levels: Map25 QOL fixes.

One general comment: this map could use a more consistent and clearly visible way to distinguish switch gargoyles from decorative gargoyles. I've taken care of the two most annoying and frequently encountered cases, but a much more thorough review could be done.

- Redid the central pillar in the first room. There is no way to avoid making those lion faces look like they're supposed to be switches.
- The blood stairs were (RNG-dependent) mandatory damage. The streams now only merge at the bottom.
- So was the yellow key fountain. The edge is now climbable.
- So was the rightmost big cross room switch. Switch platform embiggened.
- So was the SSG. There's now a big bottom rim on the "O".
- The switch for the door leading out of the water T is now stay-open.
- There was no apparent light source in the big hall to the west. Added skylights.
- Moved the lion heads on the yellow key pillar to the top to make it more clear they are not switches.
- The first door into the sigil sequence is opened by a switch that is next to a vista overlooking a clearly unexplored area. A right-handed player's first instinct is to look that way, not towards the door; given an identical switch immediately before this was clearly operating something out of sight, and the precedent with the red key having that remote switch+window combo, the first instinct after seeing the outside unaffected is to leave the room to find out what the switch did. Redirecting the player's attention to that previously totally blank wall requires either a sound or being hurt by a monster or both. The door is now clearly marked as an advance warning.
- "Not on map"'d a bunch of control sectors.
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mc776 2023-09-09 10:27:49 -07:00 committed by GitHub
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