The opportunity to make it more modular will hopefully be there - thanks for the feedback! Doing a bit more with the weapons is definitely on the table (it would particularly be nice to change the rifle so that you don't begin by staring at the same rifle as the original Brutal Doom) but I need to seek out suitable sprites

I believe the weapons could definitely be separated out.
That's great, SHayden - I adjusted a couple of timings on the shotgun reloading and when it was allowed to react to kick and otherwise interrupting reload... I don't think the ability was outright missing before, but it's good that it's working now in any case
New snapshot fixes a couple of bad bugs I somehow didn't notice - imps could remain blocking when dead if you shot them when in the air (because they went straight to their Die states instead of doing the noblocking routine first) and less awfully, monsters could sometimes futilely attack burning barrels because they were set as +FRIENDLY (why?!) I've also added the option for bullet casings to fade, same place as the Gibs option under the Display menu. (Doctrine Gamer, thanks for your comments as well! Blood on the walls can be controlled by the "Number of decals" option, again in the Display menu - once the number of splats and/or bullet holes reaches that maximum, old ones will start being deleted to make room.)
I'm slowing down on the huge fixes a bit here and I think that I've basically done all the overhauling I want to do to declare this a first actual version, once I make sure that everything still works in multiplayer. I'll write up a guide on how to add a new weapon and a new monster soon, and am also working on an overhaul of Vulkan Inc to demonstrate a whole game based on BDLite

