Raw model (for completeness)
{
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"id": "b973e578-90c2-4d40-82d3-08fdd35964af",
"sha1": "500cc30377a935bcd1fa859fc9abf921c977a654",
"sha256": "4d30117aae346c72687b98b50ae08998e162a780cb8610a4320140b41fc8161d",
"title": "Quad Wad",
"authors": [
"Bill F."
],
"filenames": [
"quad2.wad"
],
"additional": {
"engines": [
"DOOM2"
],
"iwad": [
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],
"filename": null,
"added": "2013-11-06 22:32:25",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": "Quad Wad",
"description": "4 levels, the last of which is an enormous pit with many monsters",
"maps": null,
"graphicOverrides": null,
"screenshots": {
"MAP01": "MAP01.png",
"MAP02": "MAP02.png",
"MAP03": "MAP03.png",
"MAP04": "MAP04.png"
},
"palettes": null,
"categories": null
},
"flags": {
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2013-11-06 22:32:25",
"file": {
"type": "PWAD",
"size": 272490,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/500cc30377a935bcd1fa859fc9abf921c977a654/500cc30377a935bcd1fa859fc9abf921c977a654.wad.gz",
"corrupt": false
},
"content": {
"maps": [
"MAP01",
"MAP02",
"MAP03",
"MAP04"
],
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 47,
"maps": 4,
"palettes": 0
},
"engines_guess": [
"DOOM2"
],
"iwads_guess": [
"DOOM2"
]
},
"text_files": [
{
"source": "readmes",
"name": null,
"contents": "================================================================\nTitle : Quad Wad\nFilenames : quad2.wad & psound.wad\nAuthor : Bill F.\nEmail Address : an182815@anon.penet.fi\nMisc. Author Info : Learning computer programming, DOOM fanatic\n This is a wad I've been working on, it's been\n revised a few times and this is not the final\n but it's close to it.\n\nDescription : 4 levels, the last of which is an enormous\n pit with many monsters\n\nAdditional Credits to : A friend who put it up on the Net for me\n\nMisc : E-mail the above address to tell me\n what you think\n================================================================\n\n* Play Information *\n\nEpisode and Level # : E1M1-E1M4\nSingle Player : By all means, look around.\nCooperative 2-4 Player : By all means, look around together...\nDeathmatch 2-4 Player : Yes\nDifficulty Settings : ?\nNew Sounds : Yes if you use the psound.wad included\nNew Graphics : No\nNew Music : No\nDemos Replaced : None\n\n* Construction *\n\nBase : New level from scratch\nBuild Time : 30-40 hours over 2 months!!!\nEditor(s) used : waded and NWT\nKnown Bugs : one of the columns in level 4 appears\n transparent whan viewed from a certain angle\n\n* Copyright / Permissions *\n\nAuthors MAY use this level as a base to build additional levels.\nI'd appreciate a mention, if this level gives you any inspiration for\none of your own levels.\n\nYou MAY distribute this WAD, provided you include this file, with\nno modifications. You may distribute this file in any electronic\nformat (BBS, Diskette, CD, etc) as long as you include this file\nintact.\n\n* Where to get this WAD *\n\nFTP sites : infant2.sphs.indiana.edu & ftp.cdrom.com\n\n\u001a"
}
]
},
"maps": [
{
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"title": "MAP01",
"format": "doom",
"stats": {
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"sectors": 72,
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"METAL7": 4,
"TLITE6_6": 1,
"TLITE6_5": 1,
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"DOORRED": 3,
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"FLOOR1_6": 4,
"DOORYEL": 2,
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},
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"chainsaw": 1,
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"rocket": 2,
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"shell_box": 1,
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"shotgun": 2,
"stimpack": 7,
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},
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},
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"shotgun",
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},
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],
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},
"difficulty": {
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"hmp_monsters": 124,
"htr_monsters": 125,
"uv_items": 57,
"hmp_items": 57,
"htr_items": 57
},
"compatibility": "vanilla_or_boom",
"metadata": {
"title": null,
"music": null,
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],
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"description": "A Doom II map with a mixed tech-and-marble look, featuring lots of SUPPORT/STARTAN alongside heavy MARBLE/SLADWALL usage and some outdoor sky. Combat leans strongly toward hitscanners (many shotgun guys plus some chaingunners), backed by imps and a few tougher monsters like barons and a pain elemental. For a typical UV run it plays around moderate difficulty with solid weapon access (SSG and rocket launcher) and plenty of health/ammo to stabilize fights. Progression uses red and yellow keys with some teleport-driven movement rather than being purely linear.",
"tags": [
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"generous_health",
"hitscanner_heavy",
"key_hunt",
"marble",
"medium_length",
"mixed_theme",
"moderate",
"some_midtiers",
"techbase",
"teleport_navigation",
"vanilla_compatible"
]
}
},
{
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"format": "doom",
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"sidedefs": 215,
"vertices": 189,
"sectors": 29,
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"ssectors": 76,
"nodes": 75,
"textures": {
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"BLOOD2": 1,
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"SW1GRAY": 1,
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"GATE1": 4,
"FIREBLU2": 2,
"SPACEW2": 4,
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}
},
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"baron": 2,
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"chaingun_guy": 5,
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"imp": 15,
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},
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"hitscanner": 33,
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}
},
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"backpack": 4,
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"cell_pack": 1,
"chaingun": 1,
"medikit": 2,
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"soulsphere": 1,
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},
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"cells": 1,
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},
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]
},
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"keys": [
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"red",
"yellow"
],
"secret_exit": false
},
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"hmp_monsters": 67,
"htr_monsters": 67,
"uv_items": 24,
"hmp_items": 24,
"htr_items": 24
},
"compatibility": "vanilla_or_boom",
"metadata": {
"title": null,
"music": null,
"source": "marker"
},
"images": [
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{
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],
"analysis": {
"title": "MAP02",
"description": "A compact Doom II map with a tech/industrial look, mixing metal supports and doors with some rocky/brick accents. Combat leans hitscanner-heavy (lots of shotgunners and chaingunners) backed by a handful of tougher threats including an arch-vile and barons, so positioning matters. For a typical UV run it plays around moderate difficulty with solid gear (SSG, chaingun, plasma rifle) and enough ammo and healing to recover from mistakes. Progression uses all three keys and includes teleporting, suggesting a somewhat trap-prone, stop-and-go flow rather than a single straight corridor.",
"tags": [
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"generous_health",
"hitscanner_heavy",
"industrial",
"key_hunt",
"medium_length",
"mixed_theme",
"moderate",
"techbase",
"teleport_navigation",
"trap_heavy",
"vanilla_compatible"
]
}
},
{
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"title": "MAP03",
"format": "doom",
"stats": {
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"linedefs": 649,
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"sectors": 76,
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"ssectors": 387,
"nodes": 386,
"textures": {
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"STUCCO1": 37,
"METAL3": 19,
"COMPSTA2": 9,
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"RROCK17": 5,
"F_SKY1": 2,
"FLAT5_8": 7,
"SW1GARG": 1,
"PLAT1": 1,
"FLAT1": 2,
"CRATOP1": 7,
"DOORRED": 2,
"METAL4": 2,
"SW1GRAY": 1,
"FLAT20": 1,
"BFALL1": 1,
"SILVER3": 8,
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"BROVINE2": 145,
"CEIL5_1": 13,
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"COMPSTA1": 9,
"DOORTRAK": 2,
"CEMENT3": 12,
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"METAL2": 16,
"CEMENT5": 16,
"BROWN96": 117,
"CEMENT6": 1,
"BROWN144": 4,
"SW1COMP": 1,
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"COMPTALL": 8,
"SUPPORT3": 55,
"FLOOR4_8": 1,
"BSTONE1": 9,
"SW1BRNGN": 1,
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"BIGDOOR1": 4,
"LITE3": 4,
"RROCK18": 25,
"SW1BRN2": 1,
"CONS1_7": 4,
"FLAT19": 6,
"MFLR8_4": 12,
"FLAT5_4": 14,
"CEMENT4": 8,
"STARTAN3": 64
}
},
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"by_type": {
"baron": 1,
"cacodemon": 2,
"chaingun_guy": 4,
"demon": 8,
"hell_knight": 1,
"imp": 19,
"lost_soul": 7,
"mancubus": 1,
"shotgun_guy": 36,
"zombieman": 42
},
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"boss": 0,
"hitscanner": 82,
"melee": 8,
"projectile": 31
}
},
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"berserk": 1,
"cell": 1,
"chaingun": 1,
"green_armor": 1,
"health_bonus": 46,
"medikit": 5,
"rocket": 6,
"rocket_box": 2,
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"soulsphere": 1,
"stimpack": 2,
"super_shotgun": 1
},
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"cells": 1,
"rockets": 8,
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},
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"rocket_launcher",
"super_shotgun"
]
},
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"red"
],
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},
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"hmp_monsters": 121,
"htr_monsters": 121,
"uv_items": 82,
"hmp_items": 82,
"htr_items": 82
},
"compatibility": "vanilla_or_boom",
"metadata": {
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"music": null,
"source": "marker"
},
"images": [
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{
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],
"analysis": {
"title": "MAP03",
"description": "A mostly tech-and-stone map built from STARTAN/COMP panels mixed with lots of brown rock and viney stone, with blue and red keys gating progression. Combat is dominated by hitscanners (many zombiemen and shotgun guys) backed by a moderate number of imps and a few mid-tiers (one mancubus, a baron, and a couple cacodemons). With abundant health bonuses plus a soulsphere and access to SSG/chaingun/rocket launcher, it plays as a moderate UV map where positioning against crossfire matters more than raw attrition. Layout appears fairly straightforward and key-driven rather than teleport- or puzzle-heavy.",
"tags": [
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"hitscanner_heavy",
"incidental_combat",
"key_hunt",
"linear",
"medium_length",
"mixed_theme",
"moderate",
"rockets_available",
"stone",
"techbase",
"vanilla_compatible"
]
}
},
{
"map": "MAP04",
"title": "MAP04",
"format": "doom",
"stats": {
"things": 236,
"linedefs": 175,
"sidedefs": 235,
"vertices": 205,
"sectors": 26,
"segs": 282,
"ssectors": 104,
"nodes": 103,
"textures": {
"BIGDOOR2": 10,
"FLAT5_7": 22,
"F_SKY1": 1,
"GATE3": 1,
"SLADWALL": 11,
"TANROCK3": 8,
"STARTAN3": 4,
"FLOOR4_8": 1,
"STEP6": 5,
"TLITE6_6": 6,
"FLAT20": 1,
"PIPES": 16,
"FLAT5_1": 9,
"SUPPORT3": 37,
"GRAYBIG": 2,
"DOORBLU2": 2,
"STONE": 56,
"DOORRED": 2,
"STONE2": 10,
"SW1BRN1": 1,
"RROCK13": 4,
"ASHWALL3": 23,
"CEIL5_1": 2,
"DOORTRAK": 8,
"FLAT17": 4,
"CEIL3_5": 1
}
},
"monsters": {
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"by_type": {
"arachnotron": 4,
"archvile": 1,
"baron": 7,
"cacodemon": 5,
"chaingun_guy": 10,
"demon": 3,
"hell_knight": 3,
"imp": 19,
"lost_soul": 2,
"mancubus": 1,
"pain_elemental": 3,
"revenant": 8,
"shotgun_guy": 43
},
"by_category": {
"boss": 0,
"hitscanner": 53,
"melee": 3,
"projectile": 53
}
},
"items": {
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"by_type": {
"ammo_box": 6,
"backpack": 6,
"berserk": 1,
"bfg9000": 1,
"blue_armor": 2,
"cell_pack": 15,
"chaingun": 1,
"chainsaw": 1,
"green_armor": 1,
"invulnerability": 1,
"medikit": 14,
"megasphere": 1,
"plasma_rifle": 1,
"rocket_box": 1,
"rocket_launcher": 1,
"shell_box": 9,
"soulsphere": 1,
"stimpack": 1,
"super_shotgun": 1
},
"ammo_by_category": {
"bullets": 6,
"cells": 15,
"rockets": 1,
"shells": 9
},
"weapons_present": [
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"chaingun",
"chainsaw",
"plasma_rifle",
"rocket_launcher",
"super_shotgun"
]
},
"mechanics": {
"teleports": true,
"keys": [
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"red"
],
"secret_exit": false
},
"difficulty": {
"uv_monsters": 109,
"hmp_monsters": 109,
"htr_monsters": 109,
"uv_items": 65,
"hmp_items": 65,
"htr_items": 65
},
"compatibility": "vanilla_or_boom",
"metadata": {
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"music": null,
"source": "marker"
},
"images": [
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"type": null
},
{
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"url": "https://wadimages2.nyc3.digitaloceanspaces.com/500cc30377a935bcd1fa859fc9abf921c977a654/MAP04/pano/pano_0.webp",
"type": "pano"
}
],
"analysis": {
"title": "MAP04",
"description": "A compact-to-mid-sized Doom II map built around stone and techbase textures, with a simple sector count but a high thing/monster density. Combat is busy and hitscanner-forward (lots of shotgun and chaingun guys) backed by several mid-to-high tiers including barons, revenants, arachnotrons, and a lone arch-vile. UV difficulty trends hard due to sustained pressure and mixed threats, but the map is well-stocked with strong weapons (including plasma and BFG) plus plentiful cells and multiple big heals. Progression uses blue and red keys and includes teleports, suggesting a key-driven layout with some teleport-based repositioning or traps.",
"tags": [
"ammo_plentiful",
"generous_health",
"hard",
"hitscanner_heavy",
"key_hunt",
"medium_length",
"mixed_monsters",
"mixed_theme",
"stone",
"techbase",
"teleport_navigation",
"trap_heavy",
"vanilla_compatible"
]
}
}
]
}