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levels: fix map12 softlock. (#928)
* levels: fix map12 softlock. to replicate: - warp to map12 - do NOT try to get the blue key yet - get the storeroom berserk secret, then go get the plasma rifle in the east - go back and try to get the blue key expected: - the blue key is now on a raised lift. use it to lower it and get the key. actual: - the blue key is now on a raised lift. you can't use it, because in vanilla the walk lines that open the trilobite closets, etc., block your use attempt. This PR moves the relevant switches for the lifts - plural, to keep both ends consistent - to the sides so you can always hit them. I've also fixed the bridge flat pattern (it's implied to be collapsed but there's no explanation for the gaps on the ends) and also some of the SUPPORT2 textures behind some of the lifts in that pre-key area, and made the bridge lift flats into something that looked a little bit more like intentional structures than a default grey flat. * levels: fix map12 HOM. There was a reason why those lifts were defined with so few linedefs. Those huge spans of DOORTRAK still looked awful at low resolution though so I swapped them out for some hopefully vertical-looking bits of tekwall.
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