Raw model (for completeness)
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"contents": "===========================================================================\nArchive Maintainer : You guys are awesome! :D\nAdvanced engine needed : PrBoom+\nPrimary purpose : Single play\n===========================================================================\nTitle : Confinement 256: The Mystery of Scrapped Concepts\nFilename : CONF256B.WAD\nRelease date : 06/17/18\nAuthor : Devon Barnett (Xyzzy01)\nEmail Address : [redacted]\nOther Files By Author : CONF256A.WAD, SNOTSTAT.WAD, CONF256.PK3,\n SOSURIA.WAD, ZZWOLFXX.WAD\nMisc. Author Info : The release date of this WAD is my 20th birthday.\n\nDescription : This is all of the unimplemented ideas and\n unfinished maps I made for the original Confinement\n 256 completed and refined to be playable and\n prboom-plus compatible, one year later.\n\nAdditional Credits to : *AlexMax and glenzinho for playtesting\n *1337Marine skin by Toke and deathz0r\n *Zombie Marine sprites by Ixnatiful\n *starry sky and hell sky were generated by OBLIGE\n *waterfall texture was obtained from OBLIGE as\n well\n *antares031 for the eyes on \"Xyztune\"\n *Dragonfly, for making the HUD, menu and\n intermission screen text graphics\n *all other textures and graphics done my me\n *Raven Software for the two new sound effects\n included\n *Bobby Prince for the music tracks \"un39\"\n (D_DM2INT) and \"un41\" (D_READ_M)\n *Bauul, for providing the title screen music\n (D_DM2TTL): \"Phantom\" from Thunder Force IV,\n composed by Toshiharu Yamanishi, Takeshi Yoshida\n and Naosuke Arai\n *I apologize to those music makers whose MIDIs went\n \"Unknown\" in the maplist below.\n===========================================================================\n* Maplist *\n\nMAP01: Scrappy Start\nMusic: Unknown\nDescription: Not actually a scrapped concept, but rather it's a map that was made as a warm-up for me to get back into that distinct 256 \"feel\".\n\nMAP02: Sligescraper\nMusic: Unknown\nDescription: Makes use of the stair-building linedef special as well as the first instance of floors moving and changing textures. Looks like the start room of a SLIGE map but is not actually created by SLIGE.\n\nMAP03: Solitary\nMusic: OHB_666.MID by Yafkak\nDescription: Obligatory(?) puzzle map. First real puzzle I've ever made and I'm quite proud of it!\n\nMAP04: The Dimensional Shift\nMusic: 19XX: The War Against Destiny - Stage 2 Boss - \"Raimei\" by Tatsuro Suzuki, MIDI composed by Sean Bee\nDescription: The concept for this map was simply a map that was split in half between Earth and Hell. Uses Boom's friction effect on both halves. Inspired by S'Arais's rejected \"Skycrack\" map for Phade102's Confinement Community Project.\n\nMAP05: Warpframe Alpha\nMusic: \"SPACE_01.MID\" from heathersanimations.com\nDescription: Takes advantage of the way Doom 2 handles secret exits in maps that are not MAP15 or MAP31. You can probably trade health for bullets by repeatedly \"exiting\" this map. Look closely to tell the actual exit apart from the rest.\n\nMAP06: The Spacetime Chamber\nMusic: \"Silky Feathers\" by Viscra Maelstrom\nDescription: Idea was literally just a remote portal that monsters flood the room from. This and Splinter were the two maps that had the most work done on them before being scrapped. End of Episode 1.\n\nMAP07: Pain Piñatas\nMusic: \"Ending Title\" from Blade Runner, by Vangelis\nDescription: This map requires the lost soul limit to be turned on to even survive it. Shows pain elementals being harmless while there are more than 21 lost souls in the map.\n\nMAP08: Companion Crate\nMusic: 30in30-4 - What If I Don't Want To Be A Punching Bag by James Paddock\nDescription: Obvious Portal reference is obvious. Anyway, this map demonstrates taking much less damage from the archvile's attack by being on the other side of some physical geometry, hugging it. Also shows a monster spawner missing targets directly east and west of it, among other things that I'd rather not spoil!\n\nMAP09: Splinter\nMusic: \"un17\" by Bobby Prince\nDescription: Shows how bumpy terrain can mess with the player's movement. This map stayed pretty much the same as when I found it, originally. Minus the final wave of monsters and the outside area.\n\nMAP10: Warpframe Beta\nMusic: \"I don't want to look in the dark for Demons\" by JMickle\nDescription: Doom 2's monster projectiles can trigger some walk-over linedefs, as proven by this map.\n\nMAP11: Reminiscence\nMusic: Unknown\nDescription: This map is a combination of most of my maps from the original Confinement 256. How many can you recognize?\n\nMAP12: Phantasmal Pen\nMusic: \"opening\" by Bobby Prince\nDescription: Needs ghost monsters enabled to work as intended, but I've acknowledged in the preceding text screen that it isn't technically needed to complete the map. End of Episode 2.\n\nMAP13: Doggo A Go-go\nMusic: MIDI version of \"Bonetrousle\" from Undertale\nDescription: This map is what makes this WAD MBF-exclusive. Avoiding a special kind of enemy in a tiny \"maze\" similar to Pac-Man. I feel like this will be everybody's \"pet hate\" map of the set...\n\nMAP14: The Starlighter\nMusic: Level 1 - Lunar Outpost from Descent\nDescription: My second real attempt at a spaceship; this was an exercise in detailing. Has self-referencing sectors, but the main feature of the map is a \"puller\" object that can be used to the player's advantage!\n\nMAP15: Fight For Freedom!\nMusic: Unknown\nDescription: Boss map with a time limit. Some BEX work done here.\n\nMAP16: Forever Confined...\nMusic: AAAAAAAAAAAA.mid by Fuzzball\nDescription: Bad Ending.\n\nMAP31: Last Resort\nMusic: \"un08\" by Bobby Prince\nDescription: Extremely short final boss fight.\n\nMAP32: Manumission\nMusic: MIDI by kniggit\nDescription: Good Ending!\n\nMAP20: Don't Copy That Floppy!\nMusic: \"Sewer Slide\" by stewboy\nDescription: I didn't want to copy the floppy again...\n\nMAP30: Inertia\nMusic: Remix of D_E1M5 by SilentZora from Project: Doom\nDescription: Challenge-oriented map under the same name as a map that made it into the original Confinement 256, but is now scrapped because I genuinely felt like it was my weakest entry there.\n\n===========================================================================\n* What is included *\n\nNew levels : 20\nSounds : Yes\nMusic : Yes\nGraphics : Yes\nDehacked/BEX Patch : Yes\nDemos : Yes\nOther : ENDOOM screen\nOther files required : None\n\n* Play Information *\n\nGame : Doom 2\nMap # : MAP01-MAP16, MAP20, MAP30-MAP32\nSingle Player : Designed for\nCooperative 2-4 Player : No\nDeathmatch 2-4 Player : No\nOther game styles : None\nDifficulty Settings : Yes\n\n* Construction *\n\nBase : New from scratch\nBuild Time : 10 weeks\nEditor(s) used : GZDoom Builder-Bugfix, SLADE 3, WhackEd4, ENDOOMER\nKnown Bugs : Numerous things in maps simply don't work in\n GZDoom, such as the puller object in MAP14. Many\n maps rely on the way certain sprites and textures\n render in the software renderer as well. Maps\n require using tricks that only work in\n vanilla/boom; compatibility options\n notwithstanding. DeHackEd patch doesn't behave like\n it's supposed to in (G)ZDoom, etc.\nMay Not Run With : non-MBF exclusive Boom ports like Chocolate Doom\n and GZDoom\nTested With : PrBoom+ 2.5.1.5, GZDoom g3.2.5\n\n* Copyright / Permissions *\n\nThis work is licensed under the Creative Commons Attribution-ShareAlike 4.0\nInternational License. To view a copy of this license, visit\nhttp://creativecommons.org/licenses/by-sa/4.0/\n\nYou are free to copy and redistribute the material in any medium or format;\nand remix, transform, and build upon the material for any purpose, even\ncommercially. If you do so, you must give appropriate credit, provide a link\nto the license, and indicate if changes were made. You may do so in any\nreasonable manner, but not in any way that suggests the licensor endorses you\nor your use. If you remix, transform, or build upon the material, you must\ndistribute your contributions under the same license as the original.\n\n* Where to get the file that this text file describes *\n\nThe Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors"
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