@Tesculpture
Glad you liked it! I didn't unfortunately get to include all the setpieces and features I wanted into ep1, partly due to time and partly lack of knowledge. I'm thinking of adding these in (as well as a slightly retooled end map) into a remastered ep1 at some point. I will hopefully add a few surprises as well, but nothing major story wise, so you won't miss anything if you don't fancy replaying the first episode. I am sure John appreciates your comments on the music. The new tracks he has revealed for episode 2 are really something special. The statue will also be explained, btw. Hopefully. Heh.
@Sebrw
Reply sent by Pm. If you notice a reference to something in Ashes btw, it's a good bet its something I've watched or read recently and enjoyed.
BloodySteel is a very good wad for this. A lot of Russian wads are, I noticed. Check out Monster hunter Ltd part 1 and 2 as well.
@Camper
I do enjoy seeing your experiments. I'm working on getting this running on Qzdoom and Lzdoom for older hardware. I will have to see how that goes.
@Nash
Yes, this is what I imagined would work. It works the same in the Bolognese mod for enemies killed with fire attacks. They don't gib unless hit directly, regardless of damage. Maybe I should leave a "bloody mess" option as a cvar for those who like it. Heh.
@TheOldKingCole
Done in my current working build. All enemies shoot tracers and it seems to work well. Not sure if I will be adding this to player weapons, as projectile weapons act weird around scenery/don't quite aim where they say they do. I will experiment.
@everyone
Thank you for all the comments. Please watch this space for more news. I'm getting close to the point where I shall be revealing a bit more of the next saga of the story.