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levels: more fixes, mostly floating objects.
E2M9 - Floating gibs 139 by teleporter pad. - Lots of tutti-frutti around the teleporter pad to the east of the floating gibs. ~~Never point a COMPUTE2 at a map you are not willing to destroy.~~ E4M2 - Fixed some textures in the cross room and the secret exit room. Map01 - Moved minigun 70 deeper into the alcove. It wasn't actually floaty but it looked bad there anyway. Map09 - Floating serpentipede corpse. in red cracked area. Map11 - Floating health boosts 715 and 719. Map19 - Moved the shellboxes and backpack to match the stairs. - That is not a jumping puzzle, but a game of luck whether you take damage from the slime on your way to the northwest platforms. It's now a thin continuous catwalk and all of that slime does 10% if you somehow fall into it anyway. - Moved the lowering wall switch to the left so you're not stuck trying to hit it from a step above. Map20 - All 3 rockets in the blue key arena were floaty. - At least 1 floaty armour bonus in the red button brown room. - Expanded the red key column to better ensure the player will cross that line when picking it up. Map23 - Floaty health boost 265. Map25 - Sector 59 now completely unambiguously houses two hatchlings. - Floaty armour and medikit in the square floor halls. - Floaty medikits by the yellow key. - "Sinky" health refill on the newly accessible painlord lift. Map28 - The candles on the western skull piles are all moved closer to their respective ledges to avoid floating to the ledge above them. These sectors have also been merged and the bloody part now uses the new flat. - Floaty health refill 313. It is now in exactly the same spot as the sphere that appears instead on easy. Map29 - Moved the *potentially* floaty stealth worms in the dark pit building away from the moving platform.
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