Here are a few ideas to improve this process manager:
  N == not planned
  ? == possible, but not planned and/or is it necessary?
  - == not started, but planned
  O == in progress
  X == done AFAIK

X-display last 7 characters of process name rather than first 7
    ie: '/sbin/mingetty' would appear as 'ingetty' rather than '/sbin/m'
X-make text disappear when entire pid monster sprite is obstructed
X-make text 'float' with the monster (adjust y-value of print)
X-pid monsters don't count towards end-level 'kills' percent
X-pid monsters don't spawn in/on other things
N-toggle monster inter-fighting (ie. CacoDemon vs Imp on(default)/off )
N-toggle monster intra-fighting (ie. Human vs Human on(default)/off
                                   Demon vs Demon on/off(default) )
X-OR as an alternative to the above 2, have pid monsters only take damage
    from a player
  O-command line flag to allow pid monsters to be damaged normally
      (-nopssafety)
X-better process management:
  N-non-blocking process manager so pauses aren't as noticable
    NOTE: pauses would still be there with the non-blocking
          process manager - tested by disabling pr_poll() call
          and running a sh script on a seperate terminal that
          called 'ps' every 5 seconds: pauses were still noticable
  X-if a process is killed/removed outside xdoom, remove it from xdoom
  X-update process names (ie. mingetty --> -bash after login )
    ?-compare pid monster name to incoming name and copy the name
        as a result of that comparison
      NOTE: right now, the name update happens to every pid monster
            every time the ps list is updated.  would adding a check
            to see if the name needs to change speed things up?  in other
            words, how much faster is strncmp() than memcpy()?
  X-if a process monster is killed in doom, but the actual process doesn't
      die on the machine, resurrect the monster's body like the archvile
      does; if we can't raise the monster, remove the body and respawn the
      monster
X-gracefully handle save and restore
X-only re-nice a monster the first time it is damaged
?-OR with successive damages, get the process' priority, and re-nice
    to 2(?) more than the current level until it reaches 20 (the maximum)
  NOTE: must be careful about shotgun and other rapid-file or
        multiple damage weapons because one could re-nice monsters
        to +20 really fast
X-customized level map for managing processes
  NOTE: *any* level that has 3 1024x1024 areas for monster spawning such
        that the bottom left coordinates of the squares are at (0,0);
        (2048,0); and (4096,0), respectively, will work
  NOTE: current custom level details and decorations may need tweaking
  X-if the custom level isn't (or can't) be loaded, use stock E1M1 in
      doom 1 (or MAP01 in doom 2) for process management
  X-custom level loads automatically, like xdoom.wad.  the custom doom 1
      map must be named psdoom1.wad and the custom doom 2 map named
      psdoom2.wad for the automatic loading to happen
  X-command line flag to disable automatic loading of custom level; manage
      processes on stock E1M1 or MAP01
      (-nopslev)
  ?-custom level for shareware doom (psdooms.wad); must get permission
      from id software before doing this
X-game acts like normal xdoom if not playing on E1M1/MAP01 or if playing
    any 'Plutonia Experiment' or 'TNT - Evilution' level
X-command line flag to entirely disable 'ps' portion of the program
    (-nopsmon)
X-command line flag to disable actual re-nice and kill of processes
    (-nopsact)
X-command line flag to make 'no monsters' persistant across new
    games and warping
    (-nomonsters.) == no monsters, period :-)
X-pid monster spawning not affected by '-nomonsters' or '-nomonsters.'
    command line flags
X-command line flag to respawn items like in -altdeath games
    (-respawnitems)
    X-this flag should have no effect in demo recording or playback; it
        would mess up the demo timing
X-command line flags for determining which user processes to spawn
    X-command line flag to cause every username to be added to the list of
        users whose processes to display
        (-psallusers)
    X-command line flag to cause specified usernames to be added to the
        list of users whose processes to display -- without any supplied
        username(s), assume current user
        (-psuser [username1[ username2...]])
    X-command line flag to cause specified usernames to be added to the
        list of users whose processes not to display -- without any
        supplied username(s), assume current user
        (-psnotuser [username1[ username2...]])
    X-if none of the userlist-related command line flags are given, the
        program defaults to showing only the current user's processes if
        not running the program as root -- root sees all processes by
        default -- current username is determined by looking at the
        environment variables PSDOOMUSER, LOGNAME, USER, and USERNAME in
        that order
X-ensure that demo playing and recording do not use the 'ps' portion of
    the program
X-the demo that plays immediately after ending a game (options->end game)
    on a level with pid monsters is messed up; fix it
?-use c functions like setpriority() and kill() rather than the
    system() call (would this speed things up significantly?) 
--put command line options into an in-game menu
--ability to have multi-admin netgames
--ability to administer processes on a machine other than the one running
    psdoom
--more general format for custom level areas for pid monster spawning
  --'PSINFO' lump in wads tells engine where to spawn pid monsters and on
      what level(s)
  --current behavior is used if no PSINFO lumps are given
    NOTE: format of this textual lump is sorta in my head: one lump
          specifies all maps and coordinates -- ExMy or MAPxx lines
          seperate coordinate grouping lines within the lump
          {ExMy or MAPxx}, {R, A, or U}     (one of these lines per level)
            * to denote which map the info is for and the method by which
              processes are placed in the spawnboxes of that level

            * 'R' tells psdoom to spawn pid monsters in a
              round-robin-esque manner among the given spawnboxes:
              pid #'s are mod'ed by the total number of spawnboxes on
              that level and the pid monster is spawned in the resulting
              numbered box
              ie. pid# 1432 is being spawned on a level with 5 boxes:
              1432%5 = 2; pid monster will be spawned in the third
              (0, 1, 2) box listed in the lump

            * 'A' tells psdoom to use the relative area of the spawnboxes
              to determine the chances of spawning a pid monster in each

            * 'U' tells psdoom that there are user-specified percentages
              for determining chances of pid monster spawning for the
              spawnboxes

          {x, y, dx, dy, nn}        (one or more of these lines per level)
            * a point of origin and the length of the sides for a box (in
              doom map units) on that level for processes to spawn in

            * the final argument is a field that is only used if the 'U'
              flag is given above: it gives the percent chance of a pid
              monster spawning in this spawnbox
              * if the running total of user-specified percentages becomes
                greater than 100%, the remaining spawnboxes will not have
                monsters spawn in them
              * if the nn is not there for a given area, the remaining
                part up to 100% is assigned to that spawnbox
--make pid monsters less aggressive towards (afraid of?) player
--pid text is not placed well when screen is not at largest or second
    largest size; fix it
--more info about processes
  --monster type reflects cpu/mem usage
  --more text information (space limited)
    NOTE: perhaps could print more info as the monster gets closer
          and takes up more of the view
--shutdown/reboot machine with psdoom*.wad level exit switch(s)
  NOTE: need to make a custom texture to notify user of this interface
--type of weapon determines what signal to send with the kill command
    on monster death (eg. pistol=kill -1, shotgun=kill -2, ...
                                            plasma & BFG=kill -9 ???)
  NOTE: rocket launcher probably not a good choice because of collateral
        damage (maybe protect pid monsters?)
O-modify xdlaunch (ps-xdlaunch) to run ps-xdoom
  O-add psdoom-specific command line flags to ps-xdlaunch
--incorporate the Back Orifice port of psdoom
  --command line flag to use Back Orifice rather than local admining
      (-psbo)
O-support multiple operating systems (the ones xdoom supports)
  --freebsd
  X-linux
  --openserver 5
  --unixware 2
  --unixware 7
  O-solaris
  --aix
O-use ~/.psdoom rather than ~/.xdoom for savegames, config files, etc
O-add references to psdoom in startup header text, X resources, and window
    title bar