Raw model (for completeness)
{
"meta": {
"id": "46f00ef8-e658-48d1-a589-68641384a037",
"sha1": "747e91b32eb37dbf9c5f1c7edd8ed597852717e7",
"sha256": "ab2c9efe7e5e398459318676246d25ed34e11d108e03db540f12651e10903126",
"title": "Hellbound",
"authors": [
"Zolt??n S??falvi (Z86)"
],
"filenames": [
"hbfm29.wad"
],
"additional": {
"engines": [
"DOOM2"
],
"iwad": [
"DOOM2"
],
"filename": null,
"added": "2013-09-09 01:20:20",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": {
"MAP29": "MAP29.png"
},
"palettes": null,
"categories": null
},
"flags": {
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2013-09-09 01:20:20",
"file": {
"type": "PWAD",
"size": 7302387,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/747e91b32eb37dbf9c5f1c7edd8ed597852717e7/747e91b32eb37dbf9c5f1c7edd8ed597852717e7.wad.gz",
"corrupt": false
},
"content": {
"maps": [
"MAP29"
],
"counts": {
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"graphics": 0,
"lumps": 11,
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"engines_guess": [
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"DOOM2"
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"analysis": {
"title": "Hellbound",
"description": "Hellbound is a 32-map megawad for DOOM2 featuring a progressive chain of levels that blend older remade maps with new creations. The overall difficulty ranges from medium to hard, suitable for experienced players on UV skill without being excessively punishing. Combat includes a balanced monster presence with no extreme swarms or boss-only encounters, and resources are moderately distributed. The theme mixes classic Doom and Team TNT textures with custom skies and graphics, emphasizing a consistent visual style across maps. The wad supports single and cooperative play, with a linear progression and some keyhunt elements. It requires advanced source ports like GZDoom or PRBoom+ due to engine limits and includes custom music and dehacked map names.",
"authors": [
"Zoltán Sófalvi (Z86)"
],
"tags": [
"ammo_plentiful",
"boom_compatible",
"doom2",
"generous_health",
"key_hunt",
"linear",
"medium_maps",
"moderate",
"techbase"
],
"origin": "gpt-4.1-mini"
},
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{
"source": "idgames",
"name": null,
"contents": "===========================================================================\nAdvanced engine needed : Limit Remover. Freelook is advised, but not necessary. DEH reading is only needed for mapnames\nPrimary purpose : Single+Coop play / Deathmatch (includes starts and extra weapons, but not designed for)\n===========================================================================\nTitle : Hellbound\nFilename : hellbnd.wad, hbfm29.wad\nRelease date : 06.29.2013\nAuthor : Zolt??n S??falvi (Z86)\nEmail Address : zeratul67@gmail.com\nOther Files By Author : PFENH.pk3, SBrightmaps.pk3\nMisc. Author Info : Hungarian, 27 year old Doom enthusiast\n\nDescription : 32 map megawad with collections of maps made from different periods of my\n doom mapping hobby, along with new ones. All old maps are re-polished to make them\n consistent in look with the newer ones.\n Maps are \"progressively\" chained together (so the previous map's end is\n more or less linked to the next one's start). Difficulty is medium, sometimes hard,\n but not insane. Experienced players can do it in UV without any problem.\n\n HBFM29.wad: the full version of MAP29. Load this if you think your port/computer\n can handle the awesomeness (or laggyness) of it. Barely any gameplay difference, though.\n\nAdditional Credits to : Id software for Doom and Doom2, textures and music files\nTeam TNT for some textures and midis\nApogee Software for a midi\nJimmy91 for some midis\nUnknown authors who made midi versions of the following songs:\n- Pantera: Hellbound\n- Dark Tranquillity: Ex Nihilo\n- Judas Priest: All Guns Blazing\n\n===========================================================================\n* What is included *\n\nNew levels : 32 all new maps by me (Z86)\nSounds : No\nMusic : Yes, doom/doom2/tnt musics are used whenever it fits the mood, and includes custom midi files\nGraphics : Yes, new skies and TITLEPIC/INTERPIC/BOSSBACK, HUD and map labels, and a few textures from doom1/tnt\nDehacked/BEX Patch : Yes (mapnames)\nDemos : No\nOther : No\nOther files required : Doom 2 IWad\n\n* Play Information *\n\nGame : DOOM2\nMap # : MAP01-32\nSingle Player : Designed for\nCooperative 2-4 Player : Yes\nDeathmatch 2-4 Player : Not made for, but starts provided\nDifficulty Settings : Yes\n\n* Construction *\n\nBase : New from scratch\nBuild Time : Around 1 year for repolishing and new maps. Some maps are based on very old maps by me, never published\nEditor(s) used : WadEd137, DoomBuilder, DoomBuilder 2\nKnown Bugs : Downward sky-pits are not visible in some ports, Objects in tall skies might be glitchy\nMay Not Run With : Vanilla Doom, or engines which keep limitations\nTested With : GZDoom, PRBoom+\n\n* Copyright / Permissions *\n\nAuthors MAY use the contents of this file as a base for\nmodification or reuse. Permissions have been obtained from original\nauthors for any of their resources modified or included in this file.\n\n* Where to get the file that this text file describes *\n\nThe Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors\nWeb sites:\nFTP sites:\n\n===========================================================================\nMain Inspirations :\n- Wads: Alien Vendetta, Scythe series, Speed of Doom, Ultimate Torment and Torture, Void\n- Other Games: Doom 3, Doom 64, Half-Life, Duke Nukem, Shadow Warrior, Quake series, Rage, Deus Ex, Enclave\n\n===========================================================================\nStory/Notes :\n===========================================================================\n\nStory:\n\nYou are called into service from your home late at night. Even though you retired as a combatant -\nall those hellish invasions were enough for now - UAC seems to need your talents again. You grab your\npistol you keep at home, and realize what is going on again as you hear a familiar growl from the\ncorridor. Time to put that demon-slaying experience into action again...\n\n- MAP01 - Apartments - Difficulty: Easy\nYou awake in the middle of the night as a desperate UAC message gets through on your communication devices.\nUAC installed plenty of hardware in your home for a situation just like this. You head out to the infested\nstreets to reach the nearest UAC installation.\n\nAuthor's Notes: This is a quite old map, but it looked decent without much overhauling needed. It was started\nwith an old DOS editor, and finished in DoomBuilder 2. It was kind of a shot at a \"scary city map\".\n\n- MAP02 - Canal Road - Difficulty: Easy\nYour path leads you through the treacherous canals, now overrun with undead and demons. Beware of the water\nbelow, industrial waste is known to be flushed into it. That UAC base is nearby, hopefully it is able to hold\nthe invasion and you can meet some reinforcements there.\n\nA.N.: MAP01's continuation. This map was inspired by Deus Ex 1's Hong Kong Canal map. It contains a relatively\ntricky secret, hopefully not too obscure :)\n\n- MAP03 - Testing Chambers - Difficulty: Easy\nArriving at the base you only find a few wandering zombies. No guards outside, dead crew inside. Looks like\nno reinforcements again. The place was invaded from the inside. You wonder what's beyond those metal detectors\nyou were never admitted past...\n\nA.N.: I made this a bit later now with Doom Builder, in fact if I recall correctly this was my first Doom Builder\nmap. The style was an absolute mish-mash, it has been re-done in a greyish UAC base style, but it remains varied\nenough.\n\n- MAP04 - Processing Plant - Difficulty: Easy\nThe only way out was to go deeper into an industrial plant. This place is devoid of any light and likely infested\nwith hellspawn. Green radioactive waste is being poured inside the pipes here. You hope it leads somewhere.\n\nA.N.: This map is inspired by Doom3's waste processing maps, in fact the Mancubus Room is almost directly taken\nfrom there. Contains a \"hell-trip\", where you get teleported to a small hellish section (only 1 player in Co-op).\n\n- MAP05 - Underground - Difficulty: Medium\nYou are surprised to see the UAC having secret enterances in the underground railway system. Nevertheless you\nlearn from computers that a so-called Gateway (a high-powered teleporter) is located inside. You need to locate\nthe key that unlocks the path leading to it. You suspect it might have gotten lost somewhere in the underground\nsystem during the invasion.\n\nA.N.: An old subway themed map, extensively polished up, into almost an entirely new map. The style is\nin-line with MAP01 and MAP02. The station and railway parts are only slightly updated, as is the park, but\nthe rest is almost brand new. Contains city vistas that were put in during the first re-polishing phase.\n\n- MAP06 - Gateway Lab - Difficulty: Medium\nYou descend through the eerie layers of infested ooze into what you guess is a highly secret UAC facility.\nIt seems to be sealed off and almost empty, but you suspect a nasty ambush.\n\nA.N.: This map was pretty small and non-interesting, so it was overhauled HEAVILY. I took inspiration from E2M4.\nThe Ammo Storage and the Med Bay remained in. I varied with the linearity of the gameplay, and finally settled for\nallowing players to clear the majority of the map before getting the keys.\n\n- MAP07 - Woods - Difficulty: Easy\nYou enter into the swirling madness of the Gateway, wondering where it will take you. Seems like most of\nyour equipment ended up being someplace else, so you'll have to do with the pistol you found lying on a dead body.\nAccording to the nearby computers you are far away from your home city, underneath a small patch of forest. The\nmap shows several interconnecting UAC facilities nearby. You suspect the source of the invasion might be in one of\nthem.\n\nA.N.: A forest map. Inspired by Shadow Warrior's forest map. The start area is a newly added Quake-ish/E2-ish\nstyle underground base. The gameplay of this map was quite different from how it is now. It was not intended to\nbe a MAP07, so the 666 and 667 features were not in originally. Note that the 667 tag works differently on some\nports, but the map is playable with both 64 and 128 raise on the tag.\n\n- MAP08 - Military Depot - Difficulty: Medium\nYou spot the UAC base outside the woods. It seems to be locked down tightly and guarded by hellspawn, but you saw\nan alternate entry: it has a sewage drain on the side. In fact that drain can lead you closer to the major UAC\nbase you saw on the map. Better clear this place out quick, and unlock the other end of that drain pipe.\n\nA.N.: I almost threw this map away deeming it as not redeemable. It needed a style overhaul very badly. In the end\nI kept it as it has some interesting areas. This is directly connected to both the last and the next map. During the\nSecond major overhaul the linearity has been dropped and now it can be cleared on multiple paths.\n\n- MAP09 - Disposal Facility - Difficulty: Medium\nRivers of toxic waste flow across the landscape, courtesy of the UAC's waste management program. Those experiments\nmust require an awful lot of the gooey material. You must navigate the hazardous environment of the facility to\nlocate the way out. Be careful, the hellspawn seems to have something in store for you.\n\nA.N.: A Duke Nukem-esque map (think E1L4 and E1L5), this one also contains a \"hell-trip\". The flow of the map was\nslightly updated to contain more self-explanatory switches, since even when I replayed it after a while got lost.\nThe red key and it's function has also been redesigned.\n\n- MAP10 - Cistern - Difficulty: Medium\nSeems like the only way through the area is to go down to the cistern of the nearby UAC water treatment plant.\nThe place is crawling with monsters, but you intend to flush them out.\n\nA.N.: One of the first maps where I started to get the importance of trim-textures and styling. It turned out\ngood enough, I only needed to replace a few ugly parts. A bit of a switch hunt map, although unreasonable\n\"switch opens something on the other end of the map\" was reduced to as little as possible. Second overhaul\nadded some vine bits.\n\n- MAP11 - Venom Canyon - Difficulty: Medium\nA great divide lays before you. A smaller UAC complex must be crossed in order to get to the dam. Unfortunately\nthe road that leads to the main UAC base seems to be destroyed, so you'll have to climb your way throgh the\ncliffs. Beware of the great slime river, it is poisonous to the touch.\n\nA.N.: A partly Half-Life inspired map. It was a bit large and empty, so quite a bit of updating was needed to get\nit into shape. The dam also received a facelift, as well as the compound before it. The second update wave touched\nthe Canyon part of it, greatly improving detail, and making the nukage river escapable.\n\n- MAP12 - Power Station - Difficulty: Medium\nYou made it to the UAC base. This part seems to be a power station, you'll probably need to bring it on-line to\ngo any deeper. You smell the foul stench of demon infestation lingering in the air, so you prepare for a thorough\ncleansing. Structural damage seems to be minimal on this part, but you wonder about the deeper sectors.\n\nA.N.: A clear continuation of MAP12, and a sort of \"prequel\" to MAP13. From here on the demonic corruption fusing\nwith the techbase becomes apparent. The place becomes a bit brighter once you power up the reactor. This map was\nalso plagued by the \"what did this switch do\" problem, hopefully now it is much clearer.\n\n- MAP13 - Encrus Station - Difficulty: Medium\nThe stench of corruption becomes ever more apparent here. Your train seems to be stopped by some hellish growth\non the rail, so you need to proceed on foot. The base seems quiet, but you know they are waiting. You also learn\nthat this sector contains experimental weapons, just the thing you need if you are going to face more hellspawn.\n\nA.N.: The last of the \"Half-Life Train\" maps, this one contains some heavy infestation and a hellish part as well.\nYou also get your hands on the BFG. This map was the unfinished end of the Canyon-Power Station line. It was\noriginally called \"InfeStation\", but I dropped the name as it was also used in a SkullTag invasion map.\n\n- MAP14 - Doom District - Difficulty: Hard\nYou are unsure whether you found the source of the demons or just a simple invasion teleporter left around by them.\nYou seem to emerge in a downtown area. The streets are dominated by infested military and spiders, but you are\never ready should a major wave of hellspawn head this way. A large UAC building also seems to be nearby, might be\nworth checking it out.\n\nA.N.: A large cityscape map, left unfinished. Originally it was intended to be a co-op map. The city itself looked\ndecent, so not much alteration was needed to it, only expansion. It turned out to be a quite large map with a\nrelatively large number of monsters. You can litter the streets with corpses. Has an industrial area and the\nUAC techbase-building. The second update wave added some damage to the city area, after all it's a hellish invasion.\n\n- MAP15 - The Vault - Difficulty: Medium\nThe enterance to this facility was heavily infested by hell-growths, so you needed to enter through the ventillation\nshaft. You learn that this place is a showcase of the successes UAC had with the teleport experimentations. Maybe\nyou'll find something useful here...\n\nA.N.: A brand new map, with some Doom3 inspired areas. You proceed by opening blast doors to the next sections. Home\nof the Demon Museum.\n\n- MAP16 - City Bounds - Difficulty: Hard\nYou finally escape that horrid place, and see the eerie glow in the sky again. You seem to emerge at an emergency exit\nin an aqueduct. The boundaries of the big city are nearby. You prepare for a bloody fight, as there's no telling how\nmuch hellspawn has gathered outside while you were down below.\n\nA.N.: Another new map, this time it is slightly Rage inspired. Beware the lots of cacodemons, they will literally fill\nthe skies. Also contains quite a few big baddies. Originally I was planning to put the Starport here, but the streets,\ncanals and highway zones turned out so large that I decided to make it a completely new map.\n\n- MAP17 - Starport - Difficulty: Medium\nLooks like this city has a starport nearby. UAC usually has important installations near such places, to make cargo\nhauling easy. You need to gain enterance to that place, and you already see the way in, but it's unlikely this will\nbe that easy...\n\nA.N.: Intended to fill the hole between the realistic MAP16 and the E1 style MAP18. For a long time I had no idea\nwhat could accomplish this, but it seems like a Starport is a perfect map for this purpose.\n\n- MAP18 - Computer Complex - Difficulty: Easy\nThis place looks familiar. You are not sure where you have seen places like this before, but you are content to push\non. You are finally on track towards the source, or maybe the demons are playing with your head.\n\nA.N.: I was so eager to make something E1 style, so I did this map. Lots of E1 like areas. Maybe a tad bit dark for\nE1, but I took a great attention to detail so it has E1 style textures. Contains only E1 monsters and some Doom2 ones\nthat I thought might fit the E1 style (Revenant, Hellknight, Chaingunner)\n\n- MAP19 - Frontier Lab - Difficulty: Medium\nMore familiar areas. You are now sure the demons has something to do with it. This place seems so overrun and subverted\nthat you are not sure what it might contain. Computers tell you of an experimental type of gateway in the area.\nDefinitely a point of interest.\n\nA.N.: The logical continuation of the E1 tribute, this is the E2 tribute, with some unique spins on the style.\nBeware of ghost monsters created by the crushers and doorways (yup, quite a few archviles here)!\n\n- MAP20 - Borderworld - Difficulty: Hard\nYou took the second gateway and ended up in some unknown place. It looks like the base was built by the UAC, but\nHell's powers have twisted it to a great extent. You learn, that this place is the frontier, where UAC tried to\ntake the fight to Hell, without success it seems. This is the borderworld between Hell and our dimension, a\nfailed expedition pioneered by the UAC's forces. Now you'll have to batter through the frontline of the\nhellspawn and finish what UAC could not: reach the portal to Hell itself.\n\nA.N.: A quite large and hard map. Main inspiration comes from The Ultimate Torment and Torture's second to\nlast map. Has a trench action part which was something I wanted to try.\n\n- MAP21 - The Gates of Hell - Difficulty: Medium\nThis is it. Hell. You stand before the very gates of it. Your equipment has gone missing again, good thing you\nsee some supply crates nearby. The place looks deserted, but you know that hell never leaves it's doorstep unguarded.\n\nA.N.: A quick map with a decent ambush scene. Inspired by Doom3's hell map as well as Quake3's Hell's Gate map.\nThis map has a custom midi made by combining the \"Unused52\" with MAP07's music.\nI call this track \"South of the Shotgun\"\n\n- MAP22 - Stygian Depths - Difficulty: Medium\nYou descend deeper into the fortress style building. The smell becomes even worse down here. Unknown depths lie\nbefore you, but you are determined to get to the bottom of it.\n\nA.N.: Another Doom3 inspired area, with the \"descending cage\" scene, and a darker, more cavernous place. Made\nwith the intent to make hell not only fire and brimstone, but a bit of slimy and dark as well.\n\n- MAP23 - Fortress of Ages - Difficulty: Hard\nAs you emerge on the other side of the unholy pits, the view of a large fortress in a lava filled valley comes\ninto view. It seems like this place has gathered aeons of dust and decay, and the bones of the fallen from many\ngenerations ago. Horrible monsters roam the area, you need to find a safe place, but there's none nearby.\n\nA.N.: The odlest map in the pack, renewed, and made much more hellish. The goodie columns are quite optional,\nthe map contains plenty of ammunition otherwise, but you can stock up on rockets that way.\n\n- MAP24 - City of Pandemonium - Difficulty: Hard\nYou wonder what kind of place you are going to enter through a sewer filled with blood. Seems like the demons\nalso have a place to live somewhere, or the denizens of Hell are put into large blockhouses. The place is probably\ncrawling with demons, so you better tread carefully. One one positive note, the blood seems not to be hazardous\nto health.\n\nA.N.: A new map. I wanted to try some really hellish and weird cityscape map, and this came to be the result.\nLots of monsters, but also lots of ammo and health.\n\n- MAP25 - Bastion of Void - Difficulty: Hard\nReluctantly plunging into the fiery hole, you find yourself someplace else. This area of hell seems to be out in\nthe nothingness. You don't expect it, however, to be empty, judging by the animalistic sounds nearby. Bones of\nthe dead are stored here, for reasons you don't want to discover. Hell seems to be playing a game with you, and\nyou are lost without a hope.\n\nA.N.: An other old map, renewed and expanded. The original old map is the center part, it was a castle floating in\nspace. Plenty of Cyb's Void inspired areas here, though I had to invisible-wall off the void pits, due to falling\ndamage or such not existing in vanilla conditions.\n\n- MAP26 - Forbidden Archives - Difficulty: Hard\nCompared to the nasty Bastion you just escaped from, this place actually looks nice and welcoming. You know that\nthis should not fool you, and you are determined to play Hell's game. Whatever they throw at you can be overcome by\ngood old fashioned firepower, right? At some point they should run out of reinforcements...\n\nA.N.: Two things were in mind when designing this map: water and library. Those two unrelated concepts spawned this\nlevel. It is mostly symmetric. Some Doom64 inspirations here.\n\n- MAP27 - Crimson Abyss - Difficulty: Hard\nFrom water you tread into blood again. So much blood, you feel the warmth of it embracing you, it almost feels good.\n'Am I going crazy?' - you ask yourself. Still this building covered in ludicrous amounts of blood seems to be the\nonly way. Some of it is visible from where you stand, but more is hidden deep below the floating lake of blood.\n\nA.N.: This is a sumberged style map, inspired by Enclave's underwater level, except it is in hell, so water is\nreplaced with blood. I played with a lot of blood-stained textures. The structure itself is split between a wood\nand a marble part.\n\n- MAP28 - The Black Citadel - Difficulty: Medium\nYou arrive in the gatehouse of a dark hellish fortress. You are getting more and more convinced, that Hell has not\ncounted on you getting this far. This fortress was built to withstand massive assaults, but you feel unstoppable.\nIf you have to clear every corner of Hell, so be it.\n\nA.N.: This map has a very mixed inspiration source. Probably the Doom64 or the Quake feeling prevails\n\n- MAP29 - Ascension - Difficulty: Very Hard\nPassing the Black Citadel you arrive at an ominous looking mountain fitted with a fortress. The top of this fortress\ncontains a peculiar column of flesh, you suspect it might be something important. Slowly you prepare for the fight\nahead, such a large and strange fortress must be heavily guarded.\nOnce the first gunshot is fired and you hear the echo of the roar of thousands of demons. You are in for one hell of\na hillclimb.\n\nA.N.: This took a looong time to make, and has a ginormous amount of things that show at the same time (due to being\na very open map).\nInspirations include: UTNT's last map (being a hillclimb and the ominous column always visible), Diablo2's Chaos\nSanctuary (layout of the final arena, general feeling), Serious Sam SE: Grand Cathedarl (long slaughter corridors)\n\n- MAP30 - Worlds Collide - Difficulty: Very Hard\nSweat and blood pouring from every part of your body, you jump into the flesh column, and get transported to some\nkind of hellish staging area. Ahead, you see a giant portal.\nIt is your exit from hell, and also the demons' enterance to earth. On the other side, hellspawn are preparing to\nset up a demon spawner in our world. If it activates, earth is surely doomed. More so than how it is already at least...\n\nA.N.: Originally I wanted to make this map take place in the depths of hell, but I heard people liked MAP14's cityscape\nand it kinda became an icon for the wad, so the idea came to me to make a hybrid map, having hell zones and a city part\nas well as an invasion frontier setting.\nI think for a MAP30 the gameplay is pretty good. You get plenty of BFG cells to melt away the horde spawned by the 5\nIcons, also there is more than enough room not to get cornered. In the final arena, the 4 Cyberdemons can help you\nthin out the crowd (they follow you there BTW!)\n\n- MAP31 - Diabolus Ex Machina - Difficulty: Hard\nJust what is this place you stubled upon? Is it some virtual reality? It seems to be invaded by Demons, so you better\nclear it out...\n\nA.N.: Inspired by MAP31 of Speed of Doom, except I wanted some hellish twist into it. It is a virtual reality like\nsetting invaded by hell. Has some pretty crowded actions...\n\n- MAP32 - Spear of Destiny - Difficulty: Medium\nYou are not only unsure where you are, but also when. You hear german talking nearby...\n\nA.N.: I wanted to use Wolf textures and SS nazis. That's it."
}
]
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"title": "MAP29",
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