You Have 1HP changelog:

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Version 2.1
Nov 20 2023
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*A couple of small visual changes in MAP02.
*Fixed a texture alignment issue and made a couple of other small visual changes in MAP04
*Changed support texture in MAP11.
*Added some candles in front of the doors in Map 21. It might still be a little unclear that the doors are doors, but at least this will help draw more attention to them.
*A little bit of texture alignment in MAP24
*Fixed a visual issue with one of the gimmicks in MAP31.

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Version 2.0
Aug 28 2023
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General:

*Added M_DOOM title image (see above).
*Used the Nightmare font and added confirmation for Hard to reinforce that Hard is hard.
*Added music - Mephisto's Lament by MFG38...and...also another music track...
*Did some rearrangement of the level order (MAP03 <> MAP04, 09 > 10, 10 > 13, 11 > 9, 12 <> 15, 13 > 14, 14 > 11, 18 <> 19, 23 > 25, 24 > 23, 25 > 24).
*Swapped the secret levels around.
*Recorded 3 demos.
*Reduced the default HP of lost souls (100 -> 80).
*Reduced the default HP of cyberdemons (4000 -> 3650).
*Changed a bunch of levels' par times.
*Damaging floors are now more consistent and kill the player quicker.
*Corrected a bunch of texture alignment issues.
*Enforced software sector lighting.
*Added sound environments.
*Set IWAD to Doom 2 by default.
*Slightly modified the palette.
*Enforced software sector lighting.
*Changed some border textures to better fit levels' aesthetics.
*The map screen now uses a triangle-style arrow for the player (from m8f's set of custom arrows).
*Smoothed out some coding and made a lot of other miscellaneous minor changes.
*Brains!

Specific level changes:

Get Your Imps in a Row

*The intro sequence now also returns the player's pitch back to normal after picking up the super shotgun.
*The intro sequence can now be skipped by pressing the use button.
*Made sector where the exit podium arises more apparent.
*Did a better job at blocking off the doorway, preventing players from unexpectedly getting caught in the entrance sector after they have already walked forward.
*Modified restart message.
*Made shadows slightly less dark.
*Several other visual improvements.

Barons o' Fun

*Changed starting position and angle.
*Made the back passage partially destroyed on Hard.
*On hard: removed all but one barrel that the barons can shoot.
*Added a fence on Normal so players are blocked from falling into the slime around the back passage.
*Corrected the height of a sector in the baron zone.
*Added hazard stripes & a warning sign, added a ventilation duct, changed the bridge a bit, plus several other miscellaneous visual changes.

Who's That Demon?

*Randomised monster order.
*Added a shelf for the guns.
*Some big visual changes - specifically, the level is now very purpley and also more silhouettey. 
*The floor is slightly lighter now so that the player's current weapon is visible.
*The shells that were supposed to only appear on Normal now actually only appear on Normal.
*Also, removed the extra set of shells on Hard, i.e. on Hard, the only ammo in the level is in the guns themselves.

Look Out (previously Watch Out!)

*Renamed level.
*On Normal, the imp will be alerted once the rocket launcher has been picked up.
*Added some fleshiness, plus some other texture changes.
*Made some improvements to the geometry.
*Improved lighting around the candles and the giant eye.

Chainsaw Dance

*On Normal skill only, the cacodemons are semi-transparent, making it easier to see the location of the other one. 
*Slightly reduced cacodemon HP on Normal.
*Players now have to fetch the chainsaw themselves. I mainly just hate starting levels with the chainsaw sound starting immediately.
*Improved visuals - including more lighting contrast, adding in some fire, and raising the ceiling a bit.

?

*The imp now actively tries to avoid being attacked.
*The imp now teleports upon being hit - meaning players cannot just trap the imp somewhere.
*The level is a lot simpler now in terms of portal shenanigans. Previously, it could just end up a little too weird and messy.
*Completely changed up the level's visuals.
*Fixed incorrect geometry that caused misaligned textures.
*After a while, a berserk pack spawns in on Normal.
*Removed the imp's intro sequence randomisation.

Beware the Maclings!

*Changed the exit switch to use a regular podium instead of sliding up the wall.
*Improved handling of scenarios where the manclings would not spawn properly.
*Several aesthetic changes - particularly, adding background detailing and generally making things more orangey.

Slime Time

*Moved the chaingunner back a little so he can't unexpectedly snipe players while they're on the right side of the room.
*Introduced slight delay to the length of time it takes for enemies to attack after first seeing the player.
*Fixed possible exploit where enemies' weapons could drop down to where they could be picked up by the player.
*Added some shotgun shells to Normal.
*Made fist an available weapon.
*Improved the slime overflow effect.
*Fixed some slimy floors not properly dealing damage.
*Several visual changes and fixes.

Mirage

*Changed weapon from the shotgun to the super shotgun - the level felt a bit too longwinded beforehand.
*Removed five sets of shells from both skill levels, and four from Hard only.
*Removed fake shotgun shell box, but added some new mirages...
*Adjusted the colours and textures.
*Fixed rare exploit where players could actually pick up the BFG mirage. I added an extra check to make sure it can't be picked up.
*Added another pyramid in the background.

Gravity Well (previously Downfall)

*Renamed level.
*Changed the starting area a bit: Swapped the individual rockets out for a box of rockets, changed the lighting, and moved the player closer to the shaft.
*Illuminated rockets / boxes of rockets in the shaft, making them a lot easier to see.
*Changed the height of a few imp cages.
*Slightly moved around some rockets to make the level flow better, also, added an extra rocket towards the bottom on Normal.
*Two other rockets are now only available on Normal.
*Made the interior of the imp cages less red, so it's now much easier to tell which imps have been exploded, and which haven't.
*Added some warning textures, plus some other minor texture alterations O_O.
 
Fistfight

*Generally improved the level's geometry.
*Changed a lot of texturing; including making the player's side all blue, the revenant's side red, and the dividing wall purple.
*Significantly reduced likelihood that the revenant will fire a missile.
*Placed the player's starting position closer to the switch.

Three Imp Rhumba

*Removed four clips on Normal, five on Hard. It was just way more ammo than anyone could ever need.
*Blue and red imps are slightly larger and both have a bit more HP on both difficulties; all imps have an extra 10 HP on Hard.
*Tried to make the level more graphically interesting by adding some vertical detailing.

Chaingunner Reaction (previously Chaingun Reaction)

*Renamed level to ChaingunnER Reaction - better implies that the level involves chaingunners, as opposed to a useable chaingun. Also, I think it sounds better.
*Added delay to how long it takes for chaingunners to react to the player, but also made them spawn in slightly quicker on average.
*Added several extra shotgun shells.
*Set the exit podium's floor to become non-damaging once all enemies have been killed; it was too easy to unexpectedly step on lava before. Also, moved the podium a little bit back from the ledge.
*Some visual changes: including adding support structures, better lava glow, and some impaled humans at the back of the room.

Rocket Man

*Fixed exploit where players could rocket up onto a thin bit of platform in front of the exit switch.
*Visually indicated the level's concept more clearly with a crosshair on the ground.
*Moved the second invulnerability sphere (only appears on Normal) into an alcove in the second-to-last rocketing room.
*Added some more rockets.
*Most of the level is now pitch black and only really viewable while using the invulnerability sphere.
*Made a non-damaging sector damaging.
*Improved the geometry of the slope area.
*Several texture changes - particularly in the exit zone.
*Spruced up the starting area a little (with corpses!).

Teleporter Slaughter

*Left and right teleporters now link to each other now, instead of the middle sector.
*The middle sector is now tinted red to indicate that it is connected to just the red teleporters.
*Improved functionality of the teleporters, including adding invincibility frames.
*Removed fist from inventory.
*Removed one pinky on each difficulty level. And removed five sets of shotgun shells from Normal and four from Hard. I wanted to try to encourage the slaughtering of more enemies via the use of teleportation.
*Altered geometry slightly and made several texture improvements.
*Made shadows a little lighter and changed the colour grading.

Electric Blue (previously Four Corners)

*Renamed level.
*Removed one lost soul from both skill levels, as well as one set of shells.
*Exit podium now appears in the same location as the other podium - backtracking to the first room was a bit annoying and confusing.
*The shotgun will automatically be switched to upon picking up shells if the player has both the chainsaw equipped & a shotgun with no shells.
*Fixed a bunch of texture inconsistentcies.
*Moved some things around and made a bunch of other miscellaneous changes

...So Do They

*Players now have a forcefield protecting them at the start of the level.
*Added three extra cyberdemons on both difficulties. Plus two extra cyberdemons on Hard.
*A handful of cosmetic changes.

Flooded Courtyard (previously Courtyard)

*Renamed level - I completely forgot there was already a Doom 2 level called that...whoops.
*Flooded the courtyard...
*Fixes & alterations to the geometry.
*Swapped out zombiemen for pinkies (and a spectre - on Hard).
*Added a bunch more ammo.
*Exit podium now is within the central rock formation.

'O' of Death (previously In Circles)

*Renamed level.
*Renamed level.
*Fixed backpack so it actually now only spawns on Normal.
*Removed three clips and six sets of shells from Hard.
*A bunch of graphical adjustments.

Cacofriends (previously Cacostorm)

*Renamed level. 
*Randomised order of the switches.
*The cyberdemon now starts off farther away from the player, as well as facing the opposite direction on Normal.
*A whole bunch of graphical changes.

Pinky Herder

*On Normal, pinkies cannot leave their pen once all of them are captured.
*Players can now go out of the control room window whenever, (the wall above the button doesn't open up anymore). This relieves the frustration of trying to manoeuvre past the pinkies waiting at the bottom of the staircase. 
*Changed around the starting location of the pinkies. Each of the difficulties has their own pinky starting locations now.
*Lights in the pinky pen now flash alongside the lights in the control room.
*Fixed a softlock where players could rush upstairs fast enough to press the button while the door was still open, allowing a pinky to possibly escape while the crusher was in the process of crushing.
*Tried to make the doors feel more responsive.
*The switch no longer flashes red lights after the pinkies are dead.
*Some other aesthetic changes and fixes.

Waggle Room

*Extruded the ceiling lights and recoloured/retextured the level.
*Removed some ammo on both difficulties - it felt like it was way too much. Also, removed all individual ammo on Hard.
*Swapped the plasma rifle for another chaingun on Hard.
*Swapped the super shotgun for a regular shotgun on Hard.
*Swapped the two pinkies for spectres on Hard.

Never Befriend a Cyberdemon

*Pinkies are now only on Normal. Spectres replace them on Hard.
*Pinkies/spectres now prioritise attacking the cyberdemon over the player.
*Rearranged pinkies/spectres and added one extra. Hard now has two more enemies than Normal.
*Slightly enlarged the arena.
*Changes to the level's visuals: including adding some stalactites, altering the textures, and making the floor's geometry more intricate.

Crowdsurfing

*Removed counter - that whole thing was a little too silly...
*Players now have to retrieve a keycard (two on Hard) and return back instead of flipping a switch. This removes the softlock situation where players could crush some revenants and then not be able to cross to the other side.
*Front crusher is slightly larger now.
*Changes to the level's visuals: including making front crusher get bloody after squishing revenants, adding some extra detailing to the stage area, and several texture and lighting changes.

Help is on its Way

*Removed berserk, moved super shotgun to the boat's main cockpit, added in some shells.
*Removed one lost soul on Normal, and two on Hard.
*Fixed issue where players could softlock by dropping off the boat via a non-blocking linedef.
*Fixed lost souls being able to disappear off into an inaccessible area.
*Slightly increased the size of the main island.
*Many visual fixes and improvements - including completely remaking the mountain area and improving lighting.

Turning Red

*On Normal, swapped the row of chaingunners with the row of zombiemen.
*Removed fist as an available weapon.
*On Normal, the hitscanner enemies take slightly longer to react after players start firing the BFG.
*Changed some geometry bits - mainly, the BFG now lowered down to the player at the start of the level.
*Fixed an issue by adding in an extra step.
*Tried to improve visual communication in the first half of the level, plus other graphical changes/improvements.

Bring Your Daughter to Work Day

*Slightly lowered the HP of the spider mastermind on Normal.
*Placed invisibility near spawn on Normal. On Hard, the invisibility is among the row of cell charges now. Previously, it was at the very back of the room, which could cause things to be impossible (or unacceptably difficult) on some random seeds.
*Changed the pickups at the back of the room to two plasma guns, two backpacks, and four cell charges on Normal (two cell charges on Hard) - previously it was just some ammo and one plasma gun.
*Brightened up the exit podium to make it easier to spot - especially from the back of the room.
*A bunch of slight visual improvements and fixes.

The Floor is Lava

*The exit switch now drops from the ceiling. This avoids the possibility of players stepping in lava as the switch rises as well as making the switch immediately more visible once all enemies have been killed.
*On Hard: switched the location of the rocket launcher & the plasma rifle.
*Moved the final/BFG platform a bit closer to the others.
*Switched around some items.
*Added three extra small podiums - one for a cell charge pack, one for a backpack, and one for the chainsaw. Now all the weapons and ammo types are represented on the level.
*Tried to reduce the amount of situations where the pain elemental fails to spawn lost souls after dying.
*Made level a lot more fiery.

Shut the Front Door

*Lengthened the cyberdemon's area and slightly shrunk the player's area. It should now be much easier to react to incoming rockets and to block them by shutting the door.
*Cyberdemon now starts facing the doorway, so on Hard, getting the backpack is much riskier.
*Added voodoo doll at the back on Hard skill; i.e. players will probably die if they let a cyberdemon rocket get past the door. On Normal, the alcove with the voodoo doll contains the backpack.
*Changed the texture of the back wall in the cyberdemon’s room, and made it light up whenever a player rocket crosses over, making it much easier to tell when it's okay to close the door.
*Changed starting location and added an extra rocket to where the old starting area used to be.
*Changed around the ceiling texture and its geometry.
*Changed the signage on the right to (hopefully) better indicate that dark side = closed and light side = open.
*Improved lighting and contrast.

Gun Game

*Changed the mechanics to match traditional Counter Strike-esque Gun Game rules (and my RAMP2023 level (Map207)) - i.e. weapons now switch per kill, rather than after a set amount of time.
*Monster types and locations have been completely changed.
*A lot of redecorating.
*Added a bit of a cutscene at the end.

Choose Wisely

*Changed the general aesthetics.
*Players now start downstairs and then must take an elevator up to the main area. On Hard, the floor is damaging and players are given a rad suit - effectively creating a time limit to select the right switch.
*Exit switch randomisation.
*Fixed multi-texture switches so that all parts of the switch now change to the pressed state.
*Replaced some switch gimmicks and slightly altered others.

DGPS

*Added extra plank of wood on Normal skill.
*Neatened up the functioning of the skull locks; it's no longer possible to open a barrier if the previous barriers haven't been opened yet.
*A bunch of graphical improvements and fixes.

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Version 1.0
Mar 27 2023
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*Initial release.