Engine bug

There are numerous bugs, limitations and oddities present in the Doom engine.
 * (0,0) respawning bug
 * Arch-Vile gluing monsters together
 * Barrel explosions which do no damage at point-blank range
 * Barrel suicide
 * Blast damage has unlimited vertical range
 * Chaingun fires twice with only one bullet in it
 * Demo desyncing caused by bouncing Lost Souls
 * Demo desyncing caused by menu access
 * Elastic collisions with walls
 * Fast doors make two closing sounds
 * Fast doors reopening with wrong sound
 * Flawed collision detection (aka hitscan attacks inaccuracy)
 * Frag count rollover
 * Ghost monsters
 * Hall of Mirrors effect
 * Hitscan attacks hit invisible barriers in large open areas
 * IDCLEV idiosyncrasies
 * Invulnerability colormap bug
 * Lift heights not preserved in saved games
 * Long wall error
 * Lost Soul charging backwards
 * Lost Soul colliding with items
 * Lost Soul limit
 * Lost Souls trapped outside level boundary
 * Mancubus fireball clipping
 * Map size limit
 * Medusa effect
 * Moire error
 * Monster targets not preserved in saved games
 * Monsters attacking across tall ledges
 * Monsters fleeing
 * Monsters open locked doors
 * Monsters stuck in doortracks, walls or hanging off lifts
 * Moving platforms limit
 * Noclip bug
 * Ouch face
 * Phantom fireball explosions
 * Picked up a medikit that you REALLY need!
 * Player corpses walking
 * Player stuck on ledge after restoring savefile
 * Projectiles blocked by decorations
 * Revenant tracers not preserved in saved games
 * Savegame buffer overflow
 * Segfault/lightning flash near very tall structures
 * Silent BFG trick
 * Sky hack
 * Sky never changes in Doom II
 * Sleeping Sergeant of Doom II MAP02
 * Slime trails
 * Some game options not preserved in saved games
 * Sound effects behave differently on level 8
 * Spawn fog in wrong location
 * Spider paralysis
 * Sprites flickering across ledges or lifts
 * Stairs that can be ascended, but not descended
 * Status bar face hysteresis
 * Tag 666 idiosyncrasies
 * Tag 667 idiosyncrasies
 * Teleporters in Final Doom don't set the Z coordinate
 * Turning resolution is lowered when recording demos
 * Tutti-frutti effect
 * Venetian blind crash
 * Visible sprites limit
 * Visplane overflow
 * Voodoo doll
 * Wallrunning
 * Wrong sound for exit switches
 * Wrong sound origin for button "popouts"
 * Wrong sound origin for switch/button presses