@Action Alligator
[Vampir]
The Vampire on the OP, as with most of the sprites, are placeholders and concept sprites. The final vampire won't look exactly like that. It will follow the white/red color theme of that enemy pack. There is a more finalized model of the Vampire a few posts back.
[Poison/Venom/Acid]
I'm not sure what you mean with the acid-venom/poison interchange. If you're referring the different method in which venomous and poisonous toxins are deliver, I don't general make specific scientific technicalities when writing the lore. I went with "Venom" simply because it sounds cooler, also the scientific distinctions aren't as clear cut as people people would like. Poison would have also worked, but in that case I made a distinction to the GZDoom-specific effect of poisondamage that deals damage over time. Unsure what you mean by venom and acid, as plenty of venoms and poisons also dissolve flesh, just not via proton-donation of acids. Again, too technical for non scientific lore-writing. Either way, I've updated the opening post with some corrections.

[Fire/Venom weapons]
The Fire/Venom weapon overlap is mostly in the weapon slot they occupy and the ammo bar in the status bar. The two sets of weapons aren't terribly similar in how they function, although there are some slight overlap. The Immolator is slow and launches high damage attacks, where as the Skull of Blight is a rapid-fire weapons that fires homing projectiles. While both of the weapon have an area-denial alt fire, the Immolator is again, slow and uses a single high-damage large area attack, where as the Skull sprays continuously. The second-their weapons, the Basilisk and Manticore also don't behave the same way. The Basilisk launches clusters of missiles rapidly that deal splash damage with explosions, while the Manticore is a bit slower and fires a single high-speed projectile that deals "splash" damage by splitting into smaller projectiles. One's better for close range, the other for long range. The only problem would be the status bar, since the bar was only set up to display 4 ammo bars at once. But that's just something the map makers will have to figure out for themselves.
[More episodes]
There is a third episode planned, and I've a pretty good idea what I need for it, but that's far off in the future. It's overall smaller scale than Episode 2, with fewer monsters planned. As with episode 2, 1 theme of weapon will be replaced. I'm either going to replace the soul weapons or blood weapons with the Lightning weapons. I have written up some plans for an Episode 4 and 5, with Ice and Bone weapons, respectively, but there's no point pondering about those until Episode 2 is finished.
