathedral in all its glory. Failed to make the new swinging gates make a sound.
		- heavily shuffled the map structure to make it "cathedral-like". Many areas were moved around, compressed and re-connected in different ways. The former hub room (I liked its design but couldn't fit it anywhere) became a dead-end library in the left tower, contains a new small secret. 
		- the prison area was remade from scratch and now contains the exit teleporter in its middle (inaccessible behind bars). 
		- the exit area (moved into right wing) now has arch-viles teleporting in and around instead of just being there.
		- experimental gameplay feature with 1..3 arch-viles that follow you around providing jump scares and unnerving sounds but teleport away after taking a single hit. Scripted along the key collecting path. As you approach the exit some of them teleport into the yellow key hall (with assumption it is full of corpses) to bury you from behind in resurrected barons.
		- the sky portal includes terrain enhancements for the open area that leads to the red key building.
		- experimented with textures being generated from standard DooM ones using a mask. Note that they look brighter in Builder than they do in the game! See TANROCK9 which is made of TANROCK8 tiled up to 512x512 with a mask of dark cracks added. Such large textures are necessary for large open areas not to look ugly.
	
	Dec 28, 2018: 
		- optimized the tall stained glass windows, now use 64x64 and 100x98 textures instead of that 128x2048 travesty. 
		- reworked the left tower and connected areas (looked ugly). Also remade the green torch secret to be more visible, with misleading clues (yes, that door that won't open is connected to it but not in the way you think). 
		- moved the tortured marines in the right tower away from the wall into the center column: their screams were heard loudly from the outside, which is just wrong.
	  
	Feb. 21, 2019: 
		- fixed one of the blood chalices on the altar accidentally replaced with a stack of dishes.			  

	Feb 23, 2019: 
		- switched to the final large-scaled skybox, also adding green marble buildings surrounding the cathedral area. Had to remove the sloped light under the central entrance overhang because it was glitching :(... Raised light there to 176 to smooth the transition.
	
	Feb. 24, 2019: 
		- made the skybox much darker to better blend with dark map geometry. Managed to make the bottom cloud layer stand out better. Artifically pixelized the top cloud layer to 16 colors to make the "fake pixel art" effect work.
	
	Mar 10, 2019:
		- applied a much brighter fiery sky from map 24 (no map modifications, purely via TEXTURES and MAPINFO)	
		- changed the stained glass windows from red/orange to blue/purple. Reason: there was no contrast against the current fiery sky. The old fiery windows were desgned for the old much darker sky.
	 
	Mar. 24, 2019:
		- renamed to che29 to keep in sync with PreBetaX
		- fixed light levels
		- deprecated the dedicated start areaa "city" skybox by moving the player starts inside the fence and moving the fence back to keep the scenic view from the start and raising the terrain surrounding the bridge base to "occlude" the city that isn'there. Now only the uber-lean main skybox remains, 4 sectors, 42 linedefs and 12 things. Sky portal performance increased from 22 to 38 fps when looking straight up in the front yard. Also freed 15 tags by deleting upper/lower things from the bridge.
		
	Jul 02, 2023:
		- converted it to UDMF
		- turned it into a Wham! episode with a script switching between several music tracks accordingly.
		- redid the sky portal from thing-based to sector-based, replaced sky everywhere - so the skybox is now only visible through the top level geometry
		- massive corrections to the top level geometry: every part of it is now seen from everywhere, had to add much to turn it from a disjointed set of pieces into a solid scene
		- changed some scaled up custom textures (stained glass windows) to scaling via UDMF properties and deleteed the unnecessary definitions
		- retextured two outdoor areas from TANROCK8 and ASHWALL7 to CLIFFB and TANROCK9 (which is TANROCK8 tiled to 512x512 with a high quality mask applied). I tried preserving Mark's work, for too long, those textures just aren't working at such large scales and ASHWALL7 is a crime against eyes.
		- replaced 8 of the barons with 2 dukes. Throwing elite monsters in such vast numbers devalues them. As one writer said, "release a thousand tigers in the open -- hovewer dangerous that mass would be, there is no tiger in it". Well said. A horde of mooks is well and good but so many barons is just not EDAY's style.
		- hacked up the unfinished BD mummy into provisional completion and replaced some pinkies with it.
		- replaced two mancubi with a volcabus at skill 4,5
		
	Jul 15, 2023:		
		- made the grand arching bridge narrower to match the changes to map 28
		- added the creepy chant sound #5 (the creepiest, my masterpiece!) to the yellow key hall
		
	Aug 28, 2023:
		- upgraded the dynamic skybox to actual version 2
		- upgraded map scripts for full localization support and uniformity. New string ids: CHE_WHAM_01..CHE_WHAM_16
		
	Nov 30, 2023:
		- changed the id to EDAY29
		
	Dec 11, 2023:	
		- hunted DOORTRAK to extinction
		- applied new sound effects to all doors and elevators
		- improved the yellow key trap algorithm
		- removed one unnecessary volcabus replacing him back with a mancubus
		- reworked the Wham episode into actual game mechanic: mercy-killing all the tortured marines also kills the FUN archviles
		- doubled the number of mummies in the monster closet (replaced pinkies with them earlier this year): mummies are not pinkies, their strenth is their numbers!
		- marked two secrets as secrets, thus increasing their number to 5
		- connected one room to another room's monster closet so that when it opens they become one. Reason: the annoying last straggler problem, normal backtracking route was bypassing the five pain elementals trap leaving those sad and unloved.
		- maxability confirmed
	
	Feb 18, 2024:	
		- replaced monsters teleported by scripts with irreplaceable versions
		- rotated the pain elementals to match the changed shape of their closet
		- changed sound zones and removed ambush flag from the lost souls in the closet that opens when you grab the blue key. Reason: it was way off the beaten path
		- fixed the library door making default scifi sounds on on ultra violence (wrong skill flags on the sound override thing)
		
	Mar 23, 2024:	
		- re-compiled scripts and re-saved the map from UDB
		- fixed the two smaller pentagrams on the cathedral front missing (forgot to update to another texture while converting the map to UDMF)
		- removed one invalid linedef with no sidedefs separating void from void
		
	Mar 25, 2024:
		- reworked the Wham! episode mechanics. From virgin "the higher power struck them" to chad "you mercy-killed the tortured marines so their spirits stayed for a while to help you rek those arch-viles". With literal ghost marines dogpiling them, then ascending into the light shouting "gotcha, bitch!", "go fuck yourself" and other profound things.

	Apr 06, 2024:	
		- fixed the lifetime of ghost marines, should now despawn quicker after killing their targets

	Apr 13, 2024:
		- reworked the ghost marines' Big Damn Heroes moment to be up front and visible -- now triggers in the middle of the yellow key hall

	Apr 14, 2024:
		- fixed the ghost marines sometimes going away before they finish the archviles off (I cheated by adding 300 damage by sript)

	May 19, 2024:
		- automap prettification

	May 25, 2024:
		- added MG42 ammo to secrets

	Chebskies 2.0 release January 07, 2026:	
		- added a script that gives all players a special token if the mercy angel quest is completed at the moment of map unloading.
		- corrected the map scripts to import the ACS library without a path.
		- fixed one alcove in caves to the sides of the exit bridge being unnaturally dark, like a dark pit. Increased light level from 96 to 128.
		- added a secret exit to map 42 Wolfenstein, which is blocked if player already visited map 42 (with a gigasphere spawned in that secret room as a compensation). The button is devilishly hidden behind shrubbery in the secret megasphere yard.
		- virtualized the music switches
		- hardcoded the next map transition in map scripts
		- recolored the fun archviles black, added a Hordes variation with 1000 health and tweaked their healing-on-teleport to full always. I am *not* going to replace them with superviles with overridden teleport destinations as I was planning -- if it works, don't fix it, however dated the underlying scripts are. Moreover, superviles are helluva lot more powerful, I'd have to re-test this map a lot. Nope.
		- adapted for Hordes
		- fixed a bunch of med-kits and ammo stuck in the void
		- fixed one imp stuck in a hell knight
		- replaced all brown trees with special error-proofed EDAY variant
		- retextured all grassy areas to brown grass
		- retextured the lava
		- added lava sounds		

EDAY30:
	Jul 04, 2023:
		- ripped EDAY30 and converted it to UDMF
		- replaced blood that does not hurt with the non-glowing variant and removed haze from it (as per bug reports: was breaking convention)
		- fixed the inescapable APC machinegun bug by decreasing the APC height by 16
	
	Jul 05, 2023:	
		- made sky fringes invisible on the automap
		- marked the invulnerability as a secret by surrounding it with a sector marked as such
		
	Jul 07, 2023:
		- increased texture scale on the skybox terrain near the camera, thanks to UDMF supporting it. Mark's skybox was good but texture kind of blurred horribly on the nearby hills clearly visible around the yellow skull area.
		
	Aug 28, 2023:
		- upgraded map scripts for full localization support and uniformity. New string ids: EDAY_STMN_BLD, EDAY_THR_S_N_PWR, EDAY_MRGNC_GNRTRS_CTVTD
		
	Nov 30, 2023:
		- changed the id to EDAY30

	Dec 11, 2023:	
		- added instant death to the bottom of the abyss
		- fixed two armor bonuses stuck in the void thus ruining your item count
		- applied new sound effects to all doors and elevators
		- exterminated DOORTRAK everywhere outside the UAC base
		- added an aquarium and a secret mech bay to the UAC base
		- widened many passages and heightened some doors so that you can bring the mech to the central round hub area.
		- fixed several texturing errors
		- maxability confirmed
		
	Feb 18, 2024:	
		- added a new monster variation, Stoneskin Pinky, to serve as tanks for the end-map archviles. The same old pinky but with 2000 health and 700% vulnerability to fire and ice (for those familiar with D&D lore). Revert to regular pinkies when the archviles are dead.
		- replaced the cacoes and pain elementals launched by script with irreplaceable versions to proof against breaking in third party mods
		- replaced the cyberdemon with irreplaceable cyberdemon to proof against breaking in third party mods.
		- fixed a bug in stoneskin pinkies that was ruining maxability
		- fixed HOM effect due to two monster closets having ceilings lower than doors

	Mar 23, 2024:	
		- re-compiled scripts and re-saved the map from UDB
		- upgraded to my new screen and server smashing mechanics (the UAC base in Hell)
		- deleted Mark-sensei's leftover earthside room and the vestiges of the two-way portal connecting to it.
		- removed a couple invalid linedefs with no sidedefs sticking out into the void

	May 10, 2024:
		- automap prettification
		- applied a voodoo coding hack to fix vehicles not moving for the first player to join the server	
		
	May 19, 2024:
		- automap prettification	

	May 25, 2024:
		- added MG42 ammo to secrets
		
	Chebskies 2.0 release January 07, 2026:	
		- for Hordes, added an extremely inconveniently placed arch-devil (superarchvile mk II) to the blue key backtracking comittee.
		- upgraded the map scripts to use includes without paths
		- updated the map with my new stoneskin pinkies to link them to their archvile masters in the map editor
		- hardcoded the next map transition in map scripts
		- adapted for Hordes
		- fixed a couple monster stuck in each other
		- added an exit to the secret map 43. Not much of a secret, just extremely tedious as it forces you to backtrack a lot - a foreshadowing of that map's nature.
		- removed one trigger (lowering the bars barring the path to the blue key permanently) on leaving that area: it served no purpose except non-obvious soft-locking if the player haven't grabbed the key yet. Since, you know, the switch to open those bars is one-use.
		- extended the mercy angel quest to this map (you can fail it here if you miss any tortured marine)
		- added support for special music when there is a player riding a mech -- the virtual track "MUSIC_EDAY18_MECH_STOMP" (resolves to "EDMU05/OLDMU04") will be playing instead of the map default
		- added the ability to take your hard earned mech to the map 311 (but int to the secret map 43: it can't fit in there). To do that, do NOT disembark, just walk in your mech towards the exit button. In coop, the player driving the mech must end the map for this to work.
		- made the sequence to open the secret mech bay less obfuscated. Now the button to reveal another secret button that opens it looks like all the other door switches, with the "there is no power" message when there is no power -- but it has an obvious (and misleading) function of turning on the aeration in the nearby aquarium.
		- retextured all grassy areas to brown grass
		- retextured the lava
		- added lava sounds
		- obscured the mech bay reveal button's reveal button even more by allowing the aquarium aeration be turned on and off with each press of that switch
		- removed the map script that says that mech's jump jets are offline

	Jan 24, 2026:	
		- made the mech bay door opening a bit fancier, now with alarm that only stops when you step inside
		- added music support to the secret mech bay (a clone of the mech find music in map 18). Triggers when you step inside the bay.		


EDAY43:
	Chebskies 2.0 release January 07, 2026:	
		- ripped HESP map 11 and HESP map 29 out of the Hell on Earth Starter Pack, as well as the most sadistic jumping puzzles from HESP maps 26 and 25, combined with two exceptionally painful fragments produced by the OBLIGE 6.2 map generator (reskinned and retouched by hand and nerfed too), seasoned with repeated backtracking through a maze of twisty passages all alike and frankensteined it all into an absolute monster of a map. It merely has 800 monsters but is extremely painful to play. Goes as a secret map between 30 "Sacrificial Grounds" and 311 "Peak of the Gods". Has a concilatory BFG 10k at the exit.
		- removed the computer area map powerup (because too ez) replacing it with a Quad Damage.
		- upgraded teleporting monster closets to ATMCs (not all of them, mind you)
		- converted all brown trees to my new upgraded brown tree
		- added a bfg 10k at the exit
		- reskinned the hell of the map and reshaped some of the random-generated areas a bit
		- modified the areas made by the random generator by hand adding cover, concentrating ammo and health scattered around into a few large caches and decreasing the ridiculous number of rocket ammo
		- applied medieval sound overrides to all doors and platforms
		- added water flowing sounds to the generated areas and rearranged water flowing sounds in the HESP maps areas (it's blood but the principle's the same)
		- added a 1..4 baron ambush to the yellow key card
		- used the 100-frame animated pixellated fire as this map's sky. Unique and in line with the HESP hell maps, which originally had this sky.
		- added underwater pits to unassuming blood pools in the generated areas in the most awkward places. You try fighting the demons as usual walking across blood - BAM! you suddenly fall in, desoriented, slowed down, your aim thrown off (or even better, your rocket meeting the pit's edge). Makes the player be *wary* of liquid floors increasing tension. Great idea, will apply to other maps wherever possible. Goes hand in hand with plasma weapons shorting underwater.
		- added the lava sounds
		- added true bosses (as if the twenty tyrants weren't enough): to open the exit you have to beat two infernals (aka clones of the map 21 boss). They have half his hit points and they don't teleport on flinch but they have twice his firepower between them as they flank you and box you between them and spaaaaaam meteors.
		- added a script that marks this map visited
		- retextured the lava
		
	Jan 18, 2026:	
		- fixed music switch triggers missing so no music switching ever happened (including the boss fight)
		- added black separating walls in the void to prevent automap propagating through imperfections in the bsp nodes and prevent player seeing other areas when third person camera clips through walls (and, potentially, increase the framerate if those imperfections affected the rendering)
		- reshaped some walls a little to prevent those imperfections from occuring
		- fixed minor geometry errors
		- fixed lava falls in bosses' lairs flowing too slowly	

	Jan 24, 2026:
		- fixed revenant pit not activating in many cases when you come at it from the megasphere secret, with potential to softlock you down in an inactivated pit
		- fixed blue key being cheesable using the flying kick (the original HoESP map was not designed with it in mind!) -- you could just skip over two really fun fights :(
		- added checks to prevent music pieces playing out of sequence if a herd of coop players stampedes all over the triggers all over the map.
		- fixed yellow bars glitching with a small chance of softlocking you if you came with both yellow keys and activated both sets of bars at once
		- added another music trigger, when one specific baron in the huge crowd of barons aggroes at a player. For that end, renamed the new EDMU43C to EDMU43R and brought back EDMU43B from the previous version as EDMU43C
		- added another music trigger, when you enter a bit deeper into the dark cave. Currently a stub of "#" (keep playing the previous track)
		- added an "Oops" musical piece to the button marked "Exit" that unleashes the bosses (currently the same as toolate from map 19 and bad ending happens from map 32i). 
		- the boss music and boss health indicator now engage after the bosses hear or see you instead of just a timed delay after pressing that button.
		- added a transition piece between the boss music and post-boss music. Currently a stub chord.
		- added cofigurability of the post-boss music (currently a stub filled with map's initial track)
			

		
EDAY311:
	Jul 04, 2023:
		- ripped EDAY31 and converted it to UDMF
		- fixed the bug with the lower lava area being broken (a "set floor slope" thing was accidentally placed on the lava instead of the step designed to get out of it, which totally messed the area up)
		- replaced the blood that doesn't hurt with the non-glowing variant
		- fixed floor height in decorative sectors 328, 333: blood level was not matching wall textures
		- removed all references to the non-existent texture "NATUR4G"
		- moved two candles to fix a presumed bug reported by Cybr0g on Apr 5 2019
		- slowed the yellow key access lift (tag 20) from 100 to 64, to avoid small falling damage as suggested by Nefaz on Apr 10 2019. Also made it recyclable, entering the niche behind the yellow key raises it again.
		- fixed a broken chunk of fog at the entrance to the forest in front of the yellow key building (sector 261 had wrong light level)
		- smoothed a tall rock wall edge in the forest in front of the yellow key building, adjacent to sector 530
		- made sky fringes invisible on the automap
		- rehauled the final arena. Raised it by 1300, access is now via rising elevator (repeatable from the bottom side, in case of coop), made side cliffs into a proper ring hugging the temple, added an inescapable bottomless pit surrounding the arena, with slippery ice in places. Centered elements, polished the temple fixing misaligned textures and prettifying it a bit. Changed the exit pit from blood to ice, according to my reskin of map 32.
		- decreased the number of surprize mancubi from 26 to 14, according my own assessment and Nefaz's feedback. That area was indeed copy-pasted from HESP, from the map "bloodfalls" notorious for its particularly bad design and reliance on humongous herds of thicc mobs.
		
	Jul 15, 2023:		
		- added the creepy chant sound #3 to the boss arena's temple	

	Jul 19, 2023:
		- fixed creepy chant to #3 (#2 was being used due to duplicate doomed numbers)
		- fixed lava in the moat surrounding the boss arena doing no damage
		
	Sep 01, 2023:
		- made the boss health indicator localizable
		- replaced the end boss with Pinky Beastmaster Infernal. The same as infernal, but instead of homing meteors he is lobbing trained attack pinkies -- who are loyal and would never infight him
		- the UV version of him has 50% more health and is much more prone to lobbing pinkies instead of other attacks. THERE IS NO LIMIT. Wait for too long and you find the huge arena is actually very small when flooded with a tidal wave of pinkies... You thought pain elementals were nasty?
		- fixed texturing on the columns around the final temple
	
	Sep 02, 2023:	
		- made the beastmaster's pinkies infight and exterminate themselves on his death (mostly: some still like you better), without killing them with a script directly (which looked awful fake). This was a titanic task as the engine is dead set on making minions (or any actors spawned by them) unable to harm teammates, no matter what, and Zandronum does not even know what SXF_NOPOINTERS is. I dug deep into the source code of Zandronum and GZDoom, found the routine that should use it... Alas, Zandronum's simply doesn't have that check implemented - there is no way to prevent friendliness being transferred from the actor that initiated the spawning of another actor. Had to get creative, make the feral pinkies inflict AOE chainsaw damage to circumvent all the hurdles (because of course pinkies are also immune to the "Eat" type damage they inflict, on top of everything else).
		- moved the boss away from the door and made him start lobbing pinkies immediately as he sees you. He is unable to use any other attacks and will stay in his starting room until he lobs at least 30 pinkies. Reason: prevent taking him out with a BFG early before he builds his army.
		- made the lobbed pinkies passive during the first second of their existence, so they do not try to steer thus ruining the ballistic arch. This makes them fly better and higher, over the herd's heads -- especially fun if you try using the rocket launcher. Almost as fun as fighting a pain elemental!
		- made the organic elevator platform organically round
		- added protective geometry inside temple walls and columns: the boss was happily spawning a lot of pinkies in there
		- a fun bug: in rare circumstances the last feral pinkie would try to bite himself to death, which most likely railroads him into lava moat (which insta-kills any pinkies). Let us call it a feature. I wonder how many would realize the summoned pinkies do not count towards the kill count.		
		
	Sep 03, 2023:	
		- tripled the beastmaster's pinkie lobbing rate (doubled on HMP and below), eliminated pause between attacks and increased the burst length from 5 to 8 on UV.
		- on UV, increased the number of pinkies the boss should deploy before he walks out of his room from 30 to 90
		- introduced limit to the pinkie pool (666 on UV, 266 on HMP). It's like ammo pool for the boss, he will be limited to fireballs when (if) he runs out
		- upgraded the boss health indicator with pinkie counter (pink, of course), numbers are <currently deployed> / <currently deployed + remaining reserve> - so the right number will decrease, too, with each dead pinky.
		- changed the feral pinky infight mechanics: they are randomly distributed between 3 factions that go after one another rock-paper-scissors style. This makes the free-for-all furball much more cinematic.
		- fixed the pinky firing sound not working (now they snarl properly on being lobbed)
		- upgraded the beastmaster's pinky lobbing frames to two-handed (when viewed from the front)
		- fixed the boss not to flash into fullbright when lobbing pinkies
		- the boss now only uses his stomp attack if you get up close and personal, never randomly. Reason: it kills a lot of summons	

	Oct 10, 2023:
		- added "never respawn" flag to the summoned pinkies so that they do not respawn on nightmare
	
	Oct 17, 2023:
		- cut the end-map boss away into a separate map 50. 
		- rearranged the blue door area
		- removed ammo and weapons from the room behind the blue door (moved to the next map)
		- fixed a HOM crack at -9182, -3042
		- minor automap prettification, made sky walls not visible on map
		
	Nov 03, 2023:	
		- rehauled the skybox, added a top layer with a huge mountain looming ahead. Reasons: 1. To match narrative with the next map, set on a mountaintop; 2. Map named "Peak of the Gods" did not have a *peak*, which was just wrong. The new skybox includes a low-flying cloud layer (similar to map 22 but transparent), the surrounding mountains are higher up so that they can actually be seen.
		- made the lava hurt monsters (29 fire damage per second). Now if some pinky falls in one of those inescapable pits or you kick an imp into one, they burn to death.
		- minor automap fixes
		- fixed the inacessible secret -- ASSUMING it broke due to the jumping height nerf. I raised the ledge you teleport to from the secret telepad (next to the secret backpack) by 16. Also rearranged some terrain making jumping around the top ways less of a chore and blocked jumping into skybox from there
		- marked two small ammo stashes along the top ways as secrets thus increasing the number of secrets from 5 to 7. Hint: that ledge with two revenants is actually a ledge with two revenants and a rocket launcher.
		- marked the megasphere as secret raising their number from 7 to 8. It was so obvious I kept missing the fact it is actually hidden.
		- maxability confirmed. 8/8 secrets reachable, 152/152 monsters killable. Secrets include: rocket launcher +ammo; rocket launcher; blue armor; megasphere; plasma gun; bfg; box of shells; super shotgun. This map could easily be beaten from a bare-assed start with an assault rifle.
		
	Nov 30, 2023:
		- changed the id to EDAY31
		
	Dec 11, 2023:	
		- hunted DOORTRAK to extinction
		- applied new sound effects to all doors and elevators

	Feb 18, 2024:	
		- renumbered from 31 to 311
		- fixed four armor bonuses down in the lava instead of on a rock bridge
		- fixed glitchy sky in the blue key arena

	Mar 23, 2024:	
		- re-compiled scripts and re-saved the map from UDB

	Apr 30, 2024:	
		- automap prettification

	May 25, 2024:
		- added MG42 ammo to secrets		

	Chebskies 2.0 release January 07, 2026:	
		- assigned music "EDMU21" (KEYGEN CHURCH (feat. Andrew Hulshult) https://keygenchurch.bandcamp.com)
		- hardcoded the next map transition in map scripts
		- adapted for Hordes
		- added the support for spawning a mech using the health and ammo amounts stored in the previous map 30. The map entrance had to be reworked a bit to support safe separation from other players in coop
		- added support for special music when there is a player riding a mech -- the virtual track "MUSIC_EDAY18_MECH_STOMP" (resolves to "EDMU05/OLDMU04") will be playing instead of the map default
		- ported the script that specifically reks player's vehicles moving across lava from map 22. The mech will take 100 per second and perish instantly.
		- made it more fire-themed by adding up to 8 hellhounds running down there in lava and replacing all (3) cacoes with yfreets and all (3) revenants with immolants.
		- added the ability to take your mech to the next map.
		- retextured the lava
		- added lava sounds
		- fixed minor geometry errors
		- fixed one last sky portal error
		- maxed on Hordes
		- replaced gray pointy stalagmites with rounded boulders the same texture as the cliff faces here
		- fixed a secret ladder of ledges and boulders (formerly stalagmites) that, presumably, broke due to Mark-sensei nerfing jump height from 64 to 48, allowing to reach *three* of the 8 secrets right from the start!
		- removed the secret flag from one secret that requires you taking a lot of damage while running down the lava river. It was nice as a surprise for those who fell down and struggle to survive but unfair to those just trying to max. The rocket launcher and ammo are still down there, it just doesn't count as a secret. Thus, the number of secrets goes from 8 down to 7.
		- re-aligned the mancubi hall to the grid (obviously made unaligned to adjust texture offsets of the grate floor - but it's UDMF now, easy to fix)
		- replaced the MG-42 ammo in secret #06 with shotgun shell boxes
		- automap prettification
		- added its missing description to the walkthrough.
		- added lava flows to the great volcano dominating the skybox	
		
			
		
EDAY312:
	Oct 17, 2023:	
		- cloned map 31, named this one "Temple of the Beast" and deleted everything except the arena. Monsters: 1, secrets: 0.
		- changed music, starting DUTY switches to EDMU01 when you unleash the boss.
		- restructured the arena exterior: made the lava moat thrice wider, made the ice run its entire edge and made theat ice semi-circle wider.
		- lowered the rocks on the other side of the lava moat much lower than the arena floor, to create a feeling of being on a mounntaintop.
		- changed the skybox from scrolling ceiling to open cloudy cubemap plus one extra rotating cloud wall (from my old failed attempt at sky for maps 22/23). New textures: KYCLOU1
		- removed the BFG from the arena, replaced with chaingun. Reason: invalidates the effort you go to in the previous maps to find the secret BFG. Also, the last map provides you with one anyway. Plus, this way this map is a better challenge when played standalone, starting with only rifle.

	Nov 03, 2023:
		- shape and texturing correction for the lava moat edges
		- damage correction for the lava moat. Now kills the player quicker and pinkies burn properly instead of splattering
		- scale correction for the cloud wall
		- minor automap fixes
		
	Nov 30, 2023:
		- changed the id to EDAY50
		- hopefully fixed the feral pinkie infighting to reliably ignore player unless he attacks them

	Dec 11, 2023:	
		- hunted DOORTRAK to extinction
		- applied new sound effects to all doors and elevators

	Dec 13, 2023:
		- remembered to fix one blunder in the minion infighting mechanics (I was going to, but forgot to do in the big update) - fixing it took actually less time than launching the game to see if it worked.		

	Feb 18, 2024:	
		- changed the multiplayer boss to fire megapinkies instead of regular pinkies. These are bright purple, 10x health, have no vulnerabilities. The bosses' limits are 1/10th of the UV version. Reason: bruh, *any* multiplayer model would die a stuttering laggy death on such a slaughterfest.
		- renumbered from 50 to 312

	Mar 23, 2024:	
		- re-compiled scripts and re-saved the map from UDB

	Apr 06, 2024:	
		- gave the boss 40% damage resistance to BFG9K and Unmaker
		- added Dragonslayer as one of the weapons on columns. This map is now entirely cheesable Guts style (the sword mows pinkies down faster than the boss spawns them)

	Apr 30, 2024:	
		- moved Dragonslayer to the bosses' spawning room, behind the boss. Now to get it, you have to lure the boss out, maneuver around the tidal wave of pinkies and brave the dead end room. Otherwise... You get it after the battle and it is pretty much USELES in the final map. In short, only the daring souls would get to mow endless hordes down Guts style.
		- automap prettification
		- changed the door from opening as a normal door to lowering down and resized the exit room to make the temple symmetrical.

	May 10, 2024:	
		- fixed the beastmaster's pinkies becoming invisible in coop	
		- fixed the coop beastmaster sometimes firing regular pinky minions instead of multiplayer megapinkies
		- buffed the coop beastmaster from 13K to 20K HP
		
	May 19, 2024:
		- added coop respawn redirect to a random spot around the map. Reason: mega pinkies may crowd the map start resulting in an endless spawnrape cycle

	Chebskies 2.0 release January 07, 2026:	
		- made a nastier beastmaster for hordes, with 20k health (as coop) and insane fire rate (twice as high as UV's). His limits are exactly the same as UV's but he will flood the arena with pinkies thrice as faster.
		- replaced the exit hole with an octagonal teleporter loop, identical to the one in map 313's starting cave.
		- added a secret BFG & cells thus increasing the number of secrets from 0 to 1. It's classic!
		- upgraded map scripts to have an on rez script that sets proper TIDs to resurrected pinkies (in preparation for the Beastmaster rehaul, he will have a mass rez attack P.S. Never implemented)
		- assigned music "DRONE" ("Flesh Ambience" by Heaven Pierce Her [https://youtu.be/a91_R8TpEa0])
		- virtualized the boss music switch
		- re-did the Beastmaster as a modification of the Motherdemon, including modified motherdemon attacks (firewalls that inflict Argent damage (heals pinkies) and a new fire ring attack (full 360, expands to 1280 map units in 4 seconds, launches it if you approach closer than 400 map units)
		- re-did the minions going feral mechanics in 10 lines of code disposing of the old messy hacky unstable mass altogether. Huh, I can really code in circles around the old me of the three years ago. Reminds me of that scene where the Future Gina Diggers hands her younger self a complete operating system... On an 3-inch diskette (fyi, its capacity is 1.44 Megabytes or 0.0014 Gigabyte)
		- increased the minion pinkes' demon rune drop chance from 0.8% to 19% to facilitate using the included Dragonslayer (the only map you can use it in, realistically)
		- hardcoded the next map transition in map scripts
		- added the support for spawning a mech using the health and ammo amounts stored in the previous map.
		- added the ability to take your mech to the next map.
		- retextured the lava
		- added lava sounds
		- fixed bosses' ammo count (after the rehaul, firing a pinky wasn't decreasing it)
		- improved texturing and fixed geometry of the crater rim
		- found the boss be a total doormat if you attacked him with Dragonslayer. Buffed the boss immensely by giving him a *devastating* ranged attack and reflex of backpedaling furiously and firing non-stop disregarding burst length if you approach him Dragonslayer in hand. Also uses this server-clearing attack if enraged.
		- made the boss immune to his own AOE attacks: observed him caught in perpetual pain from his own ring of fire causing perpetual furious retaliation. The arena became a sea of fire and I died instantly.
		- fixed the glitching pinky count indicator (as I noticed earlier, ThingCount() is buggy in the latest stable Zandronum version, it never lies if the count is zero or not but above that, bogus extra values added to the real count. I logged the number of live cyberdemons in map 15 (can only be 1 or 0), got up to 24! Changed the script to use ThingCountName("PinkySummon",...) instead - and that fixed it
		- perfected on Hordes and UV (there is nothing to max: one monster, one item and one secret, all in the open), fine-tuned bosses' floor hugging waves.		
		- minuscule geometry and texturing improvements	

	Jan 19, 2026:
		- fixed victory music always triggering 4 seconds after the boss music starts		
	

EDAY313:
	Chebskies 2.0 release January 07, 2026:	
		- laid foundations, drafted the overall shape and function of this map, created a dedicated skybox cubemap and added several existing rock textures recolored to gray stone. Playing it will be FUN.
		- further work on the map
		- Finished the map. Some minor polish like adding aaaaah to the bottomless pit when I finally get to implement it or certain imps not dying to the script kills all monsters after you kill all 5 bosses. But other than those minor snags, it works perfectly. Looks nice - *without* any top layer (I was planning to add one as a finishing step but realized it was unnecessary). There is a small chance of the arch-devil ending his boss fight prematurely by teleporting to the edge of a bottomless pit, slipping on the ice there and plummeting (who could have thought the low friction sector special affects monsters too). I hereby declare this a feature, not a bug.	
		- cosmetic changes to maradeur's tower, to make him more despicable. 
		- fixed a bug with imps on the galleries not dying when script kills all other monsters in the map
		- nerfed the custom supermastermind from 12K to 9K health: he became an absolute murder with this new buff. When he does "imma charging mah lazor" you have exactly one second to get into cover -- or be disintegrated. Yor 200 hp and 200 armor? Only let you survive a few glancing blows.	
		- added more cover to the supermastermind's boss arena and removed the monster blocking flag from the lava's edge: they take damage BUT blocking prevented the boss from walking around the columns there making him less deadly. Him taking some damage from the lava is negligible.
		- changed the waves starting condition, now don't just start simply because the glacier saw you and displayed its boss health bar. You have to inflict at least 1 damage on it OR wake any of the other bosses to trigger the waves. Before that, you are free to explore the map in peace.
		- added a plummeting scream trigger to the abyss.
		- added a customization map script to assign a TID to all monsters raised by archviles, to be killable by script on map end. No more hunting for that last pinkie.
		- added one more cloud layer so that the inside of the abyss is uniform fog instead of unnaturally bright bottom layer highlighting all map geometry shapes
		- added coop respawn redirects that lock all players inside the boss arena until that boss is done (3 sets of destinations per arena, one furthest from the boss is chosen). If you died storming the cental tower, welcome to breaking through the hordes to get back to it. In case smart-aleck coop players started fighting several bosses simultaneously, the first to awaken takes precedence and when he dies the lock switches to the first non-dead awake boss down the list: 1. grizzly cyberbeast; 2. elite maradeur; 3. arch-devil; 4. mastermind strategist.
		- added a check that freezes the waves' timer if there are no active players on the server
		- fixed the script that kills all the demons when all 5 bosses are dead (was omitting the imps included with the archdevil)
		- fixed the script that manages boss cube spawning, the check for distance to the closest player was missing, was a small chance of spawning the monster inside a player thus blocking them.
		- buffed the glacier giving it 80% resistance to damage types "Cut" and "Extreme". Reason: could be cheesed using Dragonslayer in seconds. 1600 damage per swing is too too much, even with the slow swings of the nerfed basic mode. With the insane speed granted by the berserk, the glacier would likely die in less than 10 seconds.
		- upgraded to the new tid on rez mechanism thus eliminating the need to hunt some leftover monsters
		- adjusted door's fire breathers, smaller radius and slower speed. Much more clear visually.
		- fixed the map scripts still trying to use custom lost souls I since removed.	
		- added static ghost marines who materialize near the exit hole if all 4 bosses and the glacier are dead and any player has the token marking the Mercy Angel quest of map 29 as completed. They just stand there giving random salutes if any player is closer than 400 map units. For this to work in multiplayer, at least one of the players must previously beat map 29 and complete that quest then beat this map all without leaving the server - which may or may not be possible depending on the map rotation order. There are only two things in existence that persist on map transition: the player health and the player inventory (which contains all your armor and weapons but may also contain other things including quest tokens).
		- added a script that checks if bosses are infighting (happens a lot in the boss rush event when you try beating the map by killing the glacier without beating the bosses). Icon of Sin roars down in his pit, the boss gunning for another boss is flinched, healed a bit and his target is cleared. This check repeats every 12 seconds.
		- included the barons inside the castle into the list of monsters killed via script when the map is beat
		- changed the exit trigger so that you exit by dropping down the hole, not by stepping near it.
		- plugged the exit hole with another chunk of ice, 3000 hp, so that you cannot just rush past the bosses.
		- changed the maradeur's and archdevil's deployment plan for the "final showdown" event (player killed the glacier without first defeating the bosses). Now they appear on the castle's balconies, maradeur on the lower and archdevil on the upper. Reason: the other two bosses were smearing them across the landscape as a collateral. P.S. Aaaand, the archdevil can and WILL raise the maradeur time and again - who won't count as a boss anumore but retain his killing power!
		- added an override script for the archdevil's blink-on-pain teleporting. During the final showdown he teleports to various spots on the upper balcony exclusively.
		- replaced three medkits with two berserk packs. Reason: 1. too too hard anyway; 2. Dragonslayer is not too OP against imps, hellhounds and knights anyway to withhold the un-nerf.
		- fixed a bug in the boss cube spawners, the anti-stuck check was not working. Also added a special effect: a red lightning strikes from the cube to the spawned monster.
		- fixed a very embarrasing error: teleport destinations for the horror-style monster spawners (spawn beyond corners out of your line of sight) were marked for mid and high skills only -- so on low skills the spawners would accumulate trapped in their teleporting closet and only one third of the designed roster was fighting you.
		- fixed a blunder where the tower balcony's grate on the north side was a ghost
		- added satanists: unique red-skinned variants of the chainsaw and axe chaos marines, with 90 hp rather than 120. I wanted them still dangerous as fuck but dying from one good hit. It worked.
		- rebalanced the rosters. Now melee-only ones are only spawned by boss cubes while regular spawners are limited to those that can snipe. No more hellhounds spawning on high ledges.
		- replaced monster pusher intended to prevent monster hordes entering the tower after the player (wasn't working because pushing is useles in a packed crowd) with a blatant teleport to the other side of the tower. Reason: had enough when I got trapped inside because the tower's sliding doors jammed due to frozen corpses pressed against them.
		- added a second trigger for the script killing all demons: player beat the tower and is approaching the nuke launcher. Added a text message that Icon of Sin is disappointed and so the monsters outlived their usefulness.
		- frankensteined new textures to add tapestries to the tower's lobby. They depict barons ripping and tearing someone.
		- corrected the map scripts to import the ACS library without a path.
		- changed the intermission music to "D_TICKTK" (srar9800 "Tick tock" remixed by ChebMaster [https://freesound.org/people/srar9800/sounds/238679/] Creative Commons 0)
		- created a dedicated intermission screen from a screenshot of a big pentagram
		- virtualized the music switches
		- fixed two acid pits in the grizzly cyberdemon's arena being too deep, the boss could fall in and get stuck there, helpless
		- hardcoded the next map transition in map scripts
		- added the support for spawning a mech using the health and ammo amounts stored in the previous map.
		- added the ability to take your mech to the next map.
		- added a clause that if the mercy angel quest is completed and you bring your mech with you to fight Icon of Sin, your mech will spawn in the next map with 9999 health, 9999 machinegun and laser ammo and 999 rocket and mortar ammo. Talk about pawn becoming a queen. Still killable by the final boss with one lucky shot, but still.
		- tested for the crash-to-desktop bug thoroughly, could not reproduce. Conclusion: false alarm, the last time laptop was out of memory (a saga of how Firefox can conspire with Intel video driver on committing-a-lot to exhaust the available 32Gb limit (while physical is only 8Gb))
		- enlarged the exit hole so that the mech falls into it without half an hour of pixel-precise wiggling
		- fixed a typo in the map ending script resulting in taking the mech to the next map not working
		- fixed one acid pit *still* being too deep (overlooked the one inside the bosses' closet)
		- added all kinds ow weapons scattered around for such a perversion as a fresh start (if you beging this map from a console command)
		- rebalanced the waves making them weaker as time goes on. Waves 5 to 7 have one monster per cube less and no ungodly boost on Hordes while waves 8 and on have two monsters per cube less (basically, two on UV, three on Hordes and just one on all other skills)
		- the maradeur nerf above is mostly to balance this map where he is one of the four bosses.
		- disabled mech's jump jets for this map (reason: sequence breaking, could just jump into the keep over the grate)
		- maxed on Hordes	

	Jan 24, 2026:	
		- fixed a rare bug with special boss music for the four-boss gang-bang scenario being overridden by the main combat theme right after it starts (just that you know this was only possible if you killed the glacier before wave 3 arrived, likely using cheat codes since every time the glacier flinches it decreased current wave's cooldown making them arrive nearly non-stop)		
	
		
EDAY32:
	Jul 05, 2023:
		- ripped EDAY32 and converted it to UDMF
		- reskinned it to icy theme (adding several new textures) and renamed it to "Traitor's Prison" (as per description of the Ninth Circle by Dante). The lower area is slippery now. The skybox was removed, using a simple sky from the Wolfenstein map.
		- changed the final bosses' damage from fire to ice
		- changed monsters' freeze deaths to permanent: they do not crack on their own and when hit with fire they still die
		- changed the bosses' attack patters, the probability of him using fire, missile or thunder depend on his state of health (the lower,  the more missiles: these are seriously OP). Made his attacks weaker when above 25000 HP. Made his attacks massively more powerful when below 7500 HP.
		- fixed the broken thunder attack (by doubling the thunderbolts' lifespan). Agh! Why did i have to make this BITCH work!
		- added music change when the boss sees you and changed the default music 
		- fixed the boss trying to run a missing script 56 when he sees you (in the ancient times of HESP this custom script defined in the map itself was displaying the bosses' health bar)

	Jul 6, 2023:
		- redid the final bosses' lightning attack from scratch. Instead of thunderbolts being no-clip monsters with 360-degree vision, he now fires invisible revenant fireballs that launch short-lived lightning bolts downwards every 4 tics. Also added some baboom sounds unused in BD.
		- added some more non-slipery chunks to the lower area
		- removed remaining non-frozen decorations and bloody textures and added frozen archviles in walls		
		
	Jul 19, 2023:
		- removed some garbage code from actor IconOfSinBossChe
		- fixed the bosses' lightning: was ignoring time limit
		
	Sep 01, 2023:	
		- made the boss health indicator localizable
		- reworked the bosses' attack patterns from scratch: now based not on random chance but on cooldowns, different for each attack. There is no "A_Chase", he is always cycling through his attacking state waiting for any cooldown to end. Oh, and his pain state clears cooldowns -- the harder you hit him, the harder he hits back. Also,  if there is no line of sight he will keep spamming thunderbolts (*homing* thunderbolts, I must add) disregarding that attacks' cooldown. Monster summoning, though it has its own cooldown, is now the the final part of any attack, not a separate attack on its own as it was in the original.
		- buffed the final bosses' fire breath damage and AOE radius the same way I did for the cyberlord earlier.
		- buffed the final bosses' fireball attack immensely, turning it into a tactical nuke. NOTHING will survive in the vicinity of its epicenter. Also changed the projectile's appearance to a recolored volcabus missile. Because skulls are cool.
		- nerfed the final bosses' thunderbolt strike radius. Reason: he now happily spams those filling the arena with them - turning them into an environmental hazard (because their turning radius is big). You should be able to dodge them but radius 300 was making them incescapable and also very damaging. 
		- created three  versions of the final boss, for ITYTD, HMP and UV/coop. Vary greatly in hit points, attack cooldowns and the stage at which they go into "last stand" mode. Yes, they are NOT two-stage, unlike the cyberlord, but they have a last stand mode. You won't survive. 

	Sep 06, 2023:
		- replaced the nuke from volcabus missile sprite bact to the original fire blob. Reason: trying to debug errors reported by some users
		
	Sep 22, 2023:	
		- made the boss larger. Reason: his breath attacks were noticeably misaligned with his mouth during breathing frames and this was the best way to fix that without touching the gameplay (like, say, adjusting the projectiles' spawn height)
		- had to change the gameplay anyway by moving the spawning point of monster spawning cubes by 300 map units up because now *those* became misaligned with the bosses' brain. What a pain.
		- improved the bosses thunderbolts using custom-made sprites (much thinner) leaving the original sprites for the thicc final strike. Improved the death flash from particles to discharges (from caco fireball and arachnotron death)
		- made the bosses' nukes very flashy (they flicker random frames of bfg explosions recolored blue) and sparkly (caco discharge again)
		- added a custom unique sound to the bosses' nukes: they moan as they fly.
		- slightly increased the nukes' AOE ring of icy death radius
		- changed the nuke explosion from a mess of recolored original explosion to single-sprite mushroom cloud. Much cooler looking and much better performance on fossil potatoes like my favorite laptop now.
		- added a *very* low rumble to fire breath hitting something. So low, in fact, you won't even hear it if you use cheap speakers. This sound is also emitted by nukes as their AOE ring of death is made of the same fire missiles, just with gravity on.
		- increased the bosses' pause with mouth wide open after the nuke spam attack. This is actually nasty because if those frames are interrupted by pain he forgets to apply the nuke spam cooldown and could spam again right away (it's that notorious attack, almost never used on difficulties below UV, that devastates half the map)
		- fixed the ceiling above the boss being much lower than it should be (which caused any projectiles spawned high to fail or be spawned lower than requested). Also fixed some texturing errors along the right wall.

	Oct 10, 2023:
		- changed frozen pain elementals to just splatter when destroyed, without making an explosion and releasing lost souls
		
	Nov 03, 2023:
		- fixed the boss making his idle sound at twice the designed frequency (was a typo on my part)
		- moved the music change to earlier moment: not when the boss sees you but when the ground shakes. Music change is slow anyway.		
		
	Nov 30, 2023:
		- changed the id to EDAY32
		
	Dec 11, 2023:	
		- changed the bosses' minion spawning mechanic and the crowd composition. Reason: to reach maxability, had to make all monsters explode when the boss dies -- for which I needed to give them a TID when they spawn. BUT their spawning mechanics, turns out, were buried so deep in the hardcoded engine innards (the Doom2 boss cube) so I'd have to recreate all that jazz by hand. Too lazy, I simply made my own mechanism with gambling and loose women. My spawner cubes are monsters whom the boss spawns inside an advanced teleporter closet. They are then teleported to random spots mid-air and fall slowly to the ground. When they see the player they make a "Boo!" sound. These cubes are physical, they can be shot and perform monster spawning on death. What gets spawned is controlled via lists I composed myself. Include some really rare monsters never seen before. So as you can see, you will NEVER get telefragged again, and no monster will never pop in your face unexpectedly when you are about to shoot a rocket. They can fall on your head, though :p As a downside (or FUN, decide for yourself) I amped those lists that can now include mini-bosses when the Boss goes into his last stand mode. Ancient arachnotrons, dukes of hell, volcabi, archviles -- that sort of "fun and balanced". New sounds: KYBOCUB1, KYBOCUB3
		- finally noticed and fixed a great blunder in bosses' attack patterns (inheritance was NOT working -- DECORATE classes do not behave like classes with virtual methods, ancestor's state's Goto leads to ancestor' states instead of inherited ones). As a result, ITYTD version became WEAKER and the UV version became STRONGER, and the coop version is INSANE. I have completely reorganized the code gathering every state in a single class, and key parameters are now controlled via arguments you set in the map editor.
		- made the boss turn literally red (performs a palette swap) when he goes into the last stand mode, emitting an unholy roar. I was unaware this was even possible until I noticed Mark-sensei's scripts for coloring dresses on mannequins in map 20.
		- fixed a tiny problem with the boss retaliating each time he flinches, by clearing attack cooldowns: using a minigun resulted in... him spamming a powerful attack non-stop because he was flinching non-stop. I added a cooldown to that cooldown-clearing retaliation.
		- fixed a blunder where you could flinch the boss before he roars, thus preventing both the roar and the health indicator from appearing (minigun again)
		- improved bosses' nuke launch sound
		- changed map geometry (more open sky, less cave ceiling) and made bosses' seeking thunderbolts die if they touch the edge of said ceiling -- e.g. they can only exist under open sky now
		- changed the map geometry again adding a tunnel below the southern part of the arena connecting the "horns" of the icy lake so they stop being deathtraps. Moved some ammo there. Don't get over yourself about having cover: if you hide there, what would happen? You get swarmed, the tunnel is narrow and slippery, the boss switches to spamming thunderbolts nonstop... It's a deathtrap :D
		- replaced the bosses' thunder attack animation. Reason: with him enlarged, his flashing upper arms remained above the upper screen edge most of the time, leaving you with no clue to the bosses' actions. New sprites via simple retouching and frankensteining: ICOT frames ABCDEFGHIKLMNOPQRSTUVWXYZ, all front only of course. The animation is still inexpressive crap but it gets the job done.
		- tweaked the thunderbolts appearance, mostly their death animation
		- fixed the bosses' fire breathing animation (ICOA frames E nnd F): I desaturated the yellow flame, to look like frost breath then added mist-like whitish overlay.
		- fixed the bosses' sprite clipping through the arena edges if you looked around while he was still rising. I decreased his initial scale from 10.0 to 8.0, a script enlarges his sprite slowly from 8.0 to 10.0 starting at the moment he sees you, creating also an impression of him coming closer to loom. Requires Zandronum 3.1 to work in multiplayer, see Zandronum 3.0 bug https://zandronum.com/tracker/view.php?id=3847 fixed in 3.1
		- maxability confirmed			
		
	Feb 18, 2024:	
		- removed debugging information about bosses attack cooldowns shown on screen		

	Mar 23, 2024:	
		- re-compiled scripts and re-saved the map from UDB	

	Apr 06, 2024:	
		- gave the final boss boss 40% damage resistance to BFG9K and Unmaker	
		
	Apr 30, 2024:	
		- radically changed the final bosses' reaction to BFG9K and Unmaker. Now he has *no* resistances but retaliates with extreme aggression like an angry god. Especially to Unmaker, which covers him in liquid fire putting him into perpetual pain... To which he never flinches and keeps attacking at his maximum power non-stop.
		- changed the final bosses' turning red mechanics. His dramatic introductory six-pack thunder was his Achilles' heel making him cheesable via Unmaker. Now it is interruptable by pain... Which results in an immediate devastating punishment (he switches to nuke spam right away)
		- automap prettification
		- quadrupled the number of cube destinations. Should prevent stacking monsters on top of each other now.	

	MAY 01, 2024:
		- fixed the final boss being 20% smaller in coop, resulting in his breath attacks being misaligned with his mouth
		- increased the final bosses' health in coop from 50K to 90K and raised his Turning Red threshold from 17K to 33K.	

	May 10, 2024:	
		- fixed boss cubes often spawning invisible monsters in coop

	Chebskies 2.0 release January 07, 2026:	
		- fixed the final boss dry-firing his attack animation if he had no target (the only player is dead). Now he just sits there spamming lightning and boss cubes.
		- rehauled the map geometry replacing the sky with a multi-cloud layer similar to map 22 with towering spires of rock and ice piercing it. As a result, the bosses' roaming lightning bolts are much more dangerous now because there are no rocky overhangs anymore.
		- finished most of the work on the REDACTED for the REDACTED - including new textures and sounds.
		- added hellhound to the spawn lists
		- fixed incorrect sprite offsets for the original EDAY sprites that resulted in lower part of the lightning clip through 3d floor if you were hiding underground.
		- fixed errors in PK3 packaging resulting in wrong sprites for the final boss. Also fixed the bug with his lightning being invisible.
		- replaced bosses' damage type from "Ice" to unique "IOS_Frost" built into FBD.
		- tweaked the thunderbolts to avoid hugging cliffs, they now die if approach closer than 100 to walls.
		- changed the final bosses' death from hollywood explosions to much blood and tweaked it to start the REDACTED script
		- marked the gigasphere as a secret and made it unavailable (that rock column raised high) before the battle. The boss lowers it when he sees you.
		- marked the two backpacks as a secret
		- created the REDACTED
		- brutally nerfed nuke explosion sfx, was spamming visual effects that were not visible anyway through those clouds of fire but were murdering the framerate.	
		- fixed the pentagram to be less crooked, replaced the ceiling in the exit room from sky to stained glass
		- further optimized nuke explosions by removing unnecessary sfx that couldn't be seen anyway
		- upgraded to the new tid on rez mechanism thus removing the need to use custom pain elementals that fire custom lost souls.	
			- caught and crushed yet another framerate killer in the code
		- rehauled the boss cube mechanics
		- rehauled REDACTED making REDACTED sooo much deadlier (and also scaling with the chosen skill) 
		- rehauled the REDACTED making it much nastier and everywhere and, likewise, scaling with game skill
		- reworked the REDACTED making them circle you like sharks
		- caught and crushed yet another framerate killer in the final bosses' Hollywood explosion (was spamming 24600 unnecessary short-lived flare sprite actors thus raping the garbage collector)
		- made all bosses' missiles detonate on his death. Including thunderbolts and boss cubes.
		- corrected the map scripts to import the ACS library without a path.
		- made a fix to REDACTED that could get stuck due to corpses remaining in the tunnel and prevent REDACTED from REDACTED and, worse, other scripts that wait for it to finish never starting.
		- made REDACTED to burn the monsters inside it.
		- my dark genius borne fresh ideas for REDACTED. More FUN! MOAR!!! The general idea of its final form is clear to me now.
		- assigned music "COCYTUS" ("Cocytus" by Paul Gorman [https://youtu.be/btUZvAHGyzw]) as map default
		- assigned music "FINALBAT" ("Opening to Hell (Remake)" by Andrew Hulshult) to bosses' stage 1
		- assigned music "BOSS1" (NO DATA) to boss turning red
		- assigned music "COCYTUS"  to map transforming for phase 2
		- assigned music "EDMU04" ("Heart of the Thresher + Run (Guitar Version)" by Andrew Hulshult [https://youtu.be/SkLQIjWzgTs]) to bosses' phase 2.
		- assigned music "HELLPORT" ("Unnamed (DUSK e2m8_ambient)" by Andrew Hulshult [https://youtu.be/zXXe3OOsaOE]) to map transforming for phase 3
		- assigned music "EDMU23" ("Beautiful Blasphemy" by Andrew Hulshult [https://youtu.be/xRUKuVBnmh4] ) to bosses' phase 3.
		- fixed incorrect script propertes
		- virtualized the music switches
		- found and prepared special music for the planned room of choice (two portals: end the game or New Ganme+ back to map 01)
		- added the support for spawning a mech using the health and ammo amounts stored in the previous map.
		- adjusted the portal's thickness so that the mech fits through it
		- confirmed the mech fits through all the passages and that the "ghost marines bless your mech" mechanic works.	
		- frankensteined up sounds for Icon of Sin's second stage's Godzilla beam
		- preliminary implementation of Icon of Sin's second stage's Godzilla beam (uses the inertial leading script). Playtested a bit. Deadly on Hordes :(
		- fixed IOS calling wrong scripts after scripts renaming
		- fixed map scripts trying to spawn non-existent boss class after classes renaming
		- made the boss stage 2 immune to blood lake's damage
		- made the boss immune to splash damage from his own godzilla beam
		- used a clever hack to bypass a certain aspect of map transforming for stage 2 jamming due to ammo items blocking a 3d floor movement
		- fixed a minor imperfection in stage 1's death and made map transformation more robust
		- laid groundwork for map transforming for stage 3
		- re-implemented meteor rain from scratch, implemented walls of lightning, tweaked the Godzilla beam -- in short, perfected all second form's attacks except boss cubes
		- made NPC marines immune to Icon of Sin's capital attacks
		- fixed thunderbolts, now they die (inflicting significant damage) if their horizontal distance to you is less than 20. It was always intended, since 1.x, but never worked. Also fixed Phase 2's lightning wall thunderbolts that become homing thunderbolts in you pass too close - again, failed to made that work yesterday.
		- removed all armor and health from the weapons niches and replaced the soulsphere on the altar with a megasphere
		- removed the bfg from the weapons niches. You will ONLY get one from secrets in this campaign.
		- added a machinegun and 7.92 ammo to the niche that formerly held the bfg.
		- reworked the stage 1's boss cubes to the FBD stuck-proof spawning mechanics
		- reworked the stage 2's boss cubes to a completely different logic (they are monsters now instead of missiles) and using the FBD stuck-proof spawning mechanics and unique roster of mini-bosses (dukes, belphegors, volcabi, tyrants, mini-masterminds)
		- playtested the completed stage 2 and made sure it works as intended
		- made the combat music stop as soon as stage 1 begins dying
		- made the combat music stop as soon as stage 2 begins dying
		- made stage 2 dying trigger map transforming for stage 3 rather than ending the game
		- further work on map transforming for stage 3
		- adjusted stage 2's logic, now raining meteors in progress does not block spawning boss cubes. Also clears target after nuking a monster he had aggroed at. 
		- changed stage 2's sequence, now his first power attack is always meteor rain instead of godzilla beam. Reason: if the player shoots him as soon as he emerges, he retaliates immediately but the beam is absolutely not survivable because the map haven't finished transforming yet so there is absolutely no cover to dive into. I personally think it was a good souls-like kaizo trap, but...
		- frankensteined stage 3's sprites (just one animation frame, lol!) and sounds (see, pain, death)
		- added ammo to the shelf that becomes your turf in the stage 3 fight. Pistol ammo.
		- added two pistols to the weapons niches (for a clean start)
		- switched stage 2's spawning from SpawnForced() to FBD's advanced spawning mechanism.
		- added invisible walls preventing player launched into orbit by a mighty explosion (megasphere makes survivable) landing on ledges above the cloud layer and fighting from there. While I *do* support you flying so high you catch a glimpse ofthe clear skybox (a feature), allowing you staying up there was a definite bug. The cloud layer is 100% opaque anyway, you cannot see the monsters but they can see you.
		- fixed stage 1's boss cubes not vanishing when stage 1 dies and stage 2's boss cubes not vanishing when stage 2 dies
		- upgraded stage 1 to use the standardized boss health indicator
		- fixed some sectors making standard doom platform sounds during map transformation instead of their designated sounds
		- increased stage 2's health on UV from 100K to 110K. Reason: so that he could not be cheesed *completely* using the nuke launcher (50K + 50K damage if you found *all* the secret nuke ammo and used a clever strategy in map 313)
		- returned the free BFG on lowest game skills, singleplayer only
		- implemented stage3's logic -- which concludes working on combat for the beta release. This one came out *much* more simplified that envisioned initially, but... Doing it in one day had a price. I'm so out of time.	


EDAY32I:
	Chebskies 2.0 release January 07, 2026:	
		- found and prepared special ominous music for all the three planned bad endings
		- created the map
		- fixed the FBD script displaying end game stats misplacing red and green for fail / win
		- fixed misplaced resource strings resulting in the FBD script displaying end game stats showing opposite for the golden ending: deserved / fail
		- created the good ending cutscene	
		- confirmed the music tracks added earlied ro the music wad work.	
		- added cutscenes for all endings

	Jan 09, 2026:	
		- changed how the music and camera change for the bad endings. There is now a cross-fade on the scene swap and the scary violins' duration is taken from user-modifable definition in LANGUAGE.music rather than being hard-coded to 6 seconds (this ending map uses map 19's music definitions)
		- fixed various imperfections
		- for the worst ending, changed the sky of the city where the nazis march to that of the toxic wasteland
		- improved the toxic bad ending by changing the narration text and adding one more scene		
		
		
	Jan 11, 2026:
		- reworked and expanded the "Wolfenstein new order" bad ending.		
		
	Jan 24, 2026:
		- added a unique identifier MUSIC_EDAY32I_SCRATCH to the bad ending happens transition. It still uses the toolate track from map 19 but was previously calling it by MUSIC_EDAY19_TOOLATE which could hamper future user customizability)
		- made one scene in the wolfenstein bad ending moodier, with foggy ruined city as the sky, all cars wrecked or burning, a dumpster fire... This is not a happy world the nazis come to posing themselves as savoirs.		
		
		
Things NOT TO DO when creating UDMF maps compatible with Zandronum 3.0:
	1. Setting negative scale to textures to flip them: offsets will be rekt in-game.
	2. Calling SetFogDensity() in your ACS: it only works ONE time per map, it ignores the first parameter (sector TID) as if you had passed 0, meaning it sets fog density globally for the whole map. And cannot be changed afterwards. And any light level based fog you had breaks because of this.
	3. Using multiple tags per sector: extra tags will be silently ignored. To work arounf this, use copy portal linedef when using line special 57; when crossing 3d floors, use extra tags and make each dummy sector drive as many of those extratags as you have to.
	4. Setting sector slopes as UDMF properties: ignored in game. Use legacy techniques: slope things and line special 181 work fine.
	5. Letting any things or portal anchor linedefs out of -16384..16383 x/y range. The number of ways your map will be rekt due to 16-bit integer overflow is larger that the count of tentacles in Cthulhu's neckbeard. Things will be there, but their Z would be ignored forcing them to the floor. Skybox pickers would work, most of the time, but stop working when you look in specific direction. Your sky portal would be warped to the other side of the map... If you want to suffer pain of fruitless debugging, be my guest. Put your stuff beyond that boundary. I dare you.
	6. Setting sector brightness to 256. It works until you use 3d floors -- then all things in those sectors render as pitch black, as if the brightness was 0 (meaning does not affect fullbright and glowy bits from brightmaps still glow)
