Raw model (for completeness)
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"sha256": "4165fa8580a37081215ef4f4f70d7e39f8efb9c2f8b701c1bf8d3c3015fffc9c",
"title": "Enigmatic Complex Computer Lab version 2.0",
"authors": [
"Grimm"
],
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"complex2.wad"
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"additional": {
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"DOOM2"
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"filename": null,
"added": "2014-12-15 22:19:27",
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"name": "Enigmatic Complex Computer Lab version 2.0",
"description": null,
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"added": "2014-12-15 22:19:27",
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"contents": "--note for full version see com-ful2.txt--\nDoom 2 Version: 1.9\n================================================================\nTitle : Enigmatic Complex Computer Lab version 2.0\nFilename : COMPLEX2.WAD\nAuthor : Grimm\nEmail Address : grimmssac@yahoo.com\nMisc. Author Info : 13 year-old trying to make a good WAD. Playing Doom\n since about 6.\nDescription : (for story, see COM-FUL2.TXT)\n\n Type complex2 to begin. The DeHackEd patch changes\nthe level names under the map.\n\n Enigmatic Complex is a large wad (it jams up\nDEU 5.21 and BSP 1.2) that largely takes place inside a large\ncomplex. It is the first level of a new doom. It takes me around\ntwenty minutes to complete with 100% on everything, so it will\nprobably take you a little longer. The dificulty goes from easy to\nhard. In UV you should be able to make it through the fighting without\ntoo much trouble, but there are some hairy moments that will probably\nkill you when you first run across them. The \"marble\" area has 155\nmonsters. There was originally going to be a lot more to this level\n(like bathrooms, a mess hall, and secruity cameras), but I ran out of\nmemory.\nI tried to make this as bug-free as possible without\nsacrificing parts of the level. I also tried to align every texture\n(manually). I didn't do one area with pentagon wall textures, because\nthe damn things are to hard to align. Anyway, if you find any bugs,\ne-mail me. Also, feedback! Please give plenty of feedback! I'd enjoy\nseeing some demos of this level, too.\nAdditional Credits to : id software for this great game\n DEU 5.21 for getting me into this\n Wintex for teaching me how to make the cool\n wrap-around sky texture\n Alberto Barsella (MNTFIRE.WAD) for the lighting and\n door ideas\n Tom Neff (MAVERICK.WAD) for the \"wall-sky\" idea\n (I realize id used it too, but that wad introduced\n it to me)\n Daniel Griffiths (XENO11.WAD) for the sky texture\n Green Goblin (GGDEATH!.WAD) for the intermission\n screen level name idea\n EP4B.WAD for the music\n Robert Fenske, Jr. (SPCHAUNT.WAD) for the glass\n texture and the SOLARSYS texture and for bringing\n to my attention the Doom 2 \"fast doors\"\n The good folks at Doomworld (specificcaly, boris\n and Ultimate DooMer) for inadvertanely teaching\n me how to add new switch textures\n================================================================\n\n* Play Information *\n\nEpisode and Level # : MAP01\nSingle Player : Yes\nCooperative 2-4 Player : Yes (not tested)\nDeathmatch 2-4 Player : No (maybe in a later version)\nDifficulty Settings : Fully implemented (even changes the position of some\n keys)\nNew Sounds : No\nNew Graphics : Yes, a cool wrap-around sky texture (modified from\n XENO11.WAD), a glass texture, the PLANET1-style\n SOLARSYS texture, plus twenty-one old Doom 1\n textures, three new switch textures, fifteen of the\n menu pictures, and the end level screen and level\n name.\nNew Music : Yes, from EP4B.WAD, and the intermission screen\n music, taken from The Ultimate Doom.\nDemos Replaced : #2. It's me beating the level on UV. Note that this\n reveals all of the level except for the \"marble\"\n area, and therefore should not be viewed until\n after you beat the level.\n\n* Construction *\n\nBase : Barely based on COMP_LAB.WAD (my first working wad;\n availible upon request)\nBuild Time : 62.5 hours to build;\n 5 hours to align textures and check over;\n 2 hours to convert to Doom 2;\n 10+ hours to make the new textures;\n 79.5 hours total\nEditor(s) used : DEU 5.21, BSP 1.1x, DCK 2.2, WINTEX 3.41-4.7, RMB 2.2\n DM2, Paintbrush\nKnown Bugs : There's a slight HOM near the control room grates\n and in the hangar, and there could be a HOM in the\n \"marble\" area; in the \"marble\" area one of the\n creatures doesn't show until you get close, due to\n the amount of things onscreen\n\n* Copyright / Permissions *\n\nAuthors MAY use this level as a base to build additional levels, as long as\nyou give me credit. Authors MAY use the textures, sounds, and/or music\npresented in this level, as long as I and the people who made them are given\ncredit.\n\nYou MAY distribute this WAD, provided you include this file, with\nno modifications. You may distribute this file in any electronic\nformat (BBS, Diskette, CD, etc) as long as you include this file\nintact.\n\n* Where to get this WAD *\n\nFTP sites: The place that Doomworld works off of . . .\n\nBBS numbers: I don't even know what the Hell a BBS is.\n\nOther:"
}
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"title": "MAP01",
"format": "doom",
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"linedefs": 1380,
"sidedefs": 1867,
"vertices": 1188,
"sectors": 302,
"segs": 1998,
"ssectors": 540,
"nodes": 539,
"textures": {
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"SOLARSYS": 5,
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"cyberdemon": 7,
"demon": 12,
"imp": 40,
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"spectre": 12,
"spider_mastermind": 1,
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"melee": 24,
"projectile": 41
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"backpack": 1,
"berserk": 2,
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"blue_armor": 1,
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"invisibility": 1,
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"soulsphere": 1,
"stimpack": 4
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"cells": 5,
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"hmp_monsters": 344,
"htr_monsters": 209,
"uv_items": 61,
"hmp_items": 51,
"htr_items": 44
},
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"music": null,
"source": "marker"
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