Raw model (for completeness)
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"contents": "Plutonia 2 map13 revision\nby Virgil\n\nspecs:\nMedium-small level, plays longer than you'd expect now, no save buffer\noverruns. I'm actually quite pleased with this level now.\nI really liked the layout, as it was both linear and partially non-linear,\na lot like in Plutonia.\n\nrevisions:\nI re-textured almost every part of the level with the plutonia textures\ninstead of the METAL2 texture and added some (actually quite a bit)\nof detail. I also aligned everything properly, etc, etc. It took\nme a helluva long time to remove all (ALL) the visplane and r_find_plane\nerrors once I was finished adding detail, but it finally works.\nThe unholy light effects tended to disappear as the number of sectors grew,\nbut that was solved by re-numbering the sectors with the light effect to\nthe highest numbers (the higher-numbered sectors always get the 1st\nprivilege to an effect, since doom can only provide certain effects to a\nlimited number of sectors per level). Anyways, this thing now works\nperfectly and as far as I'm concerned is a lot like a Plutonia level.\nHowever, I also modified the gameplay, since I think it didn't play like\nPlutonia at all. It was just WAY too easy and there weren't enough\nPlutonia-like traps and monster hordes. So I added some *evil grin*.\nThe path(s) the player has to take to finish the level are still the same.\nI also implemented difficulty settings so that even the worst players can\nfinish it. On UV, health may seem plentiful, but conserve it well, as it\ncan quickly run out. I wouldn't get hit by those archviles too often, even\nthough there is quite a lot of them after you grab that red key. And thats\nnot ALL that teleports in..."
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