Raw model (for completeness)
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"contents": "=========================================================================\nTitle: Realm of Chaos\nVersion: 1.4\nFilename: RlmChaos.zip or RlmChaos.bin\nAuthors: The MacIntosh Team (TMT)\nWebsite: http://www.geocities.com/SiliconValley/Heights/7925//tmt.html\n\t http://www.slip.net/~docbob/doom2.html\nE-mail: docbob@slip.net\nDescription:\nThis 32-level Doom2 WAD is the first (and only) Mac-made conversion WAD.\nMisc. Author Info:\nThe Macintosh Team is a group of 7 MacDoom players and authors who have\norganized to bring you Realm of Chaos, a collection of first-rate Doom2\nlevels. Doom map editors were made available to Macintosh users in early\n1996; after a few months of individual authoring and uploading, seven of\nthe best MacDoom authors were recruited to form TMT and work on the Realm\nof Chaos WAD. In total, the project took 6 months.\nNote:\nThis package contains 3 items: the levels/graphics WAD (\"RlmChaos.WAD\"),\nan optional sprites WAD (\"Rlmsprt.WAD\"), and this readme (\"RlmChaos.txt\").\nIf you want to use the new sprites, the sprites WAD must be inflated\n(using WADenizer or DeUSF) and then loaded with the levels/graphics WAD.\nAlso, MacDoomers make sure the files end in \".WAD\" in all-caps.\n=========================================================================\n*Play Information*\n\nGame: Doom2\nLevel #: MAP 01-32\nSingle Player: Yes\nCooperative 2-4 Player: Yup.\nDeathmatch 2-4 Player: Yes, but only partially tested.\nDifficulty Settings: Definitely!\nNew Sounds: No\nNew Graphics: Oh Yes (see note above)\nNew Music: No\nDemos Replaced: Yes, Demos for levels 1, 15, and 24\n\n*Construction*\n\nBase: New levels from scratch\nBuild Time: Roughly 6 months of work\nEditor(s) Used: Hellmaker, an excellent, user-friendly editor by Paul\n Davidson; Deimos; WADCompositor\nKnown Bugs: nothing severe (see below)\nUpdate info:\n v1.0: original release\n v1.1: bug in level 3 fixed, extra start sites in level 10 added, cosmetic\n v1.2: new level 6, DCC-inspired minor bug fixes and cosmetic changes\n v1.3: bug in level 27 of v1.2 fixed, cosmetic changes in level 18\n v1.4: bugs in level 3 of v1.3 fixed; demos updated\n\n*Copyright/Permissions*\n\nAuthors MAY use these levels as a base to build additional levels, but must\nfirst ask for permission, using the e-mail address above.\n\nYou MAY distribute this WAD in any format, as long as you include this\ntext file.\n============================================================\n\nThe MacIntosh Team:\n\nClint Sago (sid@smartlink.net): Project Director, Level Author,\n Splash Screens, Website\nRob Berkowitz (docbob@slip.net): Project Assistant, Level Author,\n Readme, WAD Assembly, Playtester\nSteve Duff (steveduff@earthlink.net): Playtester, Level Author\nSlava Pestov (slava@galaxycorp.com): Storyline, Level Author\nAntoni Chan (abc12@cornell.edu): WAD Assembly, Level Author\nJim Bagrow (bootle@earthlink.net): Artifact & Texture Graphics,\n Level Author\nJason Fowler (joebob@netwiz.net): Sky Graphics, Level Author\n\nStoryline:\nYou are dropped off on the UAC base on Mars and fight the bad guys in 11\nbattles. The final battle occurs at the Mars Starport, after which you\ntake a ship home to Earth. You soon realize that Earth is also overrun,\nand continue the fight on your home planet for 9 battles, only to be\ntaken prisoner. You awake in a prison in Hell, and must escape. You wage\n10 battles in Hell, culminating with a fight against the Four Lords of\nHell. As with Doom2, there is a secret level and a super-secret level.\nSee if you can find them!\n\nLevels:\n\n1: Dropoff; Rob Berkowitz\n2: Outpost 27; Antoni Chan\n3: Mars Base Alpha; Clint Sago and Rob Berkowitz\n4: Sewers; Jim Bagrow\n5: Mission Control; Slava Pestov\n6: Splatterhouse; Steve Duff\n7: Deathstay; Rob Berkowitz\n8: Research Lab; Slava Pestov\n9: Machine Gun Etiquette; Steve Duff\n10: Hollow Oblivion; Jason Fowler\n11: Mars StarPort; Antoni Chan\n12: Home Sweet Home; Jason Fowler\n13: Bloodlands; Rob Berkowitz\n14: Die Hard; Jim Bagrow\n15: Infestation; Rob Berkowitz\n16: The Wolf's Hour; Jim Bagrow\n17: No Escape; Antoni Chan\n18: Dead Radio; Steve Duff\n19: Port Fury; Steve Duff\n20: Teleporter Central; Antoni Chan\n21: The Prison; Rob Berkowitz\n22: Nova Akropola; Steve Duff\n23: Ancalagon; Steve Duff\n24: Burnt Guts; Slava Pestov\n25: Castle of the HellKnights; Antoni Chan\n26: Above and Below; Rob Berkowitz\n27: Venom; Steve Duff\n28: Fortress of Death; Slava Pestov\n29: The Fountain; Rob Berkowitz\n30: Apocalypse; Rob Berkowitz\n31: The Mansion; Slava Pestov\n32: Nowhere to Hide; Rob Berkowitz\n\nBug Report:\nAll levels have been playtested and found to lack major bugs. There are\nminor bugs, however:\n\nLevels 1 and 26: If the platforms do not rise enough, you must wait for\neach one to finish rising before starting the next one.\n\nLevels 13 and 15: Hall-of-Mirrors (HOM) visual defects can sometimes\nbe seen in the area behind the red door.\n\nLevel 19: Do not dodge around the bow of the ship while the warehouse\ndoor is open. If you do, you'll see big-time HOM.\n\nLevel 27: If you freeze the blue-key pylon, open a saved game and try\nagain. The puzzle works -- trust me! :>\n\nLevel 29: HOM can sometimes be seen in the area with the yellow key and\nin the final room.\n\nIf you find any bugs, please e-mail us at docbob@itsa.ucsf.edu\n============================================================"
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