Raw model (for completeness)
{
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"sha1": "1af306c9a9f7bdd3b7b12c03b9e9822ed67a398d",
"sha256": "904a3f4bbe0108d235abc0e639d8f7e4808b04088af89eaf9ca2783de27b52fa",
"title": "toughguy.zip",
"filenames": [
"toughguy.wad"
],
"additional": {
"engines": [],
"iwad": [],
"filename": null,
"added": "2013-11-02 15:58:49",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": "toughguy.zip",
"description": "This level is my first, and as such was designed to demonstrate an idea I had to simulate 3D play by silencing the teleporter and making the destination look like the jump point. Once I demonstrated that it worked I made a hardcore shotem' up because my roomates complained that DOOM is too easy. The level lacks a \"motif\" and I was lazy with the textures but if you have time to notice you must be a DOOM GOD. An included file toughguy.bat replaces the nessesary sounds & graphics, plays the game (with added extensions) then restores on exit. To play unzip all files to your DOOM dir and type \"toughguy\". The bat file calls DMGRAPH & DMAUD so you'll need them too.",
"maps": null,
"graphicOverrides": null,
"screenshots": {
"MAP01": "MAP01.png"
},
"palettes": null,
"categories": null
},
"flags": {
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"canDownload": true,
"adult": false,
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},
"added": "2013-11-02 15:58:49",
"file": {
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"corrupt": false
},
"content": {
"maps": [
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],
"counts": {
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"graphics": 0,
"lumps": 12,
"maps": 1,
"palettes": 0
}
}
},
"maps": [
{
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"title": "MAP01",
"format": "doom",
"stats": {
"things": 218,
"linedefs": 387,
"sidedefs": 502,
"vertices": 330,
"sectors": 110,
"segs": 548,
"ssectors": 181,
"nodes": 180,
"textures": {
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"STONE2": 18,
"MARBLE1": 199,
"CEIL1_1": 71,
"CEIL1_3": 18,
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"FLAT1": 4,
"DOORTRAK": 30,
"TLITE6_5": 7,
"SKINLOW": 37,
"BIGDOOR2": 28,
"CEIL4_3": 7,
"METAL": 28,
"SW1EXIT": 1,
"FLAT5_2": 71,
"MFLR8_3": 18,
"STEP4": 32,
"CRATOP1": 4,
"DOOR1": 2
}
},
"monsters": {
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"by_type": {
"baron": 2,
"cacodemon": 2,
"demon": 8,
"imp": 37,
"lost_soul": 9,
"shotgun_guy": 19,
"spectre": 2,
"zombieman": 4
},
"by_category": {
"boss": 0,
"hitscanner": 23,
"melee": 10,
"projectile": 50
}
},
"items": {
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"by_type": {
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"ammo_clip": 1,
"armor_bonus": 24,
"backpack": 1,
"cell": 2,
"cell_pack": 3,
"chaingun": 1,
"chainsaw": 1,
"computer_area_map": 1,
"green_armor": 2,
"health_bonus": 61,
"medikit": 7,
"plasma_rifle": 1,
"rocket_box": 6,
"rocket_launcher": 2,
"shell_box": 5,
"shotgun": 1,
"soulsphere": 1,
"stimpack": 1
},
"ammo_by_category": {
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"cells": 5,
"rockets": 6,
"shells": 5
},
"weapons_present": [
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]
},
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},
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"hmp_monsters": 77,
"htr_monsters": 49,
"uv_items": 122,
"hmp_items": 122,
"htr_items": 116
},
"compatibility": "vanilla_or_boom",
"metadata": {
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"music": null,
"source": "marker"
},
"images": [
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"type": null
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],
"analysis": {
"title": "MAP01",
"description": "A texture-mixed, no-strong-motif map that leans on teleporter tricks to create a pseudo-3D “jump” feel and keep the flow moving. Combat is steady and fairly monster-dense, dominated by imps and other projectile enemies with some hitscanner pressure and a couple of barons as heavier threats. For UV, difficulty reads as moderate overall thanks to abundant health bonuses and solid weapon/ammo support (including rockets and plasma), though teleporter-driven encounters can spike if you rush. Progression is straightforward with no keys, relying more on teleport transitions and fight setups than exploration.",
"tags": [
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"medium_length",
"mixed_theme",
"moderate",
"projectile_heavy",
"rockets_and_cells",
"setpiece_focused",
"some_hitscanners",
"teleport_navigation",
"trap_heavy",
"vanilla_compatible"
]
}
}
]
}