Raw model (for completeness)
{
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"sha1": "6321f4bc956ae75d581d82c4b81d0923ef443552",
"sha256": "3531ddb9ad1b405a3f3eff06df99dfe1760c4c17e816859e9bd0d3b651c89a23",
"title": "Run N'Gun",
"filenames": [
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],
"additional": {
"engines": [],
"iwad": [],
"filename": null,
"added": "2013-11-02 15:55:09",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": "Run N'Gun",
"description": "Try to survive with your basic pistol? This is a VERY BASIC level. This is my first attempt at using a Doom Editor. The purpose was to familiarize myself with the very basic features of the editor. So, don't look for any elevators, lifts, or stairs. However, after a liberal sprinkling of a few \"friends\", who can't or won't provide me with nothing more than bullets, the level was enjoyable while testing the basic features of the editor. All weapons (except for the chainsaw) are here. Sufficient ammunition for all is likewise present. However, not too much in the way of medical assistance. That's why the name \"Run N' Gun\" was chosen. Because this is a complete learning process, I'll appreciate all comments.",
"maps": null,
"graphicOverrides": null,
"screenshots": {
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},
"palettes": null,
"categories": null
},
"flags": {
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},
"added": "2013-11-02 15:55:09",
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},
"content": {
"maps": [
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],
"counts": {
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"graphics": 0,
"lumps": 12,
"maps": 1,
"palettes": 0
}
},
"analysis": {
"title": "Run N'Gun",
"description": "Run N'Gun is a single vanilla-style Doom II map built as a straightforward first-editor exercise, with simple geometry and a mostly linear key-based progression using all three keys. Combat leans on mid-tier projectile monsters (imps, cacodemons, and multiple barons) backed by a smaller but notable hitscanner presence from zombiemen. The map is generous with weapons and ammo up to and including the BFG and plasma rifle, but provides comparatively limited healing, encouraging constant movement and quick clears. Visuals skew toward a marble-heavy look with some tech/door textures, and there are no teleports or secret exit mechanics.",
"tags": [
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},
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"format": "doom",
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"sidedefs": 242,
"vertices": 186,
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"segs": 245,
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"by_type": {
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"bfg9000": 1,
"blue_armor": 2,
"cell": 2,
"cell_pack": 8,
"chaingun": 1,
"invulnerability": 2,
"medikit": 17,
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"rocket_box": 16,
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"shells": 4,
"shotgun": 1,
"soulsphere": 3
},
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"cells": 10,
"rockets": 16,
"shells": 4
},
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},
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"keys": [
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"htr_monsters": 60,
"uv_items": 63,
"hmp_items": 63,
"htr_items": 63
},
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"source": "marker"
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"images": [
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],
"analysis": {
"title": "MAP01",
"description": "A compact, very basic MAP01 built mostly from marble and gray tech textures, with simple rooms and doors rather than complex architecture. Combat leans projectile-heavy, featuring lots of imps and cacodemons plus several barons, with some hitscanner pressure from zombiemen. Weapons and ammo are generous (including rockets, plasma, and a BFG), but healing is comparatively limited, making UV feel moderate and a bit punishing if you take chip damage. Progression revolves around collecting all three keys in a straightforward, mostly linear layout.",
"tags": [
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"cacodemons",
"key_hunt",
"keys",
"linear",
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"marble",
"mixed_theme",
"moderate",
"projectile_heavy",
"small",
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}
}
]
}