Raw model (for completeness)
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"title": "Doomworld Mega Project 2016",
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"description": "This was set to be the first map in a short story driven episodic map set for Doom 2. It died out when I lost progress on the second map, and I decided to release this map anyway as part of the Doomworld Megawad Project for 2016. I'll save juicy story details for if I ever decide to revisit the project but for now this is the first public taste of my amatuer mapping style. Influenced by the first episode of Scythe mostly, this small map combines a few staple elements of many PWADs like a storage room with crates to traverse, indoor and outdoor areas, a lot of enemies and a decent arsenal for a first map. I experimented with lighting a lot, much of it is a failed attempt but I'm proud of it and I hope to get feedback and suggestions and criticism of my mapping style so far.",
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"contents": "===========================================================================\nArchive Maintainer : levels/doom2/Ports/megawads/\nAdvanced engine needed : see MAPLIST for map-specific port requirements\nPrimary purpose : Single play\n===========================================================================\nTitle : Doomworld Mega Project 2016\nFilename : DMP2016v2.wad\nRelease date : January 5, 2017\nAuthor : Various\nEmail Address : [redacted]\n\nDescription : A megawad with 50 maps.\n\nAdditional Credits to : they know who they are\n===========================================================================\n* What is included *\n\nNew levels : 49 + hub map\n\n* Play Information *\n\nGame : Doom 2\nMap # : 01-50\nSingle Player : Designed for\nCooperative 2-4 Player : untested\nDifficulty Settings : maybe\n\n* Construction *\n\nBase : New from scratch\nBuild Time : September to December 31, 2016\n\n* Copyright / Permissions *\n\nAuthors may NOT use the contents of this file as a base for modification or reuse.\n\nYou MAY distribute this file for free, provided you include this text file,\nwith no modifications.\n\n* Where to get the file that this text file describes *\n\nThe Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors\n\n==================================================================================================\nMAPLIST ==========================================================================================\n==================================================================================================\nMAP AUTHORTITLEFORMAT1#DATE\n1 DemonologistDead Of Night(vanilla)19/15/2016\n2 MemfisMemfis(vanilla)29/15/2016\n3 Crunchynut44Desolate Demesne(vanilla)59/16/2016\n4 riderr3Dance of the Satyrs(limit-removing)99/23/2016\n5 joe-ilyaThe Map With Class(vanilla)139/27/2016\n6 TimeOfDeath37(limit-removing)1510/1/2016\n7 WindbagJacketBloodcult Stronghold(limit-removing)1710/3/2016\n8 JudgeDeaddBliss Toxin(limit-removing)2411/12/2016\n9 dobu gabu maruCopper Exuviae(limit-removing)2912/4/2016\n10 cannonballTeenage mutant ninja demons(limit-removing)3112/18/2016\n11 AnonimVioThe Reversion(vanilla)3312/19/2016\n12 ObsidianConfliction(limit-removing)3412/20/2016\n13 SteveDAncient Base(vanilla)4912/31/2016\n14 gaspeAxerikos(limit-removing)3812/27/2016\n15 dpstaticResearch Center(vanilla)4012/29/2016\n16 Rorixnewburgh(limit-removing)4412/30/2016\n17 walter confalonieriDES(boom)39/15/2016\n18 dt_Menagerie(boom)89/23/2016\n19 rileymartinSkindustrial District(boom)1910/7/2016\n20 Du Mhan YhuLevel Name(boom)2311/7/2016\n21 Eris FallingOh god no this map(boom)2611/29/2016\n22 rdwpaForbidden Grove(boom)2812/4/2016\n23 scottySons of Liberty(boom)3012/14/2016\n24 NoisyVelvetMore Abstract Art - 2016.(boom)4112/29/2016\n25 antares031Harverster's Reminiscence(boom)4312/30/2016\n26 scifista42Space Base: Quadrant Delta(boom)4512/30/2016\n27 JjpThe Swarm(boom)4612/30/2016\n28 The_TriggerCrimson wood(boom)4712/31/2016\n29 BenjogamiEmergent(boom)4812/31/2016\n30 TimeOfDeathHUB(zdoom)\n31 vtmDescent(limit-removing)4212/29/2016\n32 stasiowygrzybekBasement(vanilla)3512/20/2016\n33 DgemieThe Not-So-Secret Path(vanilla)119/26/2016\n34 CWolfSo we begin again(vanilla)129/26/2016\n35 lil'devilLil'Devil's Map(vanilla)1610/2/2016\n36 marxrRage 2(vanilla)1810/3/2016\n37 MosshopperBasran Nights(boom)2511/19/2016\n38 Grain of SaltDeath Is Fantastic(boom)49/16/2016\n39 Voltcom9Death Will Greet You Like an Old Friend(g/zdoom)79/19/2016\n40 DAZZERThe Nephilim(g/zdoom)109/26/2016\n41 A2RobMass Defect(g/zdoom)149/27/2016\n42 EmpyreInfernal Tower(g/zdoom)2110/30/2016\n43 PinchyOffice By Night(g/zdoom)2211/4/2016\n44 Getsu FuneForest of Hi(g/zdoom)2711/30/2016\n45 NoahMLGThe Village of Whispers(g/zdoom)3712/22/2016\n46 greentigerCONFOUNDING(g/zdoom)2010/16/2016\n47 t3hPoundcakepoundwad_map01(g/zdoom)3612/22/2016\n48 DMGUYDZ64Underwater Labyrinth(g/zdoom)69/17/2016\n49 QuirkyKirkPublic Port(zdoom)3212/18/2016\n50 StormCatcher.77Cursed Realms - Fiery Monkey Arena(gzdoom only)3912/28/2016\n==================================================================================================\nMAP INFO =========================================================================================\n==================================================================================================\nMAP01\nLevel name : Dead Of Night\nAuthor(s) : Demonologist\nBuild time : 4 days\nEditor(s) used : GZDoom Builder\nCompatibility: Vanilla\nMusic track : Waltz Of The Demons\nPlaytesting : Yes, tested with Prboom-Plus 2.5.1.4 -complevel 2, Chocorenderlimits and regular Chocolate Doom\nDifficulty settings : Yes\nBugs : A bunch of texture alignment issues here and there\nInspiration : Plutonia\nAuthor's comments : A map in the vein of \"The Twilight\" from Plutonia.\n==================================================================================================\nMAP02\nLevel name : Memfis\nAuthor : Memfis\nBuild time : 11 days, a few hours per day (maybe 2-5)\nPrograms used : GZDoom Builder, WadSpy\n\nCompatibility : Vanilla\nMusic track : Kansas - Carry On Wayward Son (midi version by ???)\nPlaytesting : By me using prboom-plus and chocorenderlimits, also by other people in the project thread.\nSkill settings : No no no.\nBugs : Well, I sure hope no!\n\nInspiration : Library - Map16 and Map27 of Doom 2.\n Southeastern cavern - Map25 of TNT: Evilution.\n Pool with revenant towers - Map26 of Garrulismo.\n Green stone area - DISASTER.WAD by me, SKLHALL2.WAD.\n Maybe the red triangles were inspired by TimeOfDeath.\n Blue key building - Vispire and other wads by valkiriforce.\n Exit room and nearby cave - Map02 of Requiem and Map23 of Doom 2.\n Other maps and stuff that influenced me in a more indirect sort of way.\n==================================================================================================\nMAP03\nLevel name: Desolate Demesne\nAuthor: Crunchynut44\nCompatibility: Vanilla\nTested on: Zandronum, Choco Doom\nBuilding time: Somewhere around 3 to 4 hours\nEditors used: Doom Builder 2, Slade\nCustom music: Desolate Demesne by Glen Christie (Crunchynut44)\nDifficulty settings: Yes - easy, medium & hard. Mostly tested on UV. No multiplayer or Co-op\nBugs: Unknown, probably lots.\n==================================================================================================\nMAP04\nLevel name : Dance of the Satyrs\nAuthor(s) : riderr3\nBuild time : 12 days\nEditor(s) used : GZDoom Builder, WadSpy\nCompatibility: Limit removing\nMusic track : D_MESSG2 (by yakfak)\nPlaytesting : Tested with PrBoom-Plus\nDifficulty settings : Yes\nBugs : Not found\nAuthor's comments : Map with mostly abstract architecture, with warehouse, slime areas, and courtyard. Tough monster placement.\n==================================================================================================\nMAP05\nLevel name : The Map With Class\nAuthor(s) : Ilya \"Joe\" Lazarev (joe-ilya)\nBuild time : A couple weeks (No rush, taking my time)\nEditor(s) used : Doom Builder 2, slade 3.\nCompatibility: Vanilla\nMusic track : Rush - Limelight (From DWANGO 6)\nPlaytesting : Vanilla doom (Doom 2 v1.9 .exe)\nDifficulty settings : Only for UV, NM and multiplayer, too lazy for the rest.\nBugs : You can find a drawseg overflow near the red key card in vanilla doom.\nInspiration : DWANGO series, real world aspects and my brainz.\nAuthor's comments : Slapped together a bunch of DWANGO rooms that I liked, put pieces of my mind among the rooms and added extraordinary non-linear progression.\nI like how it turned out better than I myself expected.\nYou can finish it in 10 or so minutes if you just go to the exit, but it takes even more time to explore the rest of the map.\n==================================================================================================\nMAP06\nTitle: 37\nAuthor: TimeOfDeath\nCompatibility: limit-removing (prboom-plus -complevel 2)\nMusic: \"Lazy\" / \"Knives, Spoons\" / \"Fast Speeds\" by me\n==================================================================================================\nMAP07\nLevel name: Bloodcult Stronghold\nAuthor: WindbagJacket\nCompatibility: Limit removing\nTested on: ZDoom and prboom-plus\nBuilding time: About a week and a half, plus a few more days spread over 2 months\nEditors used: Doom Builder 2, GZDoomBuilder and Slade\nCustom music: MAP24 from Community Chest 3 - credited there to \"Bobby Prince (for id Software;)remixed by Jay Reichard\"\nDifficulty settings: Yes - easy, medium & hard. Mostly tested on UV.\nBugs: Probably still some misaligned textures.\n==================================================================================================\nMAP08\nLevel title: Bliss Toxin\n\nCompatibility: Limit-removing (tested in Boom -complevel 2)\n\nMusic: \"Space Storm\" from Duke Nukem 3D\n\nDescription: A makeshift base in a secret cavern flooded with green ooze. Pipes snake through the rocky walls. Another illegal toxic dump, or perhaps the reverse"
},
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"contents": "===========================================================================\nArchive Maintainer : levels/doom2/Ports/megawads/\nAdvanced engine needed : see MAPLIST for map-specific port requirements\nPrimary purpose : Single play\n===========================================================================\nTitle : Doomworld Mega Project 2016\nFilename : DMP2016v2.wad\nRelease date : January 5, 2017\nAuthor : Various\nEmail Address : [redacted]\n\nDescription : A megawad with 50 maps.\n\nAdditional Credits to : they know who they are\n===========================================================================\n* What is included *\n\nNew levels : 49 + hub map\n\n* Play Information *\n\nGame : Doom 2\nMap # : 01-50\nSingle Player : Designed for\nCooperative 2-4 Player : untested\nDifficulty Settings : maybe\n\n* Construction *\n\nBase : New from scratch\nBuild Time : September to December 31, 2016\n\n* Copyright / Permissions *\n\nAuthors may NOT use the contents of this file as a base for modification or reuse.\n\nYou MAY distribute this file for free, provided you include this text file,\nwith no modifications.\n\n* Where to get the file that this text file describes *\n\nThe Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors\n\n==================================================================================================\nMAPLIST ==========================================================================================\n==================================================================================================\nMAP AUTHOR\t\tTITLE\t\t\t\t\tFORMAT1\t\t#\tDATE\n1 Demonologist\t\tDead Of Night\t\t\t\t(vanilla)\t1\t9/15/2016\n2 Memfis\t\tMemfis\t\t\t\t\t(vanilla)\t2\t9/15/2016\n3 Crunchynut44\t\tDesolate Demesne\t\t\t(vanilla)\t5\t9/16/2016\n4 riderr3\t\tDance of the Satyrs\t\t\t(limit-removing)9\t9/23/2016\n5 joe-ilya\t\tThe Map With Class\t\t\t(vanilla)\t13\t9/27/2016\n6 TimeOfDeath\t\t37\t\t\t\t\t(limit-removing)15\t10/1/2016\n7 WindbagJacket\tBloodcult Stronghold\t\t\t(limit-removing)17\t10/3/2016\n8 JudgeDeadd\t\tBliss Toxin\t\t\t\t(limit-removing)24\t11/12/2016\n9 dobu gabu maru\tCopper Exuviae\t\t\t\t(limit-removing)29\t12/4/2016\n10 cannonball\t\tTeenage mutant ninja demons\t\t(limit-removing)31\t12/18/2016\n11 AnonimVio\t\tThe Reversion\t\t\t\t(vanilla)\t33\t12/19/2016\n12 Obsidian\t\tConfliction\t\t\t\t(limit-removing)34\t12/20/2016\n13 SteveD\t\tAncient Base\t\t\t\t(vanilla)\t49\t12/31/2016\n14 gaspe\t\tAxerikos\t\t\t\t(limit-removing)38\t12/27/2016\n15 dpstatic\t\tResearch Center\t\t\t\t(vanilla)\t40\t12/29/2016\n16 Rorix\t\tnewburgh\t\t\t\t(limit-removing)44\t12/30/2016\n17 walter confalonieri\tDES\t\t\t\t\t(boom)\t\t3\t9/15/2016\n18 dt_\t\t\tMenagerie\t\t\t\t(boom)\t\t8\t9/23/2016\n19 rileymartin\t\tSkindustrial District\t\t\t(boom)\t\t19\t10/7/2016\n20 Du Mhan Yhu\t\tLevel Name\t\t\t\t(boom)\t\t23\t11/7/2016\n21 Eris Falling\t\tOh god no this map\t\t\t(boom)\t\t26\t11/29/2016\n22 rdwpa\t\tForbidden Grove\t\t\t\t(boom)\t\t28\t12/4/2016\n23 scotty\t\tSons of Liberty\t\t\t\t(boom)\t\t30\t12/14/2016\n24 NoisyVelvet\t\tMore Abstract Art - 2016.\t\t(boom)\t\t41\t12/29/2016\n25 antares031\t\tHarverster's Reminiscence\t\t(boom)\t\t43\t12/30/2016\n26 scifista42\t\tSpace Base: Quadrant Delta\t\t(boom)\t\t45\t12/30/2016\n27 Jjp\t\t\tThe Swarm\t\t\t\t(boom)\t\t46\t12/30/2016\n28 The_Trigger\t\tCrimson wood\t\t\t\t(boom)\t\t47\t12/31/2016\n29 Benjogami\t\tEmergent\t\t\t\t(boom)\t\t48\t12/31/2016\n30 TimeOfDeath\t\tHUB\t\t\t\t\t(zdoom)\n31 vtm\t\t\tDescent\t\t\t\t\t(limit-removing)42\t12/29/2016\n32 stasiowygrzybek\tBasement\t\t\t\t(vanilla)\t35\t12/20/2016\n33 Dgemie\t\tThe Not-So-Secret Path\t\t\t(vanilla)\t11\t9/26/2016\n34 CWolf\t\tSo we begin again\t\t\t(vanilla)\t12\t9/26/2016\n35 lil'devil\t\tLil'Devil's Map\t\t\t\t(vanilla)\t16\t10/2/2016\n36 marxr\t\tRage 2\t\t\t\t\t(vanilla)\t18\t10/3/2016\n37 Mosshopper\t\tBasran Nights\t\t\t\t(boom)\t\t25\t11/19/2016\n38 Grain of Salt\tDeath Is Fantastic\t\t\t(boom)\t\t4\t9/16/2016\n39 Voltcom9\t\tDeath Will Greet You Like an Old Friend\t(g/zdoom)\t7\t9/19/2016\n40 DAZZER\t\tThe Nephilim\t\t\t\t(g/zdoom)\t10\t9/26/2016\n41 A2Rob\t\tMass Defect\t\t\t\t(g/zdoom)\t14\t9/27/2016\n42 Empyre\t\tInfernal Tower\t\t\t\t(g/zdoom)\t21\t10/30/2016\n43 Pinchy\t\tOffice By Night\t\t\t\t(g/zdoom)\t22\t11/4/2016\n44 Getsu Fune\t\tForest of Hi\t\t\t\t(g/zdoom)\t27\t11/30/2016\n45 NoahMLG\t\tThe Village of Whispers\t\t\t(g/zdoom)\t37\t12/22/2016\n46 greentiger\t\tCONFOUNDING\t\t\t\t(g/zdoom)\t20\t10/16/2016\n47 t3hPoundcake\t\tpoundwad_map01\t\t\t\t(g/zdoom)\t36\t12/22/2016\n48 DMGUYDZ64\t\tUnderwater Labyrinth\t\t\t(g/zdoom)\t6\t9/17/2016\n49 QuirkyKirk\t\tPublic Port\t\t\t\t(zdoom)\t\t32\t12/18/2016\n50 StormCatcher.77\tCursed Realms - Fiery Monkey Arena\t(gzdoom only)\t39\t12/28/2016\n==================================================================================================\nMAP INFO =========================================================================================\n==================================================================================================\nMAP01\nLevel name : Dead Of Night\nAuthor(s) : Demonologist\nBuild time : 4 days\nEditor(s) used : GZDoom Builder\nCompatibility: Vanilla\nMusic track : Waltz Of The Demons\nPlaytesting : Yes, tested with Prboom-Plus 2.5.1.4 -complevel 2, Chocorenderlimits and regular Chocolate Doom\nDifficulty settings : Yes\nBugs : A bunch of texture alignment issues here and there\nInspiration : Plutonia\nAuthor's comments : A map in the vein of \"The Twilight\" from Plutonia.\n==================================================================================================\nMAP02\nLevel name : Memfis\nAuthor : Memfis\nBuild time : 11 days, a few hours per day (maybe 2-5)\nPrograms used : GZDoom Builder, WadSpy\n\nCompatibility : Vanilla\nMusic track : Kansas - Carry On Wayward Son (midi version by ???)\nPlaytesting : By me using prboom-plus and chocorenderlimits, also by other people in the project thread.\nSkill settings : No no no.\nBugs : Well, I sure hope no!\n\nInspiration : Library - Map16 and Map27 of Doom 2.\n Southeastern cavern - Map25 of TNT: Evilution.\n\t\t Pool with revenant towers - Map26 of Garrulismo.\n\t\t Green stone area - DISASTER.WAD by me, SKLHALL2.WAD.\n\t\t Maybe the red triangles were inspired by TimeOfDeath.\n\t\t Blue key building - Vispire and other wads by valkiriforce.\n\t\t Exit room and nearby cave - Map02 of Requiem and Map23 of Doom 2.\n\t\t Other maps and stuff that influenced me in a more indirect sort of way.\n==================================================================================================\nMAP03\nLevel name: Desolate Demesne\nAuthor: Crunchynut44\nCompatibility: Vanilla\nTested on: Zandronum, Choco Doom\nBuilding time: Somewhere around 3 to 4 hours\nEditors used: Doom Builder 2, Slade\nCustom music: Desolate Demesne by Glen Christie (Crunchynut44)\nDifficulty settings: Yes - easy, medium & hard. Mostly tested on UV. No multiplayer or Co-op\nBugs: Unknown, probably lots.\n==================================================================================================\nMAP04\nLevel name : Dance of the Satyrs\nAuthor(s) : riderr3\nBuild time : 12 days\nEditor(s) used : GZDoom Builder, WadSpy\nCompatibility: Limit removing\nMusic track : D_MESSG2 (by yakfak)\nPlaytesting : Tested with PrBoom-Plus\nDifficulty settings : Yes\nBugs : Not found\nAuthor's comments : Map with mostly abstract architecture, with warehouse, slime areas, and courtyard. Tough monster placement.\n==================================================================================================\nMAP05\nLevel name : The Map With Class\nAuthor(s) : Ilya \"Joe\" Lazarev (joe-ilya)\nBuild time : A couple weeks (No rush, taking my time)\nEditor(s) used : Doom Builder 2, slade 3.\nCompatibility: Vanilla\nMusic track : Rush - Limelight (From DWANGO 6)\nPlaytesting : Vanilla doom (Doom 2 v1.9 .exe)\nDifficulty settings : Only for UV, NM and multiplayer, too lazy for the rest.\nBugs : You can find a drawseg overflow near the red key card in vanilla doom.\nInspiration : DWANGO series, real world aspects and my brainz.\nAuthor's comments : Slapped together a bunch of DWANGO rooms that I liked, put pieces of my mind among the rooms and added extraordinary non-linear progression.\nI like how it turned out better than I myself expected.\nYou can finish it in 10 or so minutes if you just go to the exit, but it takes even more time to explore the rest of the map.\n==================================================================================================\nMAP06\nTitle: 37\nAuthor: TimeOfDeath\nCompatibility: limit-removing (prboom-plus -complevel 2)\nMusic: \"Lazy\" / \"Knives, Spoons\" / \"Fast Speeds\" by me\n==================================================================================================\nMAP07\nLevel name: Bloodcult Stronghold\nAuthor: WindbagJacket\nCompatibility: Limit removing\nTested on: ZDoom and prboom-plus\nBuilding time: About a week and a half, plus a few more days spread over 2 months\nEditors used: Doom Builder 2, GZDoomBuilder and Slade\nCustom music: MAP24 from Community Chest 3 - credited there to \"Bobby Prince (for id Software;)remixed by Jay Reichard\"\nDifficulty settings: Yes - easy, medium & hard. Mostly tested on UV.\nBugs: Probably still some misaligned textures.\n==================================================================================================\nMAP08\nLevel title: Bliss Toxin\n\nCompatibility: Limit-removing (tested in Boom -complevel 2)\n\nMusic: \"Space Storm\" from Duke Nukem 3D\n\nDescription: A makeshift base in a secret cavern flooded with green ooze. Pipes snake through the rocky walls. Another illegal toxic dump, or perhaps the reverse—a grand-scale operation to harvest the nameless liquid?\n==================================================================================================\nMAP09\nLevel name : Copper Exuviae\nAuthor : dobu gabu maru\nBuild time : 40 hours\nPrograms used : Doom Builder 2\n\nCompatibility : Limit Removing\nMusic track : “Pluvious” by Bucket\nPlaytesting : Zdoom, PrBoom\nSkill settings : Yes\nBugs : None that I know of\n\nDescription : It is said that leagues beneath the surface of the Earth,\nshrouded in inescapable darkness is an enormous, nameless machine. For\ncenturies, archeologists and historians alike have been unable to deduce\nwhat its origins or purpose could be, having neither seen nor touched its\ncold metallic walls. If the legends are true, what ghosts roam its rustic\nhalls? What devices were surreptitiously constructed in a place that not\neven God could see? And what manner of lord rules its hollow husk now?\n==================================================================================================\nMAP10\nAuthor - Matt Powell (Cannonball)\nName - Teenage mutant ninja demons\nBuild time - 2 weeks (Though mostly split into a couple of 2 hour sessions)\nBuilt with - Doom builder 2\nTested with - Pr-boom plus v2.5.1.4\nCompatibility - Limit removing\nDifficulty settings - Yes\nCo-op - Yes\nDeathmatch - no\nMusic - The Sewers by Stuart Ryan (Stewboy)\nGeneral info - Pretty much inspired by Plutonia Map28 and Map29 of Doom Core where I have also used the same music track as the later. The gameplay ranges from your hectic plutonia theme to some tougher lock-in traps here and there. Lower difficulties should play a lot more casually though.\n==================================================================================================\nMAP11\nThe Reversion\nBuild time: dunno\nComp: probably vanilla w/some slime trails but dunno\nMusic: \"Tempter\" by Mark Klem\nA map that was made for a project that will never be released because it sucked.\nNo difficulty settings\n==================================================================================================\nMAP12\nMap name: Confliction\nBuild time: Buggered if I know\nFormat: Vanilla or limit removing. The drawseg limit might be a bit over in places, I'll likely tweak the map to minimize it in future.\nCo-op: Not implemented\nDeathmatch: Not implemented\nDifficulty settings: Not implemented\nMusic: Not too sure, sounds kind of Heretic-esque\nNew textures: WFALL1 - WFALL4\n==================================================================================================\nMAP13\nName:Ancient Base\nFormat: Vanilla\nMIDI: Exhume - Unknown Author, if anyone recognizes it, let me know\nDifficulty Settings: Yes\nCo-Op: Yes - Starts Only\nDM: No\n\nOkay, so here's the deal. I probably started this map in July, 1996. Yes, you read that right, July, 1996, in between maps I was working on for the Realm of Chaos megawad. I probably finished the first version in January, 1997, and it had a big airfield where the final area is now. I literally carved the final area out of the old airfield sometime in 1998 because it shows the obvious influence of Michael Krause. At that time, it was intended as Map02 of my Abcess project, which is why it has the weird rocket launcher right at the end, because those maps were meant for continuous play. I eventually dropped it from Abcess and decided to throw it in here.\n\nThis map is pretty much as it was in 1998. I did spruce it up a tiny bit awhile back, namely raising some areas plus I added a couple stimpacks and some extra shells today. This is old-fashioned attrition/resource management gameplay and is kind of easy, but it might be a little nastier if you can't find the secret SSG, because all you'll have is chaingun, single shotty, chainsaw and zerk fist.\n\nThere are some peculiar '90s features, including obtuse progression for the blue key, a weird, almost invisible stairway that can be really hard to climb, and Nazis! I love those Nazis. :D\n\nI can spruce it up more in January or make it a lot harder, or just leave it as is.\n\nI didn't test it in Choco Render Limits, but I used to play it in MacDoom, so it should be okay. I'll give it a full test soon.\n==================================================================================================\nMAP14\nLevel name: Axerikos\nAuthor: gaspe\nBuild time: 3 weeks\nPrograms used: Doom Builder 2, Slade 3\nCompatibility: limit removing\nMusic track: E2M4 of HEROES.WAD\nPlaytesting: yes on PRBoom+ cl2\nSkill settings: yes, somehow\nBugs: none\nAuthor's comments: A rather big level inspired mostly by Nicolas Monti's Eviltech, and it's also an attempt to make a map with some 90's quirks and a surreal mood.\n==================================================================================================\nMAP15\nName: Research Center\nAuthor: dpstatic\nDescription: a medium-length techbase map containing some hellish areas.\nCompatibility: Vanilla\nDifficulty Settings: Yes\nEditor: Doom Builder 2\nMusic: Running From Evil\nBuild Time: One Week\n==================================================================================================\nMAP16\nWell, she's done. Has a lot less detail than I wanted, but that's what I get for procrastinating.\n==================================================================================================\nMAP17\nTitle: DES\nBuild time: 2 days\nCompatibilty: Boom (CL 9)\nDifficulty Settings: No\n\nMusic: Dragonland - The Never Ending Story\nNew Skybox: Yes, from plum's skystravaganza\nPlaytesting: prboom-plus 2.5.1.3, using complevel 9\nInspiration: Scype2k and RaphaelMode maps, episode 2 and 3 of Doom and Cyberdreams for gameplay mechanics\nBugs: i don't know, maybe the \"stupid\" section of the map? If you found any, please wrote down here!\n\nDescription: A weird \"introduction\" map, kill the cyberdemon and we all go in the Valhalla of DMP 2017. No really, is just this. Also more weirdness than the usual from me and a recycled starting room from my DMP 2012 map.\n==================================================================================================\nMAP18\nPretty easy going map, I've been lazy and used generalised linedefs, so I think that makes it cl9. You guys spoke of waterfall textures, I've used SW2BLUE as a placeholder 'til you decide which texture to use or release a small resource pack. Has skill modes, but only the ammo and health change, monster amounts stay the same, took about 12-14 hrs to make\n==================================================================================================\nMAP19\nLevel name : Skindustrial District\nAuthor(s) : rileymartin\nBuild time : Over a week\nEditor(s) used : GZDoom Builder\nCompatibility: Boom\nMusic track : Map 16 in Bloodstain. Says Hell Revealed 2 as the source.\nPlaytesting : Yes, tested with GLBoom+ 2.5.1.4, GZDoom 2.3, Zandronum 3.0, ZDoom 2.8.1\nDifficulty settings : HMP implemented but not tested.\nBugs : Maybe. Final area drops to 20-30 FPS in ZDoom-based ports due to the high monster count/density.\nInspiration : Sunder maps 07, 08\nAuthor's comments : Flesh and metal themed abstract city map. Gameplay begins small and claustrophobic and gradually moves into a slaughter-ish direction. Straightforward, linear design with some minor platforming. Hopefully somewhat challenging for \"good at Doom\" individuals. The final wave is more amusing without infinite height.\n==================================================================================================\nMAP20\nLevel name : \"Level Name\"\nAuthor(s) : Du Mhan Yhu\nBuild time : A few weeks on and off\nEditor(s) used : Doombuilder 2\nCompatibility: Boom\nMusic track : N/A; I don't care about music, add anything.\nPlaytesting : Once\nDifficulty settings : Ultra Violence.\nBugs : None that I caught.\nInspiration : Off the top of my head.\nAuthor's comments : This map, like most of my maps was all fresh off the top of my head as I went. So it might be kinda :/\n==================================================================================================\nMAP21\nOh god not this map\nFormat: Boom\nBuild time: I dunno, maybe about 8-10 hours on and off.\nMusic: \"Under Death\" by Mark Klem (Requiem MAP08)\n==================================================================================================\nMAP22\nLevel name : Forbidden Grove\nAuthor : rdwpa\nBuild time : 20-25 hours\nPrograms used : GZDB\n\nCompatibility : Boom\nMusic track : \"Oversnow\" from \"The Elder Scrolls II: Daggerfall\"\nPlaytesting : PrBoom+, (G)ZDoom\nSkill settings : Yes\nBugs : None that I know of\n==================================================================================================\nMAP23\nSons of Liberty\n\nI picked out this midi as inspiration and set about speedmapping a layout, then got quite carried away. This is the result. The best description i can give is a sandboxy slaughter arena with some set pieces scattered through it. This is my Doom homage to Metal Gear Solid 2 i guess - and yes, i do see the irony in a slaughter map paying tribute to a stealth game. There's a couple of easter eggs in there and the final fight is my way of recreating the RAY fight from MGS2.\n\nHave fun! FDAs very very welcome :)\n\nBuild time: 2-3 weeks\nCompatibility: Boom\nMusic: Yell \"Dead Cell\" Theme (Metal Gear Solid 2)\nGraphics: cc4falls.wad and a custom sky (included in wad)\nDifficulty settings: implemented, easy mode is very forgiving.\n==================================================================================================\nMAP24\nName: More Abstract Art - 2016.\nAuthor: NoisyVelvet\nDescription: A semi-puzzle map, more or less cute. I wanted to submit something so I doodled a map together; here it is!\nCompatibility: Boom (doors don't work in vanilla)\nDifficulty Settings: Yes UV is pretty hard.\nEditor: GZDoom Builder\nMusic: Dimension of Dreams (by Jimmy)\nBuild Time: 1 day.\n==================================================================================================\nMAP25\nLevel name: Harverster's Reminiscence\nAuthor: antares031\nBuild time: Started from November 30. on and off\nPrograms used: Doom Builder 2\nCompatibility: Boom\nMusic track: Skeleton's Waltz by Eris Falling\nPlaytesting: ZDoom 2.8.1 \"Boom (Strict) w/ infinite tall actors\", PrBoom 2.5.1.3 \"-complevel 9\"\nSkill settings: Yes\nBugs: Slime trails around the scenery\nInspiration: Skeleton's Waltz by Eris Falling, Fomalhaut by Mechadon and Sky Pillar by antares031 from THT:Threnody\nAuthor's comments: A level for DMP2016. It's also the biggest level I've designed so far. I was thinking about the better setup before the exit, but I was in a hurry to catch the deadline. At any rate, I hope you enjoy this one.\n==================================================================================================\nMAP26\nName: Space Base: Quadrant Delta\nCompatibility: Boom\nMusic: \"toas.mid\" from vgmusic.com\nSky: Recolored sky from plmsky1.wad\n==================================================================================================\nMAP27\nHere's my submission to the project, which is a small map with a silly idea in it: The Swarm\n\nIt's for Boom-compatible ports (tested in PrBoom+ cl9), and difficulty settings are implemented. Music is from TNT: Evilution's map16.\n==================================================================================================\nMAP28\nName: Crimson wood (yeah, can't really think of anything better heh, the name came this afternoon xD)\n\nMap: Map 01\n\nMusic: D_OPENIN (Doom 2's Icon of sin map)\n\nCustom sky: Yes, a recolor of a sky from plum's skystravaganza.\n\nBuild time: 2 months (on and off)\n\nTested with: Prboom+ 2.5.1.4, Complevel 9\n\nKnown bugs: None than I'm aware of but, I guess there are some slime trails here and there (hopefully not so much).\n\nDifficulty settings: Nah (sorry)\n\nCoop: Yes, starts only.\n\nDeathmatch: Nope (not even player starts)\n\nRevenant usage: A decent amount (sorry suitepee)\n\nChaingunner usage: Fuck yeah\n\nThere, enjoy.\n\nMap is moderately hard (last fight may be quite hard though) and well, it takes place in a hellish/wooden landscape of sorts.\n==================================================================================================\nMAP29\nName: Emergent\nFormat: Boom\nMidi: from Thexder\nDifficulty settings: no\nCoop: added the starts\nDM: no\n==================================================================================================\nMAP30\nHUB map by TimeOfDeath\n==================================================================================================\nMAP31\nLevel name : Descent\nBuild time : 11 h\nEditor(s) used : GZDoom Builder\nCompatibility: Any limit removing port\nMusic track : MAP05 of Doom 2 (Im using map05 slot)\nPlaytesting : tested with zdoom\nDifficulty settings : Yes\n==================================================================================================\nMAP32\nName: Basement\nBuild time: 1 day\nTested in: zdoom, chocolate doom\nCompatible with: everything\nIwad: doom 2\nDifficulty settings: all five\nMusic: Track that plays in map02 in doom 2.\nBuild with: gzdoom builder\nDescription: This is the second map I've ever created, and don't except much from it. This map was going to be MAP02 in my megawad, but it won't hurt if I just post it here instead. It takes about two minutes to finish . Except many newbie errors. Have fun.\nI wonder if someone will be mad at me if I still use it in my megawad.\n==================================================================================================\nMAP33\nLevel name: The Not-So-Secret Path\nAuthor(s): Dgemie\nBuild time: Not counting planning, since November 2015(but probably less than 10 hours)\nEditor(s) used: Doom Builder 2, XWE\nCompatibility: Vanilla\nMusic track: tfs201.hmi from game Terminator: Future Shock, or, to be precise, the MIDI conversion from an unfinished Duke Nukem 3D mod \"Duke Terminator\"\nPlaytesting: Tested with doom2.exe and PrBoom-Plus 2.5.1.3 (complevel 2)\nDifficulty settings: No\nBugs: Textures on one wall in the last hallway are not really aligned, but otherwise none that I know.\nOverall direction, the area with lava - thepath.wad\nThe central room - I used to attribute it to crfe_p1.wad, now I'm not so sure\nThe reactor - ctrl_cen.wad\nThe section behind the red key door - D2INO MAP16, to a degree NDCP2 MAP06/14\nThe hallway behind the blue key door - ctrl_cen.wad again, also in a way Jaeden's maps in ZOF\nThe exit room - fort4.wad\nAuthor's comments: This is what was going to be my DMP2015 map. Everything up to the red key room was designed in 2015 (when I didn't really understand what I wanted to have in maps), the rest was made in a creativity drive influenced by procrastination and being somewhat stunned.\n==================================================================================================\nMAP34\nLevel name : So we begin again\nAuthor(s) : CWolf\nBuild time : 3-4 hours\nEditor(s) used : GZDoom Builder\nCompatibility: Vanilla\nMusic track : HACX Intermission\nPlaytesting : PrBoom 2.5.1.4 with -complevel 2\nDifficulty settings : Yes\nBugs : existing of this map?\nInspiration : HACX Intermission music\nAuthor's comments : don't expect it to be long. It's just an \"entrance\" for vanilla part of DMP'16 from me.\n==================================================================================================\nMAP35\nGame: Doom 2, obviously.\nLevel name: Lil'Devil's Map (working title, will probably be changed)\nAuthor: me\nCompatibility: Vanilla\nTested on: Chocolate Doom 2.2.1\nBuilding time: 10 days (since September, 23)\nCustom music: Yes. I used some track from Blood.\nDifficulty settings: Yes.\nBugs: Haven't found any.\nVisplane overflows: Not included in this release.\n==================================================================================================\nMAP36\nMy WAD\n\nRage 2\n\nSmall-mid sized map with 50 monsters (on UV).\n\nVanilla compatible.\n\nPlease let me know what you think if you play it, i'll definitely improve it, just putting it up here so maybe someone discovers a bug or something, or may have some suggetions.\n\nCreated with GZDoomBuilder and Slade.\n\nTested with ZDoom and Doom Retro.\n==================================================================================================\nMAP37\nHere's a small map called Basran Nights.\n\nCompatibility: All Boom-compatible source ports.\n\nDescription:\nIn the UBS-controlled parts of the Near East, hell has found a way. Brainwashing several former insurgents and jihadists, they have created a small, but terribly effective terrorist group known only as \"al-Malak\", known for their brutal killings, lack of motives, and extreme elusiveness. The UAC has received a request from the UBS to send one of their top marines to the city of Basra, where they believe a prominent al-Malak fortress is located.\n\nBuild Time: One and a half days.\n==================================================================================================\nMAP38\nI've been meaning to submit a map to the dw mega project since 2012, so on a whim I thought I'd try offering up this tom19 tribute thing I made a few weeks ago. It won't be everyone's cup of tea, but hopefully it'll find some kind of niche somewhere.\n==================================================================================================\nMAP39\nLevel name : Death Greets You Like an Old Friend\nAuthor(s) : Voltcom9\nBuild time : a few hours\nEditor(s) used : SLADE3\nCompatibility: G/ZDoom\nMusic track : Romero (Doom2)\nPlaytesting : Tested with GZDoom\nDifficulty settings : No\nBugs : A bunch of texture alignment issues here and there\nInspiration : Plutonia Simulator in all it's wondrous glory\nAuthor's comments : A very short difficult map.\n==================================================================================================\nMAP40\nLevel name : The Nephilim\nAuthor(s) : DAZZER\nBuild time : 3 Days\nEditor(s) used : GZDoombuilder,SLADE 3\nCompatibility: G/ZDoom\nMusic track : paranoid.mid\nPlaytesting : Tested with ZDoom\nDifficulty settings : No\nBugs : most should be alligned\nAuthor's comments : something for map 1-10 cause its not that long but has some difficult parts in it :)\n==================================================================================================\nMAP41\nLevel name : Mass Defect\nAuthor(s) : A2Rob\nBuild time : Couple weeks\nEditor(s) used : Doom Builder 2\nCompatibility: Boom\nMusic track : Aliens, Say Your Prayers (Bobby Prince)\nPlaytesting : Zandronum, GZDoom, ZDoom\nDifficulty settings : Yes\nBugs : None that I know of\nAuthor's comments : Took some inspiration from skillsaw's maps. Mainly looking for critique on difficulty and challenge\n==================================================================================================\nMAP42\nMap name: Infernal Tower\nFile Name: tower_v1.wad\nFormat: ZDoom, tested in Zandronum and ZDaemon.\nSong: Mars, Bringer of War from Holst's The Planets, sequencer unknown\n==================================================================================================\nMAP43\nMap\n\nOffice By Night\n\nMusic\n\ncan't find the last slice of cake.mid from jmickle66666666s midi pack two\n\nNotes\n\nUse ZDoom or GZDoom and the supplied cc4falls.wad when playing.\n==================================================================================================\nMAP44\nForest of Hi\n\nFormat: LR\nBuild Time: On and off - maybe around two months, with minor refinement every now and then. Did not use Doom Builder at all when making this.\nMusic: Havana Smooth from ROTT\n\nUses waterfalls from cc4falls, forest hub map (really like this theme of map), lots of lost souls, low of supplies usually, no difficulty settings. If there's anything that makes this unwinnable let me know.\n==================================================================================================\nMAP45\nLevel name : The Village of Whispers\nAuthor(s) : NoahMLG\nBuild time : 3 days\nEditor(s) used : GZDoom Builder\nCompatibility: Zdoom\nMusic track : Running From Evil\nPlaytesting : playtested with zdoom and gzdoom\nDifficulty settings : no\nBugs : texture alignment issues\nInspiration : Lovecraft\nAuthor's comments : The original idea was an ascent up a mountain side which lead into a small town but the town soon became the temple.\n==================================================================================================\nMAP46\nMAP01 : CONFOUNDING\nSingle player: yes\nMulti-player: yes\nDeathmatch: yes but minimal support\n\nThis is my first DOOM map that I've made in almost 10 years.\nI hope you enjoy it.\nluckygreentiger@gmail.com\n==================================================================================================\nMAP47\n===========================================================================\nCompatibility : ZDoom compatible\nPrimary purpose : Single Player\n===========================================================================\nTitle : poundwad_map01\nVersion : 1.0.0\nFilename : poundwad_map01.zip\nRelease date : 12/22/2016\n\nAuthor : t3hPoundcake\nEmail Address : z.mezaros1@gmail.com\n\nMisc. Author Info : Veteran Doom player, newish mapper. First public release right here.\n\nDescription : This was set to be the first map in a short story driven episodic map set for Doom 2. It died out when I lost progress on the second map, and I decided to release this map anyway as part of the Doomworld Megawad Project for 2016. I'll save juicy story details for if I ever decide to revisit the project but for now this is the first public taste of my amatuer mapping style. Influenced by the first episode of Scythe mostly, this small map combines a few staple elements of many PWADs like a storage room with crates to traverse, indoor and outdoor areas, a lot of enemies and a decent arsenal for a first map. I experimented with lighting a lot, much of it is a failed attempt but I'm proud of it and I hope to get feedback and suggestions and criticism of my mapping style so far.\n\n===========================================================================\n\n* What is included *\n\nNew levels : 1\nSounds : No\nMusic : No\nGraphics : No\nDehacked/BEX Patch : No\nDemos : No\nOther : No\nOther files required : None\n\n* Play Information *\n\nGame : Doom 2\nMap # : MAP01\nSingle Player : Designed for\nCooperative 2-4 Player : No\nDeathmatch 2-4 Player : No\nOther game styles : None\nDifficulty Settings : No\n\n* Construction *\n\nBase : New from scratch\nBuild Time : <1 week\nEditor(s) used : GZDoom Builder\n\nKnown Bugs : Currently no known bugs. Only tested with Zdoom/compatible ports.\n\nMay Not Run With... : Currently this map will run with any gameplay mod provided the mod works with whatever source port you're running.\n\n* Copyright / Permissions *\n\nThis map can be distributed on any platform for any purpose other than monetary gain. The underlying assets, code, and technology belong to id Software, and if applicable the respective rights go to the creator and maintaince team of GZDoom Builder. I merely took the tools at hand and created something unique to my vision.\n\nThank you.\n==================================================================================================\nMAP48\nHi, My MAP is ready, Underwater Labyrinth inspired by Sonic 1 Labyrinth level (Why is that kind of maps so rare ?) , 90% Of the map takes place underwater and you need to kill every monster to progress, I Have also recreated some of the puzzles seen in Sonic 1 Labyrinth level, Here's it give it a shot, Please tell me if you found any bugs\n==================================================================================================\nMAP49\nName: Public Port\nCompatibility: ZDoom (Uses MAPINFO and particle fountains)\nDescription: A somewhat linear techbase type map. Has some nice detailing, but nothing TOO special.\nMusic: Unknown from M.E.; from Sonic Adventure. (Some other midis are in the wad. Feel free to change which one plays. In no particular order, they are: Wheel Gator from Mega Man X2, Supporting Me from Sonic Adventure 2, Break Out from Mega Man Zero 3, and Mechanical Resonance... for Final Egg from Sonic Adventure.)\nBuild Time: Two weeks, a week of inactivity, and today. Fifteen days of actual work.\nGraphics: Base game.\nDifficulty Settings: Implemented to a degree. A horde of zombiemen only appears in full force on Ultra-Violence.\n==================================================================================================\nMAP50\nLevel name: Cursed Realms - Fiery Monkey Arena\nAuthor: StormCatcher.77\nCompatibility: GZDoom 2.2.0 only\nTested on: GZDoom 2.2.0\nBuilding time: 6 days (from 22th to 28th of December)\nEditors used: GZDoom Builder 2.3\nCustom music: Bucket - Plugged In (Plutonia MIDI Pack)\nDifficulty settings: No\nBugs: Large black dot that appears when you look up, standing in the arena. I do not know what it is and how to fix it ...\n==================================================================================================\nEND OF FILE ======================================================================================\n=================================================================================================="
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