Well, HD already has the envirosuit which explicitly has full-body envelope protection (respiration, heat, corrosives, etc). I will likely leverage that and just give it even more uses instead of just running through slime. For example, as-is only being actually in/on a damaging sector causes damage. I think that could be expanded to make areas around
damaging sectors dangerous as well, among other things. Most likely these would be generic damage (not specifically radiation from slime, heat from lava, etc) because mappers may use different combinations of textures/damage specials. I like the idea of outdoor sectors being mildly toxic, at least under certain conditions.
Texture name checks along may not be sufficient, since older maps can (and often do) replace existing textures with completely unrelated textures for some reason or another. They could provide some help but shouldn't be relied on.
Day-Night cycles are definitely possible. DarkDoomZ can already dynamically adjust/restore the light levels in a map. It's a trivial exercise to put some conditions, like outdoors darkening more at night than indoors for example. Lower temperature is definitely a possible side effect of nighttime. One possible check would be taking the average light levels of anywhere with a sky to see if it's day or night already. This will probably be an optional toggle since it
can break maps that rely heavily on scripted or special lighting. Either way, sleeping / resting will be required on long campaigns and might result in a vastly different state of the level when you wake, if I can make monsters move around reliably without replacing their classes or likewise breaking things badly (god I wish i_timescale was available to zscript).
