Raw model (for completeness)
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"contents": "=============================================================================\nNOTE: YOU NEED ZDOOM 2.0 beta 60 OR HIGHER TO PLAY THIS\n(you can get it at: http://zdoom.notgod.com/lars)\n\nRead the story/gameplay sections of this text and follow the in-game story,\netc. This wad is just not the same without it. Also, read what I have to\nsay about gameplay and difficulty settings. Follow these suggestions if you\nwant to avoid unnecessary frustration and confusion. I know some of you may\nhate reading but this time it's worth it.\n\nOnce you've played through this, DO NOT SPOIL THE WAD FOR THOSE WHO\nHAVEN'T. It's all too easy to accidentally blab about an ambush or a\ntwist in the storyline.\n=============================================================================\nTitle : Claustrophobia: The Walls Close In\nFilename(s) : claust.zip, claust.wad, claust.bat, claust.txt\nAuthor : Virgil the Doom Poet\nPrevious Works : AfterDOOM2: Deep Space Pursuit, pre-release (Adsp_p.zip)\n Black and White (bw.zip)\n Dark Castle (dark_c.zip)\n Ash 2 Ash (Ash2Ash.zip)\n The Lost Seraphim (Seraph.zip)\nEmail : Virgil_32@hotmail.com\n I appreciate any feedback. The more the better.\nDescription : An addon for Doom2 ZDOOM with three new levels, new\n music/graphics, lots of ACS scripts, a dehacked patch and a\n storyline. These maps were made with the concept of\n claustrophobia in mind, hence the name. Don't expect to\n have plenty of space to dodge.\n On a side note, this is the first wad in which I\n experiment with STARTAN textures.\n\nSTORY : After surviving the hellspawn-overrun castle (see\n \"Dark Castle\" - dark_c.zip), you barely escaped back to\n your own time. Everything on Earth seemed fine, no satanic\n signs, no zombies anywhere. However, the base that\n contained the gate which sent you back through time had a\n different story. After sending you to the entrance of the\n hell-ridden castle, the gate became destabilized. At\n first, it seemed like just another magnetic storm, but then\n a creature stepped through.\n\n You arrived back at another location, so the base's events\n didn't reach you until the day after your victory. You\n were awakened by a ph"
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"contents": "=============================================================================\nVersion 1.1 - fixed the script lag in map03 at the archvile ambush\nUpdate to: /levels/doom2/Ports/a-c/claust.zip\n=============================================================================\nNOTE: YOU NEED ZDOOM 2.0 beta 60 OR HIGHER TO PLAY THIS\n(you can get it at: http://zdoom.notgod.com/lars)\n\nRead the story/gameplay sections of this text and follow the in-game story,\netc. This wad is just not the same without it. Also, read what I have to\nsay about gameplay and difficulty settings. Follow these suggestions if you\nwant to avoid unnecessary frustration and confusion. I know some of you may\nhate reading but this time it's worth it.\n\nOnce you've played through this, DO NOT SPOIL THE WAD FOR THOSE WHO\nHAVEN'T. It's all too easy to accidentally blab about an ambush or a\ntwist in the storyline.\n=============================================================================\nTitle : Claustrophobia: The Walls Close In (version 1.1, revised)\nFilename(s) : claust.zip, claust.wad, claust.bat, claust.txt\nAuthor : Virgil the Doom Poet\nPrevious Works : AfterDOOM2: Deep Space Pursuit, pre-release (Adsp_p.zip)\n Black and White (bw.zip)\n Dark Castle (dark_c.zip)\n Ash 2 Ash (Ash2Ash.zip)\n The Lost Seraphim (Seraph.zip)\nEmail : Virgil_32@hotmail.com\n I appreciate any feedback. The more the better.\nDescription : An addon for Doom2 ZDOOM with three new levels, new\n music/graphics, lots of ACS scripts, a dehacked patch and a\n storyline. These maps were made with the concept of\n claustrophobia in mind, hence the name. Don't expect to\n have plenty of space to dodge.\n On a side note, this is the first wad in which I\n experiment with STARTAN textures.\n\nSTORY : After surviving the hellspawn-overrun castle (see\n \"Dark Castle\" - dark_c.zip), you barely escaped back to\n your own time. Everything on Earth seemed fine, no satanic\n signs, no zombies anywhere. However, the base that\n contained the gate which sent you back through time had a\n different story. After sending you to the entrance of the\n hell-ridden castle, the gate became destabilized. At\n first, it seemed like just another magnetic storm, but then\n a creature stepped through.\n\n You arrived back at another location, so the base's events\n didn't reach you until the day after your victory. You\n were awakened by a phonecall at 3:25 in the morning:\n\n \"Get your ass over to the nearest military installation on\n the double! We've got a situation...\"\n\n After explaining the 'situation', you were briefed. You\n were to lead a squad of SEALs into the rebuilt base on\n Deimos. You were to scout the area and to report back\n with information about what the military would be dealing\n with. As you went into the main entrance, it for some\n reason shut behind you and your squad.\n\n At first, there was only one loss. Around half an hour\n later, the SEALs started dropping like flies. They came\n out of nowhere. 16 veteran soldiers, including you, went\n in. An hour later, only 2 others were left. These 2\n survivors then disappeared in a series of shrieks in a\n poorly lit hallway. You somehow managed to escape from the\n dark, clawed shapes. You ran. Then you ran some more.\n You stumbled upon an door, managed to open it and tripped\n right into the claws of an imp.\n\n All you have left is a pistol. Screw finding information.\n You're scared, confused, and, most of all, pissed off.\n Might as well start by taking it out on the imp.\n\nGAMEPLAY : First off, the best way to play this wad is in a dark room\n with no outside distractions. The music volume should be\n as loud as the sound volume and both should be very audible.\n I suggest headphones. Jumping is required and occasionally\n mouselooking is recommended. Don't save unless you want to\n spoil the gameplay. My scripts will save for you using\n autosave. If you don't like the gameplay and you happen to\n have saved instead of using my scripts' autosaves, I will\n not accept your criticisms of gameplay, period. Use only\n the autosaves. (Am I repeating myself?) There are no\n autosaves on map01, 4 on map02, 4 on map03, 3 on\n map04. Last but not least, here are some pointers. If you\n really don't want to read them, at least read the first two.\n I'd read them...\n\n 1) The bosses were NOT made to be beaten on the 1st try. I\n know they're hard, but I purposely made them so. Resist\n saving. Keep reloading from those autosaves. Get to know\n their attacks, their patterns, when they're vulnerable\n and for how long. Even on skill 3, it will probably take a\n lot more than a couple of tries to beat each of them. I've\n beaten each with more than 100 health and 100 armor left\n on skill 3. Repeatedly. In a row. So stop whining.\n What kind of boss would it be if it couldn't show off all\n its moves before it died?\n (If you really want a detailed explanation of how to\n beat them, email me. They're quite easy if you know or\n figure out how.)\n 2) At exactly two spots (the beginning of MAP02 and the\n beginning of MAP04) the detail can slow the game down.\n The best solution is to temporarily turn down the\n resolution. For example, my 1.7Ghz 512 SDRAM computer\n runs those spots at around 20-30 fps with 640*480\n resolution but runs them at 50-60 fps with 320*240\n resolution.\n 3 If in-game conversations are too fast to read, they're all\n logged to the console, so feel free to go to the console and\n read it AFTER the cinematic sequence is over.\n 4) If there's a shitload of fireballs all heading\n toward your shins, jumping can be a good idea. Likewise,\n if it's raining fireballs, mouselooking can help.\n 5) The higher the difficulty level, the more fireballs\n bosses throw.\n 6) Don't get too cocky with dodging. Certain enemies in\n the later maps can predict where you're going to go\n and then shove some hot tasty turd down your helmet.\n (courtesy of zdoom's Thing_ProjectileIntercept)\n 7) At two points in the game you will temporarily be given\n the power of flight. It's quite obvious where.\n Mouselook + flight = height change = a 3rd dimension to\n dodge in.\n\nRevisions : Lots of changes to gameplay/scripting in map01.\n Fixed a bug in map03 that made players get stuck if they\n played on a skill lower than Hurt Me Plenty.\nAdditional\nCredits to : The makers of DOOM editing utilities in general, ID\n Software, various PWAD makers (too numerous to mention)\n for inspiration and Pascal \"Gherkin\" Vd Heiden for not giving\n up on Doom Builder\n=============================================================================\n\n\u0007 Play Information \u0007\n\nEngine : ZDOOM 2.0 beta 60 or higher\nEpisode and Level # : MAP01-MAP03\nSingle Player : Yes!\nCooperative 2-4 Player : No, but starts are there.\nDeathmatch 2-4 Player : No, but starts are there.\nDIFFICULTY SETTINGS : Yes. They are as follows:\n\n skill 1 = You suck so much you can't even kill a\n Baron of Hell with 100 cells and a plasma gun.\n skill 2 = You don't suck (too much), but you can't\n fight in cramped places even if your life depended\n on it. And it does.\n skill 3 = What most of you should choose.\n skill 4 = Even if you're the best doomer in the\n world, CHOOSE SKILL 3. I'm not joking, you've been\n warned. Even _I_ die at this skill level. Play\n this skill only if you've beaten it on skill 3.\n Otherwise, it'll destroy you faster than a CPL\n Counter-Strike team.\n skill 5 = Doesn't work; screws up the scripting.\n\n (In case you haven't noticed, this is aimed\n particularly at those of you who always choose\n Ultra-Violence, regardless of what wad file you're\n playing. Do the right thing, have fun. At least\n for the first time you play through, choose \"Hurt\n Me Plenty.\" If you first play it on UV and then\n whine about it, I will, again, not listen to what\n have to say about gameplay.)\n\nNew Sounds : Yes. I eliminated the DSPSTOP sound.\nNew Music : YES!!\nNew Graphics : Yes. Some of my original flats, TITLEPIC/ENDPIC\n and some extra stuff...\nDehacked : Yes. They're not just text changes either...\nDemos Replaced : No. Send me some if you manage to record them.\nHow to load the wad : If you don't know how, unzip the zip file\n (claust.zip) into the directory that has ZDOOM and\n the doom2 wad (doom2.wad). The batch file\n (claust.bat) will take care of it.\n\n\u0007 Construction \u0007\n\nBase : The idea of getting trapped in a small room, with\n a Baron of Hell to keep you company. Oh yeah, and\n the usual delusional thoughts and sheer creativity.\nEditor(s) used : DMapEdit 4.0, NWT for music/graphics changes,\n Doom Builder.\n *Doom Builder is more awesome than DMapEdit, heh*\nKnown Bugs : None that I can see. Everything has been very\n thoroughly playtested.\n\nMay not run with : anything other than ZDOOM 2.0 beta 60 or higher\n\n\u0007 About the Music \u0007\nThe original MP3 files were all found and\ndownloaded using an internet browser. I then used\nan MP3 mixer to produce low-quality snippets.\n\nPSX01: a snippet from an mp3 from psxmusic.wad\nPSX05: a snippet from an mp3 from psxmusic.wad\nPSX06: a snippet from an mp3 from psxmusic.wad\nPSX21: a snippet from an mp3 from psxmusic.wad\n(full credit goes to Elbryan42 for the making of\npsxmusic wad and also full credit for the mp3s to\ntheir respective authors)\n\nQ_DOE_03: a snippet from the Quake DOE Soundtrack\n\nD_DM2TTL: a snippet from the main theme of\nResident Evil, the movie.\n\nD_DM2INT: D_READ_M from Final DOOM, TNT: Evilution.\n\nD_B1: Lavos boss theme (2nd battle) from Chrono\nTrigger.\n\nD_B2: Lavos boss theme (final battle) from\nChrono Trigger.\n\nD_B3_1: A snippet from Final Fantasy 3 Final\nBattle, part 1\n\nD_B3_2: A snippet from the song in Resident Evil\nthe movie. It's the one that was playing when they\nfirst encountered the zombies.\n\nFull credit goes to the authors of the MP3s.\nAnd when I say FULL credit, that means FULL; NONE\nis to be given to me for their excellent work.\nThis wad would literally not exist without these\nMP3s.\n\n\u0007 Permissions \u0007\n\nAuthors MAY use these levels as a base to build additional levels\nbut you have to give me credit.\nAuthors MAY NOT make profit with these levels.\n\nYou MAY distribute this WAD (and please do), provided you include\nthese files, with no modifications. You may distribute these files in any\nelectronic format (BBS, Diskette, CD, etc) as long as you include these\nfiles intact without any modifications.\n\n\u0007 Where to get this WAD \u0007\n\n3DARCHIVES.IN-SPAN.NET and its mirrors, or my website\n\n===========================================================================\n= \u0007 My website is at: \u0007 =\n= =\n= http://www.geocities.com/jomgobar2 =\n= =\n= =\n===========================================================================\n//EOF"
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