Eriance wrote:rather than try to force compliance with some sort of option.
What's so bad about forcing compliance? Some challenges may be really designed to be played with certain limitations, and if you try to bypass them by using console commands, command-line parameters or a modified WAD, you're cheating, which is OK by everyone, but means that you're not playing the map by its intended rules, which, if designed by a good author, may enrich the gameplay.
I'm responding for example to NeuralStunner's complaint about jump disabling. Doom had been having no jump for around half a decade, and megawads were designed which took advantage of this. I'd expect one not to feel incomfortable if arbitrary wad X disables jumping. You're welcome to still reenable jumping, but you may be missing the point of that design and avoiding some of the challenge, if you do that.
It's a good idea to prevent unplanned rocket jumping as much as possible, especially in maps with lots of Sandy Petersen artifact usage (E3M6 comes to mind). Savvy people
will use it, and a magnificent second to last level can become trivial and flawed because of it. Using GZDoom will make it 90% easier on the player because of the 90 degree freelook.
Actually, it's pretty sad when a map can be speedrun by taking unplanned short cuts. I'd rather see the player zap between monsters and survive, than solve a large map in 10 seconds by exploiting an untested flaw.