mspdmementomorimap12fix.wad

PWAD 143 KiB 1 map(s)

Counts

endoom0
graphics0
lumps11
maps1
palettes0

Totals (across maps)

Things222
Linedefs1247
Sectors226
Monsters139
Items66
Raw model (for completeness)
{
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    "filenames": [
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      "iwad": [
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      "filename": null,
      "added": "2013-04-30 09:32:02",
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      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": {
        "MAP12": "MAP12.png"
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      "palettes": null,
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    },
    "added": "2013-04-30 09:32:02",
    "file": {
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      "corrupt": false
    },
    "content": {
      "maps": [
        "MAP12"
      ],
      "counts": {
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        "graphics": 0,
        "lumps": 11,
        "maps": 1,
        "palettes": 0
      },
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  "maps": [
    {
      "map": "MAP12",
      "title": "MAP12",
      "format": "doom",
      "stats": {
        "things": 222,
        "linedefs": 1247,
        "sidedefs": 1910,
        "vertices": 1076,
        "sectors": 226,
        "segs": 2034,
        "ssectors": 657,
        "nodes": 656,
        "textures": {
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          "DOOR1": 2,
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          "DEM1_1": 1,
          "SW1MARB": 3,
          "AWGSWIN1": 3,
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          "DOORYEL": 5,
          "SW1LION": 6,
          "GSTSATYR": 4,
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          "CEIL5_2": 3,
          "FLAT23": 2,
          "DOORTRAK": 6,
          "MARBFAC3": 6,
          "GATE4": 13,
          "TEKGREN1": 8,
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          "DEM1_2": 1,
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          "SUPPORT3": 86,
          "MARBFAC2": 6,
          "SPACEW3": 20,
          "WOOD1": 8,
          "MARBLE1": 30,
          "CEIL3_5": 1,
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          "DOORBLU": 2,
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          "SLIME15": 6,
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          "SW2GSTON": 2,
          "WOOD8": 14,
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          "SLIME16": 2,
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          "F_SKY1": 42,
          "DEM1_5": 215,
          "SUPPORT2": 22,
          "DOOR3": 5,
          "LITEBLU1": 4,
          "CEMENT9": 16,
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        "by_type": {
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          "archvile": 2,
          "baron": 3,
          "cacodemon": 3,
          "chaingun_guy": 18,
          "demon": 10,
          "hell_knight": 12,
          "imp": 30,
          "mancubus": 2,
          "pain_elemental": 3,
          "revenant": 9,
          "shotgun_guy": 33,
          "spectre": 1,
          "zombieman": 7
        },
        "by_category": {
          "boss": 0,
          "hitscanner": 58,
          "melee": 11,
          "projectile": 70
        }
      },
      "items": {
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        "by_type": {
          "berserk": 1,
          "cell_pack": 2,
          "chaingun": 1,
          "medikit": 31,
          "plasma_rifle": 1,
          "rocket_box": 7,
          "rocket_launcher": 2,
          "shell_box": 6,
          "shells": 4,
          "shotgun": 4,
          "stimpack": 4,
          "super_shotgun": 3
        },
        "ammo_by_category": {
          "bullets": 0,
          "cells": 2,
          "rockets": 7,
          "shells": 10
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        "weapons_present": [
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          "plasma_rifle",
          "rocket_launcher",
          "shotgun",
          "super_shotgun"
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      "mechanics": {
        "teleports": true,
        "keys": [
          "blue",
          "red",
          "yellow"
        ],
        "secret_exit": false
      },
      "difficulty": {
        "uv_monsters": 105,
        "hmp_monsters": 89,
        "htr_monsters": 63,
        "uv_items": 37,
        "hmp_items": 52,
        "htr_items": 59
      },
      "compatibility": "vanilla_or_boom",
      "metadata": {
        "title": null,
        "music": null,
        "source": "marker"
      },
      "images": [
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          "type": null
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          "type": "pano"
        }
      ],
      "analysis": {
        "title": "MAP12",
        "description": "A marble-and-stone heavy map with tech accents, leaning on gothic textures and a fairly detailed layout. Combat mixes lots of hitscanners with steady mid-tier pressure (revenants, hell knights, arachnotrons) plus a couple of arch-viles to punish sloppy positioning. For UV it plays around moderate difficulty with generally comfortable resources (many medikits and a full weapon spread including rockets and plasma). Progression revolves around all three keys with some teleport-driven movement and likely ambush/trap moments rather than a purely linear run.",
        "tags": [
          "ammo_plentiful",
          "generous_health",
          "gothic",
          "hitscanner_heavy",
          "key_hunt",
          "medium_length",
          "mixed_theme",
          "moderate",
          "setpiece_focused",
          "techbase",
          "teleport_navigation",
          "trap_heavy",
          "vanilla_compatible"
        ]
      }
    }
  ]
}

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