Raw model (for completeness)
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"title": "STOKER DOOM ][",
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"name": "STOKER DOOM ][",
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"analysis": {
"title": "STOKER DOOM ][",
"description": "This WAD contains a single deathmatch map designed for Doom II, set in a detailed European mansion with a central courtyard and multiple rooms. It features no monsters, teleporters, or new graphics, focusing on balanced deathmatch gameplay with eight fair spawn points each equipped with a shotgun, shells, and a backpack. The map emphasizes both ambush and open combat styles, with secret doors and snipe points alongside wide open areas. The level is modest in size, with a classic Doom II techbase theme and no added sounds or music. It is intended for multiplayer deathmatch with altdeath mode recommended and is compatible with vanilla Doom II.",
"authors": [
"Mike Panico"
],
"tags": [
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"balanced_spawns",
"deathmatch",
"linear",
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"no_monsters",
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"techbase",
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"contents": "================================================================================\n\nTitle : STOKER DOOM ][\nFilename : STOKER.WAD\nAuthor : Mike Panico\nEmail Address : mpanico@bga.com\n\nMisc. Author Info : Creating this WAD was as much fun as playing it.\n\t\t\tAfter downloading many WADS for deathmatches I\n\t\t\tfelt that I should make a WAD that my friends\n\t\t\tand I would like to play, and also to contribute\n\t\t\tto the Doom community at large. Please, if you like\n\t\t\tthis WAD (or not), send me feedback so that in the\n\t\t\tfuture I can make even better levels.\n\nMajor Credits to : Id Software (Doom is bound for the Hall of Fame)\n\t\t\tBen Morris for writing DCK v2.0 (A great editor).\n\nAdditional Credits to : My Testing Team and victims: Virgil Itliong,\n\t\t\tKeith Johnston, and Brian Nelson. Our many hours\n\t\t\tof 2, 3 and 4 player deathmatches in this level and\n\t\t\ttheir great comments and suggestions have improved\n\t\t\tthis level dramatically over its early incarnations.\n\n\t\t\t** Check out Virgil's NEPTUNE.WAD on ftp.cdrom.com\n================================================================================\n\n* Play Information *\n\nEpisode and Level # : MAP 1 (doom2 -file stoker.wad -deathmatch -altdeath)\nSingle Player : no (There is a player start so that you can check\n\t\t\t the level out. There are no monsters.)\nCooperative 2-4 Player : no\nDeathmatch 2-4 Player : YES (What the level was written for.)\nDifficulty Settings : no (It's a deathmatch!)\nNew Sounds : no\nNew Graphics : no\nNew Music : no\nDemos Replaced : none\n________________________________________________________________________________\nDescription:\n\n - Designed for Doom II deathmatch. ( -altdeath highly recommended )\n\n - This level's venue is a European mansion several hundred years old.\n There is a noticeable lack of technology other than the weapons,\n they are all included. There are no teleporters and only one lift, which\n is in the center of the courtyard. I tried to give this level the look\n and feel of a real place. The size of the WAD is due to the great amount\n of detail I put in each room. (ie. fireplaces, furniture etc.) and not\n because its big in area. In fact it's only slightly bigger in area than\n Ledges1.\n\n - This level was inspired by the Ledges series in that there is a central\n courtyard surrounded by a series of rooms and walkways.\n\n - I tried to satisfy the two different types of deathmatch playing styles.\n There are several snipe points for those who like to wait in ambush\n (some of which are accessible only through secret doors), and open areas\n (ie. the courtyard and east side of the map outside the dining hall)\n for those who like wide open frag-o-ramas.\n\n - There are 8 deathmatch starts. All starts are in rooms which have one\n exit which is only opened from the inside. Each start position has a\n single pump action shotgun, a box of shells and a backpack. This was\n done by a suggestion one of my testers made to make all the starts\n fair, and to also eliminate materializing in front of another player\n after being killed, which usually gave somebody an easy frag. After all\n who wants hollow victories!\n\n - All rooms (other than the start rooms) have multiple exits. This way\n it's hard to be trapped in a room without an avenue of escape if needed.\n\n - This level has been throughly tested in 2, 3 and 4 player deathmatches.\n In 4 player deathmatches we have averaged 1 kill every 20 seconds. In\n one testing (testing? hee hee) run we had, we played a 4 player\n deathmatch for 1.5 hours and totaled over 350 kills. Since we play\n 4 player deathmatches I designed this level for that. However, 2 player\n deathmatches will be OK if you seek and destroy instead of waiting in\n ambush.\n\n - There should be more than enough ammo if using -altdeath (especially\n since you most likely won't live long enough to use it all)\n\n________________________________________________________________________________\n\nConstruction:\n\nBase : New level from scratch.\nBuild time : About 80 hours over a 5 week period due to\n\t\t\t all the revisions I made as a result of the\n\t\t\t play testing and suggestions of my testers.\nEditor(s) used : DCK v21E2, idbsp v1.1\nKnown Bugs : None known, but if you find one please let me know.\n_______________________________________________________________________________\n\nCopyright / Permissions:\n\nAuthors may use this level as a base to build additional levels as long as\nyou credit my name for the long hours I spent on it. Please e-mail me if\nyou do decide to do so.\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\nWhere to get this WAD:\n\nFTP sites: ftp.cdrom.com"
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