Raw model (for completeness)
{
"meta": {
"id": "000e1481-122b-45e3-b368-5f87e0d9627d",
"sha1": "e9ee4876f8c45422f14b750cb1a4fa12cd69baa1",
"sha256": "1b696ea942349b44372ef323b50f99fce2245868328e6788abdff0c7237216c6",
"filenames": [
"bears.pk3"
],
"additional": {
"engines": [],
"iwad": [],
"filename": null,
"added": "2015-04-06 11:24:28",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": null,
"palettes": null,
"categories": null
},
"flags": {
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2015-04-06 11:24:28",
"file": {
"type": "PK3",
"size": 283715,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/e9ee4876f8c45422f14b750cb1a4fa12cd69baa1/e9ee4876f8c45422f14b750cb1a4fa12cd69baa1.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 80,
"maps": 0,
"palettes": 0
}
},
"analysis": {
"title": "bears.pk3",
"description": "This WAD is a small mod package without traditional maps, focusing on gameplay modifications such as a custom player actor and weapon replacements. It introduces a new player class 'BEARPlayer' and modifies the shotgun with unique projectile behavior and visuals. There are no new levels or map data included, so no combat, difficulty, or progression elements are present. The content is compatible with Doom engine mods but does not require any specific IWAD or engine features. The theme is centered on gameplay mechanics rather than level design or thematic environments.",
"tags": [
"doom_compatible",
"mod",
"no_maps",
"player_class",
"weapon_mod"
],
"origin": "gpt-4.1-mini"
},
"text_files": [
{
"source": "pk3",
"name": "actors/player.txt",
"contents": "actor BEARPlayer : doomplayer replaces doomplayer\n{\n Radius 14\n player.startitem \"AShotgun\"\n player.startitem \"Fist\"\n player.startitem \"Shell\", 50\n player.weaponslot 1, \"Fist\"\n player.weaponslot 2, \"AShotgun\"\n}"
},
{
"source": "pk3",
"name": "actors/weapons/shotgun/shotgun.txt",
"contents": "actor aShotgun : DoomWeapon replaces Shotgun\n{\n Weapon.AmmoUse 1\n Weapon.AmmoGive 12\n Weapon.AmmoType \"Shell\"\n Weapon.SlotNumber 2\n Inventory.PickupMessage \"$GOTSHOTGUN\"\n Obituary \"$OB_MPSHOTGUN\"\n Tag \"$TAG_SHOTGUN\"\n +weapon.noautofire\n States\n {\n Ready:\n\tSHTG A 1 A_WeaponReady\n\tloop\n Deselect:\n\tSHTG AA 0 A_Lower\n\tSHTG A 1 A_Lower\n\tLoop\n Select:\n\tSHTG AA 0 A_Raise\n\tSHTG A 1 A_Raise\n\tLoop\n Fire:\n\tSHTG A 0 A_PlaySound(\"weapons/shotgunfire\", CHAN_WEAPON)\n\tTNT1 AAAAAA 0 A_FireCustomMissile(\"GunSpark\",1.5+random(-5.5,5.5),0,0,5,0,1.5+random(-2.8,2.8))\n TNT1 AAAAA 0 A_FireCustomMissile(\"GunSpark2\",1.5+random(-5.5,5.5),0,0,5,0,1.5+random(-2.8,2.8))\n\tSHTG A 0 A_FireCustomMissile(\"playerbullet\", random(-0.5,0.5), 1, 0, -0.0, 1, random(-0.5,0.5))\n\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_Quake(6,2,0,1,0)\n\tSHTG A 2 offset(0, 32)\n\tSHTF A 3 offset(0, 44) Bright A_Light1\n\tSHTF B 4 offset(0, 36) Bright A_Light2\n\tSHTG BC 5\n\tSHTG D 6 A_PlaySound(\"weapons/shotgunpump\", CHAN_BODY)\n\tSHTG CB 5\n\tSHTG A 4\n\tSHTG A 3 A_WeaponReady\n\tGoto Ready\n Spawn:\n\tSHOT A -1\n\tStop\n }\n}\n\nactor playerbullet : FastProjectile\n{\n Projectile\n Speed 85\n renderstyle add\n damage 32\n radius 2\n height 2\n scale 0.6\n missiletype bullettrail\n missileheight 8\n decal scorch\n +bloodsplatter\n states\n {\n spawn:\n\tBAL1 AB 1 bright\n\tloop\n death:\n crash:\n TNT1 A 0 A_PlaySound(\"bullet/hitwall\", 0.4)\n PUFF ABCD 1 bright\n\tstop\n xdeath:\n TNT1 A 0 A_PlaySound(\"bullet/hit\", 0.4)\n\tstop\n }\n}\n\nactor bullettrail\n{\n alpha 1.0\n renderstyle Add\n speed 0\n scale 0.6\n +noblockmap\n +nogravity\n +noteleport\n +cannotpush\n +nodamagethrust\n +clientsideonly\n states\n {\n spawn:\n\tBAL1 CDE 1 bright\n\tstop\n }\n}\n\n//AMMOANDGUNS\n\nactor Nothing {}\n\nactor AmmoReplacer1 : Shell replaces Clip {}\nactor AmmoReplacer2 : ShellBox replaces ClipBox {}\nactor AmmoReplacer5 : Shell replaces RocketAmmo {}\nactor AmmoReplacer6 : ShellBox replaces RocketBox {}\nactor AmmoReplacer7 : Shell replaces Cell {}\nactor AmmoReplacer8 : ShellBox replaces CellPack {}\n\nactor GunReplacer1 : ShellBox replaces Chainsaw {}\nactor GunReplacer2 : ShellBox replaces Pistol {}\nactor GunReplacer3 : ShellBox replaces SuperShotgun {}\nactor GunReplacer4 : ShellBox replaces Chaingun {}\nactor GunReplacer5 : ShellBox replaces RocketLauncher {}\nactor GunReplacer6 : ShellBox replaces PlasmaRifle {}\nactor GunReplacer7 : ShellBox replaces BFG9000 {}"
},
{
"source": "pk3",
"name": "actors/weapons/effects/sparks.txt",
"contents": "ACTOR GunSpark\n{\n +CLIENTSIDEONLY\n Radius 8\n Height 8\n Speed 25\n RenderStyle ADD\n Alpha 1\n Projectile\n +DONTSPLASH\n +THRUSPECIES\n -NOGRAVITY\n Gravity 0.3\n Scale 0.5\n BounceFactor 2.0\n BounceFactor 0.65\n States\n {\n Spawn:\n FRAG A 1\n Loop\n Death:\n\t FRAG A 1 BRIGHT A_SetTranslucent(.6,1)\n FRAG AA 1 BRIGHT A_SetTranslucent(.4,1)\n FRAG AAA 1 BRIGHT A_SetTranslucent(.2,1)\n FRAG AAAA 1 BRIGHT A_SetTranslucent(.0,1)\n Stop\n }\n}\n\nACTOR GunSpark2 : GunSpark\n{\n Gravity 0.5\n BounceFactor 1.0\n RENDERSTYLE TRANSLUCENT\n Scale 0.4\n ALPHA 0.25\n states\n {\n Death:\n FRAG AA 1 BRIGHT A_SetTranslucent(.6,1)\n FRAG AAAA 1 BRIGHT A_SetTranslucent(.4,1)\n FRAG AAAAAA 1 BRIGHT A_SetTranslucent(.2,1)\n stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/enemies/bear/bear.txt",
"contents": "actor Bear\n{\n Monster\n Scale 0.6\n Speed 12\n Radius 28\n Height 36\n Health 260\n PainChance 32\n MeleeRange 98\n Mass 230\n -FLOORCLIP\n +FASTER\n +FASTMELEE\n Obituary \"%o simply couldn't stop the large angry bear.\"\n states\n {\n Spawn:\n\tBEAR A 1\n Walk:\n BEAR A 4 A_Wander\n\tTNT1 A 0 A_LookEX(0, 0, 650, 960, 85)\n\tBEAR B 4 A_Wander\n\tTNT1 A 0 A_LookEX(0, 0, 650, 960, 85)\n\tBEAR C 4 A_Wander\n\tTNT1 A 0 A_LookEX(0, 0, 650, 960, 85)\n\tBEAR D 4 A_Wander\n\tTNT1 A 0 A_LookEX(0, 0, 650, 960, 85)\n\tBEAR E 4 A_Wander\n\tTNT1 A 0 A_LookEX(0, 0, 650, 960, 85)\n\tBEAR F 4 A_Wander\n\tLoop\n See:\n BEAR AABBCCDDEEFF 2 A_Chase(\"Melee\", \"Melee\", CHF_NIGHTMAREFAST)\n\tTNT1 A 0 A_JumpIfCloser(750, \"Attack\")\n\tGoto Spawn\n Attack:\n BEAR AAABBBCCCDDDEEEFFF 2 A_Chase(\"Melee\", \"Attack\", CHF_NIGHTMAREFAST)\n\tTNT1 A 0 A_Jump(120, \"Walk\")\n\tLoop\n Melee:\n TNT1 A 0 A_JumpIfCloser(84, 1)\n\tTNT1 A 0 ThrustThing( (angle*256)/360, 10, 0, 0)\n\tBEAR G 6 A_FaceTarget\n\tBEAR HI 7 A_FaceTarget\n\tBEAR J 8 A_CustomMeleeAttack(random(14, 24)*3, \"skeleton/melee\")\n\tBEAR HG 7\n\tGoto See\n Pain:\n BEAR G 4\n\tBEAR HI 5\n\tBEAR J 6\n\tBEAR IHG 4\n\tTNT1 A 0 A_Jump(26, \"Attack\")\n\tGoto See\n Death:\n\tBEAR GHIJIHGA 4\n\tDBER A 3 A_NoBlocking\n\tDBER B -1 A_SetFloorClip\n\tStop\n }\n}\n\nactor TrooperBeGone : Bear replaces Zombieman {}\nactor ShotgunnerBeGone : Bear replaces Shotgunguy {}\nactor ImpBeGone : Bear replaces DoomImp {}\nactor ChaingunnerBeGone : Bear replaces ChaingunGuy {}\nactor DemonBeGone : Bear replaces Demon {}\nactor SpectreBeGone : Bear replaces Spectre {}\nactor BaronOfHellBeGone : Bear replaces BaronOfHell {}\nactor HellKnightBeGone : Bear replaces Hellknight {}\nactor LostSoulBeGone : Bear replaces LostSoul {}\nactor CacodemonBeGone : Bear replaces Cacodemon {}\nactor PainElementalBeGone : Bear replaces PainElemental {}\nactor FatsoBeGone : Bear replaces Fatso {}\nactor ArachnotronBeGone : Bear replaces Arachnotron {}\nactor RevenantBeGone : Bear replaces Revenant {}\nactor CyberdemonBeGone : Bear replaces Cyberdemon {}\nactor SpiderMastermindBeGone : Bear replaces SpiderMastermind {}"
}
]
},
"maps": []
}