Raw model (for completeness)
{
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"sha256": "da3e4e0dd442cb9862607e0c273038116ee84a058ecf6328780e664f201bf633",
"title": "Real DM",
"authors": [
"Noel Cornell"
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"added": "2014-12-15 23:15:51",
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"name": "Real DM",
"description": "REAL DM pwad contains many innovations not found in other wads that add to the play of DOOM II. The most important of these innovations being the LTS or Light Tracking System. With the LTS you can locate an opponents simply by checking the the blocks that surround the raised circle in the building at the center of the level. When a block is lit it means that someone is in that block's room. Each block is representional of an outside room. On each block there is an arrow. This arrow serves the purpose as the block but it lights up when someone is in the tunnel or underground portion of that room. To make LTS even easier you can just look at the door leading to a room. If that door's light is on then someone is in that room. When someone leaves a room the block's and door's light will be shut off which means that no one is in the room. One of REAL DM's other exciting features is how it simulates 3D. You will notice that as you fall into the lava you will be teleported to an underground sector. These underground sectors have been constructed with the best accuracy possible. Accuracy that includes duplications of sounds and scale. When someone above ground hits an elevator you will hear this below ground. This is done so when you run up those stairs you won't be surprised by your opponent. REAL DM also utilizes a mutual exit system. This is done so that both opponents must agree to exit the level in order to quit. The exit is located in the east room with the hi-tech motif and can be found on the upper platform. One person must stand in the corner while the other runs back and forth over the arrows located in the dark hallway just to the left of the elevator. As you run back and forth the arrow will point you in the right direction. After a while the elevator will reach the top and the other player exits the elevator and proceeds up some stairs. There you will find the exit arches.",
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"added": "2014-12-15 23:15:51",
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"analysis": {
"title": "Real DM",
"description": "Real DM is a single-map PWAD designed for DOOM II featuring innovative multiplayer mechanics. It introduces a Light Tracking System (LTS) that visually indicates opponent locations via lit blocks and door lights, enhancing tactical awareness. The map simulates 3D environments with interconnected above-ground and underground sectors, including sound cues and teleportation through lava pits. The level employs a mutual exit system requiring cooperation to finish, set in a hi-tech themed area with elevators and platforms. The gameplay is focused on player-versus-player combat with a moderate scale and a unique structural design emphasizing spatial awareness and interaction.",
"authors": [
"Noel Cornell"
],
"tags": [
"innovative_mechanics",
"linear",
"moderate",
"multiplayer",
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"contents": "=============================================================================\nTitle : Real DM\nFilename : REALDM.wad\nAuthor : Noel Cornell\nEmail Address : realdm@stormx.com\nWWW Page : http://www.stormx.com/realdm/\nMisc. Author Info : Look for Caverns.wad coming soon!\n\t\t\t Live in Omaha, NE and looking for a\n\t\t\t good DM email me. Hacked exe coming soon\n\t\t \t to enhance 3D.\n\nDescription : REAL DM pwad contains many innovations not found\n in other wads that add to the play of DOOM II.\n The most important of these innovations being\n the LTS or Light Tracking System. With the LTS\n you can locate an opponents simply by checking the\n the blocks that surround the raised circle in the\n building at the center of the level. When a block\n is lit it means that someone is in that block's\n room. Each block is representional of an outside\n room. On each block there is an arrow. This arrow\n serves the purpose as the block but it lights up\n when someone is in the tunnel or underground\n portion of that room. To make LTS even easier you\n can just look at the door leading to a room.\n If that door's light is on then someone is in that\n room. When someone leaves a room the block's and\n door's light will be shut off which means that no\n one is in the room. One of REAL DM's other\n exciting features is how it simulates 3D.\n You will notice that as you fall into the lava you\n will be teleported to an underground sector.\n These underground sectors have been constructed\n with the best accuracy possible. Accuracy that\n includes duplications of sounds and scale.\n When someone above ground hits an elevator you\n will hear this below ground. This is done so when\n you run up those stairs you won't be surprised by\n your opponent. REAL DM also utilizes a mutual exit\n system. This is done so that both opponents must\n agree to exit the level in order to quit. The exit\n is located in the east room with the hi-tech motif\n and can be found on the upper platform.\n One person must stand in the corner while the other\n runs back and forth over the arrows located in the\n dark hallway just to the left of the elevator.\n As you run back and forth the arrow will point you\n in the right direction. After a while the elevator\n will reach the top and the other player exits the\n elevator and proceeds up some stairs.\n There you will find the exit arches.\n\n=============================================================================\n\n Question & Answers about LTS\n\tQ:How do I tell which block represents which room?\n A:It's simple. First of all the block on the east represents the\n east room and the west block represents the west room, etc.\n Also the blocks have the same motif or style of the room they\n represent. If a room has a base floor texture that is lava then\n so does its block. The same is true of the wall textures on the\n blocks.\n Q:Why is the light sometimes on in a room when there is no one in\n that room?\n A:If you are in a Death Match and a your opponet is killed while in\n a room the light will not go off because he or she has not left the\n room. In order for the light to be switched off you must walk or\n fall (teleport) out of the room. There is no way to fix this.\n It is just how the DOOM engine works. Once you go into the room\n to check for your opponent you will discover that he or she is not\n there and leave the room thus causing the lights to be shut off.\n Q:The lights are off and I go into a room, but my opponent is there\n waiting to kill me. What happened?\n A:This is something I figured out and began to use to my advantage\n against my friend. I'm telling it to you for two reasons, one\n so you can use it against your friend. Two, so you don't get mad\n when someone uses it on you. When you come back to life don't move\n , wait till someone enters that room. Quickly get a gun.\n They shouldn't know you location because you haven't turned\n the light on until they were in the room. This tactic only works\n when you have a gun very very close. Most guns are positioned\n so you have to walk over a line to get them but there\n are a few places where this stragedy works great.\n Q:The lights are off and I go into a room, but my opponent is there\n waiting to kill me. What happened? PART II\n A:If you go into a room and leave you will shut off the lights. Your\n opponent can stand still and wait to try to use the tactic\n described above but chances are that it won't work. The rooms\n through out REAL DM have so many lines set to turn on the lights\n that moving practically anywhere will turn on a light.\n\n=============================================================================\n\n* Play Information *\n\nGame : DOOM II\nMap # \t\t: Map 01\nSingle Player : Hahahaha, well yes there are monsters but why?!?\nCooperative 2-4 Player : Another joke right. Be honest it turns into DM\n anyway right,why bother?\nDeathmatch 2 Player : Yes!!! WHY ELSE WOULD YOU STILL BE PLAYING DOOM II\nDeathmatch 4 Player : Yes!!! WHY ELSE WOULD YOU STILL BE PLAYING DOOM II\nDifficulty Settings : Not implemented\nNew Sounds : Yes\nNew Graphics : Yes\nNew Music : Yes, from level 10 of DooM II\nDemos Replaced : None, run seperatley to avoid \"demo from differnt\n\t\t\t game version\" error\n\n* Construction *\n\nBase : New level from scratch\nEditor(s) used : DCK 2.2 /w fix (DooM Construction Kit),\n NWT 1.3, RMB\nBuild Time \t\t: Trust me you dont want to know.\nAdditional Credits : Ideas:ME,Construction:ME,Design:ME,LTS:ME\nKnown Bugs : -LTS is not compleatly accurate and never will be\n unless I obtain the DOOM II source code anytime\n soon. When someone dies in a room the light will\n stay on due to the fact they didnt walk over a\n light off line (type 79). This gives the\n appreance of someone being in a room when really\n the only thing there is their dead body. Once you\n go into that room to find them youll leave thus\n turning the light off, problem solved.\n -Visiplane error in east room when looking out\n thru brain window and door is open exposing the\n outside, this is corrected by a door that opens\n and closes accordingly when someone is looking out\n that window. This door blocks the view which in\n turn stops the error.\n -Find anymore email me.\n\t\t\t -Using turbo will cause LTS to be inaccurate. When\n\t\t\t in a turbo game DooM somtimes doesn't register\n players walking over some trigger lines.\n Since the entire LTS system is based on walking\n trigger lines this causes many problems.\n\n* Copyright / Permissions *\n\nAuthors may NOT use this level as a base to build additional 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. Optional please attempt to contact author if wad is going\nto be on CD\n\n* Where to get this WAD *\n\nFTP sites: ftp.cdrom.com (look in appropriate directory)\n\nBBS numbers: Havoc Addiction (402)293-6104\n\t Online Pitstop (402)292-3637\n\t Hawg Wild (402)597-1548\n\nOther: http://www.stormx.com/realdm/"
}
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