Raw model (for completeness)
{
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"sha1": "ab21ad971a9c79c579f0cf736255ce68ef8a3681",
"sha256": "26c1c1f757034364b4f84a199e3a02ba24972cb5f670d13fc628267282fbf0c8",
"title": "mjs-02",
"authors": [
"Mark St. Hilaire"
],
"filenames": [
"mjs-02.wad"
],
"additional": {
"engines": [
"DOOM2"
],
"iwad": [
"DOOM2"
],
"filename": null,
"added": "2015-09-15 19:24:23",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": "mjs-02",
"description": "THE GAME MAP",
"maps": null,
"graphicOverrides": null,
"screenshots": {
"MAP01": "MAP01.png"
},
"palettes": null,
"categories": null
},
"flags": {
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2015-09-15 19:24:23",
"file": {
"type": "PWAD",
"size": 76289,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/ab21ad971a9c79c579f0cf736255ce68ef8a3681/ab21ad971a9c79c579f0cf736255ce68ef8a3681.wad.gz",
"corrupt": false
},
"content": {
"maps": [
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],
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 11,
"maps": 1,
"palettes": 0
},
"engines_guess": [
"DOOM2"
],
"iwads_guess": [
"DOOM2"
]
},
"text_files": [
{
"source": "readmes",
"name": null,
"contents": "Uploaded by Perseus (jwc0045211@hotmail.com)\n\n================================================================\nTitle : mjs-02\nFiles : mjs-02.wad\n mjs-02.txt\nAuthor : Mark St. Hilaire\nEmail Address : None\n\nDescription : THE GAME MAP\n\n At this point, I'm only making one fairly tough skill level, and single\n player games. Feel free to make any changes to the map that you wish, add\n more player starts, etc., but if you make changes and pass the revised\n map around, PLEASE include the above editor information in the ZIP file.\n\n Using a map editor, DEEP is the only one worth considering, to change an\n existing map is about as easy as it gets, a real no-brainer. Be aware,\n though, that it does take considerable time to learn the tricks and\n techniques involved in making a level from scratch. I haven't been blessed\n with an artistic eye, so my levels will never be as good as some others,\n but using DEEP, I know they will be technically correct, no HOM or other\n problems of that type that I've seen. DEEP does all kinds of checking to\n ensure .WAD integrity, so why not give it a try - level creation is\n actually quite a bit of fun!\n\nAdditional Credits to :\n================================================================\n\n* Play Information *\n\nEpisode and Level # : Map01\nSingle Player : Yes\nCooperative 2-4 Player : Yes\nDeathmatch 2-4 Player : Yes\nDifficulty Settings : No\nNew Sounds : No\nNew Graphics : Yes\nNew Music : No\nDemos Replaced : None\n\n* Construction *\n\nBase : New level from scratch\nEditor(s) used : DEEP\nKnown Bugs : Unknown\n\n************************************************************************\n I may not be the best Doom game map designer, but I *DO* use the very\n best level editor - DEEP, from Jack Vermeulen. Jack is the same guy\n who wrote the old DEU; and BSP / TBSP (the nodebuilder) is his creation\n as well. DEEP is the fastest editor there is and the most stable. I've\n tried them all, registered a number of them, DOS and Windows based,\n but now use ONLY DEEP! At this point DEEP does Doom, Doom2, Heretic\n and Hexen. As ID / RAVEN writes them, I'm sure DEEP will edit them.\n\n For more information on DEEP:\n\n SENSOR BASED SYSTEMS, INC.\n 17010 NE 190th STREET\n WOODINVILLE, WA. 98072\n 206-827-8794 (voice)\n************************************************************************\n\nFOR A GOOD TIME CALL ...\n\n For a great BBS, call The Crypt! 413-743-2930 and tell the SysOp that\n Windwalker sent you! This board is run by a friend, and I think you'll\n enjoy it."
}
]
},
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{
"map": "MAP01",
"title": "MAP01",
"format": "doom",
"stats": {
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"linedefs": 568,
"sidedefs": 920,
"vertices": 603,
"sectors": 94,
"segs": 1023,
"ssectors": 362,
"nodes": 361,
"textures": {
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"PIPE2": 19,
"BSTONE2": 8,
"WOODMET4": 1,
"MODWALL3": 2,
"SLIME14": 4,
"STONE5": 44,
"SW2GSTON": 1,
"REDWALL": 27,
"FLAT5_5": 5,
"BRICK11": 144,
"RROCK17": 12,
"FLOOR6_2": 4,
"SW2WDMET": 1,
"FLAT5_2": 28,
"FLOOR3_3": 4,
"RROCK15": 5,
"TLITE6_5": 1,
"GRAY1": 42,
"GATE3": 1,
"FLAT5_3": 27,
"RROCK13": 12,
"SHAWN2": 2,
"MARBLE1": 26,
"SW2PIPE": 1,
"FLOOR4_8": 5,
"FLOOR6_1": 20,
"FLOOR7_2": 7,
"METAL": 8,
"SP_HOT1": 15,
"TLITE6_4": 3,
"CEIL4_3": 16,
"FLOOR1_6": 3,
"GSTONE1": 9,
"METAL2": 10,
"FLOOR1_7": 4,
"LAVA3": 1,
"STONE2": 112,
"MIDGRATE": 20,
"FLAT2": 5,
"GATE4": 2,
"ROCK2": 20,
"RROCK01": 1,
"LAVA2": 1,
"SPCDOOR4": 2,
"FLAT4": 3,
"SW2GRAY": 1,
"WOOD5": 68,
"BIGBRIK1": 220
}
},
"monsters": {
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"by_type": {
"chaingun_guy": 3,
"hell_knight": 1,
"imp": 3,
"revenant": 1,
"shotgun_guy": 13,
"spectre": 13,
"zombieman": 128
},
"by_category": {
"boss": 0,
"hitscanner": 144,
"melee": 13,
"projectile": 5
}
},
"items": {
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"by_type": {
"ammo_box": 14,
"backpack": 2,
"cell": 9,
"chaingun": 1,
"health_bonus": 3,
"invulnerability": 1,
"medikit": 18,
"plasma_rifle": 1,
"radiation_suit": 2,
"rocket_box": 3,
"shell_box": 22,
"shells": 1,
"shotgun": 1,
"stimpack": 1,
"super_shotgun": 1
},
"ammo_by_category": {
"bullets": 14,
"cells": 9,
"rockets": 3,
"shells": 23
},
"weapons_present": [
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"plasma_rifle",
"shotgun",
"super_shotgun"
]
},
"mechanics": {
"teleports": true,
"keys": [
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],
"secret_exit": false
},
"difficulty": {
"uv_monsters": 162,
"hmp_monsters": 162,
"htr_monsters": 162,
"uv_items": 80,
"hmp_items": 80,
"htr_items": 80
},
"compatibility": "vanilla_or_boom",
"metadata": {
"title": null,
"music": null,
"source": "marker"
},
"images": [
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"type": null
},
{
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"type": "pano"
}
],
"analysis": {
"title": "MAP01",
"description": "A Doom II opener built from a mix of big brick/stone and techbase textures, with occasional slime/lava accents. Combat is dominated by large numbers of hitscanners (especially zombiemen and shotgunners), with only a handful of heavier threats like a revenant and a hell knight. For a typical UV run it plays as moderate difficulty thanks to plentiful shells/bullets and lots of medikits, though sustained chip damage from constant gunfire can add pressure. Progression is mostly straightforward, centered on a blue key and some teleport-driven movement.",
"tags": [
"ammo_plentiful",
"generous_health",
"hitscanner_heavy",
"incidental_combat",
"key_hunt",
"linear",
"medium_length",
"mixed_theme",
"moderate",
"stone",
"techbase",
"teleport_navigation",
"vanilla_compatible"
]
}
}
]
}