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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mc776 2023-09-08 10:29:02 -07:00 committed by GitHub
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