As I'm sure you're all aware, Odamex is based off of ZDoom 1.22 with various features backported from ZDoom 1.23 with Randy's permission and some vanilla-isms forwardported to make most demos work and to verify its vanilla-compatibility. However, a lot has changed in ZDoom land since 2003, most significantly the introduction of DECORATE as we know it in ZDoom 2.1. And so the question on the table is...how far down the ZDoom rabbit hole should Odamex go in terms of mapping and modding features?
Now, Skulltag/Zandronum is currently at version 2.1.7, with various features from newer versions of ZDoom backported. And we can see what the results of throwing in everything + the kitchen sink are...people playing Doom is becoming increasingly rare in lieu of mods like All Out War 2 and Mega Man 8 bit Deathmatch. Not that there's anything necessarily wrong with people playing what they like, but I think we'd all prefer if Odamex mainly remain a way of playing Doom online.
Personally, I'd love to see things like UDMF, PK3 support, 3DMixTex, a bigger subset of ACS and even 3D Floors. On the other hand, I'm _extremely_ wary of adding anything that provides any more flexibility in redefining actors than we already have, like DEHSUPP and DECORATE. The problem is, it's a hazy line...Odamex added support for railguns in 0.6, which is accomplished through a ZDoom-specific railgun codepointer, callable through DeHackEd (which itself is a primitive way of redefining actors). And there might be others.
So in terms of mapping and modding features, what should Odamex backport and what shouldn't it?