Fully movement: That's great. They are hard to make, but they are a most have for an action-RPG.
There one minor problem: the sprites in hexen don't look like they are walking, but rather running. The wide steps and the fast swapping of frames makes the sprites move very fast, even the humans (Cleric, Mage and Warrior). Just take a look at the Janis' map with the City Mage, and you'll see what I mean.
-Is there any way to slow down the sprites' speed, and maybe even animaion (if it wouldn't look strange)?
Fully animated: Great thing also, to have non-hostile sprites fighting at your side (or on their own). It makes the game deeper, and funnier (as you could choose to help them, or use them as cover to your retreat, etc.). Now this is something I REALLY want to see in SE! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> Anyway, they are as hard as the ones above, but will be worth it.
For the artists: Even though you can use anything to make NPCs, from drawings to real photos, I would suggest you use Hexen's sprites first, because it's a simpler and easier way. You would also be sure the new sprite's animation wouldn't look worng or odd, since it's based upon an existing Hexen's sprite.
Thanks for the list and the insight. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
PS: I remember I once saw a Doom site where a guy made a tutorial about setting waypoints to sprites inside a maps using a new engine (kinda like doomsday). That could help Moose, since it had code writting with explanations. Do you remember the site, RambOrc?