And by that I mean the literal first-designed screen, not the main entry screen:as well as doing the first screen

Quest: https://drive.google...LGe0BIS_Z0rK5ak
This dungeon screen and the Misery Ruins entry screen above are configured to warp to each other. The overworld entry screen (7F) has also been configured to warp to what should be the main entry screen for this dungeon.
Note that accessing the staircase on the right requires you to get the flippers (the main dungeon item), exit the dungeon, swim up one screen, and re-enter the dungeon from there (a staircase hidden under a push-block). I'd expect people to do this after defeating the boss and getting warped back to the overworld, however it's possible for a person to exit the dungeon after getting the flippers and come here early. Either way, keep that in mind when designing the screen(s) to the right of this one. It should probably be a significant secret or item over there, but perhaps not a mandatory one?
Also note that this screen's position is relative to the overworld, meaning that the screen below this one should be the main dungeon entrance, and I'd suggest keeping a 1:1 screen ratio with the overworld in the event that somebody decides there should be yet another entrance to this dungeon. Further, the individual details are also relative - the stairs are directly aligned, and the rain fall near the center of this screen is coming through the hole in the screen "above" (overworld 6F).
The palette, unlike others so far, has full CSet recolorings. That is to say, while the rest keep the main wall colors and only change the darkest color between CSets, this palette changes all 3 colors. CSet 2 is the primary brown color set, CSet 3 is the sludgy green shown in this screen, and CSet 4 is a blue set very similar to the Misery Ruins palette - the mid color is slightly brighter with a minimal shift in tint, while the lightest and darkest colors remain the same. (Those colors are the same blues as others throughout the main palettes, CSet 7 in particular, so I consider them game constants and won't change them.) What this means is we can have blue water, green sludge, or brown muck. It also means you could have different colored dungeon walls or decorations, if you really want.
Speaking of which, the overworld water just wasn't working in this dungeon, so I added new liquid tiles courtesy of Anthus.
I loaded a MIDI for the map too - possibly temporarily. It's a mysterious and percussive piece that I felt followed the Misery Ruins music quite well. However, if the dungeon ultimately leans toward heavy combat rather than heavy atmosphere, it'll probably have to be changed.
Anyway, pardon the slow update. Had to go grocery shopping, since unlike the project, hunger can't be delayed
Update summary:
* Added Misery Dungeon palette (PAL-01D)
* Added Misery Dungeon MIDI
* Added new liquid graphics for Misery Dungeon
* Updated Misery Transition DMap (7) to Misery Dungeon; changed Type to Interior, set Level to 3 (!!ANTHUS!!)





