Raw model (for completeness)
{
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"sha256": "a1d8d6330b49117409ecb9885d76906dd9f4d60225775d9de0ca4d8f4d530500",
"title": "Zulu",
"filenames": [
"zulu.wad"
],
"additional": {
"engines": [
"DOOM2"
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"filename": null,
"added": "2014-12-03 20:01:01",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": "Zulu",
"description": null,
"maps": null,
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"screenshots": {
"MAP01": "MAP01.png"
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"added": "2014-12-03 20:01:01",
"file": {
"type": "PWAD",
"size": 96027,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/c4af85131815a05e7cf7e735e191244e385a9e89/c4af85131815a05e7cf7e735e191244e385a9e89.wad.gz",
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"analysis": {
"title": "Zulu",
"description": "Zulu is a single-map Doom 2 PWAD designed for asymmetrical deathmatch gameplay without monsters. Players assume roles as defenders or invaders in a castle-themed arena featuring key switches, teleports, and strategic choke points. The defender starts with all weapons and can secure bonus areas, while invaders rely on super shotguns and must breach defenses to win. The map emphasizes tactical positioning, use of teleports, and control of key switches to progress. Resource distribution favors the defender initially, with invaders gaining access through map progression. The layout is linear with clear objectives and minimal secrets, optimized for multiplayer combat rather than single-player exploration. The WAD is compatible with Doom 2 and focuses on PvP balance rather than traditional monster encounters.",
"authors": [
"Asmo",
"Rockt"
],
"tags": [
"ammo_plentiful",
"castle_theme",
"deathmatch",
"doom2",
"linear",
"medium_maps",
"no_monsters",
"pvp",
"single_map"
],
"origin": "gpt-4.1-mini"
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"contents": "DOOM 2 DEATHMATCH - NO MONSTERS!\n================================================================\nTitle : Zulu\nWhy : 'Cause we like it!\n\nFilename : ZULU.WAD\n\nAuthors : Asmo and Rockt\n\nTesting : Troy, Major, Nitemare\n\n\t\t\t Judoka for testing, improved weapons\n\t\t\t layout and for ZULU, the name.\n================================================================\n\nDESCRIPTION\n\nImagine yourself a lone defender of your castle. You have all the weapons\nand a few tricks up your sleeve. But the problem is you have some mean\nmothers that don't like you too much. They're coming in with super shotguns\nand they want your blood and your home. Your job: DEFEND 'TIL THE END!!\n\nAll players start in the same place to choose weapons. Usually the\ndefender(s) get all and invader(s) get super shotguns, but you can make your\nown rules.\n\nWhen weapons are chosen, defender(s) teleports to castle, closes the teleport\nwith the switch on the right-hand end wall (facing outside), and starts the\nwar (just start firing, the invaders will get the hint).\nThe object is for the invader(s) to cross the pit, take over the castle,\nand kill the defender(s).\n\nThe defender(s) gets all his goodies from the first room and\ncloses the door with a switch on the wall. This way the invader(s) can't\nget his toys. There is also another room midway next to a teleport\n(flip the switch when you want to hide it from invaders) and a one-time lift\nin the room with the 'NO BONUSES' trap (step off the edge toward the\ntrap and you'll see) where defender can get more cell ammo and bonuses.\n\nEach time the invader(s) find a Blue Skull Switch they should flip it.\nThis will open a teleport outside at the starting point that will teleport\nthem back to that spot (identifiable by the same texture as the area\nwith the switch). This makes the game go faster and is very useful since\ninvaders can expect to get fragged a lot.\n\nWhen the invaders get to the final room, they must kill the defender(s)\nand hit the crazy Green-Eyed Skull Switch inside the bunker, on the metal\nstructure. This opens the door to the hallway near the EXIT sign\n(don't hit Eye Switch unless you want to end the level!).\nOnce you walk through, the defender bonus areas are opened and invader\nteleports are closed, and you can start again with a new defender.\n\nRemember, don't walk through until the defender is killed or else you will\nhave to go through all over again if you get killed!\n\n==============================================================\n\nHINTS:\n\nLook over the map and find all the rooms. There aren't many puzzles or\nsecrets, just a castle that you need to be familiar with to really wh00p\npeople. If this were a monster level, you'd have to find out the secrets\non your own, but since the idea here is to utilize the level for DeathMatch,\nit's only fair that everyone is made aware as much as possible of what is\navailable--unless you want a good laugh at the 'NO BONUSES' trap!\n\nUse the teleports as much as you can, especially if you are the defender.\n\n==============================================================\n\nTRAPS:\n\nThere are no real tricks, just common sense dangers and a few one-sided\n'hologram' walls.\n\nThe inside 'Poison' teleport will put you outside on the teleport to go\nback to the front; make sure if you use this you have hit the Blue\nSkull Switch by the pit to open that teleport up, or you will be trapped\nand DIE! This inside teleport is so that invaders can go back out and\nget more ammo; some health can be lost if you linger but that's the price\nto pay for having this luxury (and so no one will get trapped and have\nto call for help, which is more humiliating!)\n\nThe 'NO BONUSES' trap (circle w/slash) is important because the invader\ncan get bonuses for the final battle in the last room. The danger is that\nthe defender can hurt you if you risk getting in it. You can still get the\nstuff on it, of course, if you're careful.\n\nIf you do get stuck on it, the secret is on the 10th pole:\n\n\tStrafe LEFT to get off\n\n\tStrafe RIGHT to find the Secret Teleport for a Mega Sphere\n\tRun back, teleport, forward, teleport, and go get the defender!\n\t(you'll see how it works when you try it).\n\nRemeber, you're like a sitting duck for whoever comes along, and you'll\nslowly lose health until the last pole, so get on and get off!\n\nUsing the Mega Sphere option renders this trap deadly for the rest of\nthe round--that is, until you hit the Green-Eyed Skull Switch and exit\nback out to start--so don't get on the trap again, or you will likely DIE!\nIf the 10th pole is at the ceiling, forget it! Someone else as already\ntried to get the Mega Sphere.\n\nIt's best to have a front man using this to lead the charge into the bunker.\nAfter that, it's gone until the next round!\n\n==============================================================\n\nFINALLY:\n\nDon't worry if it all sounds complicated, it's not; it's just a DeathMatch\nthat requires a little teamwork and quick-thinking.\n\nJust play it a few times and you'll have a blast!\n\nGOOD LUCK!\n\n==============================================================\n\n* Play Information *\n\nMap Number : MAP01\nSingle Player : No\nCooperative 2-4 Player : No\nDeathmatch 2-4 Player : Yes\nDifficulty Settings : Not implemented\nNew Sounds : No\nNew Graphics : No\nNew Music : No\nDemos Replaced : None\n\n* Construction *\n\nBase : Made from scratch.\n\nEditor(s) used : WinDEU 5.23 by Renaud Paquay\nKnown Bugs : If we knew about'em dontcha think we'd fix'em?\n\n* Copyright / Permissions *\n\nAuthors MAY use this level as a base to build additional levels,\nbut to avoid confusion...\n\n1. Don't distribute your new wad with the same name as this.\n\n2. Don't distribute this wad, with our names on it, unless both the\n wad AND text file are unaltered and intact.\n\n3. Please give a little credit where it's due :]"
}
]
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"title": "MAP01",
"format": "doom",
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"compatibility": "vanilla_or_boom",
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