Raw model (for completeness)
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"contents": "===========================================================================\nAdvanced engine needed : Boom-Compatible\nPrimary purpose : Single player\n===========================================================================\nTitle : Quantum Strike\nFilename : QStrike.wad\nRelease date : 16/01/2017\nAuthor : Spectre01 (rileymartin)\nEmail Address : [redacted]\nMisc. Author Info : Non-hardcore guy trying to make hardcore maps.\nOther Files By Author : dmp2016.wad map19\n\nDescription : \"Quantum Strike\" is a set of 3 colourful Boom-format\n maps designed to be played from a Pistol Start. Gameplay\n is purely action-based with very high monster density.\n UV is meant to challenge \"good at Doom\" individuals\n and masochists that don't mind dying repeatedly. HMP\n should be slightly more reasonable and HNTR more laid back.\n\n===========================================================================\n* What is included *\n\nNew levels : 3 + short bonus map04\nSounds : No\nMusic : Yes\nGraphics : Title + Interpic\nDehacked/BEX Patch : Yes\nDemos : No\nOther : Afrit mini-boss replacing the Commander Keen.\n\n* Play Information *\n\nGame : DOOM2\nMap # : MAP01 - MAP04\nSingle Player : Designed for\nCooperative 2-4 Player : No\nDeathmatch 2-4 Player : No\nOther game styles : No\nDifficulty Settings : Yes, use them!\n\n* Construction *\n\nBase : New from scratch\nBuild Time : ~6 months, mostly off.\nEditor(s) used : GZDB, Slade3, WhackEd4\nKnown Bugs : Send me a detailed PM if you find any!\nMay Not Run With : Any ports that don't support modern Boom-format stuff.\nTested With : PR/GLBoom+ 2.5.1.4, ZDoom 2.8.1, GZDoom 2.2.0,\n Zandronum 3.0, QZDoom q1.1.0rc1\nOther : GL port recommended. Mouselook is recommended with\n infinite height off but not required.\n\n* Copyright / Permissions *\n\nAuthors may NOT use the contents of this file as a base for\nmodification or reuse. Permissions have been obtained from original\nauthors for any of their resources modified or included in this file.\n\nYou MAY distribute this file, provided you include this text\nfile, with no modifications. You may distribute this file in any\nelectronic format (BBS, Diskette, CD, etc) as long as you include\nthis file intact. I have received permission from the original\nauthors of any modified or included content in this file to allow\nfurther distribution.\n\n* Where to get the file that this text file describes *\n\nThe Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors\n\n===========================================================================\n\n===========================================================================\n //////////////////////////////\n /////// MAP LIST: ////////\n//////////////////////////////\n===========================================================================\n\n ------------------------------\n| Map01: Reality Unwoven |\n ------------------------------\nDifficulty: Hard (Aggressive play leads to swift death.)\nMusic: \"Alley Bats\" by Paul Corfiatis\n\nBlue high-techbase inspired by e2m4 and other maps using blue computer textures.\nOne of my first maps that started with the simple idea of a long hallway segmented\nby blast doors leading up to a larger arena. Two detours/objectives were then added.\nGameplay focuses on claustrophobic fights that greatly restrict player movement.\nThe first part was originally too map01-ish and easy compared to the upper arena\nencounter, so meaner monsters and traps were added. HNTR is what original UV was\nlike. Midi was changed towards the end when I got sick of listening to \"Blue\" while\ntesting. 'idmusd 04' for the \"authentic\" experience. ;)\n\n ------------------------------\n| Map02: Viridian Shift |\n ------------------------------\nDifficulty: Hard (Viles everywhere!)\nMusic: \"Industrial\" by Simon Judd\n\nGreen, deteriorating high-techbase with more red hellish stuff creeping through the\ncracks and circular architecture. Larger open areas but filled with more enemies\nto make up for that. Two chaotic slaughter-ish encounters after a few early\nskirmishes. Ending fight is more challenging without infinite height due to more mobile\nflying enemies. A teleporter to a previous location opens up after killing all the Afrits.\n\n ----------------------------------\n| Map03: Quantum Strike 99x9 |\n ----------------------------------\nDifficulty: Harder (Can you handle 53 Cyberdemons?!)\nMusic: \"Stars\" by Stuart Rynn\n\nI wanted to make a large outdoor map floating in a blue sky. Five (or six?) challenging setpiece\nencounters in colour/shape-themed areas. Very high monster count and plenty of BFG action. May\nfall into the \"slaughter\" category.\n\n --------------------------\n| Map04: qs_iceworld |\n --------------------------\nDifficulty: Easy\nMusic: \"Blue\" by Eiffel 65\n\nAn homage to a popular Counter-Strike map called fy_iceworld and excuse to try out\nsome snow textures. Short \"thanks for playing\"/ending bonus. Got some Afrits staying\nwarm near burning barrels.\n\nAdditional Music: Title: \"Satellite One\" by Purple Motion\n Map Ending: \"Act 12 Battle Scene\" from Gundam F-91\n\nAdditional Credits to : rdwpa and Killer5 for playtesting and feedback.\n The authors of cc4-tex resource pack.\n Joshy's Resurgence for Afrit dehacked base and\n scifista42 for dehacked support.\n Everyone on the Editing Forum for technical advice!\n id software for Doom."
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"contents": "===========================================================================\nAdvanced engine needed : Boom-Compatible\nPrimary purpose : Single player\n===========================================================================\nTitle : Quantum Strike (V2)\nFilename : QStrike.wad\nRelease date :\nAuthor : Spectre01\nEmail Address : [redacted]\nMisc. Author Info : Non-hardcore guy trying to make hardcore maps.\nOther Files By Author : dmp2016.wad map19\n\nDescription : \"Quantum Strike\" is a set of 3 hard, colourful Boom-format maps designed to be played from a Pistol Start.\n\t\t\t Gameplay is purely action-based with simple progression and generally high monster density.\n\t\t\t UV is meant to challenge \"good at Doom\" individuals and masochists who don't mind dying repeatedly.\n\t\t\t HMP should be more fun/reasonable and HNTR more laid back.\n\n===========================================================================\n* What is included *\n\nNew levels : 3 + short bonus map04\nSounds : Yes, the Plasma Rifle\nMusic : Yes\nGraphics : Title + Interpic\nDehacked/BEX Patch : Yes\nDemos : No\nOther : Afrit mini-boss replacing the Commander Keen and Mr. X replacing SS soldier.\n\n* Play Information *\n\nGame : DOOM2\nMap # : MAP01 - MAP04\nSingle Player : Designed for\nCooperative 2-4 Player : No\nDeathmatch 2-4 Player : No\nOther game styles : No\nDifficulty Settings : Yes, use them!\n\n* Construction *\n\nBase : New from scratch\nBuild Time : ~6 months, mostly off.\nEditor(s) used : GZDB, Slade3, WhackEd4\nKnown Bugs : Send me a detailed PM if you find any!\nMay Not Run With : Any ports that don't support modern Boom-format stuff.\nTested With : PR/GLBoom+ 2.5.1.4, ZDoom 2.8.1, GZDoom 3.X,\n\t\t\t Zandronum 3.0, QZDoom q1.3\nOther : OpenGL port recommended. Default GZDoom compat friendly.\n\t\t\t i.e. Freelook, no infinite height. Jump/crouch should be disabled\n\t\t\t though and Quake-style rocket jumps are not accounted for.\n\n* Copyright / Permissions *\n\nAuthors may NOT use the contents of this file as a base for\nmodification or reuse. Permissions have been obtained from original\nauthors for any of their resources modified or included in this file.\n\nYou MAY distribute this file, provided you include this text\nfile, with no modifications. You may distribute this file in any\nelectronic format (BBS, Diskette, CD, etc) as long as you include\nthis file intact. I have received permission from the original\nauthors of any modified or included content in this file to allow\nfurther distribution.\n\n* Where to get the file that this text file describes *\n\nThe Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors\n\n===========================================================================\n\n===========================================================================\n //////////////////////////////\n /////// MAP LIST: ////////\n//////////////////////////////\n===========================================================================\n\n ------------------------------\n| Map01: Reality Unwoven |\n ------------------------------\nDifficulty: Hard (Aggressive play leads to swift death.)\nMusic: \"Alley Bats\" by Paul Corfiatis\n\nBlue high-techbase inspired by e2m4 and other maps using blue computer textures.\nOne of my first maps that started with the simple idea of a long hallway segmented\nby blast doors leading up to a larger arena. Two detours/objectives were then added.\nGameplay focuses on small, claustrophobic fights that greatly restrict player movement.\nThe first part was originally too map01-ish and easy compared to the upper arena\nencounter, so meaner monsters and traps were added. HNTR is what original UV was\nlike.\n\n ------------------------------\n| Map02: Viridian Shift |\n ------------------------------\nDifficulty: Hard (No BFG for these fights?)\nMusic: \"Industrial\" by Simon Judd\n\nGreen, deteriorating high-techbase with more red hellish stuff creeping through the\ncracks and circular architecture. Larger open areas but filled with more enemies\nto compensate. Two chaotic slaughter-ish encounters after a few early skirmishes.\nEnding fight may be more challenging without infinite height due to more mobile flying enemies.\nA teleporter to a previous location opens up after killing all the Afrits.\n\n ----------------------------------\n| Map03: Quantum Strike 99x9\t |\n ----------------------------------\nDifficulty: Harder (Can you handle 50-something Cyberdemons?!)\nMusic: \"Stars\" by Stuart Rynn\n\nI wanted to make a large outdoor map floating in a blue sky. Five (or six?) challenging setpiece\nencounters in colour/shape-themed areas. Very high monster count and plenty of BFG action. May\nfall into the \"slaughter\" category. Big difficulty spike in the large \"final\" arena.\n\n --------------------------\n| Map04: qs_iceworld |\n --------------------------\nDifficulty: Medium\nMusic: map31 of Scythe 2, originally from DWANGO5\n\nAn homage to a popular Counter-Strike map called fy_iceworld and excuse to try out\nsome snow textures. Features a weaker Scythe 2-style Plasma Marine.\nShort \"thanks for playing\"/ending bonus.\n\nAdditional Music\t: Title/Text: \"Satellite One\" by Purple Motion\n\t\t\t Map Ending: \"Act 12 Battle Scene\" from Gundam F-91\n\nAdditional Credits to : rdwpa, Killer5, loveless, megablast98 and Larzuk for playtesting and feedback.\n\t\t\t The authors of cc4-tex resource pack.\n\t\t\t Joshy's Resurgence for custom palette, Afrit dehacked base and\n\t\t\t scifista42 for dehacked support.\n\t\t\t Everyone on the Editing Forum for technical advice!\n\t\t\t id software for Doom.\n\t\t\t Sandy Petersen."
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