Raw model (for completeness)
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"maps": [
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{
"source": "pk3",
"name": "doc/changelog.txt",
"contents": "*******************************************************************************\n\nJumpmaze Post-Release Maintenance (PRM) Changelog\n\n*******************************************************************************\n\nV2\n===============================================================================\n\nScripts\n-------------------------------------------------------------------------------\n- Included latest utility scripts.\n\nMAP10 - Doomfiend's Blue Domain\n-------------------------------------------------------------------------------\n- Made the exit swith not be activated again once it's been successfully\n pressed the first time.\n\nMAP12 - Shadow Fortress\n-------------------------------------------------------------------------------\n- Fixed misaligned brick textures at the exit. These were introduced after the\n final was released.\n\nMAP29 - Volcano Hallway\n-------------------------------------------------------------------------------\n- Fixed the quick exit glitch found in the area before the first checkpoint\n is reached that was introduced in V1.\n\nV1 (Continued from jumpmaze_hotfix.wad)\n===============================================================================\n\nGeneral\n-------------------------------------------------------------------------------\n- Upgraded all the utility scripts, such as the jumpmaze rankers.\n- Added a new game mode called Survival Maze, enabled by playing in Survival.\n- Some maps had the clear inventory function calls in an OPEN script, causing\n them to be called only on map start and not when the player enters the game,\n so I changed it into an ENTER script.\n- Changed the script numbers of some scripts to something below 900, because\n all script numbers above and including 900 are reserved for the utility\n scripts.\n\nBox Processing - MAP01\n-------------------------------------------------------------------------------\n- Fixed a missing texture at the bottom of the pit, near the four boxes at\n the end of the map.\n- Fixed the misaligned box texture at the bottom, half way through the map.\n- Fixed misaligned metal textures at the bottom pit near the end.\n- Fixed misaligned box textures at the end.\n- Fixed misaligned box textures at the secret area.\n- Aligned construction textures throughout the map.\n\nRace To The Top - MAP03\n-------------------------------------------------------------------------------\n- Fixed missing metal textures on some of the pillars.\n\nMando's Express - MAP04\n-------------------------------------------------------------------------------\n- Fixed a missing train sound in some of the passanger cars.\n- Fixed the train operator door ceiling slipping a little.\n\nStorage Facility - MAP05\n-------------------------------------------------------------------------------\n- Aligned the wall textures in the beginning.\n- Made the death areas an Instant Death sector special.\n- Moved the whole in the wall to the left a little to resolve a wall texture\n misalignment just after the beginning in the area with one small and\n long box.\n- Fixed a texture misalignment in the dark area near the entrance to the first\n secret.\n- Fixed a missing lamp ceiling texture near the two towers close to the exit.\n- Changed the sector a little to align the lamp ceiling texture in the above\n mentioned area.\n- Fixed other minor texture misalignments throughout the map.\n- Made the conveyor path impassable in the secret.\n\nNukage Lab - MAP06\n-------------------------------------------------------------------------------\n- Fixed an open sector error near the exit switch.\n- Aligned some construction tape textures.\n- Aligned some green tile textures near and at the exit.\n- Closed off some sewers.\n\nDoomfiend's Blue Domain - MAP10\n-------------------------------------------------------------------------------\n- Fixed an unknown texture error shown in console on a line with index 411.\n- Added a skybox picker at the bottom pit after the long ride down the pillars\n in the middle of the map.\n- Fixed misaligned skybox.\n- Made the inaccessible sectors hidden from the automap.\n\nCanyon Complex - MAP11\n-------------------------------------------------------------------------------\n- Fixed a bunch of missing texture errors on detail elements at the silver\n pillar area.\n- Fixed the errors where two sectors were not closed in the area near the\n blue lamps and right after the fall to the exit area.\n\nShadowed Fortress - MAP12\n-------------------------------------------------------------------------------\n- Fixed lots of unclosed sectors in the beginning. These are the ceiling lamp\n sectors.\n- Fixed missing textures throughout the map.\n- Fixed a detail at the very end, right above the imp.\n\nTech Facility - MAP13\n-------------------------------------------------------------------------------\n- Fixed a missing texture near the red chamber in the middle of the map.\n- Made the blue pillar switch near the end stay lit when the pillars are up.\n\nForest Of The Undead - MAP15\n-------------------------------------------------------------------------------\n- Fixed the script dying error that is activated when stepped on the star\n pillar in the middle of the map.\n\nKeo's Domain - MAP16\n-------------------------------------------------------------------------------\n- Made the switch that raises the instant pillars just after the \"KEO\" stay\n lit when the pillars are up.\n- Fixed many missing or misaligned textures.\n\nHell's Fury - MAP17\n-------------------------------------------------------------------------------\n- Fixed missing textures in the lost souls crack to the left just before the\n falling floor in the beginning.\n- Fixed the bug where a disconnecting player could kill the script that\n collapses the floor in the beginning.\n\nThumper's Perils of a Toxicity - MAP18\n-------------------------------------------------------------------------------\n- Fixed overlapping lines under on the arrow near the \"NOOBS\" sign.\n- Fixed a ton of missing, though not visible, textures across the map.\n- Fixed missing teleport actions on the left of the starting area.\n- Fixed a missing teleport action in the sector with the flickering side lamps\n near the start.\n\nCanyons, Caves, and Lava. Oh My! - MAP20\n-------------------------------------------------------------------------------\n- Fixed unclosed sectors in the darkness, second checkpoint, area.\n- Fixed an unclosed sector in the lava in the third checkpoint area.\n- Fixed a bunch of missing textures.\n\nCastle Climb - MAP21\n-------------------------------------------------------------------------------\n- Fixed a detail error that caused missing textures to appear on the ceiling\n above the circular hole in the area just before the red carpet area.\n\nEscape from Lab 9 - MAP23\n-------------------------------------------------------------------------------\n- Fixed many missing textures across the map.\n- Fixed a misplaced texture on the bottom rim of many chambers.\n- Put the correct warp water texture for the underwater ceiling.\n\nPhendrana - MAP24\n-------------------------------------------------------------------------------\n- Patched the holes in some of the floating snowflakes in the beginning.\n- Fixed the inescapable hole at the first ice hallway that is made by the\n two adjacent pillars near the exit door.\n\nUnholy Despair - MAP25\n-------------------------------------------------------------------------------\n- Fixed action scripts that can die when a player leaves the game.\n- Fixed the missing execution of a script at the area where the floor\n collapses.\n\nGosimer's Jumpmaze - MAP26\n-------------------------------------------------------------------------------\n- Fixed the bug where the Cyberdemon script at the end would die when a player\n who activated it disconnects.\n- Fixed some invisible missing texture errors, for the sake of keeping things\n clean.\n- Closed the opening to the water tunnel at the bottom in the middle of\n the map.\n- Added teleport actions under the lavafalls near the end of the map.\n- Fixed misaligned textures throughout the map.\n\nWelcome To The Void - MAP27\n-------------------------------------------------------------------------------\n- Made the light switch stay lit when the lights are on.\n- Made the switch that releases the blood and creates a blood pool stay lit\n when working.\n- Made the switch that raises the pillar right after the floor puzzle stary\n lit.\n- Made the switch that shows the floor bridges in the second teleport section\n stay up until the script terminates.\n- Reduced the square puzzle code to under 100 lines. Also fixed the bug where\n the square puzzle script would die if the player spectated just after\n completing the puzzle.\n\nCloud 9 - MAP28\n-------------------------------------------------------------------------------\n- Fixed missing textures throughout the map.\n\nVolcano Hallway - MAP29\n-------------------------------------------------------------------------------\n- Fixed missing texture error found in console.\n\nFate Of A Platformer - MAP30\n-------------------------------------------------------------------------------\n- Fixed a ton of missing, though not visible, textures across the map.\n- Fixed a misaligned gate texture to the left and right of the elevator near\n the start of the map.\n- Fixed the heart killing script, where a spectating played could kill it.\n\n4-Halls Of Death - MAP31\n-------------------------------------------------------------------------------\n- Fixed all the scripts in the map that were broken when the activator of\n those scripts decided to leave the game.\n- Fixed a scrolling upper texture on the left side of the first chamber, near\n the first pinky demon.\n- Fixed waterfall textures that were not scrolling at the right area of the\n first chamber.\n- Fixed some not visible missing textures.\n- Put scroll on water sectors that were missing it in the second chamber.\n\nA Legend To Remember - WIN02\n-------------------------------------------------------------------------------\n- Fixed the script dying when the chosen player spectates and kills the script."
},
{
"source": "pk3",
"name": "doc/credits.txt",
"contents": "*******************************************************************************\n\nCredits\n\n*******************************************************************************\n\nJumpmaze\n-------------------------------------------------------------------------------\nPlease see the readme file inside the jumpmaze.zip file for the full credit\nlist for Jumpmaze.\n\nJumpmaze Post-Release Maintenance ( PRM )\n-------------------------------------------------------------------------------\n - Positron ( DuNR1DA2 )\n - AC3\n - AAC\n - The Player\n\nSpecial Thanks\n-------------------------------------------------------------------------------\nA special thanks goes out to AC3, AAC, Frank, and anyone else who helped track\ndown the bugs and glitches."
},
{
"source": "pk3",
"name": "doc/info.txt",
"contents": "*******************************************************************************\n\nInfo\n\n*******************************************************************************\n\nThe Jumpmaze Post-Release Maintenance ( PRM ) pk3 is meant to provide script\nenhancements and bug/glitch fixes after the release of Jumpmaze final. The\nJumpmaze PRM is a continuation from the jumpmaze_hotfix wad, so all previous\nbug/glitch fixes are inherited. For the maintenance pk3 to take effect, it\nshould be loaded right after the jumpmaze final wad.\n\nThis pk3 is released with permission from Jumpmaze project lead, James."
},
{
"source": "pk3",
"name": "doc/MOREINFO.txt",
"contents": "Difficulties, Rotation,\nMap order from version 7 to version 8.\n------------------------------------------------\nVery Easy -- 3\nEasy -- 7\nModerate -- 9\nHard -- 6\nVery Hard -- 5\n\n-----------------------\n\nVERY EASY - MAPS 8, 22, 27\nEASY - MAPS 2, 6, 15, 19, 21, 24, 26\nMODERATE - MAPS 1, 3, 5, 7, 9, 10, 12, 20, 23,\nHARD - MAPS 4, 11, 13, 17, 25, 28\nVERY HARD - MAPS 14, 16, 18, 29, 30\nSECRET - MAPS 31, 32\n\n------------------------------------------\nNEW ROTATION\nOLD NEW\n------------\nV-E\n8 -- 1\n22 -- 2\n27 -- 3\n------------\nE\n24 -- 4\n2 -- 5\n6 -- 6\n19 -- 7\n21 -- 8\n26 -- 9\n15 -- 10\n------------\nM\n5 -- 11\n7 -- 12\n1 -- 13\n3 -- 14\n20 -- 15\n9 -- 16\n12 -- 17\n23 -- 18\n10 -- 19\n------------\nH\n13 -- 20\n4 -- 21\n28 -- 22\n17 -- 23\n25 -- 24\n11 -- 25\n------------\nV-H\n18 -- 26\n16 -- 27\n29 -- 28\n14 -- 29\n30 -- 30\n------------\nS\n31 -- 31\n32 -- 32"
},
{
"source": "pk3",
"name": "doc/WADINFO.txt",
"contents": "******************************************************************\n******************************************************************\n\nJump Maze,\nA Platformer's Playground.\n\nA Cyber Studios(TM) Production\nCreated by James Esquibel. (also known as Cyberimp666)\n\n Date Created : January 6, 2008\n Date Completed : August 10, 2009\n Map Rotation : 1-32.\n Mode of play : Singleplayer, Cooperative, Survival\nRecommended Player Limit : 1-6, any higher will usually result in\n flamefests due to crowded areas.\n Mode of Difficulty : Varied\n\nVery Easy maps -- 3\n Easy maps -- 7\n Moderate maps -- 9\n Hard maps -- 6\nVery Hard maps -- 5\n Secret maps -- 2\n----------------------\n\n Total maps -- 32\n\nWelcome to the Jump Maze Information Entry!\n\n/////////////////////////////////////////////////////\n///////---===Map Authors and Information===---///////\n/////////////////////////////////////////////////////\n\n\tThis wad consists of 32 maps. Many thanks to contributers who have helped make\nthis WAD what it is now. These maps focus on your skills on jumping through different\ntypes of jump skills such as bunny hopping and bridge jumping.\n\n\"Storage Facility\" completed by Rabbit Lord\n\"Keo's Domain - Jumper's Path\" completed by Keo\n\"Canyons, Caves, and Lava. Oh My!\" completed by Firewolf\n\"Volcano Hallway\" and \"Doomfiend's Blue Domain\" completed by Doomfiend\n\"Escape From Lab 9\" and \"Life of a Test Subject\" completed by Ruin\n\"Gosimer's Jumpmaze\" and \"4-Halls of Death\" completed by Gosimer\n\"Cloud 9\" completed by Anna\n\"Mando's Express\" completed by Mandolore\n\"Phendrana\" completed by Odysseus and Epic\n\"Thumper's Perils of a Toxicity\" completed by Thumper\n\n----------------------------------\n\n\"Tech Facility Music - TechnoOwnage - Jimmy91\nPlacement and team timers - Wario\nMudkip Sprite - FuzzballFox\nMudkip Texture - Recolored by James\nHeart Sprite - Edited by James\nThunder spark sprite - Recolored hexen thunder sprite.\n\"Mando's Express\" - Runaway Train, base layout -- njtrain.wad by Enjay\nNJ Textures - Enjay\nRope textures - Xaser - Zen Dynamics mod\nLizzaroro - For creating the M_DOOM image (Jumpmaze logo)\nMxMaster - For Interpics to the maps \"Hell's Fury\", \"Up the Frozen River\",\n and \"Doomfiend's Blue Domain\".\nThe Player - For beta testing, and for the interpic to the map \"Welcome to the Void\"\nID Software\nCarnevil and the ST Staff\n\n* DISCLAIMER *\nThis PWAD contains select texture(s) and flat(s) that can originally be found\nin GothicDM or Gothic2. Credit and thanks go out to the artist(s) of said\nflat(s) and texture(s) and also to the rest of the Gothic Crew (1997/98). The\nORIGINAL GothicDM(2).ZIP can be found at CDROM.COM. Each said PKZIP archive\ncontains thirty-two professional quality levels and music.\nhttp://cdrom.com/pub/idgames/levels/doom2/deathmatch/megawads/gothicdm.zip\nhttp://cdrom.com/pub/idgames/levels/doom2/deathmatch/megawads/gothic2.zip\n----------------------------------\n\nBeta testers and helpers\n\nFuzzballfox\nKevin\nMoti\nProton\nPrey-K\n\n------------------------------------\nNotes\n\nM_Episod is blank and used to remove the \"which episode\" text\nthat conflicted with the episode list.\nM_Skull1 and 2 are the Rocket sprites used in Rocket Jump Extreme.\nIMAGE33 is the doom2 Bossback image created by ID Software.\n\n* Copyright / Permissions *\n\n \tUsers of this wad may NOT use these levels as a base to\nbuild additional levels unless given permission from original authors.\nYou may distribute this wad in any format(Internet, Diskette, CD, etc)\nas long as you include this file intact.\nYou may NOT claim this wad as your own creation.(Stating the obvious to the few)"
},
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"name": "MAPINFO.txt",
"contents": "clearepisodes\n\nepisode map01\nname \"Jumper's First Steps\"\nkey 1\n\nepisode map04\nname \"Learning The Basics\"\nkey 2\n\nepisode map11\nname \"Moderate Challenges\"\nkey 3\n\nepisode map20\nname \"Advanced Tactics\"\nkey 4\n\nepisode map26\nname \"The Path of Perils\"\nkey 5\n\nmap titlemap \"Jump Maze\"\nmusic D_DM2TTL\nsky1 BSKY1 0.1\nsky2 stsky8 0.1\nclipmidtextures\nnext titlemap\n\nmap map01 \"Box Processing\"\nmusic D_BoxPro\nPar 33\nexitpic \"Inter01\"\ncluster 1\nintermusic D_Int01\nnext map02\n\nmap map02 \"Downtown UAC\"\nmusic D_UAC\nsky1 stsky11 0.0\nclipmidtextures\nPar 49\nexitpic \"Inter02\"\ncluster 1\nintermusic D_Int01\nnext map03\n\nmap map03 \"Race to the Top!\"\nmusic D_Race\nsky1 stsky1 0.1\nPar 39\nexitpic \"Inter03\"\ncluster 1\nintermusic D_Int01\nnext map04\n\nmap map04 \"Mando's Express\"\nsky1 NJSKY13 0.1\nforcenoskystretch\nclipmidtextures\nmusic D_expres\nPar 70\nexitpic \"Inter04\"\ncluster 2\nintermusic D_Int02\nnext map05\n\nmap map05 \"Storage Facility\"\nmusic D_STOR1\nsky1 stsky5 0.0\nclipmidtextures\nPar 83\nexitpic \"Inter05\"\ncluster 2\nintermusic D_Int02\nnext map06\n\nmap map06 \"Nukage Lab\"\nmusic D_NuLab\nclipmidtextures\nPar 65\nexitpic \"Inter06\"\ncluster 2\nintermusic D_Int02\nnext map07\n\nmap map07 \"The 30 Second Canyon\"\nmusic D_30Secs\nsky1 stsky9 0.2\nPar 60\nexitpic \"Inter07\"\ncluster 2\nintermusic D_Int02\nnext map08\n\nmap map08 \"Up the Frozen River\"\nmusic D_FROZEN\nsky1 stsky2 0.0\nclipmidtextures\nPar 102\nexitpic \"Inter08\"\ncluster 2\nintermusic D_Int02\nnext map09\n\nmap map09 \"Speed Arena\"\nmusic D_Speed\nsky1 stsky8 1\nPar 76\nexitpic \"Inter09\"\ncluster 2\nintermusic D_Int02\nnext map10\n\nmap map10 \"Doomfiend's Blue Domain\"\nmusic D_Blue\nPar 122\nexitpic \"Inter10\"\ncluster 2\nintermusic D_Int02\nnext map11\n\nmap map11 \"Canyon Complex\"\nmusic D_Canyon\nsky1 stsky9 0.1\nPar 87\nexitpic \"Inter11\"\ncluster 3\nintermusic D_Int03\nnext map12\n\nmap map12 \"Shadowed Fortress\"\nsky1 stsky7 0.1\nmusic D_Shadow\nPar 76\nexitpic \"Inter12\"\nintermusic D_Int03\ncluster 3\nnext map13\n\nmap map13 \"Tech Facility\"\nmusic D_Tech1\nclipmidtextures\nPar 102\nexitpic \"Inter13\"\ncluster 3\nintermusic D_Int03\nnext map14\n\nmap map14 \"Factory Entrance\"\nmusic D_Facto\nclipmidtextures\nPar 155\nexitpic \"Inter14\"\ncluster 3\nintermusic D_Int03\nnext map15\n\nmap map15 \"Forest of the Undead\"\nmusic D_Undead\nsky1 stsky8 0.1\nPar 87\nexitpic \"Inter15\"\ncluster 3\nintermusic D_Int03\nnext map16\n\nmap map16 \"Keo's Domain - Jumper's Path\"\nmusic D_Refiny\nsky1 stsky14 0.5\nclipmidtextures\nPar 130\nexitpic \"Inter16\"\ncluster 3\nintermusic D_Int03\nnext map17\n\nmap map17 \"Hell's Fury\"\nmusic D_Hell\nsky1 stsky6 0.0\nPar 89\nexitpic \"Inter17\"\ncluster 3\nintermusic D_Int03\nnext map18\n\nmap map18 \"Thumper's Perils of a Toxicity\"\nsky1 SKYFOG0 0\nmusic D_Toxic\nPar 175\nexitpic \"Inter18\"\ncluster 3\nintermusic D_Int03\nnext map19\n\nmap map19 \"Skulltag Olympia 2008\"\nmusic D_STO08\nsky1 stsky9 0.1\nPar 132\nexitpic \"Inter19\"\ncluster 3\nintermusic D_Int03\nnext map20\n\nmap map20 \"Canyons, Caves, and Lava. Oh my!\"\nMusic D_FWCCL\nsky1 CLOUDBOX 0.0\nEVENLIGHTING\nstrifefallingdamage\nForceFallingDamage\nPar 173\nexitpic \"Inter20\"\ncluster 4\nintermusic D_Int04\nnext map21\n\nmap map21 \"Castle Climb\"\nmusic D_Castle\nsky1 stsky7 0.1\nclipmidtextures\nPar 165\nexitpic \"Inter21\"\ncluster 4\nintermusic D_Int04\nnext map22\n\nmap map22 \"Life of a Test Subject\"\nmusic D_Life\nsky1 stsky2 0.3\nclipmidtextures\nPar 142\nexitpic \"Inter22\"\ncluster 4\nintermusic D_Int04\nnext map23\n\nmap map23 \"Escape From Lab 9\"\nsky1 BSKY1 0.1\nmusic D_MAKO\nPar 228\nexitpic \"Inter23\"\ncluster 4\nintermusic D_Int04\nnext map24\n\nmap map24 \"Phendrana\"\nmusic D_Phend\nsky1 sky_cld1 0.1\nPar 211\nexitpic \"Inter24\"\ncluster 4\nintermusic D_Int04\nnext map25\n\nmap map25 \"Unholy Despair\"\nmusic D_Unholy\nsky1 stsky6 0.0\nPar 113\nexitpic \"Inter25\"\ncluster 4\nintermusic D_Int04\nnext map26\n\nmap map26 \"Gosimers Jumpmaze\"\nmusic D_MMX7SI\nsky1 Stsky1 0\nPar 222\nexitpic \"Inter26\"\ncluster 5\nintermusic D_Int05\nnext map27\n\nmap map27 \"Welcome to the Void\"\nmusic D_WTTV\nsky1 stsky5 0.1\nPar 402\nexitpic \"Inter27\"\ncluster 5\nintermusic D_Int05\nnext map28\n\nmap map28 \"Cloud 9\"\nSky1 SKYFOG0 0.1\nmusic D_CLOUD9\nPar 204\nexitpic \"Inter28\"\ncluster 5\nintermusic D_Int05\nnext map29\n\nmap map29 \"Volcano Hallway\"\nmusic D_Volcan\nsky1 void 0\nPar 168\nexitpic \"Inter29\"\ncluster 5\nintermusic D_Int05\nnext map30\nsky1 stsky13 0\n\nmap map30 \"Fate of a Platformer\"\nsky1 stsky4 0.0\nmusic D_Fate\nclipmidtextures\nPar 272\nexitpic \"Inter30\"\ncluster 5\nintermusic D_Int06\nnext WIN01\nsecretnext WIN02\n\nmap WIN01 \"Looking Back\"\nmusic D_CLUS05\ncluster 6\nnointermission\nnext map01\n\nmap WIN02 \"A Legend to Remember\"\nmusic D_Clus06\nSky1 stsky8 0.1\ncluster 7\nnointermission\nnext map31\n\nmap map31 \"4-Halls of Death\"\nmusic D_ROBO\nsky1 Stsky1 0\nPar 408\nexitpic \"Inter31\"\ncluster 8\nintermusic D_Int06\nnext map32\n\nmap map32 \"Precision Run\"\nmusic D_PreRun\nPar 193\nexitpic \"Inter32\"\ncluster 8\nintermusic D_Int06\nnext map01\n\nClusterdef 1\nmusic D_Clus01\npic \"compblue\"\nexittext\n\n\"\tWell done! You've learned the basis of\njumping! You're on your way to becoming a\nmaster platformer. The road ahead is\nlong and tough, and there will be many\nmistakes made, but don't give up hope.\n\n\tThese next maps will test your skill in\nbasic jumps, and will introduce using lamps,\ntorches, and actors to get around areas.\n\nWelcome to the Easy maps. Good luck!\"\n\nClusterdef 2\nmusic D_Clus02\npic \"comptile\"\nexittext\n\n\"\tImpressive! It seems that you have\nlearned new ways to jump around maps.\nMastering the use of jumping on actors\nwill come in handy as you continue to\nprogress on to more difficult maps.\n\n\tThe upcoming maps are a little\nmore challenging than what you have\nexperienced. Learn the bunny hop in order\nto reach gaps further away than previous\nmaps.\n\nNow you have reached the Moderate maps.\nWatch your step!\"\n\nClusterdef 3\nmusic D_Clus03\nflat \"RRock04\"\nexittext\n\n\"\tAfter completing the moderate maps\nyou feel like taking a break right?\n\nWrong!\n\nFrom here on, the maps will only get\nharder as you progress. It is here\nwhere you must put actor jumping to\nthe test. Platforms are smaller as\nwell, so learn how to stop fast\nto prevent yourself from falling.\n\nThe real challenge begins here.\n\nGood luck playing the Hard maps...\"\n\nClusterdef 4\nmusic D_Clus04\npic \"skinedge\"\nexittext\n\n\"\tA wise man once said...\n''Only by practice can you learn the way...''\n\nAfter completing many challenges, you look\nback to reflect on what you have learned.\nStrafe jumping, actor jumps,\nbunny hopping and hard braking.\nHow could simple jumping be this\ndifficult and complex?\nYou turn forward, and prepare for the final\nchallenges that await. Bridge jumping,\nprojectile evasion...\nThe true test of platformers was\nabout to begin.\n\nYou prepared yourself for the real\nchallenge...the Very Hard maps...\"\n\nClusterdef 6\nmusic D_Clus05\npic \"ZZZFACE4\"\nEntertext\n\n\"\tCongratulations! You have made it\nthrough a lot of pain and suffering!\nYou slowly make your way out of the icon's\nbrain and walk away to rest.\n\nYou turn your head back to the giant demon\nand realize that it was only weakened. The\nIcon will live on...\n\nRealizing you are too weak to re-enter the\nIcon, you turn away, start to walk, and wait\nfor the day when another platformer can\ncontinue where you failed...\"\n\nClusterdef 7\nmusic D_Clus06\nFlat \"WFWATER1\"\nEntertext\n\n\"\tAfter throwing your body into the heart,\na large explosion starts inside the icon.\n\nLegends have told about the legendary\nplatformer who chose a path of trials\nand determination.\nThat legendary platformer, who took the\nroute that no other platformer would take,\nlived on to defeat the strongest of demons...\nthe Icon.\nTo this day that legend is still told...\nThat legendary platformer...is you.\n\nCngratulations on completing Jump Maze!\nAs a victory gift, enjoy these two secret\nmaps! They aren't easy, so good luck!\n - James Esquibel\"\n\nClusterdef 8\nmusic D_Evil\npic \"WFWATER1\"\nExittext\n\n\"\tCongratulations! You've completed all 32\nmaps! You must feel proud of yourself after all\nthat pain and swearing at your computer\nscreen. After that long road, you should\nprobably take a rest now, maybe go find\nanother game, or even go outside for a bit\nto relax...\n\n...or you could play again, and this time see\nif you have improved by beating the par times\non each map.\nThe choice is up to you though...\n\nThanks for playing Jump Maze!\n\n - James Esquibel\""
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