Raw model (for completeness)
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"name": "Coop Quickies - Episode 1",
"description": "Eleven maps built specially for cooperative : mode but still a blast in single-player. Some : of the maps are pretty easy and some will get : your adrenalin pumping but all are guaranteed : to be fun, fun, fun!",
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"contents": "===========================================================================\n\nTitle : Coop Quickies - Episode 1\nFilename : COOPQ1.WAD\nDate Finished : August 5, 1999\nDeveloper : Dan L'Ecuyer\nEmail Address : dlecuyer@tbase.com\nOther Releases : DOA1-1, DOA1-2, DOABETA\nMisc. Developer Info : computer programmer who loves Doom and Defender\n\nDescription : Eleven maps built specially for cooperative\n : mode but still a blast in single-player. Some\n : of the maps are pretty easy and some will get\n : your adrenalin pumping but all are guaranteed\n : to be fun, fun, fun!\n\nAdditional Credits to : Kurt Kesler for encouragement and a few graphics\n\n===========================================================================\n\n* Play Information *\n\nMap # : MAP01-11 (Doom2, of course)\nSingle Player : Yes\nCooperative : Yes (2 to 4 players)\nDeathmatch : No\nDifficulty Settings : Yes (just for health)\nNew Sounds : Yes\nNew Music : Yes\nNew Graphics : Yes\nDemos Replaced : None\n\n* Construction *\n\nBase : none\nBuild Time : six weeks\nEditor(s) used : WadEd v1.88, WARM v1.6, RMB v2.1\n Wintex v4.2, PhotoPaint v3.0\n\n===========================================================================\n\n For those who still groove to the Doom music, you'll appreciate the\nattention paid to matching the maps with the original music (crank it up\nand enjoy!). I've changed the music for maps 1 and 11. The first one is\nFun, Fun, Fun by the Beach Boys and the other is Bad Moon Rising by\nCreedence Clearwater Revival. These midis were modified specially for Doom\n(I built my own editor for that; pretty cool). If you're running a source\nport...tough luck 'cause all of the source ports suck for Doom music.\n\n These maps were made and tested on my 486/33 so you can bet your boots\nthat I did what I could to ensure good performance. However, I did NOT build\na reject table for maps 1 to 10. All of the maps are very wide-open (that is,\nthey are mostly outdoors) and a reject resource is virtually useless ('cause\nmost of the linedefs are two-sided). I did build a reject table for map 11\nbecause it needed it (166 monsters). This was done entirely by hand with an\nRMB option file.\n\n The difficulty settings only affect the health distribution. Each map has\nthe same amount of health. There's a soulsphere (two in coop) at each exit.\nIn skills 1&2, there are eight med kits. In skill 3, there are four med kits.\nIn skills 4&5, there is no extra health. Since monster count doesn't vary\nwith difficulty, there's not much point in going with skill 4 (unless you're\ntrying to prove your manhood).\n\n The exits are the same throughout. There are two teleports (one silver and\none red) to bring you to the exit switch and the soulspheres. Why did I put\ntwo teleports instead of one? Well, that's a long story so let's just say\nthat it's for two players to exit at the same time.\n\n Lastly, map 11 has a trick exit. There are four switches that need to be\npressed in a certain sequence. Never mind, just press them all until the exit\nopens. Just thought I'd mention that so you wouldn't think it's a bug. Hey,\nI didn't want you to get away so easily, that's all. Oh, by the way, map 11\nis the boss level. Prepare to die! Hehehe.\n\n==========================================================================="
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