Raw model (for completeness)
{
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"id": "518a38ab-ebe0-4047-be5c-566151628cde",
"sha1": "06da5d9008f84d296fd4eeb9f1b73df152eceece",
"sha256": "517dd9b2a85d36593f31b2851e1c697fe7f635341a4e43f600ef3309f1924b2f",
"title": "SKULL (dskull.wad.WAD)",
"filenames": [
"dskull.wad"
],
"additional": {
"engines": [
"DOOM"
],
"iwad": [
"DOOM"
],
"filename": null,
"added": "2014-01-04 11:55:33",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": "SKULL (dskull.wad.WAD)",
"description": "A huge, fairly straight foreward level that is shaped like the top portion of a skull. It's not all that difficult to complete, but nearly impossible to find all the secrets. I have installed more teleporters than nescessary in order to allow quick access to various parts in deathmatches. There are several areas that \"respawn\", not in the sense of NIGHTMARE, but some places you could kill everything, then come back later and find some new nasties. This runs fine full or almost full screen on the 486-33s I've tried it on. I have no creative or witty story behind this, except that I learned that I spent way too much time on this stage. 95% of the textures are aligned the way I want them (most done before DEU 5.2), so don't yell about the few bad ones. I have a bunch of new ideas for new levels, so this should not be my last stage. Also look for my ray-traced robotic sentries (sentry.zip) they replace the cacodemons.",
"maps": null,
"graphicOverrides": null,
"screenshots": {
"MAP01": "MAP01.png"
},
"palettes": null,
"categories": null
},
"flags": {
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"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2014-01-04 11:55:33",
"file": {
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"size": 225653,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/06da5d9008f84d296fd4eeb9f1b73df152eceece/06da5d9008f84d296fd4eeb9f1b73df152eceece.wad.gz",
"corrupt": false
},
"content": {
"maps": [
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],
"counts": {
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"graphics": 0,
"lumps": 15,
"maps": 1,
"palettes": 0
},
"engines_guess": [
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],
"iwads_guess": [
"DOOM"
]
},
"analysis": {
"title": "SKULL",
"description": "This WAD contains a single large, complex map shaped like the top portion of a skull, featuring 430 monsters and 301 sectors. The level is fairly straightforward in progression but includes numerous secrets and teleporters for quick navigation, especially useful in deathmatch. Monster respawns occur in some areas, adding dynamic challenge without full NIGHTMARE difficulty. The environment uses a mix of gray stone, metal, and blood textures, evoking a dark, industrial-hellish theme. Resources are balanced to allow completion without excessive difficulty. The WAD is designed for the original DOOM engine and is compatible with vanilla DOOM. The layout is mostly linear with some nonlinear elements due to teleporters and secret areas.",
"tags": [
"exploration_heavy",
"hard",
"hell",
"industrial",
"large_megawad",
"linear",
"monster_swarms",
"teleport_navigation",
"vanilla_compatible"
],
"origin": "gpt-4.1-mini"
}
},
"maps": [
{
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"title": "MAP01",
"format": "doom",
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},
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],
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},
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"hmp_items": 66,
"htr_items": 66
},
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"metadata": {
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"music": null,
"source": "marker"
},
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