Raw model (for completeness)
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"title": "The Nutty Wad",
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"Milian & Cybershark"
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"added": "2013-04-19 00:10:10",
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"name": "The Nutty Wad",
"description": "It all began in July 2004 after I (Milian) played a really stupid map somewhere on ZDaemon. I imagined a wad full of silly maps and started with the work. Everything you shouldn't do in a deatmatch map is done here, like maps where you're unable to move or fights in super-small rooms... Quite normal Doom features are carried to an extreme here. When I first ran this wad on ZDaemon, Cybershark sent me some of his maps he wanted to test online, so I added them to this wad. This was the beginning of a cooperation on this wad for almost one year. The quality has been enhanced continuously while new maps, sounds and graphics have been added and people began to enjoy the wad on ZDaemon. In May 2005, Nutty saw its final release with a standard I never dreamed of when I first started with this waste project... *IMPORTANT* To run The Nutty Wad properly you should set the DMFLAGS to - enable jumping - show and respawn monsters - suicide on exit A minimum of 3 or 4 players/bots is recommended. The game seems to be most fun with a number of 8 players, though most maps have at least 12 starting points. For more info about all maps see the nutty_mapinfos.txt or visit www.milianmusik.de/doom/nutty",
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"MAP19",
"MAP23",
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"MAP31",
"MAP21",
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"MAP25",
"MAP14"
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"source": "idgames",
"name": null,
"contents": "===========================================================================\nAdvanced engine needed : ZDoom/ZDaemon\nPrimary purpose : Rewriting the rules of Deathmatch :-)\n===========================================================================\nTitle : The Nutty Wad\nFilename : nutty.zip\nRelease date : 5/31/2005\nAuthor : Milian & Cybershark\nEmail Address : marc_013@gmx.de (Milian)\n morleytron@hotmail.com (Cybershark)\nOther Files By Author : MAG HQ by Cybershark (with Julz_d),\n sharkvox.wad by Cybershark,\n The Biovite Project,\n The Zodiac Deathmatch by Milian\nMisc. Author Info : See www.milianmusik.de/doom for more information\n about us and our projects\n\nDescription : It all began in July 2004 after I (Milian) played\n a really stupid map somewhere on ZDaemon.\n I imagined a wad full of silly maps and started\n with the work. Everything you shouldn't do in a\n deatmatch map is done here, like maps where\n you're unable to move or fights in super-small\n rooms... Quite normal Doom features are carried\n to an extreme here.\n When I first ran this wad on ZDaemon, Cybershark\n sent me some of his maps he wanted to test\n online, so I added them to this wad. This was\n the beginning of a cooperation on this wad for\n almost one year.\n The quality has been enhanced continuously while\n new maps, sounds and graphics have been added and\n people began to enjoy the wad on ZDaemon.\n In May 2005, Nutty saw its final release with a\n standard I never dreamed of when I first started\n with this waste project...\n\n The result is probably the most outrageous set of\n Deathmatch maps ever seen on Zdaemon. Definitely not\n for 'old skoolers'! 32 radical new maps where the\n environment can be just as dangerous as the other players.\n\n *IMPORTANT*\n To run The Nutty Wad properly you should set the\n DMFLAGS to\n - enable jumping\n - show and respawn monsters\n - suicide on exit\n\n A minimum of 3 or 4 players/bots is recommended.\n The game seems to be most fun with a number of 8\n players, though most maps have at least 12\n starting points.\n\n For more info about all maps see the\n nutty_mapinfos.txt or visit\n www.milianmusik.de/doom/nutty\n\nAdditional Credits to : B.P.R.D. whose impressive nuts3.wad has been the\n basis for the background scenery of Map 32.\n\n Everyone who made the continual online testing of Nutty such a great\n experience. They really are too many to name individually but thanks\n for inspiring us to keep on making these crazy maps people!\n\n Special thanks to Chiphead2XS and DRS for all the relentless hours of\n hosting they've given us.\n\n Makers of Zdoom/Zdaemon\n\n ID Software\n===========================================================================\n* What is included *\n\nNew levels : 32\nSounds : Yes\nMusic : Yes\nGraphics : Yes\nDemos : No\nOther files required : We recommend sharkvox.wad as additional\n announcement wad.\n\n* Play Information *\n\nGame : Doom 2\nMap # : 1-32\nSingle Player : Player starts only\nCooperative 2-4 Player : No\nDeathmatch 2-4 Player : Designed for\nOther game styles : None\nDifficulty Settings : Not implemented\n\n* Construction *\n\nBase : New from scratch\nBuild Time : Almost 1 year\nEditor(s) used : Doombuilder, XWE\nMay Not Run With... : Other than ZDoom-based engines\n\n* Copyright / Permissions *\n\nAuthors may NOT use the contents of this file as a base for modification or\nreuse. Permissions have been obtained from original authors for any of\ntheir resources modified or included in this file.\n\nYou MAY distribute this file, provided you include this text file, with no\nmodifications. You may distribute this file in any electronic format\n(BBS, Diskette, CD, etc) as long as you include this file intact. I have\nreceived permission from the original authors of any modified or included\ncontent in this file to allow further distribution.\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: www.milianmusik.de/doom"
},
{
"source": "readmes",
"name": null,
"contents": "===========================================================================\nAdvanced engine needed : ZDoom/ZDaemon\nPrimary purpose : Deathmatch\n===========================================================================\nTitle : The Nutty Wad\nFilename : nutty.zip\nRelease date : 5/31/2005\nAuthor : Milian & Cybershark\nEmail Address : marc_013@gmx.de\nOther Files By Author : MAGHQ (by Cybershark a.o.)\n The Biovite Project,\n The Zodiac Deathmatch (by Milian)\nMisc. Author Info : See www.milianmusik.de/doom for more information\n about us and our projects\n\nDescription : It all began in July 2004 after I (Milian) played\n a really stupid map somewhere on ZDaemon.\n I imagined a wad full of silly maps and started\n with the work. Everything you shouldn't do in a\n deatmatch map is done here, like maps where\n you're unable to move or fights in super-small\n rooms... Quite normal Doom features are carried\n to an extreme here.\n When I first ran this wad on ZDaemon, Cybershark\n sent me some of his maps he wanted to test\n online, so I added them to this wad. This was\n the beginning of a cooperation on this wad for\n almost one year.\n The quality has been enhanced continuously while\n new maps, sounds and graphics have been added and\n people began to enjoy the wad on ZDaemon.\n In May 2005, Nutty saw its final release with a\n standard I never dreamed of when I first started\n with this waste project...\n\n *IMPORTANT*\n To run The Nutty Wad properly you should set the\n DMFLAGS to\n - enable jumping\n - show and respawn monsters\n - suicide on exit\n\n A minimum of 3 or 4 players/bots is recommended.\n The game seems to be most fun with a number of 8\n players, though most maps have at least 12\n starting points.\n\n For more info about all maps see the\n nutty_mapinfos.txt or visit\n www.milianmusik.de/doom/nutty\n\nAdditional Credits to : B.P.R.D. whose impressive nuts3.wad has been the\n basis for the background scenery of Map 32.\n===========================================================================\n* What is included *\n\nNew levels : 32\nSounds : Yes\nMusic : Yes\nGraphics : Yes\nDemos : No\nOther files required : We recommend sharkvox.wad as additional\n announcement wad.\n\n* Play Information *\n\nGame : Doom 2\nMap # : 1-32\nSingle Player : Player starts only\nCooperative 2-4 Player : No\nDeathmatch 2-4 Player : Designed for\nOther game styles : None\nDifficulty Settings : Not implemented\n\n* Construction *\n\nBase : New from scratch\nBuild Time : Almost 1 year\nEditor(s) used : Doombuilder, XWE\nMay Not Run With... : Other than ZDoom-based engines\n\n* Copyright / Permissions *\n\nAuthors may NOT use the contents of this file as a base for modification or\nreuse. Permissions have been obtained from original authors for any of\ntheir resources modified or included in this file.\n\nYou MAY distribute this file, provided you include this text file, with no\nmodifications. You may distribute this file in any electronic format\n(BBS, Diskette, CD, etc) as long as you include this file intact. I have\nreceived permission from the original authors of any modified or included\ncontent in this file to allow further distribution.\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: www.milianmusik.de/doom"
},
{
"source": "readmes",
"name": null,
"contents": "*** Map 01 - \"Box Stop\":\nAuthor: Milian\nMusic: (unknown)\n\nIn this ridiculous map, one of the first Nutty maps made, you are stuck in a dugout\nwith a single shotgun.\n\n*** Map 02 - \"BotChaos\":\nAuthor: Cybershark\nMusic: Bomb The Bass - \"Megablast\"\n\nThis started as a box room for me to test some new textures in. I wanted some fun\nso I put a bot and a chainsaw in there. Lol, I forgot how dangerous bots are up close\nwith saws! I wanted revenge so I copied the room into four interconnecting chambers\nand put in some real guns. This map is complete but i never intended to make it for\nDM play. However, I often play it with 8 or more bots just to warm up before I go\nonline and I felt that it fitted in with Milian's maps here nicely.\n\n*** Map 03 - \"Octopus's Garden\":\nAuthor: Milian\nMusic: Zilly Mike - \"Endless River\"\n\n\"Octopus's Garden\" is an underwater map. You're spawned on the ground of the ocean with\na shotgun or chaingun. To reach the bigger weapons you have to swim (by pressing the\n\"jump\"-key) into some grottoes or try to land on the higher rocks.\n\n*** Map 04 - \"Whack A Mole\":\nAuthor: Cybershark\nMusic: New Order - \"Blue Monday\"\n\nThis is pretty much my first ever map. It uses my favourite map theme of different levels\nof visiblity. You're (almost) safe in a 'mole hole' but you need to stick your head up if\nyou want to get some real kills. Maybe you can get even more if you can find the plasma\ngun...\n\n*** Map 05 - \"La Cage aux Folles\":\nAuthor: Milian\nMusic: Castlevania, Grim Reaper-Level, remixed by Frostbite\n\nThis is a big circular cage. The outer areas are dark, but you'll find only shotguns and\nchainguns here. If you want to get the heavier weapons, you have to reach the center of\nthe cage where you're displayed in full light.\n\n*** Map 06 - \"Decoy Ahoy!\":\nAuthor: Cybershark\nMusic: John Carpenter - \"Halloween theme\"\n\nWhen is a player not a player? When it's a decoy!\n\nOnce again, i'm proud to present what I think is another deathmatch first on Nutty.\nI don't know quite where this idea came from, something about the Commander Keen monster\nappealed to me I think. I dislike using more than one or two monsters in games because of\nthe lag they cause but I thought that an inactive monster like Keen should be exploited.\nReplacing the Keen sprites with the player ones was easy enough but the dehacked stuff\nnecessary to make them move was all new to me so this map didn't progress far beyond a\nsimple Z-shape for a long time.\nThen, on one hungover day I went and expanded it into a really twisted map. It feels a lot\nbigger than I intended it to and I still get lost here but I think that's all good :>\nMilian, Danhen & The Doomer all thought this map was 'pretty psycho' when they first saw\nit and they're right. Get ready to waste lots of ammo on this one...\n\n*** Map 07 - \"Trampoline\":\nAuthor: Milian\nMusic: ? - \"Electric Disco\"\n\nThis is a trampoline surrounded by a narrow solid ring. You spawn on the ring and find\nguns there. The bigger weapons are lying on the trampoline and aren't easy to get at all.\nI was afraid that my last maps were a bit tame in comparison to the earlier ones. So here\nis the full nuttiness again.\n\nOriginally, the idea came from my friend who told me to make a trampoline map. I thought\nthat to be impossible with Doom but Cybershark gave me a tip. So, these two\nare the authors of this - I only made a map out of their ideas... :-)\n\n*** Map 08 - \"The Vortex\":\nAuthor: Cybershark\nMusic: Aerosmith - \"Livin' On the Edge\"\n\nThe idea for this map came from a game on an old UK TV show called 'The Adventure Game'.\nCelebrities had to move over a grid that was suspended in 'outer space'. Likewise, here\nyou must fight to the death on narrow walkways in a starry vacuum.\nI finally got around to refining this map and it has more start points than before.\nGameplay is just as good and tight as before though.\n\n*** Map 09 - \"Arachnophobia\":\nAuthor: Milian\nMusic: A Flock of Seagulls - \"I ran\"\n\nThis map plays on a spider's web. It's fun with more players.\nBut mind the web host!\n\n*** Map 10 - \"Hand of God\":\nAuthor: Cybershark\nMusic: Orbital - \"The Saint\"\n\nThis is as nutty as anything Milian came up with. I started with the simple idea of tracing\nmy hand onto a map - that was it! The real fun in this map comes from going for the heavy\nweapons. Picking up one causes you to spawn back in the centre of the palm where you can\neasily be spawnkilled or telefragged if you aren't quick. Brings a whole new meaning to\n\"giving someone the middle finger\"!\n\n*** Map 11 - \"Chess Doom\"\nAuthor: Milian\nMusic: D-Zire (D. Elfstrom) - \"Arnesune\"\n\nThis is a very special map. Like in chess, you have to pore over each move. But in this\nchess match, you yourself are the moving piece on the chess board.\nIt's important to read the signs. There are torches all over the board. If you unluckily\nstep onto a square with a red torch, you're dead, checkmate.\nThe fields with green torches bring you to the center of the map, where the heavy weapons\nare waiting.\nTo go out of the center, back to the border of the map, you may use the squares with blue\ntorches.\n\n*** Map 12 - \"Blockbusters\"\nAuthor: Cybershark\nMusic: Dick Dale & His Del-Tones - \"Misirlou\"\n\nChaingun your enemies from the safety(?) of the outer ledges or drop down into the hexagonal\nmaze to get up close with the shotguns. A whole new dimension is opened up in the gameplay\nby stepping onto the pillars - will you survive long enough to get a clear shot at other\nplayers once the pillars start moving? And can you make it to the plasma or rocket launcher\nin one piece?\n\n*** Map 13 - \"Chainsaw Massacre\"\nAuthor: Milian\nMusic: Phred - \"Plan 9\"\n\nWell, the title says it all. This is a Chainsaw-only map. If you're lucky, you manage to\nget one of the Berserk packs, which makes things a bit easier.\nThere's nothing as satisfying as a Killing Spree with fist!\n\n*** Map 14 - \"Moving Targets\"\nAuthor: Cybershark\nMusic: Moby - \"Bodyrock\"\n\nThis was a map where I wanted to go for real visual overkill. There's not an original\nDoom2 texture in it! 'Mapping on acid' somebody called it, lol.\nAnd it certainly is overkill, it's very tricky to spot the players (instead of just\nshooting the green guy on the wall) and even harder to hit them when they're running along\na conveyor.\nI'd say it's sort of based on the shooting gallery I made for the MagHQ but that's not\ntrue, it just ended up looking similar. It does contain some of the textures I used\nthere but then it also has a lot of new ones.\nMy original thought for the map was of playing on a Monopoly board with conveyors carrying\nyou around but that would have been far too much flats work. Although collecting the BFG\nwhen you pass \"GO\" would have been cool :>\n\n*** Map 15 - \"Through the Looking Glass\"\nAuthor: Milian\nMusic: (Unknown) - \"Entity\"\n\nThis is a creepy old castle with confusing rooms and hallways full of mirrors.\nDon't muck around at chasing your own reflections or those of your enemies...!\nThe idea of a mirror map came from Shark. But as he had enough to do with his other maps,\nI took care of it ;-)\n\n*** Map 16 - \"The Sands of Time\"\nAuthor: Cybershark\nMusic: Guns 'n' Roses - \"You Could Be Mine\"\n\nLike most of my maps this one started as just a 'grain' of an idea (heh). The alpha version\nof this map was a very dark and bleak looking affair which was the way I wanted it at first\n- it was meant to be some sort of industrial tipping site.\nI wasn't happy with the map as it looked though and I brainstormed for a while and thought\nabout turning it into a blackhole. Then I came up with the definitive look of the map and\nturned the whole thing into a fight within an hourglass. This version of the map is\nfundamentally unchanged from the original design but now looks awesome too!\n\n*** Map 17 - \"Sewage Processing Plant\"\nAuthor: Cybershark\nMusic: Mad Freak/Anarchy - \"3d-demo-II\"\n\nMore straightforward arena combat here, fighting for your life inside a vast waste\nprocessing plant.\nI had an idea ages ago for something like this. The original map was never more than a pipe\npouring nukage down into a pool, lol. I wanted to use the idea in a map i was working on but\nonce I had the floor plan fleshed out I realised it was enough for a map of its own.\nBots just don't want to play with the slopes and the play area is quite large but I think\nthat this will work well with real players when they start fighting for the heavy weapons.\nThis map was sorely lacking in gameplay but I took it back to the drawing board, turned it\ninside out and it's now an awesome big gun fragfest.\nThanks to Chip for the music for this one.\n\n*** Map 18 - \"Let's Rocket\"\nAuthor: Milian\nMusic: Fugazi - \"Waiting Room\"\n\nYou're trapped in a narrow corridor with flickering light and rockets coming from\neverywhere. Hell!\n\n*** Map 19 - \"Glub!\"\nAuthor: Cybershark\nMusic: The Ventures - \"Wipeout\"\n\nInitially similar playwise to Blockbusters but the water adds a whole extra 'depth'. Go for\nsome straightforward duelling in the wide open outer area or take the fight underwater,\ndown into the cramped passages of the lake for better guns. If you can make it to the map's\ncentre you can get the BFG and start some power-fragging... Just don't forget to wear your\nswimsuit!\nThis map was inspired by Map 20 of the SURGE2 wad - still a favourite of mine.\n\n*** Map 20 - \"Stairway to Hell\"\nAuthor: Milian\nMusic: Theme from \"Mortal Kombat\"\n\nIn this map you walk on (or fall from) spiral stairs. You need very good aiming, especially\nwith rockets, to hit other players rather than yourself in these narrow corridors.\n\n*** Map 21 - \"Loops of Fury\"\nAuthor: Cybershark\nMusic: The Chemical Brothers - \"Loops of Fury\"\n\nAnother great 'concept' map. I wanted to make a map based on the figure eight with\ngraduations of height in. Firstly it was just steps all around then I sloped it and thought\nof having a gap in the middle to jump over but the gap was too big as the map stood. So I\nwent in at the deep end and made my first attempt at using Hexen's 'bridge' feature to span\nthe gap. Result!\nDuelling on this structure is real tricky. Rockets are worth getting but pretty damn hard\nto use on the slopes! Just wish I could stop getting owned here...\nThis map contains my first custom sky which I'm very pleased with!\nIt was originally titled 'Pieces of Eight' but I didn't really like that title so I named\nit after the Chemical Brothers MIDI which is the soundtrack to the map. And yes, I have\nsince been informed, that tune is also used in Wipeout XL.\n\n*** Map 22 - \"Pitch into the Ditch\"\nAuthor: Milian\nMusic: Maf - \"Artichoke\"\n\nThis is playing in a cottage. It's a square room with a BFG in its center. A moving trench\nis what makes things complicated.\n\n*** Map 23 - \"Schlachthaus\"\nAuthor: Cybershark\nMusic: Philip Glass - \"Candyman (Musicbox Theme)\" (sequenced by Nico)\n\nHow did this one come to be? Hmm... well after playing a Nutty game hosted by Fratley with\nSKINS.WAD on I remember thinking that the Weredragon corpse looked really cool and it gave\nme the idea for an animal enclosure so I made some cages. Solid cages. I didn't want them\nto be like the cages that Milian uses on La Cage aux Folles. And then I got stuck because\napart from cages & corpses I really didn't know what I wanted to do with the map, lol.\nFinally, a week later I knew what I wanted. Something bigger than my usual maps and not just\na one room arena sure, but I wanted a map with real depth of play, atmosphere and where you\nhad to hunt for guns instead of just spawning on them. This map pretty much has a story to\ngo with it too.\nBack on Earth UAC had a zoo full of some of the interesting extraterrestrials they'd picked\nup along their travels. Unfortunately, due to a wave of xenophobia amongst the human race\nafter the incidents on Mars and then back home, the zoo was decommisioned and a tactical\nunit was sent in to make sure no specimens were left alive.\nBut did they get all of the monsters?\nSome people have said it should be an SP map. I know what they mean, it's kinda like an SP\nmap after the action has happened.\nOh and the name? Well after a particularly bad game I once asked Milian what the German for\nSlaughterhouse was. Learn something new every day!\nGotta give thanks to Daniel for the Weredragon corpse, the N64(?) Imp corpse & the HL_Demon\ncorpse. again, these are all from his SKINS compliation WAD. if you've never played with\nSKINS you are mising out.\nThe other non-standard corpse in the game is the Phobetor (kinda like a Pterodactyl) and it\ncomes from Milian's Biovite WAD (for ZDoom) - Thanks Mili - now go play it if you haven't\nalready!\nThanks to Majinyojimbo for providing me with the music.\n\n*** Map 24 - \"Darkroom\"\nAuthor: Milian\nMusic: Hyo Chan - \"A Walk in the Dark\"\n\nHeh, this is a gay map...\nA supersmall, superdark, superhot, superintimate room with Supershotguns only. Fast and\nfurious. Just shoot into the dark void. You will hit someone for sure.\nI really lmao, when someone said: \"The Author's Room of Brit11 seems a bit tame after this\none.\" If that's not a compliment...\n\n*** Map 25 - \"Pool of Blood\"\nAuthor: Cybershark\nMusic: Carl Gustaf Liebe - \"Robocop 2003 Remake\"\n\nThis originally came into being as a draft map that I sent to Julz_D for something that I\nwanted to see added to the MAGHQ. But when I had decided to take on the burden of mapping\nhalf of the Nutty megawad, I realised that I had a whole lot of maps still to add to draw\nlevel with Milian so I re-evaluated all of my old maps. This one I thought had real\npotential and I was eager to add all the textures I had created for the HQ pool area along\nwith my new bridge skills.\nIt also contains the first MOD track i've put in a map.\nI have since been told that it is a 'work of art'! Most gratifying but more importantly it\nplays pretty well too. Trying to get the BFG on this map leads to all sorts of fun :>\n\n*** Map 26 - \"Telefragging Spree!\"\nAuthor: Milian\nMusic: Lizardking (G. Grefberg) - \"Blind Intro\"\n\nThis map is very experimental and many don't like it too much :-(\nYou spawn on a platform. As soon as you move, you are teleported to another platform. Yes,\nKilling Sprees and even a Rampage are possible with telefragging only.\nAdditionally you get a BFG to enforce your arguments.\nIn case you don't like the gameplay, you may lower the sound FX, turn up the music volume\nand enjoy the atmosphere.\n\n*** Map 27 - \"Skyscraper Caper\"\nAuthor: Cybershark\nMusic: Van Halen - \"Jump\"\n\nMore Nutty nonsense on a partially constructed island city. A huge playing area means you\nget to really let rip with those heavy weapons and low gravity makes double the fun!\nI started with an idea for something like a Mario/Sonic style platform game. This became a\nseries of roads that are in the middle of construction. Then when I thought about adding\nsome scenery, it just made sense to have tower blocks scattered around. I think it looks\nreally awesome.\nMilian thought it reminded him of the skyscraper map from Afterhrs and that it'd maybe\ninvolve playing on the roofs. It doesn't, but I'm still gonna call it my tribute to\nEarthquake's map and to that other stunning city map by Chrono in TLSD2003.\nOh, and there's a fantastic secret on this map if you can find it :>\n\n*** Map 28 - \"Wormholes\"\nAuthor: Milian\nMusic: Soundgarden - \"Black Hole Sun\"\n\n\"Sci-fi writers suggest that a conveniently-located wormhole would provide a convenient way\nto travel large distances quickly. A few even envision an exit from a wormhole in a past\ntime, enabling travel back in time.\"\n(from: www.spacetoday.org)\n\n*** Map 29 - \"Skating Corpses\"\nAuthor: Cybershark\nMusic: The Ventures - \"Hawaii Five-O\"\n\nThis map owes thanks to Milian, Mike12 and Magnetron256.\nI noticed a small frozen lake in Milian's second Capricorn map on Zodiac which made the\nplayers slide but this was only a small feature in his map and I wanted to take it to the\nextreme! Magnetron256 came up with the title ages ago in reference to the way Zdaemon\nplayers look when they go 'undead' (after someone spawns on your position) and Mike12\ninspired me to create the 'cheering' audience of demons.\nI originally had the spawnspots in the outer area but when I tested with bots they never\nventured onto the rink. I was worried that this might hold true for real players so I moved\nthe start points onto the main rink. Then nobody really bothered going into the outer ring\nuntil i put a plasma there, lol. It's a tricky one to get without skating past though!\nI did want to put a MIDI of Vanilla Ice's 'Ice Ice Baby' on this map but i couldn't find\none that sounded good. Then I thought of using Strauss's 'Blue Danube' but once again I\ncould find no decent rendition of the music. The current music is excellent but perhaps a\nlittle short for the map I feel.\n\n*** Map 30 - \"The White Room\"\nAuthor: Milian\nMusic: taken from Mancubus.wad\n\nAll you can see here is White. All structures of the room, walls and stairs, are invisible.\nSo, floating in white space is all this map is about.\nThere is a hidden gimick in this map: As soon as a player gets the BFG, a goody is spawned\nand floating through the room. Unfortunately, ZDaemon doesn't support this Hexen feature,\nso it's only visible in local games.\n\n*** Map 31 - \"Nutzi Fortress\"\nAuthor: Cybershark\nMusic: Klaus Doldinger - \"Das Boot theme\"\n\nPlayers find themselves in the middle of the ocean in a deserted(?) Nazi castle. Milian & I\ncame up with the idea of making maps 31 & 32 of Nutty in a 'Wolfenstyle' as a tribute to the\nsimilarly numbered secret maps in the original Doom2.WAD.\nThis meant that we got to use the often neglected Wolfenstein textures and have a lot of fun\ntoo.\nI designed this map after Milian made a comment about my maps having a slower 'tempo'. It's\ntrue i guess, and my previous 'anti-arena' sentiment had led me to make a few large maps in\nsuccession - all of which take a while to play through.\nThis map is somewhere in between but should be pretty hectic. I made the castle first and\nthen thought up the water feature for the centre. lol, it's ended up feeling a little like\nDoom2 Map07 i guess but that's no bad thing :>\n\n*** Map 32 - \"Return to Nuttystein\"\nAuthor: Milian\nMusic: Virgo - \"One Morning\"\n\nThis is the finish of The Nutty Wad.\nThe map is divided into two parts: first the game affords some coop play to kill the Lord of\nNuttystein. When he's dead, the game will open to the second part where the fragging fun\nwill start.\nAside from this, the map provides some surprises. Hopefully these will make the map an\nappropriate ending to the whole nutty fun.\nThis map owes special thanks to B.P.R.D., whose impressive nuts3.wad has been the basis for\nthe background scenery.\n\nTitle Music: Vangelis - Chariots of Fire\nIntermission Music: R-Type level 1 boss theme\n\n<!-- For more information about The Nutty Wad and its sequel(s), please visit:\n\thttp://www.milianmusik.de/doom\n\tYou're very welcome to leave your comments there.-->"
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