Again using this as a suggestion thread type thing but I'll quickly go over the bugs I found in the launch version of 0.1.1 and a few ideas I have for later updates (but you don't have to do anything, like I said last time) also there's images so you can see what I'm talking about when I am talking about bugs
Bugs
I'll start with the bugs as they're most important.
1. I think a few fainted/sleeping characters and decorations don't spawn on the testing map
These probably aren't intentional and might be a placeholder being used but removed issue, but also idk
2. the placeholders have several issues...the main one being the chaingunners nearly immediately turning into a normal hypno fox
before you ask "are you playing on Doom 1" that doesn't matter as the hell knights work just fine, the same happens to wolfensteinss.


along with these, several sprites on the placeholders are not translated correctly, mainly on the hypno fox, where there's still dark red and orange on them when they're fainted and awake specifically, most place holders kind of have this same issue, but I don't expect these to be fixed as I assume in the next update either doom 2 monsters will start being worked on or the placeholders will just be replaced with the normals as is.
3. upon exiting the first deathmatch level it sends you to the credits screen instead of the next dm level, I assume this'll be fixed when the bots get added (as I assume that's happening) but just saying it now, along with this, it shows doom 2 monsters not furdoom monsters

4. placeholder monsters and flame squirrel heads don't get removed when pressing the remove monsters button in the testing map. still

5. sometimes when KOing an enemy they'll appear darker than normal, idk if this is intentional or not, but if it's intentional to add more racial diversity, that's cool but I assume it isn't intentional unless you're adding variety skins to the enemies.
6. Cyberdemon's fainted sprite still clips into the ground a bit without a certain option.
7. didn't get an image, but the imp jumping to walls is VERY buggy, including them generally just floating to the wall, only to drop to the floor, at an unnatural and unaffected by gravity speed, it's very noticable, oh and imps also sometimes jump miles into the air too I think.
8. in Zandronum 3.1, the mod immediately crashes, this is not a bug that needs to be fixed, just a wrong version issue.

9. just found this, but for some reason the Cyberdemon's butt gets seperated from the body while they're fainted in Zandronum and I can't seem to figure out any reason why, my assumption is just... Zandronum has this bug... (ignore the fact I put my Gamma Correction up lol) infact this happens with the spider mastermind too...
with that, let's go to
Suggestions
this is mostly some things that would be cool to add a little bit more immersion
1. maybe you could make it so if you shoot a normal fainted enemy (that's wearing clothes) the clothes will get destroyed like if they're gibbed, but they don't change to a unique fainted pose
2. Maybe when bots get added to the dm maps, add the option when you launch the map to have normal monsters spawn endlessly instead as a more interesting gameplay decision, but only when playing coop or single player, you could also just add maps like in skulltag. (ok, played on Zandronum and they do exist, just not on GZDoom...for some reason...
3. maybe make it so enemies can have a chance to have a flipped corpse or general movement, to add more variety, along with this
4. maybe enemies can have different outfits/skin tones/hair color, for variety like the corpses do, though the outfits is not that.
5. maybe add an option to the menu to turn off nude for people who want to record youtube videos or so, along with this, you could also make it so there's a nude only option for the joke of it being the exact opposite.
6. maybe make a custom campaign for the mod that'll use the jumping and crouching you added, as otherwise these will probably not be used at all, or add a parkour/crouch section in the testing map, idk
7. either change or make the doomimp gib sprites as currently it looks like they're about to faceplant, then they're on their feet and they flop onto their back, which looks really awkward.
8. make the phantom either turn completely visible when defeated or have it be an optional skin choice for the pinkies to be them instead.
9. oh yeah and when there's a "Sleeping" marine that's gibbed (or is a normal enemy at a random chance) make them nude to add continuity.
10. add Daisy's normal faint sprite as a sleeping marine sprite and make daisy able to faint in any of the other fainted sprites in the sleepers
11. whenever the intermission screen gets added, make sure to note that it's not Kills as nobody dies in the mod.
12. maybe the testing map could have a button to respawn the ammo/weapons/other so you don't have to cheat to regain it, or when you summon the chaingun sentry and it gets destroyed
and now I guess
Ideas
aka things that aren't suggestions and just random things I came up with for the mod
1. considering there's 4 characters in the mod, maybe when multiplayer is finished make it so the enemies have skins (or actual classes) fr the characters so you can play as them, they don't need to be their own class, just a skin for the most part
2. if you plan to do more with the hanging marines like befriending, maybe make it so you can defeat them or like the enemies blow off their clothes and defeat them or other stuff, same with the hypno dogs on poles.
3. just generally more variety in the fainting and fainted sprites (along with nude sprites) for the sake of it
4. considering the enemies have alternate attacks and movements, why not make the weapons have alt fires to even it out? like the normal shotgun shoots slugs when using it instead of normal shells.
5. legacy of rust support and weapons (and probably with a chance for them to replace the bfg/plasma rifle), just because it would be cool seeing that.
6. ability to turn off things that might cause lag for some, like ripped cloth, spent bullet shells and paint from paint barrels, either instantly or after a while, this can also be applied to corpses for anybody who thinks those will cause lag, atleast outside of nightmare.
7. considering enemies are all unique, I want to give a few ideas on what the others that aren't confirmed may be (as I think the chaingunner is a wolf) personally, if I had an idea for them, the hellknight would be something similar to the baron like in normal doom, the arachnotron would be a robotic enemy, maybe a robotic coyote, or raccoon, the revenant could be like the flame squirrel and be a skeleton, but if they were an animal, maybe a cheetah or a bat, the archvile could be some witch, maybe a mythical animal like a gorgon, the mancubus can be for more fish animals, something like a seal, or a panda, the pain elemental assuming it'll have a body after being defeated like the lost souls, would probably be something like a grim reaper, and maybe something that would be considered annoying irl, like a rat, mouse, or a mosquito because why not? it's something flying after all, and the wolfenstein ss? how about just a furry demon, not specific animal, just something that fits doom, a demon that's furry, it also fits considering who they're replacing.
8. the chaingun sentry and dummy should have the ability to faint too just because it's funny, nothing about them needs to change besides them collapsing when defeated after all.
yeah thats everything I got currently but I will update it. later, overall, great update and worth the time it took to come out.
also if you (as the non devs) want images of suggestions/ideas I can try to do that lol

