//ENHANCEMENTS

Shell Casings
Blood and Gore Effects
Destructible Decorations and Lights
Each Zombie has numerous variations so as to throw in a little bit of variety, except that of the Double Chaingunner, as of yet.

//DIFFICULTY LEVELS


I'm too young to die
-No Auto Use Health for inventory health pickups
-Normal Icon of Sin spawn rate

Hey, Not too rough
-Normal Icon of Sin spawn rate

//MONSTERS

-Lost Soul: Randomly replaced by Forgotten One (Lost Soul that follows you during attacks)
-Zombie Man: Attacks continuously like Realm667 Rapid Fire Trooper.
-Shotgun Guy: Random SSG Zombie replacer, 1 in 4 odds of spawn. Normal one fires same amount of pellets as player.
	-Now has own firing sound so as not to be quiet in Ultimate Doom.
-Chaingun Guy: Random Double Chaingunner variant, 1 in 4 odds.
-Imp: 50% chance of the imp ball chasing you down like the Revenant's missile. The tracking ball is slower than the standard imp ball.
-Demon: Randomly replaced by Blood Demon (Exact same attributes, except double the health). Also, they now have a base damage of 6 rather than 4.
-Spectre: Same
-Cacodemon: Attack that launches 3 rather than one in a spread pattern like the Enhanced Caco
-Pain Elemental: Now has a melee attack with same range and damage as Cacodemon
-Arachnotron: Fire rate that matches the player's plasmagun
-Revenant: Fire 2 rockets, one from each shoulder
-Hell Knight/Baron of Hell: Throw 2 projectiles in quick succession
-Mancubus: Has randomly chosen patterns of projectiles. No more rehearsed patterns to get past their fireballs.
-Spider Mastermind: Increase health to match that of the Cyberdemon
-Wolfenstein SS: Automatic fire rather than slow fire