Replace all {S,W,B}FALL textures in the levels with their animated
equivalents, and remove {S,W,B}FALL from textures.cfg.
The {S,W,B}FALL were leftovers from when Freedoom had the goal of
being Boom-compatible instead of vanilla-compatible.
Also, rebuild these levels' nodes and reject tables with ZenNode.
https://forum.zdoom.org/viewtopic.php?f=3&t=57684
- Rebalance monsters and weapons for pistol start (tested on ITYTD-HMP)
- Fix P_PlayerInSpecialSector issue in Sector #667
- Fix all(?) visplane overflows, and most drawseg overflows
- Make staircase near (X: -992, Y: -480) less of a hassle to climb
- Remove midtex from back side of line #4342 (X: -1504, Y: -928)
- Change shootable switches near (X: -800, Y: 1408) to regular switches
- Add shootable switch that opens bars in cave (X: -1344, Y: 448)
- Shorten room sequence at (X: 2208, Y: -2144) to four rooms
- Add "coffins" to key switches (X: 1088, Y: 992)
- Simplify sectors leading to exit (X: 1632, Y: 256)
- Replace blursphere in secret at (X: -992, Y: 120) with backpack
- Add small platform, and super shotgun at (X: 2464, Y: -2224)