🌟 Balance, DoomCute & Details, Gradient Brightness, new and expanded areas 🌟
### E1M1
- Monitor got wider plus an additional plasma cell
- Some details to the room next to the shotgun/bandage room
- New minor details for Blood River
- More space for dead marine ammo, at idle imps
- Blinking monitor at the dead shotgun zombie
- Changes to The Blue Key Area, bit wider entrance and gradient brightness
- The shotgun laying on the ground right at spawn is now resting on a counter surrounded with lights
- The Player Start has been adjusted for better initial view of the map
- New Tech Base Wall decoration + plasma ammo between the shotgun and idle imps
- New Tech Base Wall decoration at the dark hallway where the Baron is idle
- Stairs to "Ground level" and some outside decoration
- A socket inside the wall that contains a cell charge pack ⚡
- A cross made with armor bonus
- More variation in ceiling textures
### E1M2
- Broken floor close to the Red Key and a pair of saint Peter Crosses
- Rocket Cave is now a bit darker
### E1M3
- Additional Crosses in the starting area
- Behind the Blue Gate, there is now a Danish flag on the wall made with red and white rock textures
- Double the amount of Armor/Health Bonus at the Blue Skull key room / Barons Lair
- Additional bloodfall
- Brightness gradient at secret
- Armor/Health Bonus around "The Box"... actually alot of places got boosted
- More Firesticks towards the Red key room
- Red Rock Cave is now a bit darker
### E1M4
- Armor bonus and medkit at the starting platform, health Bonus at the first stairs from the toxic waste
- Hanging Dude Hallway, more depth and gradient brightness plus additional health and ammo
- Brighter corners in the big marble room
- Simplifying Blue Armor Room
- "Light shining inside the window"
- More Barrels!
- Added light and wider "Server room" at the toxic trap
### E1M5
- Medkit at outside the first door at the cross
- More darkness at imps waiting for ambush
- Another row of armor bonus at the starting area
- Additional first-aid at the library
- Some tall firesticks at the second Archvile location
- Removed the monster only teleporter at the elevator
### E1M6 - Camp Pasar
- A Blue Armor can now be found in a new secret area filled with monsters
- lol more ammo
- Monitor at shotgun ammo
- Wall details close to the exit
### E1M7
- Additional health bonuses at the starting area hallway
- Armor Bonus at the three-way
- Rocket Ammo close to the big imp teleport alter
- The door to the blue key room can now also be open manually
- More space around the pilar in the dirt maze plus some plasma ammo
- SP_FACE1 & SP_DUDE8 at the dirt maze and another imp waiting for an ambush
- The Dead End is now blocked by stone rouble
- Wall details along the dark hallway, the one to left gets a panel of skulls and flesh, to the right, rocks and stones that can be used as cover
- Candles inside the dark Demon/Spectre Room
- Ammo at the Blue Armor Secret was only available in a specific difficulty
- Some wall skulls decoration, at the big tech-flesh corridor
- Gradient Brightness at the green marble area
- A few Hell Knights in the dark cave on hard difficulty
### E1M9
- More space for the hotel house plant, a red chair next to it and a cozy fireplace next to the chair
- Second row of health bonus on the way to the grocery store
- Some wood panels at the garage front
- Sand Castle at the beach! 🏰
- Pizza at table inside the hotel 🍕
- Book on table inside the home 📘
- Pool of piss at toilet 💦🚽💩
- Corrected the amount of secrets 15 => 11
- Added brightness gradient in several locations
- Highbeds with plants as cover close to the store
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Thanks! 🫂