The current DSDMPAIN is sourced from perkristian's high resolution Doom sound effects pack. Specifically, it's that pack's DSPDIEHI at half speed. This commit replaces it with an edit of me screaming.
> While keeping the theme and the main layout everything was changed to improve the deathmatch pace.
> the wallways around the nukage areas was enlarged.
> The southest area was merged into the east room.
> Exit was moved to other area.
> The bfg area is now a underground area with a teleport and the bfg.
> This same underground area is now part of the playable area and its role is just to increase the options to where the player can go.
> Changed theme, Slight changed layout, enlarged the map, simplified the rooms, added extra spawn points and eliminated the chance of spamming polaric cannon in the middle of map.
> Pre-rework this map had a serious issue with campers spamming a line of plasma across the level, now it's not possible anymore.
> It gained a new look based on judas.
> Small increase in size to be more friendly with deathmatch.
> This map increased a lot in size keeping the same theme.
> Designed to be played with 4 players or more in mind.
> Removed the moving lift. Now you can acess plasma by using a staircase.
> Each opposite side of map has a powerup.
> Map was enlarged by 32px north.
> Teleports on the pit was changed by 2 pathways.
> Plasma locaion was moved.
> You can leave both pits by an stair there.
> Skag was removed.
> All spawn spots start with ssg.
> An extra Minigun and Missile launcher was added.
> Rebalanced some of the items placement of the map.
> Upper path was merged on the former bfg pillar room.
> Pillars on middle can be used to go up instead of only way down.
> Improved both deathmatch, altdeath and duel support.
> Theme reinforced, and increased the general flow of the map.
> Changed the ceiling in the southeast to match its neighbors.
> Shield was moved slightly inside to the playable area; it was easy to fail picking it up.
> Removed unnecessary vertices, details, and all unused texture alignments.
> Noticeably changed the layout of the ground level to be less frustrating in certain spots.
> Plasma switch removed; it was just a waste of time.
> Slightly increased the size of the map to compensate for the changes.
> Extra barrels were added to increase this feature that's unique to this map.
> Barrels are no longer glued on the walls.
> Added some extra ammo.
> Another area was added on the north side of the map, this have cells and a invisibility sphere.
> Improved some curves of the map to make the plasma room "playable".
> Skag was not in the same angles as the destination of the stop, also the door for it was removed.
> Reworked the west room making it more simple and real part of the action room.
> Main outside room was decreased.
> Removed unnecessary details on the map and enforced the theme in other rooms as well.
> Rebalanced the weapon placement.
This new map is more simple and linear, good for staring slots. There's no new monsters introduced, all monsters present there so far is present in episode 1. the secrets are simple but clever so players does not have to hunt for them so hard at episode start. Theme choosen is plutonia, and that fits for ruin introduction. Map can be beaten in around 1 to 4 minutes, if you hunt or not for secrets. and as final the map already has full deathmatch support.
- If you miss that *one* shellbox accessible from the start, the entire first 1/3 of the map becomes exponentially, inappropriately more difficult. While it is fairly visible once you're down that corridor, you basically have no other reason to go there if you don't have the yellow key, so if you're distracted the first time you see that area (or perhaps you miss it altogether) you might not think to visit it again until you have the yellow key. A small trail of armour bonuses visible from around the corner has been added.
- Moved the tripod gate opening switch a bit so that the surrounding textures align and the fake contrast doesn't make it stick out like a sore thumb.
- The tripod fight sucks. It'd be an amazing arena fight if this were Phase 2 and you had the SSG in those tight quarters, but (a) without the SSG it takes *way* too long and (b) since that door opens permanently like that and there's no wall to follow away from it, the tripod spends 95% of its time blocking your entrance into the arena. Now it's an instant-raise ambush jumpscare - which gives you a moment to take evasive action since it won't start shooting until you're well inside the room unless you intentionally back out.
- That all said, that tripod fight as is is *still* completely inappropriate for just the 5th map in the episode. Compare the equivalent in Map27, where you not only have the SSG and possibly the SKAG, and way more ammo either way, but the entire area is *much* more open and you can easily retreat to a spot where the tripod takes several seconds to reach you instead of one second. The monster blocking line has now been unflagged and you are now able to lure it out into the hall; even if it never leaves that juncture just outside the door, at least it gives you a lot more space and time to work with.
- Made the soul sphere secret just a little bit easier to find with the fake contrast, because expecting the player to figure that a *misaligned rock texture* is a secret when everybody accidentally misaligns rock textures everywhere else is totally unfair.
- The green T room with the teleporter leading to the red slime maze now has a door leading to the hallway going into the final arena, which opens at the same time that said arena does. This should cut back on some backtracking without disrupting gameplay too much.
- Gave the two corridors by the start different marbfaces.
- The cross on the platform by the blue key looks a bit janky even if we weren't trying to get rid of the real-world religious imagery here. It is now a glowing infinity symbol.
- Tekwalled up the back side of that weird not-door to the southwest.
- Mixed up some of that BRICK9 with some BRICK8 where things seemed adequately unexposed to the elements. Split up an over-1024 linedef in the process.
- Flipped a bunch of "ingrown" linedefs.
Fixed the mismatched lighting under the switch room rising pillars.
Simplified some of the light gradients to help reduce some visplanes. The ledge on the east side of the horseshoe is no longer lit.
The newly lit door next to the ledge now has a similar light texture trim to the other lit areas.