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levels: minor fixes.
E1M1 The main goals here are to make things actually easy on easy skill, and to make the lower route actually a viable starting choice instead of a shitty gotcha (or, more charitably, an extra challenge). Tested by using only keyboard in Chocolate while trying to avoid moving and turning at the same time. - In the courtyard room, there is now in easy a dead shotgunguy and a shotgun, right by the door. - Removed the soulsphere in the starting corridor. Sorry, it's just too much especially given the *second* one outside, and it really doesn't help mitigate... - In accordance with the above, removed pinky no. 244 and serpentipede 241 from easy skill. An ambush being totally surrounded by 3 serps at once is not exactly an E1M1 easy mode sort of encounter! - The easy-only shotgun in the southern route is now moved to where those two shotgun shell pickups are above the lift, rather than requiring the trick jump. - Pinky 214 has been moved somewhere where it's less likely to be hit by a stray bullet from below and alerted prematurely. - One of the starting medikits has been moved to the door after the lowering pillars, swapping places with the stimpack. - Southwestern blue key corridor had a lone pinkie on easy. Added two zombiemen instead. - Removed easy-only shotgun from said corridor. Zombieman 88 is now on easy as well. - Removed shotgunguy 96 from easy skill. - Removed zombieman 176 from easy skill and added an easy-only zombieman behind the door. - More attempts to fix #996. Map09 - Added a couple health boosts on top of that crate that needs to be moved away, to remind the player that they might need to revisit that spot later. - Changed the texture on the door leading into the lava pit since the new one doesn't really work with it.
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