* sprites: Tweak the PISG sprites
* Tweaking the PISG offsets
* Properly palletted sprites
* Minor fix for PISGA0
Add lighting effects for firing animations alongside minor improvements.
Recenters the pistol offsets due to the newer sprite edits.
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.