Raw model (for completeness)
{
"meta": {
"id": "8fb8b825-160f-4688-b9e3-596b2983bfe0",
"sha1": "31d6280901beedc1e8c20d9cf4c23f766a5448e6",
"sha256": "93b006645b7331aa65454dc7e76c2567329b05e37ad7c0bface36c92ce6308fb",
"authors": [
"The DooM Kid"
],
"filenames": [
"delta1.wad"
],
"additional": {
"engines": [
"DOOM2"
],
"iwad": [
"DOOM2"
],
"filename": null,
"added": "2014-12-18 22:33:55",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": {
"MAP01": "MAP01.png"
},
"palettes": null,
"categories": null
},
"flags": {
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2014-12-18 22:33:55",
"file": {
"type": "PWAD",
"size": 561412,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/31d6280901beedc1e8c20d9cf4c23f766a5448e6/31d6280901beedc1e8c20d9cf4c23f766a5448e6.wad.gz",
"corrupt": false
},
"content": {
"maps": [
"MAP01"
],
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 26,
"maps": 1,
"palettes": 0
},
"engines_guess": [
"DOOM2"
],
"iwads_guess": [
"DOOM2"
]
},
"analysis": {
"title": "DELTA 1",
"description": "DELTA 1 is a single-map PWAD designed for DOOM II featuring a compact, house-themed level with updated surroundings tailored for both single player and multiplayer modes, including deathmatch. The map emphasizes trap mechanics and hidden exits, with notable use of rocket launchers and two strategically placed BFGs, one of which is a trap. The level encourages fast-paced play, recommending turbo speed for optimal experience. The environment blends residential and levee dock themes with custom graphics, sounds, and music, supporting a moderately challenging combat with tactical positioning. Progression is linear with secret areas and key movement focused on exploration and timing. The WAD is compatible with DOOM II and includes new assets while maintaining classic gameplay elements.",
"authors": [
"The DooM Kid"
],
"tags": [
"custom_gfx",
"custom_sounds",
"deathmatch",
"doom2_compatible",
"linear",
"moderate",
"single_map",
"trap_focused"
],
"origin": "gpt-4.1-mini"
},
"text_files": [
{
"source": "readmes",
"name": null,
"contents": "===============================\nDELTA 1 upgrade from delta.wad\n===============================\nGame: DOOM II\nSingle Player: Yes\nCooperative: Yes\nDeathmatch: YES!!\nNew Sounds: YES!\nNew GFX: YES!\nNew Music: YES!\nDemo(s) Replaced: None; that's your job. Please Email me demos!\nAuthor: The DooM Kid\nAuthor info: Nuthin' much. I have a web page at\n http://www.geocities.com/TimesSquare/Alley\n /4095/index.html\n I love this WAD! I stole most of the sounds/music/gfx\n from other wads. If you created the sound...I give\n credit to you.\nDescription: This level was intended to be a house that I've been\n to on the Delta..hint hint, the name. After a while\n I decided to update some of it's surroundings for\n Deathmatch play! After many hours, I have finally come\n up with this new version of Delta1.wad! It's rather\n primative in design but it sure as hell is fun!\nBugs: In my editor it said the sector was not closed....\n could be an editor bug, but play is not affected in\n any way. Report any physical bugs if you see any.\n Thanx.\nEditors used: DCK 3.61 Shareware, Wintex 4.3 shareware.\nBuild time: Couple years for final result.\n-----------------------------------------------------------------------------\nHints: Now, this section is for those of you who READ the .txt files instead\nof skipping into the game.\n-----------------------------------------------------------------------------\n1. The exit is highly hidden. This is for those players who are poor sports\nand wish to bail out when gettin' a whippin'! The exit is located on the\nSouth West pilling for the dock. It's in the center of the pole. To reach it\nyou must run from the door of the house and onto the pole while hitting the\nspacebar (or whatever you have it configed to.) to exit the level. The timing\nmust be correct to succesfully exit. This can be done at any time. If you use\nthe cheat code to view all areas (IDDT or IDBEHOLDA) you will see the exit\nline in the center of the pillar/pole. It is facing the levee, that's why ya\nhave to run!\n\n2. This level is BEST played with TURBO 200%! Use a program like DM.EXE or\nother front end to allow ease of use.\n\n3. There are TWO (2) BFG's in this level! The first, at the south/west end of\nthe levee, which is a TRAP, and one in a sorta secret room in the \"front\" of\nthe house -- this one requires you to go along the ledge of the level...you\nget on the ledge by a few steps behind the so-called shed on the left of\nthe 'tree'.\n\n4. Watch out for the TRAPS! Behind each levee, (opposite the water) there are\ntwo areas (one on each side) that trap you. The only way out is either\nsuicide or let your partner do you in. There are rocket launchers provided\nif you decide to chicken out. One of these traps contain a BFG...to tease\nyour buddy with...hehehe.\n\n5. In DooM, with a rocket launcher, it doesn't matter how high or low you are\n(height wise) you can still hit your opponent with the blast even if the\nrocket appears to hit the wall 50ft. above him/her! Hint: The traps...now\nyou know how to do your opponent if he/she tries to do you in with the BFG.\nSo if you're traped... STAY AWAY FROM THE WALLS!\n\n=============================================================================\n\nVisit my DooM site at\nhttp://www.geocites.com/TimesSquare/Alley/4095/index.html\nor Email me at:\nthedoomkid@geocities.com\nif you have any questions or comments.\nThanks and have a lot of FUN!!!\n-----------------------------------------------------\nUpgrades:\n-----------------------------------------------------\n1. Front doesn't have a lowered wall.\n2. Changed Dock type.\n3. Changed texture in Water area.\n4. Different sounds\n5. Replaced Green Day music.\n6. New, MEANER Double Barrel sound!!!!!!\n7. Added a few textures.\n8. Removed some corners to allow easier navigation thru house.\n9. New graphics..status bar only.\n10. Removed Medkits....replaced with stimpacks.\n11. More deathmatch starts + weapons/ammo.\n12. Added BFG area. [secret]\n13. Changed exit a little.\n---------------------------------\nHelp credits:\n---------------------------------\nMichael & Dan for testeing 6 hrs. straight! And for suggestions!\nMichael#2 & Ryan for more testing.\nChase, George, Kareem for even more testing!\nENJOY!!!!!!!"
}
]
},
"maps": [
{
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"title": "MAP01",
"format": "doom",
"stats": {
"things": 103,
"linedefs": 553,
"sidedefs": 951,
"vertices": 542,
"sectors": 130,
"segs": 1056,
"ssectors": 301,
"nodes": 300,
"textures": {
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"WOOD4": 6,
"MODWALL2": 1,
"STEP3": 48,
"BROWNHUG": 11,
"GRAYVINE": 38,
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"BROWN96": 33,
"FWATER1": 2,
"GRAYBIG": 91,
"ROCK5": 1,
"WOOD5": 25,
"FLAT1": 5,
"BLAKWAL1": 19,
"FLAT19": 21,
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"SFALL2": 13,
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"SHAWN1": 5,
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"FWATER3": 1,
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"SFALL1": 46,
"SPCDOOR1": 12,
"WOOD3": 14,
"WOOD7": 18,
"FLAT20": 1,
"FLOOR6_2": 8,
"FLAT9": 14,
"FWATER4": 1
}
},
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"by_type": {
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"demon": 5,
"imp": 1,
"mancubus": 2,
"shotgun_guy": 1
},
"by_category": {
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"hitscanner": 1,
"melee": 5,
"projectile": 3
}
},
"items": {
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"by_type": {
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"ammo_clip": 1,
"backpack": 1,
"bfg9000": 2,
"cell_pack": 10,
"chaingun": 1,
"chainsaw": 1,
"medikit": 5,
"plasma_rifle": 2,
"rocket": 2,
"rocket_box": 7,
"rocket_launcher": 4,
"shell_box": 5,
"shells": 4,
"shotgun": 1,
"stimpack": 13,
"super_shotgun": 6
},
"ammo_by_category": {
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"cells": 10,
"rockets": 9,
"shells": 9
},
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"chaingun",
"chainsaw",
"plasma_rifle",
"rocket_launcher",
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]
},
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"teleports": false,
"keys": [],
"secret_exit": false
},
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"uv_monsters": 10,
"hmp_monsters": 7,
"htr_monsters": 3,
"uv_items": 71,
"hmp_items": 71,
"htr_items": 71
},
"compatibility": "vanilla_or_boom",
"metadata": {
"title": null,
"music": null,
"source": "marker"
},
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