Raw model (for completeness)
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"sha256": "508294525685d6deec53e4df70131d21a4517f71f900b4e0a54c4481d27ce285",
"title": "Gotohell (10/02/95)",
"authors": [
"Wayne Radford"
],
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],
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"filename": null,
"added": "2013-11-03 17:44:34",
"locked": false,
"canDownload": true,
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"name": "Gotohell (10/02/95)",
"description": "A tidy little level, specifically designed for deathmatch. Happy frags, and traps for everyone. This wad is designed for people who like to ambush from all points, and who really enjoy a mad, freeforall dash for the toughest weapons on the level. Killing as they go.",
"maps": null,
"graphicOverrides": null,
"screenshots": {
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"added": "2013-11-03 17:44:34",
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"name": null,
"contents": "DOOM Version : II\nTitle : Gotohell (10/02/95)\nFilename : gotohell.wad\nAuthor : Wayne Radford\nEmail Address : wayner6@iceonline.com\nMisc. Author Info :\n\nDescription : A tidy little level, specifically\n designed for deathmatch.\n\n Happy frags, and traps for everyone.\n This wad is designed for people who\n like to ambush from all points, and\n who really enjoy a mad, freeforall\n dash for the toughest weapons on the\n level. Killing as they go.\n\n Warning! The most powerful weapons\n place you in direct peril. Get them\n at your own risk. All of the traps\n can be maneuvered safely... but I\n won't tell you how, here.\n\n Note: This level can also be played\n in single mode, but it is more fun\n in deathmatch. Either way, there are\n enough monsters to keep you busy.\n\n ** Try NIGHTMARE level if you are psychotic.\n All weapons are available.\n\nAdditional Credits to : Lee Patterson, Hank Leukhart, Raphael Quinet,\n the author of DCK 2.0, and those gods at ID.\n\n================================================================\n\n* Play Information *\n\nEpisode and Level # : map 01\nSingle Player : Yes\nCooperative 2-4 Player : Yes\nDeathmatch 2-4 Player : Yes\nDifficulty Settings : Yes\nNew Sounds : No\nNew Graphics : No\nNew Music : No\nDemos Replaced : None\n\n* Construction *\n\nBase : New level from scratch\nEditor(s) used : DEU 5.2c for Doom II, and DCK 2.0\n\nKnown Bugs : None! (I'm shit-happy proud about this.)\n Especially the aligned textures and traps.\n\n* Copyright / Permissions *\n\nAuthors may NOT use this level as a base to build additional\nlevels.\n\nYou MAY distribute this WAD, provided you include this file, with\nno modifications. You may distribute this file in any electronic\nformat (BBS, Diskette, CD, etc) as long as you include this file\nintact."
}
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"title": "MAP01",
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"chaingun_guy": 5,
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"blue_armor": 2,
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"chainsaw": 2,
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"invisibility": 4,
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"medikit": 2,
"megasphere": 1,
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"rocket_box": 6,
"rocket_launcher": 4,
"shell_box": 6,
"shells": 2,
"shotgun": 2,
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"stimpack": 5,
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"shells": 8
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"hmp_items": 39,
"htr_items": 53
},
"compatibility": "vanilla_or_boom",
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"source": "marker"
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"analysis": {
"title": "MAP01",
"description": "A compact Doom II deathmatch map with a mixed tech/stone look (lots of brown and rock textures) and frequent teleports to enable ambush-heavy movement. In single-player it’s light on total monsters but features several high-tier threats (cyberdemons, barons, and arch-viles), making fights feel spiky and trap-driven rather than grindy. Weapons are very well stocked (including BFG and multiple rockets/plasma) alongside strong survivability items, so UV difficulty is more about positioning and avoiding lethal crossfire than resource scarcity. Progression is simple, with a red skull key and teleport-linked routes that keep the action circulating.",
"tags": [
"ammo_plentiful",
"arena_fights",
"boom_compatible",
"boss_encounter",
"deathmatch",
"doom2",
"generous_health",
"key_hunt",
"mixed_theme",
"small",
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"trap_heavy"
]
}
}
]
}