Raw model (for completeness)
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"contents": "================================================================\nTitle\t\t\t: Earth\nFilename\t\t: EarthZD.wad\nAuthor\t\t\t: Roger Ritenour\nEmale Address\t\t: ritenour@mail.rlc.net\n\nDescription\t\t: Ten level episode for the game engine,\n\t\t\t ZDOOM. This episode fully accomodates\n\t\t\t ZDoom's enhancements of free-look, jumping\n\t\t\t and the Boom/ZDoom enhanced set of line\n\t\t\t specials. It also has areas of complexity\n\t\t\t and grandeur of archetecture and settings\n\t\t\t not previously possible under DoomII.\n\t\t\t EarthZD also has a custom sky specifically\n\t\t\t designed for ZDoom. It is based upon the\n\t\t\t Earth.wad episode for DoomII by the same\n\t\t\t author.\n\n\tStory Line\t: You arrive home in Earth's planetary\n\t\t\t system exhausted from enduring vicious\n\t\t\t combat that started on Phobos and led to the\n\t\t\t Gates of Hell. You are on your way to sun,\n\t\t\t surf, and fishing for a spell of well\n\t\t\t earned vacation. However, upon arrival in\n\t\t\t low Earth orbit, you learn the terrible\n\t\t\t truth--Earth is not free. You study your\n\t\t\t options and decide to insert upon a remote\n\t\t\t and rocky coastline.\n\t\t\tLevels:\n\t\t\t The Ruins (MAP01): You stand at your point\n\t\t\t\tof arrival, facing out to sea with\n\t\t\t\trolling breakers splasing on the rocks.\n\t\t\t\tThis looks like it should have been\n\t\t\t\tyour vacation site. But behind you\n\t\t\t\tare the ruins of civilization,\n\t\t\t\thaunted with alien hellspawn...\n\t\t\t The Tomb (MAP02): To have hope of\n\t\t\t\tfreeing the world, you must take\n\t\t\t\tback the one place the enemy\n\t\t\t\tconsiders special. It is located\n\t\t\t\tunder the great pyramid...\n\t\t\t Mines of Moria (MAP03): Like its\n\t\t\t\tLord of the Rings namesake, it\n\t\t\t\tis crawling with evil things...\n\t\t\t The Chasm (MAP04): The enemy is\n\t\t\t\tbivouacked in rugged coastal\n\t\t\t\tterrain. You mission is to clear\n\t\t\t\tthem out...\n\t\t\t Strategic Defense Command (MAP05): A\n\t\t\t\tdeep underground command and\n\t\t\t\tcontrol center, one of the last\n\t\t\t\tgreat hopes for mankind in\n\t\t\t\trepelling the alien invasion.\n\t\t\t\tHowever, it seems to be off line,\n\t\t\t\tYou need to find out why...\n\t\t\t Observation Station (MAP06): This place\n\t\t\t\thas seen some action before it\n\t\t\t\tfell to the enemy. Beware!...\n\t\t\t The Emerald Tower (MAP07): The Enemy\n\t\t\t\thas established a command post in\n\t\t\t\ta giant ornate emerald green tower.\n\t\t\t\tYour mission is to disrupt their\n\t\t\t\tcommunications by taking it back...\n\t\t\t Ammo Pit (MAP08): This is the domain of\n\t\t\t\tthe arch-vile. Trick him\n\t\t\t\tinto helping you...\n\t\t\t Islands (MAP09): You arrive on an rocky\n\t\t\t\tisland in a rugged fjord. Out to\n\t\t\t\tsea and somewhat up the coast is\n\t\t\t\tanother, larger island that you\n\t\t\t\tmust somehow reach...\n\t\t\t The Hill (MAP10): You must capture a\n\t\t\t\theavily defended fortress on a hill...\n\n\tCombat\t\t: These levels contain a wide variety of\n\t\t\t combat situations requiring different\n\t\t\t strategies. To win these levels,\n\t\t\t especially at the more difficult skill\n\t\t\t settings, requires thinking in terms of\n\t\t\t fields of fire, planning your cover,\n\t\t\t looking out for your flanks and\n\t\t\t backside, and keeping open your lines\n\t\t\t of retreat. Most of the monster\n\t\t\t placement is randomized so that their\n\t\t\t location and response are different each\n\t\t\t time these levels are played. Hence, you\n\t\t\t will be unable to count on finding\n\t\t\t specific monsters at specific locations.\n\t\t\t (And there will not be many opportunities\n\t\t\t for blasting monsters in their sleep.)\n\t\t\t The monsters occasionally show sneaky\n\t\t\t behavior due to features in the level\n\t\t\t designs.\n\tSetting:\t This episode is set on a rocky coastline.\n\t\t\t with spectacular outdoor views. These\n\t\t\t include high vistas and overlooks, live\n\t\t\t surf crashing onto the rocks, scenic\n\t\t\t elevator rides on the outside of tall\n\t\t\t buildings, spectacular bridges and a\n\t\t\t spectacular hilltop fortress new to\n\t\t\t EarthZD.\n\tGeneral:\t Secrets generally have some clue that\n\t\t\t the thoughtful and observant player can\n\t\t\t spot. These levels are designed to be\n\t\t\t winnable at the easier skill settings\n\t\t\t without finding the secrets, but to win\n\t\t\t the more difficult settings requires\n\t\t\t locating most of the secrets. There are\n\t\t\t no totally hidden hazards or traps;\n\t\t\t there will always be some visual\n\t\t\t or audio cue to warn of there presence.\n\t\t\t Some of the pools and slime pits have\n\t\t\t depth, ie, you will sink into them,\n\t\t\t sometimes up to your eyeballs.\n\t\t\t Remember, though, this is ZDoom with\n\t\t\t free-look and jumping that plays more\n\t\t\t like Quake than the original Doom.\n\t\t\t Objects like trees, barrels, etc., are\n\t\t\t not infinitely tall and the player can\n\t\t\t jump up onto objects as tall as 56 units;\n\t\t\t this will be an important factor in\n\t\t\t navigating some places and finding some\n\t\t\t secrets. One final note; cliff edges at\n\t\t\t most of the high vistas are lethal to fall\n\t\t\t off of (one cannot expect to survive a fall\n\t\t\t of several hundred feet in real life).\n\nDirections for running\t: EarthZD is a patch wad and is run with\n\t\t\t ZDoom using an IWAD file. The IWAD file\n\t\t\t can be DoomII, Plutonia, or TNT. Unzip\n\t\t\t EarthZD.zip and place EarthZD.wad into\n\t\t\t a directory of your choice. To start\n\t\t\t ZDoom (from the directory you have ZDoom\n\t\t\t in), enter on the command line of the\n\t\t\t MS-DOS prompt something like:\n\n zdoom -iwad c:\\doom2\\doom2.wad -width 800 -height 600 -file <path>earthzd.wad\n\n\t\t\t If you run this with Plutonia or TNT,\n\t\t\t the -iwad part of the command would be\n\t\t\t appropriately modified with the iwad's\n\t\t\t filename and path. The <path> in the -file\n\t\t\t parameter is the location where you placed\n\t\t\t EarthZD.wad. The -width and -height\n\t\t\t parameters set your screen resolution.\n\t\t\t In the example given, the resolution is\n\t\t\t 800 x 600, which produces a relatively\n\t\t\t crisp level of detail. On a Pentium 200\n\t\t\t MHz MMX CPU, this produced a satisfactory\n\t\t\t frame rate. Newer, faster CPUs may use\n\t\t\t even higher resolutions. On a 133 MHz\n\t\t\t Pentium, 640 x 400 is recommended. Older\n\t\t\t machines should use the standard Doom\n\t\t\t 320 x 200. Note on delays in loading:\n\t\t\t wads with tall sky textures sometimes\n\t\t\t require extra time for loading. If\n\t\t\t the startup screen for ZDoom appears to\n\t\t\t lock up, give it at least 30 seconds for\n\t\t\t the loading process to complete.\n\nAdditional Credits\t: Olivier Montanuy, author of WINTEX.\n\t\t\t I borrowed his grandfather clock and\n\t\t\t television, though they have been\n\t\t\t enhanced. Stephen's DOOM\n\t\t\t Music v. 1.5 for some of the music\n\t\t\t selections. Doom version 1.2 for some\n\t\t\t additional music selections. Anton\n\t\t\t Baranov (AN_MUSIC.WAD) for other music\n\t\t\t selections.\n\n* Play Information *\n\nEpisode and Level #\t: Map01-Map10 for ZDoom,\n\t\t\t (tested under v1.17b)\nSingle Player\t\t: Yes\nCooperative Player\t: Yes (untested)\nDeathmatch\t\t: Yes (untested)\nDifficulty Settings\t: Yes, full range, all settings are\n\t\t\t somewhat more difficult than standard\n\t\t\t Doom settings.\nNew Sounds\t\t: No\nNew Graphics\t\t: Yes, a new non-repeating, vertically\n\t\t\t retilable sky to support some spectacular\n\t\t\t vistas plus a lot of new wall textures.\n\t\t\t Special graphics to implement special\n\t\t\t effects such as the animated surf.\n\t\t\t The graphics in this pwad are designed\n\t\t\t to complement and enhance rather than to\n\t\t\t replace the standard Doom graphics.\nNew Music\t\t: Yes, a mixture of new music, existing,\n\t\t\t and a few pieces from doom1 as judged\n\t\t\t appropriate for the mood of the level.\n\n*Construction *\n\nBase\t\t\t: Much enhanced version of the episode,\n\t\t\t Earth.wad by the same author.\nEditors/Tools used:\n\n\tWAD Builders:\t Wintex/Deutex, O. Montanuy\n\t\t\t Patcher, Jim Flynn\n\t\t\t(Wintex used in original Earth.wad,\n\t\t\tPatcher used in ZDOOM upgrades)\n\n\tLevel Editors:\t WinDEU32 5.23, R. Paquay, R Quinet, B. Wyber\n\t\t\t DETH 4.16b, J. Burden, S. Oke plus\n\t\t\t\tother contributors\n\t\t\t Waded, M. Ayres\n\t\t\t(Multiple level editors used throughout\n\t\t\thistory of development)\n\n\tNode Builders:\t BSP 1.2, Colin Reed\n\t\t\t Nbld 1.0, Jim Flynn\n\t\t\t WARM11, Robert Fenske\n\t\t\t RMB, Jens Hykkelbjerg (reject map builder)\n\t\t\t(Multiple node builders used in development,\n\t\t\tIn the final version, 9 maps are compiled\n\t\t\tunder Nbld, with one under BSP (that would\n\t\t\tnot compile correctly under Nbld.))\n\n\tGraphics Tools\t Corel Photopaint 6 and 8\n\t\t\t CorelDraw 6\n\nKnown Bugs\t\t: Monsters sticking together, an occasional\n\t\t\t ZDOOM problem when a floating monster\n\t\t\t descends on top of a another monster,\n\t\t\t typically occuring at locations where\n\t\t\t floating monsters must descent to pass\n\t\t\t through doorway to pursue the player.\n\t\t\t Monsters remain stuck until the player\n\t\t\t kills one of them. The remaining monster\n\t\t\t goes free.\n\n* Copyright / Permissions *\n\nYou MAY use these levels as a base to build additional levels\nYou MAY modify these levels provided that you give proper credit\nto the originator, whether it is me or someone I borrowed from.\nIf you do, please drop me a line, I would like to see what you\ncome up with. You MAY distribute this WAD in any electronic\nformat provided you include this information file unmodified."
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