Continuing to polish things and improve the AI slightly. Soldiers shoot barrels, Cacodemons dodge, you get the Brutal Doom 64 laser, a sprite's been upscaled and ejected bullets are 3D.
Welcome to the start of the latest Rabid's Crap revolution!
I used AI to upscale the alternate Pinky sprite. It doesn't look incredible, but it looks better.
Speaking of AI, one thing Doom has always lacked is sophistication in that department. While a few things I've done serve to mitigate that little issue, I've stepped it up with a couple more things. First off, Zombiemen, Shotgunguys, Chaingunguys and WolfensteinSS now target barrels if you're within their blast radius. Doomworld user DANDY Company basically wrote the code for me and I adapted it for my already-modified monsters.
Second, I appropriated the dodging mechanism Cacodemons use in Brutal Doom and moved it to the pain state. So basically, if they get shot and it hurts a lot, they'll dart to the side. It makes them tougher to fight with something like the Chaingun.
Dead Zombiemen (the corpse decoration, not the ones you kill) have been replaced by the Laser from Brutal Doom 64.
Lastly, I took the 3D model for ejected bullet casings from Psychophobia and made it work with the existing casings to make them look better. Psychophobia is by 0xCobalt.