map13.wad

PWAD 679 KiB 1 map(s)

Counts

endoom0
graphics0
lumps11
maps1
palettes0

Totals (across maps)

Things818
Linedefs4917
Sectors1099
Monsters228
Items351
Raw model (for completeness)
{
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    "id": "9a1e0610-8d61-419d-a4eb-9bf71c5a071e",
    "sha1": "57a16b4df8a210410b3faa1f1ea6e564ab33074f",
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      "added": "2015-06-29 12:40:01",
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      "name": null,
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        "MAP13": "MAP13.png"
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    "added": "2015-06-29 12:40:01",
    "file": {
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      "size": 694798,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/57a16b4df8a210410b3faa1f1ea6e564ab33074f/57a16b4df8a210410b3faa1f1ea6e564ab33074f.wad.gz",
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    "content": {
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        "MAP13"
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      "engines_guess": [
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      "iwads_guess": [
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    "analysis": {
      "title": "MAP13 for FreeDoom",
      "description": "This WAD contains a single large, non-linear map with extensive sectors and linedefs, emphasizing freestyle exploration and multiple attack routes. The monster population includes roaming enemies that frequently attack from behind, with notable threats like cacodemons and pain elementals, especially on higher skill levels. Resources such as ammo and health are strategically placed but require careful management, encouraging tactical retreats and area defense. The environment features a mix of industrial and laboratory themes with detailed architecture, teleporters, and secret areas. The map is designed for Boom-compatible engines and the DOOM2 IWAD, supporting varied playstyles and complex navigation rather than linear progression.",
      "authors": [
        "Wesley D. Johnson"
      ],
      "tags": [
        "ammo_tight",
        "boom_compatible",
        "boss_encounters",
        "hard",
        "industrial",
        "large_megawad",
        "monster_swarms",
        "nonlinear"
      ],
      "origin": "gpt-4.1-mini"
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        "source": "readmes",
        "name": null,
        "contents": "MAP13 for FreeDoom\nWesley D. Johnson\njohn <obfuscate> son 24 12 @ usgo <dot> net\n\nINFO:\nLevel is large,\n  secrets: 4\n  sectors: 1099\n  linedefs: 4017\n  wad size: 695K\n\n  If it has to get smaller then I would have to cut\n  the elevator, or the curved stairs.\n\n  There are still some places where the corner of a\n  building gets clipped, but they have been reduced to\n  the point where it is not worth it any more.\n\nPLAY:\n  Non-linear, freestyle.\n  Can attack in at least 3 different ways (5 for experts), by different routes,\n  by running wild, sneaking around, or careful planning.\n  Many monsters roam free and will be encountered unexpectedly.\n  Watch your back. I have got shot in the back so\n  many times I am getting paranoid.\n\nPlay hints for map13:\nThey are not asleep and will come when they hear you.\nAvoid shooting in open areas until you are prepared for the big fight.\nLocate the ammo and health reserves, and be prepared to retreat to them.\nUse the machinery, you do not have to shoot them all.  But you have to get\nto it while you can.\nChoose your attack route and if it proves difficult switch to another.\nThere is more than one way into any area, use them all.\nChoose several areas that can be defended, you will need them.\nToo many flaming heads to fight in the open, they will be everywhere.\nMonsters wander about, areas do not stay cleared.\nMore will arrive, usually from behind you.\nWatch your back, frequently.\nThere are three ways to get out of secret lab, 1) be quick,\n2) hot-wire the door, 3) climb to alternate exit.\nUnderstanding the war-game theory of interior lines of communication\nwill be your advantage.\n\nHAS BEEN DONE:\n  Play tested at 1,2,3,4.\n  Finished at level 4.\n  Play tested on Legacy, prboom.\n  Not all combinations tested.\n\nHISTORY:\n\nRelease Revision 2.6   May 11, 2012\nCHANGES Rev 2.6\n  Fixed crate texture alignment in secure lab.\n  Rebuilt teleport monster pen, so it works in all cases.  Monsters\n  are now allowed to hear sound so they move immediately.  Still\n  provides alternate teleport destinations.\n  Moved some of the monster teleport destinations.  Provided a door\n  from which they could be entering in upper warehouse, and front gate.\n  Lowered height of services building (telephone, power, teleport),\n  and gave it a window.\n  Adjusted lumber pile.\n  Added posts near railroad tracks\n  Made path around building playable as an initial attack path, by\n  moving cacodemons much farther away.\n  Reduced number of cacodemons (12 at skill 4)\n  and pain elementals (4 at skill 4).\n  Improved locker-room secret area.  Infra-glasses are now only\n  available at skill-1, as higher skills can find alternatives.\n  Added support pillars, lab equipment, and details to shallow-pool room (red area),\n  and made it possible to bring fight into the room (reckless but possible).\n  Fixed some ceiling and floor textures in switch niches.\n  Fixed some hidden lines.\n\nRelease Revision 2.5   Mar 18, 2012\nCHANGES Rev 2.5\n  Added more complexity and details to secure lab.\n  Removed some cages, added lab benches, lab equipment, and boxes.\n  Changed secure lab wall texture, and adjusted windows to match.\n  Modified service passage to be older, narrow, and partially hidden.\n  Added pipes and pipe service passages.\n  To exit secure lab requires some work now, cannot just walk out.\n  Using the service passage from lab now requires climbing boxes and a careful leap.\n  Can escape by opening the secure door.\n  Fixed many hidden lines.\n\nRelease Revision 2.4   Nov 13, 2011\nCHANGES Rev 2.4\n  Added more complexity and details to service way, and treatment control room.\n  Added pump noise.\n  Changed monsters in control room, only one arch-vile (level 4, upper warehouse).\n  Changed control room window to 2 windows, and made them lower so monsters can shoot out.\n  Moved barrels everywhere so they do not explode all at once.\n  Added lights in shipping dock warehouse.\n  Moved walls in upper warehouse, and added pillars and lights. Arch-vile is now harder to tease out.\n  Fixed light switches in dark warehouse so they work better, cured leakage from door (not perfect).\n  Added another dark room to dark warehouse.\n  Simplified some linedef shapes.\n  Combined some sectors.\n  Removed unused linedef tags.\n  Changed, aligned some textures.\n\nRelease Revision 2.3   May 26, 2011\nCHANGES Rev 2.3\n  Raised conveyor railings so monsters cannot climb them.\n  Added switch so can escape prison without yellow key.\n  Added posts and heating pipes in northern building.\n  Added carts and improved shelve in utility room.\n  Moved some ammo.\n\nRelease Revision 2.2   Feb 6, 2011\nCHANGES Rev 2.2\n  Fixed things per FreeDoom forum review.\n  Added some trees.\n  Added crate to step-up on dumpster.\n  Adjusted pump-room service way.\n  Added shelf and niche in utility room.\n  Moved set of switches in control room.\n  Added crate in secure dock.\n  Added door in secure service way.\n  Kinked sewer to hide view of dead-end.\n  Added platform and stored stuff in furnace room.\n  Adjusted weapons.\n  Moved deathmatch starts.\n  Added multiplayer weapons and ammo.\n\nCHANGES Rev 2.01:\n  Fixed a small HOM at the spillway on the big nukage pool.\n  Fixed a sight line by raising the height of the building at the exit.\n  Now the chimney stack is not cut-off looking over that building.\n\nRelease Revision 1.3   Oct 6, 2009\nCHANGES Rev 1.3:\n  Changed the nukeage crossing to use a dry bridge, which was the\n  original intention.\n  Added a Cacodemon across the street, moved another to a dark corner.\n  Added some imps to guard the yellow key room.\n  Adjusted some texture alignment over wall screens.\n  Fixed the curved stairs so monsters will now ascend.\n  Fixed some guard sectors to not block sight lines.\n  Changed the starting height of a lift so it is at a floor.\n  Raised the ceiling height of some yard sectors.\n  Many lighting fixes, darkened outside and made more consistent.\n  Adjusted sound blocking.\n\nRelease Revision 1.1.   Sept, 12, 2009\nCHANGES 1.1:\n  Fixed Boom Deep-water colormap usage\n  Adjusted crusher.\n  Adjusted weapons, ammo.\n\nRelease Revision 0.9.    Aug 24, 2009"
      }
    ]
  },
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      "title": "MAP13",
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          "invulnerability": 1,
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          "medikit": 17,
          "megasphere": 1,
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          "shotgun": 16,
          "soulsphere": 1,
          "stimpack": 14,
          "super_shotgun": 4
        },
        "ammo_by_category": {
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          "cells": 16,
          "rockets": 14,
          "shells": 43
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        "weapons_present": [
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          "chainsaw",
          "plasma_rifle",
          "rocket_launcher",
          "shotgun",
          "super_shotgun"
        ]
      },
      "mechanics": {
        "teleports": true,
        "keys": [
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          "blue_skull",
          "red",
          "red_skull",
          "yellow",
          "yellow_skull"
        ],
        "secret_exit": false
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        "hmp_monsters": 161,
        "htr_monsters": 111,
        "uv_items": 276,
        "hmp_items": 281,
        "htr_items": 280
      },
      "compatibility": "vanilla_or_boom",
      "metadata": {
        "title": null,
        "music": null,
        "source": "marker"
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}

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