##These are from the public server test run of the mod when we were trying to weed out issues with episode 1

General:
	Update Intro, Hub, Hub2, End, and E1M1-3 to use scripts instead of conversation boxes.
✓	Remove the Nazi Allied Blitzkrieg 2 reference, that was back in 2007 and now people will just think im a nazi for keeping that in.
✓	Fix the issue relating to exiting the level in Co-op 2.0 and No-Mo 2.0.
	Impliment an AUTOMAP, players were seen struggling with navigation at certain parts, especially the massive ass first level.
	Give more evidence to the lore, preferably in game because, to be honest, this mod is gonna be dead on arrival, so most people will only experience the game in multiplayer, its not like the lore is THAT heavy anyways.
✓	Change the name big boss, very obviously just stolen from metal gear.
✓	Fix up that SOC_PLAY lump or revitalise it so that the lore drops are atleast somewhere else.
	Give the organic members of the BRAKWATCH more prevelance in the base game, even if not as enemies.
✓	Fix Fang and Amy's P_SKIN to properly give them the spindash.
✓	Give cechos their proper notification audio.
✓	Fix the problem with the "ring bleed" lua causing the player to die twice in coop/sp. Causes multiple death noises at once.
	Make lava consistant (Use fire damage instead of lava damage to emulate how lava works in quake, you can sink into it.)

Intro: ✓
✓	Give hints to the ability to swim.
✓	Expand the level, preferably add a platforming section so people can get used to the new physics, and maybe also a shooting area so people can practice their aim, shooting area would mandate that the exitlevel be set to 05 instead of hub though.
	
Hub: Ignoring this (wouldn't even change anything as of now.)
	Maybe should force the player to get the 2 emeralds.

E1M3: ✓
✓	Final platforming to hard for high ping environments, definantly needs a fix considering the skill-level of most srb2 players.

E1M4: ✓
✓	Fix bridge transparency in software mode.
✓	"no ammo :(" says Mental, ignoring the 5 ring boxes in the room behind him.
	
E1M5: ✓
✓	"getting immediately ass raped by 2 robots without rings, putting a few rings could be nice" yeah fair enough lmfao.
✓	Fix bridge transparency in software mode (same issue as E1M4)
✓	Better increase the contrast on the chain bridges, grey chains on a grey skybox.
✓	Remove that stupid turret behind the pushable statue, there were no comments on this, i just realized its a dick move.

E1M6: ✓
✓	Ambush was compared to dead simple (good because that was based on scythes map07).
✓	People dont know where to go, got this a lot but i personally think its a skill issue, if you hit a switch that says it openned a door, you should probably look for said door :/ (seriously have these people ever played doom? that game does that shit a lot).
✓	Increase the brightness of the piston and exit rooms.
✓	Tone the enemy count down in the piston and exit room, especially the exit room, we dont wanna be too slaughtery... yet...

E1M7: ✓
✓	Lower the difficulty of the final encounter, new players might not see the monitors in the corner of the room
✓	Raise the teleporter exit in the final room to fix, or at the very least mitigate the amount of deaths upon teleporting in for multiplayer players.
✓	People some how genuinely didn't see the chaos emerald which was radiating a giant green light.
	Might wanna remove the giant green light as it'll be a pain in the ass to impliment everywhere else.
	
DM3: ✓
✓	No real improvements, I just absolutely fucking suck at this map and I hate it.

DM4:
	Replace the placeholder music.
	Infact replace the whole level, this shit just sucks ass lmfao.

DM5: ✓
✓	Default texture near rear end of the grounded conveyor belt in warehouse area.
✓	Tone down the dance floor, can cause seizures.

CTF3-5: ✓
✓	Revert at least some of the ring monitors to not be random, currently causes ammo drought.

CTF4: ✓
✓	Make the Chain fences impassible instead of blocking, allowing rings to go through mitigating camping.

E5M1 (old):
✓	Takes up map slot 90 instead of 51
	Delete the map, this was never meant to be in the message board demo as it was a mapping test and benchmark test to see how much srb2 could handle.
✓	About that benchmark test, singleplayer is... servicable, noticably laggy but still not completely unplayable.
✓	Multiplayer on the otherhand, 25 year old netcode doesnt take kindly to this shit, stjr daddy please update netcode, ive been such a good boy.
✓	Optimize this (kill me now (; fuck)