Raw model (for completeness)
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"contents": "================================================================\nTitle : Vaults ... 6 level adventure for Hexen\nFilename : VAULTS.WAD version 1.3\nAuthor : Chet Walters / WizWorks!\nEmail Address : mtz@cris.com (write if you like it)\nWWW Address : http://www.cris.com/~mtz\nGame : Hexen (1.1 update recommended)\nBase : From scratch by yours truly\nLevel #'s : Map 01 thru Map 06 cluster 1\nSingle Player : Yes\nCooperative 2-4 Player : Yes\nDeathmatch 2-8 Player : Yes (untested but 8 starts/map)\nDifficulty Settings : Yes (1&2 is a Home & Gardens tour)\nNew Sounds : No\nNew Graphics : Yes (flats & textures & title)\nNew Music : No\nDemos Replaced : Yes (3) (new with version 1.2)\nSystem Required : Computer years are like dog years\n so get yourself up to speed if you've\n been resting on your 486/33 laurels\n for the last 14.\nBase Machine : Developed on a p90 with 32 meg. Run\n thru Win 95 to simulate slower machine\n (seems to work but see notes)\nScripts & Sectors : 141 scripts, 1889 sectors, 2447 things\n (see notes at the end of this file)\n\nDescription : You thought you defeated ol' Korax\n but it was merely his hologram. He's\nback with a vengeance! He's locked you up in his maximum\nsecurity cellblock. You awaken just as the cell door slams\nshut. You don't like the looks of your cellmates and you\nsurely don't like the sounds emanating from the next cell!\n\nRemember, you're in the middle of a desert where the only water\nthat flows is a disgusting brackish swill. It's here Korax\ntrains his armies. Supplies are sparse until and if you can\nfight your way through the playing fields. You've heard rumors\nthat this is also where Korax keeps part of his treasure trove\nguarded by his dark Bishops. If you can find the entrance and\ndecipher the vault's complicated combination, you can stock up\non needed supplies and gain access to other domains. Perhaps\neven find your way to Korax himself so you can serve your own\nvengeance (a dish best served cold) upon him for a change.\n\n(see notes at the end of this file for more)\n\nUtilities used : WAD Author 1.2 3/9/96 (the best!)\n WinTex 4.0, 4.2 for graphics\n Paint Shop Pro for editing graphics.\n Zennode .98a for nodebuilding\n (vaults.zen necessary for effects)\n\nAdditional Credits to : John Williston for WAD Author.\n of course, ID and Raven\n\nWhere to get it : http://www.cris.com/~Mtz/vaults.zip\n ftp.cdrom.com/pub/idgames vaults.zip\n\nNOTE: If there are any bugs, please report them to:\n Chet Walters internet address mtz@cris.com\n If there are any bugs found the update file\n will be available at:\n http://www.cris.com/~Mtz/vaults.zip\n Look to the version number at the beginning\n of this file and notes at the end.\n\n* Copyright / Permissions *\n\nAuthors may NOT modify this WAD. I spent too many hours and\ntoo much care in the details to have this hacked up. Besides,\nmap01 and map06 are at the limit. Found some limits. Max 32\nmapvars. Max 200 items with TID. Max Visiplanes. Had to remove\nsome stuff so it would run. Oh well...... However, the climax\nmap06 contains two exit teleports. One is the end game and the\nother takes you to level 7 map 13 cluster 2 just as in the Hexen\nIWAD. You can start there with additional levels if you wish\nbut you must give me full credit for the first six.\n\nYou MAY distribute this WAD, (please do, I think it's great!\nYeah, yeah. I'm a legend in my own mind) but, include this\nfile with no modifications. You may distribute this file in\nany electronic format (BBS, Diskette, CD, etc) as long as you\ninclude this file intact and unmodified.\n\nNOTES: This wad contains some never before seen Hexen special\neffects: Electric fences, spinning flesh tearing hazards,\nstationary fireballs, electrified invisible force fields, icy\nwhirlwinds, deep water, sparking switches, hidden fire pits,\na \"basement\" that is actually \"under\" the floor above and\nmuch more. If you use WAD Author, I've been kind enough\nto leave the original (but sloppy) script source code there\nfor your edification. Some comments too. Many of the scripts\nuse common \"subroutines\" for compactedness Take a look at\nthe scripts if you wish to see how they work. If you want to\ncreate new Hexen levels using these scripts... by all means.\nI'm a real Hexen fan (the \"behavior\" makes the difference)\nand would like to see more well thought out third party wads\nmade for Hexen so feel free! This wad also contains plenty\nof weapons, health and ammo. Try not to cheat.\n\nNotes for slower machines:\nIn Dark Mire, Vaults makes use of the floor waggle special.\nThis special is known to slow down game play and even on\nthe p90, I notice a little slowdown when it's on. There is\na switch just outside the main porticullus before you enter\nthe main castle. You can turn the floor waggle on or off\nhere if your machine is experiencing too much of a slowdown\nas a result of the Floor Waggle.\n\nMore Details....\n\nLEVEL ONE:BISHOP'S VAULT (map01 scripts:48 sectors:640)\nDesert maximum security prison surrounded by military training\nfield, Bishop's Vault and main chapel. Any similarity to\nan existing church structure in which treasure and knowledge\nare under strict lock and key accessible only to the \"elect\"\nis purely coincidental and should not be construed otherwise.\n\nLevel two through five can be visited at your leisure in pretty\nmuch a circular fashion so they are listed below in name only.\nTheir entry doors on level one are in no particular order and\nyou can travel back to level one to visit another any time\nyou like. Once on level six, though, you're there for good.\n\nDARK MIRE (map02 scripts:8 sectors:124)\nPlod along the muddy bayou. Make sure the swimming nasties\ndon't mistake you for a cajun crawdad! Flesh tearing \"iron\nmaidens\" bar your path to the prize. (see notes)\n\nDEEP END BAY (map03 scripts:15 sectors:370)\nWaterWorld with deep water, six puzzles and a much smaller\nbudget than Kevin Kostner's offering. Watch out for the\nelectric fences! There's \"ghosts\", too!\n\nCRYSTAL CAVERNS (map04 scripts:14 sectors:179)\nPlay the slots and win the prize. Careful of the icy winds...\nGeez, those frozen windows are hard to break. (Just one\nhint here. Try different weapons on the icy windows. They\n_will_ all break if you hit them right.)\n\nMILL BORN (map05 scripts:21 sectors:361)\nThe fiery realm where Korax forges his weapons. Lots of sparks\nand heat here. My rust belt roots are showing....\n\nLEVEL SIX:KORAX VAULT (map06 scripts:35 sectors:215)\nFinally made it! Now you can give him what he deserves!\nBut watch out for his ghostly minions and tricky traps. Those\nexploding ice cubes can give you a headache. Be careful when\ntrying to turn on the Tiffany lamp, it may be shorted. Any\nsimilarity between map06 and an existing major joint U.S.\nmilitary installation is purely coincidental and should not\nbe construed otherwise.\n\nA simple FAQ file which will give you detailed hints to solve\nthe puzzles of Vaults by level is available at this WWW address:\n\n http://www.cris.com/~mtz/\n\nDon't cheat and look at it unless you are really stumped.\n\nDEATHMATCH NOTES: I've never played a deathmatch. I don't know\nhow they work, exactly, but I've gleaned the logic from perusing\nthe Hexen IWAD and scripts so I think I've made the proper\nadjustments to VAULTS to make it a passable Deathmatch wad.\nThere are 8 deathmatch starts on each level along with extra\nweapons and such for each. Level one gets turned into a race\nfor the prizes, but you will have to cooperate in order to\nopen the teleport to level six with the puzzle pieces. The\nrest of the levels should work just fine and level six should\nbe a blast. The elevators and doors and teleports are fully\nadjusted for deathmatch and multiplayer cooperative games. Vaults\nwas designed as more of a single player \"head\" game, but there's\nplenty there to make it a good slugfest as well. Difficulty\nlevel 1/2 is a cook's tour and there are a few differences between\n3, 4/5. You'll need Hexen 1.1 for 8 player deathmatch else only 4.\n\nBUG FIXES AND ADDITIONS:\nversion 1.1\nA switch was added to Dark Mire to turn off the floor waggle\nspecial to accommodate slower machines.\n\nA bug which caused Level Six:Korax Vault to crash if the Tiffany\nLamp door was opened while Korax was active has been fixed.\n\nversion 1.2\nBlood correctly spelled. Demos and title screen added.\nSolution demo created for Bishop's Vault.\n\nversion 1.3\nSecond chance at the door on the south end of Crystal\nCaverns. That door was once not repeatable so if you\nmissed it, you got stuck! Thanks to Byron Hinkle for\nthe bug report.\n\n============================================================\nZennode .98a .zen file for vaults.wad\n============================================================\n#\n# Zen file for Vaults.wad\n#\n\n[MAP01]# 'BISHOP'S VAULT'\n\n[ignore-linedefs]\n# lineDefs bounding polyObjects\n37-40\n825-828\n2782-2785\n\n# polyObject lineDefs - !!! DON'T IGNORE THESE !!!\n!2782-2785\n!41-44\n!76-87\n!829-844\n\n[dont-split-linedefs]\n#\n# None\n#\n\n[dont-split-sectors]\n# sectors containing polyobj at runtime\n526 #church doors\n135-138 #prison tunnels\n10-13 #vault pillar sectors\n\n[unique-sectors]\n#\n# None\n#\n\n[MAP02]# 'DARK MIRE'\n\n[ignore-linedefs]\n\n[dont-split-linedefs]\n# linedefs for waggle\n548\n564-569\n584-591\n600-602\n713-718\n719-724\n725-730\n930-935\n936-941\n942-947\n948-953\n954-959\n\n[dont-split-sectors]\n\n[MAP03]# 'DEEP END BAY'\n\n[ignore-linedefs]\n\n# lineDefs bounding polyObjects\n#1544-1547\n#1564-1567\n\n# polyObject lineDefs - !!! DONT IGNORE THESE !!!\n!1548-1551 #rotator\n!1556-1563 #hall blocks\n\n[dont-split-linedefs]\n# linedefs for deep water\n4-27\n\n[dont-split-sectors]\n353\n\n[MAP04]# 'CRYSTAL CAVERNS'\n\n[ignore-linedefs]\n\n# lineDefs bounding polyObjects\n851-854\n\n# polyObject lineDefs - !!! DONT IGNORE THESE !!!\n!864-867 #rotator\n\n[dont-split-linedefs]\n\n[dont-split-sectors]\n193"
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"contents": "================================================================\nTitle : Vaults ... 6 level adventure for Hexen\nFilename : VAULTS.WAD version 1.3\nAuthor : Chet Walters / WizWorks!\nEmail Address : mtz@cris.com (write if you like it)\nWWW Address : http://www.cris.com/~mtz\nGame : Hexen (1.1 update recommended)\nBase : From scratch by yours truly\nLevel #'s : Map 01 thru Map 06 cluster 1\nSingle Player : Yes\nCooperative 2-4 Player : Yes\nDeathmatch 2-8 Player : Yes (untested but 8 starts/map)\nDifficulty Settings : Yes (1&2 is a Home & Gardens tour)\nNew Sounds : No\nNew Graphics : Yes (flats & textures & title)\nNew Music : No\nDemos Replaced : Yes (3) (new with version 1.2)\nSystem Required : Computer years are like dog years\n so get yourself up to speed if you've\n been resting on your 486/33 laurels\n for the last 14.\nBase Machine : Developed on a p90 with 32 meg. Run\n thru Win 95 to simulate slower machine\n (seems to work but see notes)\nScripts & Sectors : 141 scripts, 1889 sectors, 2447 things\n (see notes at the end of this file)\n\nDescription : You thought you defeated ol' Korax\n but it was merely his hologram. He's\nback with a vengeance! He's locked you up in his maximum\nsecurity cellblock. You awaken just as the cell door slams\nshut. You don't like the looks of your cellmates and you\nsurely don't like the sounds emanating from the next cell!\n\nRemember, you're in the middle of a desert where the only water\nthat flows is a disgusting brackish swill. It's here Korax\ntrains his armies. Supplies are sparse until and if you can\nfight your way through the playing fields. You've heard rumors\nthat this is also where Korax keeps part of his treasure trove\nguarded by his dark Bishops. If you can find the entrance and\ndecipher the vault's complicated combination, you can stock up\non needed supplies and gain access to other domains. Perhaps\neven find your way to Korax himself so you can serve your own\nvengeance (a dish best served cold) upon him for a change.\n\n(see notes at the end of this file for more)\n\nUtilities used : WAD Author 1.2 3/9/96 (the best!)\n WinTex 4.0, 4.2 for graphics\n Paint Shop Pro for editing graphics.\n Zennode .98a for nodebuilding\n (vaults.zen necessary for effects)\n\nAdditional Credits to : John Williston for WAD Author.\n of course, ID and Raven\n\nWhere to get it : http://www.cris.com/~Mtz/vaults.zip\n ftp.cdrom.com/pub/idgames vaults.zip\n\nNOTE: If there are any bugs, please report them to:\n Chet Walters internet address mtz@cris.com\n If there are any bugs found the update file\n will be available at:\n http://www.cris.com/~Mtz/vaults.zip\n Look to the version number at the beginning\n of this file and notes at the end.\n\n* Copyright / Permissions *\n\nAuthors may NOT modify this WAD. I spent too many hours and\ntoo much care in the details to have this hacked up. Besides,\nmap01 and map06 are at the limit. Found some limits. Max 32\nmapvars. Max 200 items with TID. Max Visiplanes. Had to remove\nsome stuff so it would run. Oh well...... However, the climax\nmap06 contains two exit teleports. One is the end game and the\nother takes you to level 7 map 13 cluster 2 just as in the Hexen\nIWAD. You can start there with additional levels if you wish\nbut you must give me full credit for the first six.\n\nYou MAY distribute this WAD, (please do, I think it's great!\nYeah, yeah. I'm a legend in my own mind) but, include this\nfile with no modifications. You may distribute this file in\nany electronic format (BBS, Diskette, CD, etc) as long as you\ninclude this file intact and unmodified.\n\nNOTES: This wad contains some never before seen Hexen special\neffects: Electric fences, spinning flesh tearing hazards,\nstationary fireballs, electrified invisible force fields, icy\nwhirlwinds, deep water, sparking switches, hidden fire pits,\na \"basement\" that is actually \"under\" the floor above and\nmuch more. If you use WAD Author, I've been kind enough\nto leave the original (but sloppy) script source code there\nfor your edification. Some comments too. Many of the scripts\nuse common \"subroutines\" for compactedness Take a look at\nthe scripts if you wish to see how they work. If you want to\ncreate new Hexen levels using these scripts... by all means.\nI'm a real Hexen fan (the \"behavior\" makes the difference)\nand would like to see more well thought out third party wads\nmade for Hexen so feel free! This wad also contains plenty\nof weapons, health and ammo. Try not to cheat.\n\nNotes for slower machines:\nIn Dark Mire, Vaults makes use of the floor waggle special.\nThis special is known to slow down game play and even on\nthe p90, I notice a little slowdown when it's on. There is\na switch just outside the main porticullus before you enter\nthe main castle. You can turn the floor waggle on or off\nhere if your machine is experiencing too much of a slowdown\nas a result of the Floor Waggle.\n\nMore Details....\n\nLEVEL ONE:BISHOP'S VAULT (map01 scripts:48 sectors:640)\nDesert maximum security prison surrounded by military training\nfield, Bishop's Vault and main chapel. Any similarity to\nan existing church structure in which treasure and knowledge\nare under strict lock and key accessible only to the \"elect\"\nis purely coincidental and should not be construed otherwise.\n\nLevel two through five can be visited at your leisure in pretty\nmuch a circular fashion so they are listed below in name only.\nTheir entry doors on level one are in no particular order and\nyou can travel back to level one to visit another any time\nyou like. Once on level six, though, you're there for good.\n\nDARK MIRE (map02 scripts:8 sectors:124)\nPlod along the muddy bayou. Make sure the swimming nasties\ndon't mistake you for a cajun crawdad! Flesh tearing \"iron\nmaidens\" bar your path to the prize. (see notes)\n\nDEEP END BAY (map03 scripts:15 sectors:370)\nWaterWorld with deep water, six puzzles and a much smaller\nbudget than Kevin Kostner's offering. Watch out for the\nelectric fences! There's \"ghosts\", too!\n\nCRYSTAL CAVERNS (map04 scripts:14 sectors:179)\nPlay the slots and win the prize. Careful of the icy winds...\nGeez, those frozen windows are hard to break. (Just one\nhint here. Try different weapons on the icy windows. They\n_will_ all break if you hit them right.)\n\nMILL BORN (map05 scripts:21 sectors:361)\nThe fiery realm where Korax forges his weapons. Lots of sparks\nand heat here. My rust belt roots are showing....\n\nLEVEL SIX:KORAX VAULT (map06 scripts:35 sectors:215)\nFinally made it! Now you can give him what he deserves!\nBut watch out for his ghostly minions and tricky traps. Those\nexploding ice cubes can give you a headache. Be careful when\ntrying to turn on the Tiffany lamp, it may be shorted. Any\nsimilarity between map06 and an existing major joint U.S.\nmilitary installation is purely coincidental and should not\nbe construed otherwise.\n\nA simple FAQ file which will give you detailed hints to solve\nthe puzzles of Vaults by level is available at this WWW address:\n\n http://www.cris.com/~mtz/vaults.faq\n\nDon't cheat and look at it unless you are really stumped.\n\nDEATHMATCH NOTES: I've never played a deathmatch. I don't know\nhow they work, exactly, but I've gleaned the logic from perusing\nthe Hexen IWAD and scripts so I think I've made the proper\nadjustments to VAULTS to make it a passable Deathmatch wad.\nThere are 8 deathmatch starts on each level along with extra\nweapons and such for each. Level one gets turned into a race\nfor the prizes, but you will have to cooperate in order to\nopen the teleport to level six with the puzzle pieces. The\nrest of the levels should work just fine and level six should\nbe a blast. The elevators and doors and teleports are fully\nadjusted for deathmatch and multiplayer cooperative games. Vaults\nwas designed as more of a single player \"head\" game, but there's\nplenty there to make it a good slugfest as well. Difficulty\nlevel 1/2 is a cook's tour and there are a few differences between\n3, 4/5. You'll need Hexen 1.1 for 8 player deathmatch else only 4.\n\nBUG FIXES AND ADDITIONS:\nversion 1.1\nA switch was added to Dark Mire to turn off the floor waggle\nspecial to accommodate slower machines.\n\nA bug which caused Level Six:Korax Vault to crash if the Tiffany\nLamp door was opened while Korax was active has been fixed.\n\nversion 1.2\nBlood correctly spelled. Demos and title screen added.\nSolution demo created for Bishop's Vault.\n\nversion 1.3\nSecond chance at the door on the south end of Crystal\nCaverns. That door was once not repeatable so if you\nmissed it, you got stuck! Thanks to Byron Hinkle for\nthe bug report.\n\n============================================================\nZennode .98a .zen file for vaults.wad\n============================================================\n#\n# Zen file for Vaults.wad\n#\n\n[MAP01]\t\t\t# 'BISHOP'S VAULT'\n\n[ignore-linedefs]\n# lineDefs bounding polyObjects\n37-40\n825-828\n2782-2785\n\n# polyObject lineDefs - !!! DON'T IGNORE THESE !!!\n!2782-2785\n!41-44\n!76-87\n!829-844\n\n[dont-split-linedefs]\n#\n# None\n#\n\n[dont-split-sectors]\n# sectors containing polyobj at runtime\n526 #church doors\n135-138 #prison tunnels\n10-13 #vault pillar sectors\n\n[unique-sectors]\n#\n# None\n#\n\n[MAP02]\t\t\t# 'DARK MIRE'\n\n[ignore-linedefs]\n\n[dont-split-linedefs]\n# linedefs for waggle\n548\n564-569\n584-591\n600-602\n713-718\n719-724\n725-730\n930-935\n936-941\n942-947\n948-953\n954-959\n\n[dont-split-sectors]\n\n[MAP03]\t\t\t# 'DEEP END BAY'\n\n[ignore-linedefs]\n\n# lineDefs bounding polyObjects\n#1544-1547\n#1564-1567\n\n# polyObject lineDefs - !!! DONT IGNORE THESE !!!\n!1548-1551 #rotator\n!1556-1563 #hall blocks\n\n[dont-split-linedefs]\n# linedefs for deep water\n4-27\n\n[dont-split-sectors]\n353\n\n[MAP04]\t\t\t# 'CRYSTAL CAVERNS'\n\n[ignore-linedefs]\n\n# lineDefs bounding polyObjects\n851-854\n\n# polyObject lineDefs - !!! DONT IGNORE THESE !!!\n!864-867 #rotator\n\n[dont-split-linedefs]\n\n[dont-split-sectors]\n193"
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