/*


Maps proved playable on Hordes: 1..10 12..18 40 59 41 42 19 20 48 21..23 47 241 242 25 26 271 272 28 311 312 313

Maps confirmed maxable: 12 14 16 18 40 59 41 19 20 21 23 47 241 25 26 271 272 28 311 312 313

Maps done: 01 02 45 03 04 05 061 44 062 07 08 09 10 11 12 13 46 13i 14 15 16 16 17 18 40 59 41 42 19 20 48 21 22 23 241 242 25 26 26i 271 272 28 29 30 43 311 312 313

Maps pending: 32 32i



Tasks postponed to 2.2 (somewhere later - maybe mid-2026, maybe autumn of 2026):
	- playtesting in coop and official coop support
	- add shotolver drum rotation frames
	- add flamethrower frame with no pilot light for out of ammo and underwater
	- add juggernaut headbox (hidden inside his hitbox, only vulnerable to railgun)
	- finish doomguy dragonslayer and axe animations
	- implement axe chaos marines (currently chainsaw stubs) and give the maradeur a dragonslayer to mirror player's
	
Task postponed to 2.4 (*definitely* late 2026 or 2027 -- or NEVER, who knows):
	- cross-mod compatibility to be able playing Chebskies-EDAY with other mods.


REMAINING TASKS LIST

	- not yet
	> maybe if there is time after finishing the final boss
	2 second stage AFTER I finish the first stage
	+ done
	? in theory done but needs checking if works
	x canceled
	. relegated to a later post-release update (or never)

FBD general:
	> add revolver drum rotating animation frames	
	2 add no pilot light flamethrower underwater
	2 add juggernaut headbox, only vulnerable to railgun
	2 centralized escalation / NG+ control instead of Potpourri being a separate skill!	
	2 add *permanent* varieties of blood spots and gore (excluded from janitor) and use with map-placed decorations (like bodies)
	2 replace A_Jump(256, "...") in player's weapons with A_JumpIfInventory("IsPlayer"... . Reason: regular jumps do not work clientside but inventory checking ones DO (for the local player)! And player is guaranteed to have that token.
	2 re-check revenant fireball vs invisible: forgot to document changes
	+ baron and revenant transformations *and mech*, when jumping or hopping, emit grunts based on player's gender from the settings instead of respecting the doomguy/doomgal class. Replace with demon sounds.	
	+ Dragonslayer autoswing is BROKEN! (only goes forth, back, then stops)
	. make stimpacks and medkits call ACS_NamedExecuteWithResult("CancelToxicDOT")
	+ add female and dark skinned guy variants to synth marines
	+ redo *all* sounds made by synth marines through ACS to support voice sets (since I'm switching all female marines to doomguy sprites)	
	+ redo elemental damage with true DOT based on radiusgive

	+ make the rez/potpourri swap check for floor variations! 
	. add riot shield shotgun guys
	+ add ifrit
	+ add stoneskin pinkies
	. add shockinant and electric damage! (see golden bikini armor + shotgun2 as an example of a cool projectile)
	+ add caclets
	+ add cacolords
	+ add demon tech gun (a 4-element shotgun), alt fire shoots elemental fireballs
	x add handgun synth marines
	x make plasma/bfg synth marines use handgun underwater
	x make maradeur avoid using plasma/bfg underwater
	x replace A_CheckSight and jumps in setting user_sleeping with a load-balanced ACS script
	x upgrade the revenant fireball, add "expensive opreation" of probing to avoid walls.
	x change revenant fireball behavior vs invisible: aim at 20% further than 600 map units, only fly erratically if closer that 600 map units. Do *NOT* retarget. Only player's fireballs can retarget.
	x make revenant fireball switch to a special target searching state if target is lost. Do it via ACS script that changes firebsll's state manually, serverside only. All other states must not have SMF_LOOK.
	+ friginant, immolant 
	x and rev launcher upgrade (as a mod switched using special/double wield)
	. redo all the algos with jumps so that jump doesn't normally happen and the actor is left in a *looping* state clientside. Because *all* succesful jumps cause network sync (the only reason my synth monsters work). And A_JumpIfCloser causes also actor position sync!
	x redo the synth monsters to looping states and ACS-based jumps (confirm if works). No more 1 tic long animation states, animation states are 0 tics long and *only* jumped to via ACS (so it works clientside). So that all actual states are "----", looping clientside.
	+ bug: after converting a captured marine archviles keep attacking the empty pole indefinitely
	x (solution: only use it as a mirror) nerf maradeur using railgun - a spread penalty after dodge-roll, maybe?
	+ bubbles (by ACS every 5 tics), including lost soul flames, 
	. bubbles 4 unmaker flames and lazers 
	+ add a bubbling sound!
	+ upgrade grizzly's flames to burn underwater better (with map 313's acid pits in mind)
	+ implement PlummetAaah damage type, pain and ACS, for player and *all* monsters (flying ones just accelerate upwards)
	+ implement map scripts override for respawning monsters to set their TID
	+ implement half revenant inheriting revenant's TID
	+ make half revenants use the respawning tid mechanism
	. improve archdevil's TP dest check, extend to detecting floor slope
	+ fix maradeur asap, something is very wrong with his algos
	. implement npc crowd sense, to start vigorous evasive maneuvers when faced with a crowd of monsters. Currently, they are only aware of one specific monster they are fighting.
	+ implement npc battle shouts
	+ redo armor management on entering/exiting a vehicle to keep armor type
	+ add armor saving hacks to revenant/baron morphs -- so that these drops aren't deadly hazards when you got tons of armor! Shame on me for not doing it earlier: BD22test3 already has it, easily implementable!
	+ introduce yellow and red armor, Quake II style (with similar mechanics -- meaning grabbing lower tier armor when you have higher tier does not replace but adds with a conversion rate loss).
	+ introduce Quad Damage and make the dropped demon rune be baron/revenant/quad instead of baron/revenant
	+ recolor the revenant rune to yellow so you always know what happens
	+ change the purple sphere's sprite to that of the megasphere, to reduce confusion (still colored purple), and rename it to Gigasphere.
	? fine-tune item replacements for the night vision powerup. Currently spawns: the flamethrower, demon rune, MG-42 ammo.
	+ implement the Potpourri skills family (could not do it before the chaos marines were ready: they are an essential cornerstone)
	+ complete player fighting state detection for *all* weapons (required for natural NPC reactions of going into alert and clearing the player's forward sector if he starts firing)
	. implement player fighting detection (fire or alt fire pressed) for monstersonly to work with other mods
	+ FIX baron behavior when fighting an overwhelmingly powerful boss. Never actually happens in EDAY because barons don't even meet those bosses but reared its ugly head in combination monon + RO: when you gain several thousand health, barons start running from you in fear. They aren't even good at it. Make them use the sideways leap with each attack instead. Knights, too.
	+ implement tactical monsters as a synth marine re-skin. Essential for potpourri.
	. re-frankenstein knight's forward-facing ducking frame using the bash frame from Project Brutality.
	. add synth machine to knights, frankensteining the sprites for it from Project Brutality's knight running frames and regular attack frames -- so that he could circle-strafe while firing, claw on the move and jump up ledges. Reason: I buffed the knight by giving him the ability to duck under your headshots but he is still kinda too flimsy to be a threat he was envisionned to be by the Founding Fathers. Let's fix that by making him faster and dodgier.
	x add synth machine to arachnotrons
	x add synth machine to masterminds
	+ add synth machine to regular nazis
	. one of Russian Overkill's BFGs is overridden with a writhing maggot. Rename.
	. one of Russian Overkill's stake thrower frames is overridden with a kneeling marine. Rename.
	. teleport destinations make Russian Overkill's player constantly emit pain noises (how does he even detect being hit with their corpse removal AOE, it surely does zero damage to him)
	+ split DHFT damage type (currently used by both dukes of hell and cacoes) for cacoes to have unique new CCFT, turn DHFT (then exclusive to dukes of hell) to use a clone of ExtremePunches death (think berserked player's kick that makes weak monster fly and splatter on a wall)
	+ localize Log(s:"You enter a vehicle, your Invulnerability expires.
	. fix crawling dying arachnotron brain fatalities not working in coop
	? fix supermasterminds' "imma charging mah lazor" not visible in coop
	. synth marines must attempt headshots
	- cyberdemon must +NODROPOFF while leap-stomping *and* have a stomp cooldown.
	+ fix dragonslayer's alt fire auto-swing not nerfed without a berserk
	. redo belphegor charges using ACS scripts to monitor the delta angle
	. implement pinke & belphegor charges 
	+ fix belphegors wandering
	. fix player vehicles not suppressed in no-fire zones
	+ fix NPCs aggroing at the bottom half of a gibbed player/marine (P.S. they aggro at lots of dead things!) -- note the NOTARGET flag is for *hostile* monsters only, friendly ones забивают на него болт!
	+ fix arachnotron killed using dragonslayer (always a crawling dying spider) failing to register and trigger map07's exit
	+ chainsaw pickup looks too big, scale it down
	. create doomguy sprite sheets for: Axe, Dragonslayer, shotgun aiming down iron sights, dual smg/pistols/mp40, dual assault rifles
	. add player reloading detection. Make chaos marines and especially maradeurs bumrush the reloading player.
	. upgrade player chainsaw animations to my new spritoes
	. make elite maradeur use dragonslayer instead of chainsaw
	. redo synth marines' rail attacks: use a thruactors projectile to find collision with geometry, then fire a real damaging railgun shot, dispensing with the HACKY monster-penetrator!
	? redo synth marines' ChainsawContinue: relies on momx & momy to detect movement -- which is wrong.
	+ convert *all* vehicles (not just helicopter) to my new mechanics, solves the old bug with the first player to connect unable to move!
	+ fix the *very broken* bike speed management!	There is a horrible disconnect between the variable managing your speed and your actual speed. You can come to a stop while registering 70 kph, when you release the brake you are accelerated again! Won't do.
	x unified init/deinit scripts with sfest count decreasing as monsters die 
	x add deinit acs calls to *all* deaths
	. unified jantor acs
	. apply unified jantor calls to *all* gore actors
	x rework the sfest optimizations: waking up additionally checks ALL players' aiming direction and chosen weapon. Basically rehaul the heck out of the headbox management. Only awaken if attacking in player sight *and* headshotting distance, if hit by a superscouter or if flinched by a player. Disregard sfest, keep tally of headboxes, try keeping the number of headboxes below 1000. Split various aspects, move blood intensity to the clientside and make the blood itself check for sfest by calling a script instead of checking the monster's inventory for the sfest token (basically keep tally of transient actors clientside). This is ginormous amount of work, only begin *after* Chebskies-EDAY 2.0 is published as a beta.
	x make SURE backpacks do not add a nuke!
	+ make nuke launcher ammo pickups not ammo at all and an ACS script that syncs them (not addeabe by giveammo)
	. investigate if A_VileChase attempts raising *before* it jumps to Idle on no target (it happens *before* movement is attempted but before or after target check?). 
	x fix ghost soul not using A_Look in Idle.
	. redo enemy helicopter's target attitude checker using ACS
	+ FIX items that refuse to pick up if you are full (sousphere, megasphere, all kinds of armor) NOT clearing their COUNTITEM flag because that script runs with player as the activator instead of the item!
	+ FIX NPC marines attacking gibbed player's remains
	x Zandronum *does* support setting APROP_SpawnHealth on players. Make berserks add +1 like Adrenaline in Quake II
	. rewrite FBD_TryReAggroAtHead: it relies on headboxes having unique TIDs!
	+ no support for SniperRifleSelected
	+ no support for ShotolverSelected
	. no support for NukeLauncherSelected (uses flame cannon token for spritoes, maradeur danger sense would misfire!)
	. make ACS "DisplayArgentDischarge" clientside
	. fix the clientside ACS "ArgentRingSfx" having three parameters
	x add corner floor height check to boss cubes
	2 rework the raise state of all corpses *and* the AOE raising mechanics: since we now have an ironclad check for enough space, should use SXF_NOCHECKPOSITION and dispense with the informer altogether. While AOE raising must be re-implemented using A_RadiusGive, and dispense with corpse shootability (also would raise intangible corpses)

	
EDAY general:	
	+ replace *all* marines with synth marines - slaughterlambs, map21 marines, those defending the shelter
	? declare all quest tokens and create the secret map tally script
	+ ZManBleedingFromHisEyes still uses old transient headboxes!
	+ ImpCurbstompingMarine uses old scripts!
	? debug if the demon morph rune can be made to work with EDAY. Much knowledge gained, may be possible now. (seems working perfectly)
	x recolor blue armor yellow
	+ disable energy weapons underwater
	x add the red and yellow armors to various secrets (many of them, say, in map 17, contain blue armor the map is already overburdened with).
	x recolor the wussy soulsphere from pink to green to match the armor's lineup of green-blue-gold-red
	. frakking LEARN to use voice changing apps and voice-act everything that is left to voice-act. The marines in maps 15,16,the radio chatter I added to map 23. I know my acting skill is amateur at best and my Russian accent is hopelessly thick, but SCREW THAT.
	x implement non-joinable NPC marines and rework *any* marine variations in EDAY to be based on them (including the map 22 marines and the map 01 cutscene slaughterlambs). Implement as synth marine reskins to: Athena, Afro man, helmetless dude. Maybe more -- pilfer Project Brutality for sprites).
	+ finish creating the cgd corpses set (civilian corpses from Carmageddon downsampled and retouched/recolored plus female scientist corpse from Project Brutality, recolored Labguy corpses with a different head)
	x fix Russian localization of headlines removing the hacks necessary for the standalone Zandronum ANSI-encoded variant from the built-in Unicode variant designed for GZDoom (as in, the lowercase "ya" substituted with a capital "YA", "ch" substituted with "4" and so on)
	+ use EDMU26 for all quest completed conditions
	x make a centralized "quest completed" music ACS script

EDAY preparation for cross-mod compatibility / monstersonly
	. redo all ATMCs to set WINDTHRUST via radius givers, works regardless of mod's support for ATMCs.
	. complete hardening, rename *all* classes (check condition: dos not conflict PB)
	. monstersonly replacements for vehicles and FBD weapons
	. synth marine drop generators

NOTE that "adapting for hordes" includes "replace that BFG in that secret with a chaos BFG marine who drops it on death". No freebies on Hordes. You want a BFG, you pry it from enemy's cold dead hands. With maps 09 and 312's secrets being the sole exceptions.

map 04 (Life Support Facility):
	+ apply my new randomizer algorithm 
	+ apply my new new randomizer algorithm 
	
map 061 (Nuclear Power Plant):
	+ add cgd corpses to various nooks (workers, scientists)
	x add destroyed servers tally and a quest token
	+ add a secret exit to map 44

map 44 (Mutagenic Waste Tunnels):
	+ frankenstein the map
	+ create the boss (a re-color of the wannabe maradeur)
	+ playtest
	+ choose music
	
map 062 (Brothers in arms no more)
	+ add the alt entrance
	
map 07 (Staging Area):
	+ add charred skeletons into the trash incinerator
	x rename the map to ammo starvation

map 08 (Lab Complex Entrance):
	+ apply my new randomizer algorithm
	+ add some cgd corpses to a couple nooks
	x add ambient sounds to the smelter's pits
	+ apply my new new randomizer algorithm 

map 09 (Bio Labs):
	+ change the purely decorative marine mannequins in the final room into a security camera that looks into the room with marines -- non-interacteable, the map exit should be a button next to that door!
	+ add lotsa cgd corpses (scientists, workers)
	x add one chainsaw chaos marine in some very awkward place as a mini-boss
	+ replace the BFG in the secret with a non-variable bfg 9k (you won't get a random 10k here).
	+ add a bubbling lost soul showcase
	
map 10 (Portal Testing Labs):
	+ buff the NPC party to more powerful variants including rocket launcher and SSG
	+ try removing pusher linedefs that bounce npcs away from pits and see if my new NPCs ones work without such crutches
	+ add aaaah to the abyss
	+ add a few cgd corpses to side rooms (scientists, workers, security guards)
	
map 12 (Quiet. Too quiet.):
	+ add a couple cgd corpses to the meth lab secret
	x add two music changes
	
map 13 (Dead Cargo):
	+ add weapon disabling to the cutscene: I teleport all players into individual safe boxes with missile-absorbing walls for the duration but pressing "Fire" still wastes ammo.
	+ do not play the cutscene in singleplayer
	+ add a few cgd corpses (workers, security guards)
	x add a couple non-standard cars (made from map geometry) backporting them from HESP.
	+ add a secret exit to secret map 46 (activated in the red key hut)
	
	
map 46 (Mock Town):
	? make the column of light work
	+ playtest map
	2 playtest map on all skills
	
	
map 13i (Better than a chainsaw):
	+ clone the part of map 13 with the cutscene into this interlude
	
map 14 (Industrial District):
	+ add a few cgd corpses to hard to reach nooks (keeping with the teme that demons drag easily accessible corpses away as a resource)
	x add a couple non-standard cars (made from map geometry) backporting them from HESP
	+ add traffic lights

map 15 (Roadblocks):
	+ replace the tank with an APC with HMG turret on top.
	+ change what the marine captain tells you. Implying that you are not of the armed forces marine but from UAC PMC - in line with old lore of the protagonist being banished to Mars for shooting an officer who ordered shooting civilians.
	+ add the planned LTG cameo to the evac site.	
	+ add no-fire zone to the inside of the shelter. I know the civilians are non-damageable props but still.
	+ change 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).
	+ rearrange the ambush adding a couple slaughterlamb spotters righ next to the spot where the wall collapses -- so that the monsters actually flank them.
	x make the tank killable (easier) - maybe make it a static friendly tank.
	+ make the quest giver NPC killable -- player can find the marine captain on his own.
	+ change the quest giver's second monologue to "what a mess".
	+ add back the police car that was there ages ago (in HESP). I already did that for map 17 (not destructible, made of map geometry)
	+ add a few cgd corpses: shop owner beyond the starting shop's counter, policemen nextto their car, someone on the roof.
	+ add traffic lights

	
map 15i (Getting Ready):	
	2 clone the cutscene from map 16
	
map 16 (Warzone):
	+ re-check that all pre-placed marines are friendly: what was friendly before was a BD21 mistake, they are enemies now.
	+ add cgd corpses as appropriate
	x do not play the cutscene in singleplayer. For multiplayer, lock to an external camera. Remove any ammo from.
	+ add traffic lights

map 17 (Twisted Neighborhood):
	2 playtest on Hordes to make sure the supermastermind works properly.
	+ add lotsa cgd corpses as appropriate
	++ upgrade chosen secrets to new armors
	+ add traffic lights

map 18 (Dead Streets):
	+ add lotsa cgd corpses as appropriate
	2 playtest thoroughly on UV and Hordes to make sure my superarchviles work properly with this map
	x add a couple non-standard cars (made from map geometry) backporting them from HESP. Including the ambulance that was there before but got removed by Mark-sensei because it wasn't destructible.
	+ add traffic lights
	
map 40 (Movie Night Out)
	2 add cgd corpses
	x add traffic lights
	

map 41 (Red Light District):
	2 add cgd corpses
	x replace one of the barons on the podiums with a duke
	+ add colored lights flashing to the podiums
	+ make the light in that room red, just like it is in Duke 3d.
	x add traffic lights
	
	
map 42 (Wolfenstein):
	++ implement Uberzoldat who fires MG-42 (deadly) and drops MG-42
	+ place a couple Uberzoldaten for Hordes, and replace the MG42 inside the secret with nuke launcher (P.S. replaced with a nuke *ammo*).
	x add aaaah to the abysses
	+ add a secret exit to map 30 (depending on tokens in player's inventory)
	+ create Otto Skorzeny from Hitler sprites by UnTrustable (A synth monster firing four mg-42s in short bursts, like Uberzoldat on steroids)
	+ add a top layer
	
map 59 (Club DooM):
	+ replace the revenants with special revenants that repeat original DooM II twitching in their standing state
	+ replace the spectres with stealth pinkies

map 19 (Final Destination):
	+ adapt for Hordes
	2 replace the wall your train crashes into with a thing instead of a polyobject. Reason: such micromanaged polyobjects do not work in coop, the wall is invisible.
	2 playtest in coop
	x add quake events to the train crash
	+ add a "Crash imminent" message after your first timer runs out
	
	+ do NOT add any cgd corpses
	
map 20 (Downtown Assault):
	
	2 finish adapting for Hordes, coop and lower difficulties (fine-tuning the monster composition)
	2 playtest in coop	
	+ add extra ammo to the tank (the main problem is you running out halfway, even if using conservatively, and having to run back to that area's start to get the second tank)
	+ modify the outdoor decorative exit area
	+ add the secret exit to map 48 Dissolving District
	+ add traffic lights
	x add the central building from map 48 visible as part of the skybox
	x add aaaah to the deadly drop
	x add cgd corpses as appropriate	
	
map 48 (Dissolving District):
	+ frankenstein the map (mostly the central building, replace the mall with a hospital falling apart)
	+ create the boss
	+ choose music
	+ playtest
	
map 21 (Eye of the Storm): 
	2 playtest in coop
	x finish fine-tuning the pit collapse (wtf doesn't the second quake work)
	+ try actually beating it on Hordes - at least on High Hordes (66% monster damage) instead of Ultra Hordes: my own creation is too hard, hands me my ass every time:(
	+ replace spawn lists with hellhounds, ifrits and immolants
	+ add traffic lights
	
map 22 (The Counter-Offensive):
	2 make the player's helicopter sound play at 20..30% volume in first person and also muted. Reason: too loud, the flight of the valkyries cannot be heard. Easily doable by moving the sound source to a clientside only actor that follows that player. 
	+ fix the helicopter ceiling script -- relies on outdated helicopter control mechanics!
	. use acs SetMusicVolume to make the flight of the valkyries full volume unless music turned off! (pass a volume of 10.0 or the like)
	+ delete the helicopter explanation voice: outdated!
	+ adapt for Hordes
	+ change the marine force composition to all synths including more specialists (rocket launcher, shotgun, minigun) but halving the numbers of them.
	x turn the tank and the heli into a friendly tank and a friendly heli NPCs if you move too far ahead without using either of them... Ohshi, i'd have to implement said NPCs :((( ..on the other hand, that'd alloww keeping vehicles in the distant future monstersonly EDAY. Other mods' player cannot use them (crash guaranteed) but if pressing Use on various secret tanks turned them into NPCs...
	+ give unnatural amount ammo to the tank so that it is enough to beat the map
	x remove the second tank and the friendly marines there.
	+ relegate the barons I had replaced the revenants with to the Hordes skill. Too much tough meat, not fun. Ammo sponges bad.
	x allow letting the marines into the castle and gathering in the elevator (the boss in the next map would decimate them all anyway).
	x allow taking your tank to the next map
	x replace the iron bars with a script that says tank is too heavy
	
map 23 (The Tower):
	2 playtest in coop
	+ add aaaah to the abyss
	+ add +NEVERTARGET to the boss, only cleared when he finishes roaring - to prevent NPCs attacking him prematurely
	+ make sure the bosses' scripts respect my new game skills
	x adapt for Hordes already adapted
	x change bosses' stepping on you damage composition and his missiles' damage composition to make sure the tank is not immune.

map 47 (Hell's Backdoor):
	+ adapt for Hordes
	+ add aaaah to the abyss
	+ replace brown trees
	x make a unique named boss by buffing a Duke to 3K and making him rage+nopain at any pain.
	? lava still does no damage to players

map 241 (Vile Playground):
	+ adapt for Hordes
	+ replace one archvile with a super archvile on HMP+
	+ replace brown trees
	
map 242 (Into the Black Jungle):
	+ adapt for Hordes
	+ apply my new new randomizer algorithm 
	+ add randomized underwater pitfalls
	2 playtest in coop
	+ apply my new randomizer algorithm
	+ replace brown trees
	
map 25 (Stronghold):
	+ adapt for Hordes
	x replace brown trees (none)
	
map 26 (House of Hell Nobles):
	+ adapt for Hordes
	+ add aaaah to the abyss
	+ replace brown trees
	+ redirect the exit to map 26i
	
map 26i (Detour, you say?)
	+ create the map

	
map 271 (Necropolis):
	+ renumber to 271
	+ create stub redirect map 27
	x rename to Tall Rush Burial Grounds
	+ adapt for Hordes 
	x the cyber in the cellar should be replaced with a chad cyber even on UV
	+ add aaaah to the abysses
	+ create Durimight. When the target is slowed he should prefer leap-stomping over shooting. Insta-aggro in case of several players in coop.
	+ move the cellar to another place and make it the map's end
	+ replace brown trees
	+ cut the city entrance AND the former HESP part off
	+ connect the yellow door area and the former cyberdemon cellar (a pathway requiring blue keys on both sides) with the yellow key in the center and mummies mass-spawning from skull walls
	
	
map 272	(The Crypts):
	+ paste the former HESP part of map 27 *without moving any*
	+ paste the city entrance and connect together near the gigasphere secret
	x raise the city entrance by 400 so that you climb caves up and up
	+ replace the mastermind with a totally randomized mini-boss (special randomizer collating player inputs during the entire map)
	+ rework HESP part's top layer
	+ add the broken bridge from map 26i
	
	
map 28 (City of Dis):
	+ add 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.
	+ adapt for Hordes
	+ replace the two teleporting archviles in the blue key building with two extra super archviles who initially sit in the chaingunners' closet and start walking towards the blue key building when you wake the 4 archviles in there. 
	x make frakking *sure* that superarchviles' teleport destination probes actually respect the instakill floors of the abysses this map is full of.
	+ use a manually placed set of destinations for superarchviles
	? playtest the superachviles thoroughly, they should be a nightmare to fight in that skybridges area. Should, in theory, keep teleporting between distant rooftops. 
	+ in fact, *override* their teleporting with pre-designated spots
	+ script *all* archviles to teleport to the exit area if the player escapes without killing them
	+ add the two snipers
	x add aaaah to the abyss
	+ replace brown trees
	
map 29 (Impious Cathedral): 
	+ playtest the living daylights of it to make absolutely sure everything works.
	+ replace brown trees
	+ adapt for Hordes.
	x replace the fun archviles with superarchviles, with map scripting overriding their blink behavior instead of the old hacky mess of personal scripts monitoring their health to teleport them away by hand on taking even 1 damage.
	+ mark the Mercy Angel quest completion for use in further maps
	+ add a secret exit (activated from the megasphere yard) to map 42, blocked if already beat it (a hidden teleporter opens near the regular exit teleporter)
	
	
map 30 (Sacrificial Grounds):
	+ playtest the changes
	+ adapt for Hordes
	+ extend the Mercy Angel quest to this map
	+ add secret exit to map 43
	x replace brown trees (whoops, there are NONE)
	+ rework the stoneskin pinkies' code.
	x code to take your mech to the next map


	
map 43 (Hell doesn't play fair):
	2 finish adapting for hordes
	2 playtest
	+ frankenstein the map
	+ polish the map by hand
	+ replace brown trees

	
map 311 (Peak of the Gods):
	+ adapt for Hordes
	+ add hellhounds
	x replace brown trees -- HAS NONE!
	x code to come in a mech from the previous map
	

map 312 (Temple of the Beast):
	+ reskin the boss to a motherdemon
	+ rework the bosses' attacks into pinkie-buffing ground-hugging waves
	+ re-do the ugly shameful mess of the pinkie minions' code
	. make doomguy wielding Dragonslayer sprites, to show in coop
	+ move the exit hole to be a part of map 313, make the exit a portal 
	x (see portal texture in doom2 map 30)
	+ in the process add a secret gigasphere, the same teleporter trick as the first quake uses (P.S. added a secret BFG instead, no free bfg before the final boss)
	x in coop, make the boss use stoneskin pinkies instead of the purple multiplayer megapinkies.
	x code to come in a mech from the previous map
	x add aaaah to the abyss
	? make sure pinkies' demon rune drop rate is serviceable (to get Dragonslayer going)
	x replace all trees with brown trees
	
map 313 (Cocytus Maginot Line):
	- !!!!!!!!!!!!!!wtf nuke only does scratch damage to glacier
	2 add active sound to cubes
	+ finish creating the map and fill it to the brim with my super monsters and the Maradeur (see the Boss Rush trope). Nothing fancy, just a fitting backdrop for a boss rush.
	+ script the map (waves like Invasion but in singleplayer) - making the entire map sort of a timed mission. A timed boss rush - wouldn't that be nice :)
	x make boss cubes deploy instantly if far away from player
	x make *sure* cubes block teleporting!
	+ shallower acid pool (we do not need it so deep the entire supercyberdemon goes under over his head)
	+ griz cyber must have humongous maxstepheight to get out of the acid pool if he falls in during his leap attack	
	+ add sound to cubes
	+ make cubes drop visible flames or portals that spawn the monster! (it is flames that check movement -- and spawn a caco, pain or lost soul instead if fails)
	+ add ghost marines paying respect before the hole to the final boss
	+ add aaaah to the abyss
	x make sure pinkies' demon rune drop rate is serviceable (to get Dragonslayer going)
	+ add respawn tid
	+ fix minor scripting issues
	+ rework the frakking boss cube!
	+ decrease the number of saluting ghost marines from 12 to about 7
	+ change the exit trigger so that you exit by dropping down the hole, not by stepping near it. Also plug the hole with another chunk of ice ~3000 hp so that you cannot rush past the bosses easily.
	+ add a berserk in easy reach: testing showed the Dragonslayer isn't that OP against a humongous crowd of *shooting* monsters, even without the nerf.
	+ rework bosses deployment in the final showdown (it is when you kill the glacier without waking the bosses). The Griz cyber and the super mastermind are fine but the Archdevil and the Maradeur die too easily when those two heavyweights hit them as a collateral. Ideally, deploy them on the tower's balconies so that they take potshots at you. *And* override the archdevil's teleporting for the final showdown by redirecting it to various points of the upper balcony. He doesn't need to be close to raise corpses, he has a mass resurrecting missile attack already.
	+ add support for "snow" terrain to the FBD. Would also benefit map 42.		
	+ create textures and add murals to the tower's lobby
	x add one cgd corpse
	x add brown trees
	
map 32 (Traitor's Prison):
	- fix class names, stage 3 was renamed to stage 2!
	- REMOVE the BFG so that a) playing from a fresh start is more FUN and BALANCED and b) you do NOT get a bfg in the entire campaign without solving at least one of those secrets.
	- beam attack. New damage type, 999% to monsters. Thick beaam of Shoque. Big lag in aiming allowing you eavading easily but huge damage. Ghost souls and ghost pains flying from the point of impact.
	- precise targeting of meteors. Special probe makes sure the path ahead is clear, then spawn meteors along its path. Meteor is calculated to lead the target precisely, with hit bullseaye if you move monotonously.
	- two kinds of cubes. Golden fly to the walls and deposit mini-bosses on the shelf: volcabi, regular arachnotrons, dukes, revenants, weak masterminds, tyrants, archviles, *pain elementals* - they all go there, never to the floor. This forms a constant barrage from above you gave to maneuver around. Red cubes home straight at you, nothing fancy, and on reaching you either start circling or deposit their payload right away, in your way: cacoes, pinkies or hellhounds. If they hit wall, they spawn a caco. If they hit floor, depending on their z they either spawn pinky / hellhound or caco. Thus, the only check is if the monster is able to spawn. The same with golden ones. No those fancy "can move" checks, which don't work in this map for some reason (slippery surface prevents the checker moving in zero time?)
	- to distribute monsters evenly, golden cubes home at path followers (nearest visible) that go in loops across the shelf.
	- thunderbolts are fired in *walls* (cutting the entire arena in half from wall to wall) that move weaving in  a pattern. Sine wave left and right, or that combined with a sine wave to the speed varying it from 0.0x to 2.0x. If such a thunderbolt comes close to a player it switches to homing (with zero turn radius! and expires in a very short time. Simple, but try going through that while on slippery ice under a barrage from the peanut gallery and being shelled with by meteors.
	- regular thunderbolts exibit the same behavior: come too close and they insta-home before expiring.
	- make regular thunderbolts flickery (only one frame visible) and emit sharp crackling sound.
	- stage 3
	- add brown trees
	+ REDACTED and REDACTED as a nice surprise for the old timers
	? rework third REDACTED's attacks.
	x make REDACTED into REDACTED on the fly (launch without a target)
	+ rework REDACTED spam
	+ rework REDACTED to lead the player and scale with game skill
	+ adapt for Hordes by making sure the ultra buff coop version of the final boss is used!	
	

map 32i (The End):
	- wolfenstein remaining un-found leads to the New Order future (try for a skydoor-type transition) with a city transforming, US flags being replaced with nazi flags.
	- andarivile un-killed leads to devastation, together with wolfenstein = worst ending
	x servers on Mars remaining un-destroyed leads to an inter-dimensional invasion





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