Raw model (for completeness)
{
"meta": {
"id": "ec0cfc3a-2990-46b1-899e-4b5b66038429",
"sha1": "a5c58121461b6cdde7a1f8eba51e3358f43366b6",
"sha256": "74e26856d3c3010a3a5b9b80b185606f02a4db05f030e3ee9a1cb03e5480e66c",
"title": "URBAN2.WAD",
"authors": [
"Bill Zimmerman"
],
"filenames": [
"urban2.wad",
"urban2.zip"
],
"additional": {
"engines": [
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"iwad": [
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],
"filename": null,
"added": "2013-11-02 16:03:20",
"locked": false,
"canDownload": true,
"adult": false,
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"name": "URBAN2.WAD",
"description": "Deathmatch level set in a Bladerunner-inspired seamy urban core. Fight in the open streets, seek refuge in buildings, duck through dark alleys, and ambush your opponent in an abandoned subway station. This level has lots of detail with new sprites, flats, wall textures, and graphics. Cool lighting effects, a super shotgun armory, lots of dark corners, a pit trap, neon signs, city skyline and more. Extensively playtested and refined. Weapons are strategi- cally placed and building layout punishes players for camping in one spot too long. Non-cooperative exit. (Bring your hardware--the map itself is fairly small for deathmatches with plenty of contact, but the open design of the city has a fair number of visplanes). Music is borrowed from Map08 of Doom2. Zipfile includes DeuSF for a clean install with no filmy residue like other PWADs.",
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"MAP01": "MAP01.png"
},
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"categories": null
},
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"hidden": false
},
"added": "2013-11-02 16:03:20",
"file": {
"type": "PWAD",
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"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/a5c58121461b6cdde7a1f8eba51e3358f43366b6/a5c58121461b6cdde7a1f8eba51e3358f43366b6.wad.gz",
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},
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{
"source": "readmes",
"name": null,
"contents": "================================================================\nTitle : URBAN2.WAD\nAuthor : Bill Zimmerman\nEmail Address : wzimm@u.washington.edu\n\nMisc. Author Info :\n\nDescription : Deathmatch level set in a Bladerunner-inspired\n\t\t\t seamy urban core. Fight in the open streets,\n\t\t\t seek refuge in buildings, duck through dark\n\t\t\t alleys, and ambush your opponent in an abandoned\n\t\t\t subway station. This level has lots of detail\n\t\t\t with new sprites, flats, wall textures, and\n\t\t\t graphics. Cool lighting effects, a super shotgun\n\t\t\t armory, lots of dark corners, a pit trap, neon\n\t\t\t signs, city skyline and more. Extensively\n\t\t\t playtested and refined. Weapons are strategi-\n\t\t\t cally placed and building layout punishes players\n\t\t\t for camping in one spot too long. Non-cooperative\n\t\t\t exit. (Bring your hardware--the map itself is\n\t\t\t fairly small for deathmatches with plenty of\n\t\t\t contact, but the open design of the city has a\n\t\t\t fair number of visplanes). Music is borrowed from\n\t\t\t Map08 of Doom2. Zipfile includes DeuSF for a\n\t\t\t clean install with no filmy residue like other\n\t\t\t PWADs.\n\nAdditional Credits to : Olivier Montanuy, for DeuTex & DeuSF\n\t\t\t Jeff Rabenhorst, for Edmap\n\t\t\t id Software\n\t\t\t L.A.'s graffiti artists\n\t\t\t Sheaf Stout\n\t\t\t The playtesters: Matt Hoehnen, Shawn Smith,\n\t\t\t Josh Yockey\n\nE-Z Installation:\n\n Unzip the files into your DOOM2 directory and run INSTALL.BAT\n DeuSF will append the required sprites and flats from DOOM2.WAD\n to URBGFX.WAD. Your DOOM2.WAD is *not* modified. Alternate method\n if you have DeuTex: use DeuTex -merge URBGFX.WAD to add the\n graphics to your DOOM2.WAD. This is fast and requires little\n disk space but modifies DOOM2.WAD. Restoration of DOOM2.WAD is\n easy with DeuTex -restore. Safe for kids.\n\n After installation, run Doom2 thusly:\n doom2 -file urban2.wad urbgfx.wad\n================================================================\n\n* Play Information *\n\nEpisode and Level # : Map01\nSingle Player : Sure - Ultra Violence will challenge even the\n\t\t\t best solo players (No, there's no Cyberdemon)\nCooperative 2-4 Player : No\nDeathmatch 2-4 Player : Yes\nDifficulty Settings : Yes - Skill 1-3 has all weapons except BFG and\n\t\t\t chainsaw, a supercharge sphere, and fewer\n\t\t\t monsters. Skill 4 is slimmer on ammo, includes\n\t\t\t a berserk box, chainsaw, and enough foes to make\n\t\t\t it interesting for solo play.\nNew Sounds : No\nNew Music : Lifted from Map08\nNew Graphics : New sprites, flats, wall textures, sky\nDemos Replaced : Make your own!\n\n* Construction *\n\nBase : Built from scratch - a few Doom2 graphics\n\t\t\t borrowed and modified\nBuild Time : A while\nEditor(s) used : Edmap, IDBSP, Dview250, DeuTex, DeuSF\nKnown Bugs : Blown thugs?\n\n* Copyright / Permissions *\n\nYou may distribute these files freely on any media, provided they are\nunmodified and this text file is included. If you want to use components\nof URBAN2.WAD or URBGFX.WAD for future levels, drop me a note.\n\nLike it? Hate it? Comments are welcome.\n\n* FTP sites *\n\nftp.cdrom.com and mirrors\nftp.u.washington.edu/public/zoroaster/\n\n* Future plans *\n\n¯How 'bout adding some redefined sprites of police and/or armed security\ndrones (\"Miscreant, HALT!\") for target practice? Heck, why stop there--why\nnot a full Bladerunner theme conversion? Any takers? ;)\n\n¯Until Quake arrives, Doom needs exhaust-belching, gas-guzzling, wide-tired,\nmotorcycles to do battle upon. Try running around the streets on this pwad\nwith -turbo switched on and you'll get the idea. Now imagine chasing your\nopponent down a long straightaway at 150mph with a side-mounted chaingun...\n\n---\n\n \"Hold out baits to entice the enemy. Feign disorder, and crush him.\"\n -- Sun Tzu on The Art of War"
},
{
"source": "readmes",
"name": null,
"contents": "================================================================\nTitle : URBAN2.WAD\nAuthor : Bill Zimmerman\nEmail Address : wzimm@u.washington.edu\n\nMisc. Author Info :\n\nDescription : Deathmatch level set in a Bladerunner-inspired\n\t\t\t seamy urban core. Fight in the open streets,\n\t\t\t seek refuge in buildings, duck through dark\n\t\t\t alleys, and ambush your opponent in an abandoned\n\t\t\t subway station. This level has lots of detail\n\t\t\t with new sprites, flats, wall textures, and\n\t\t\t graphics. Cool lighting effects, a super shotgun\n\t\t\t armory, lots of dark corners, a pit trap, neon\n\t\t\t signs, city skyline and more. Extensively\n\t\t\t playtested and refined. Weapons are strategi-\n\t\t\t cally placed and building layout punishes players\n\t\t\t for camping in one spot too long. Non-cooperative\n\t\t\t exit. (Bring your hardware--the map itself is\n\t\t\t fairly small for deathmatches with plenty of\n\t\t\t contact, but the open design of the city has a\n\t\t\t fair number of visplanes). Music is borrowed from\n\t\t\t Map08 of Doom2. Zipfile includes DeuSF for a\n\t\t\t clean install with no filmy residue like other\n\t\t\t PWADs.\n\nAdditional Credits to : Olivier Montanuy, for DeuTex & DeuSF\n\t\t\t Jeff Rabenhorst, for Edmap\n\t\t\t id Software\n\t\t\t L.A.'s graffiti artists\n\t\t\t Sheaf Stout\n\t\t\t The playtesters: Matt Hoehnen, Shawn Smith,\n\t\t\t Josh Yockey\n\nE-Z Installation:\n\n Unzip the files into your DOOM2 directory and run INSTALL.BAT\n DeuSF will append the required sprites and flats from DOOM2.WAD\n to URBGFX.WAD. Your DOOM2.WAD is *not* modified. Alternate method\n if you have DeuTex: use DeuTex -merge URBGFX.WAD to add the\n graphics to your DOOM2.WAD. This is fast and requires little\n disk space but modifies DOOM2.WAD. Restoration of DOOM2.WAD is\n easy with DeuTex -restore. Safe for kids.\n\n After installation, run Doom2 thusly:\n doom2 -file urban2.wad urbgfx.wad\n================================================================\n\n* Play Information *\n\nEpisode and Level # : Map01\nSingle Player : Sure - Ultra Violence will challenge even the\n\t\t\t best solo players (No, there's no Cyberdemon)\nCooperative 2-4 Player : No\nDeathmatch 2-4 Player : Yes\nDifficulty Settings : Yes - Skill 1-3 has all weapons except BFG and\n\t\t\t chainsaw, a supercharge sphere, and fewer\n\t\t\t monsters. Skill 4 is slimmer on ammo, includes\n\t\t\t a berserk box, chainsaw, and enough foes to make\n\t\t\t it interesting for solo play.\nNew Sounds : No\nNew Music : Lifted from Map08\nNew Graphics : New sprites, flats, wall textures, sky\nDemos Replaced : Make your own!\n\n* Construction *\n\nBase : Built from scratch - a few Doom2 graphics\n\t\t\t borrowed and modified\nBuild Time : A while\nEditor(s) used : Edmap, IDBSP, Dview250, DeuTex, DeuSF\nKnown Bugs : Blown thugs?\n\n* Copyright / Permissions *\n\nYou may distribute these files freely on any media, provided they are\nunmodified and this text file is included. If you want to use components\nof URBAN2.WAD or URBGFX.WAD for future levels, drop me a note.\n\nLike it? Hate it? Comments are welcome.\n\n* FTP sites *\n\nftp.cdrom.com and mirrors\nftp.u.washington.edu/public/zoroaster/\n\n* Future plans *"
},
{
"source": "readmes",
"name": null,
"contents": "================================================================\nTitle : URBAN2.WAD\nAuthor : Bill Zimmerman\nEmail Address : billz@bobko.com\n\nMisc. Author Info :\n\nDescription : Deathmatch level set in a Bladerunner-inspired\n\t\t\t seamy urban core. Fight in the open streets,\n\t\t\t seek refuge in buildings, duck through dark\n\t\t\t alleys, and ambush your opponent in an abandoned\n\t\t\t subway station. This level has lots of detail\n\t\t\t with new sprites, flats, wall textures, and\n\t\t\t graphics. Cool lighting effects, a super shotgun\n\t\t\t armory, lots of dark corners, a pit trap, neon\n\t\t\t signs, city skyline and more. Extensively\n\t\t\t playtested and refined. Weapons are strategi-\n\t\t\t cally placed and building layout punishes players\n\t\t\t for camping in one spot too long. Non-cooperative\n\t\t\t exit. (Bring your hardware--the map itself is\n\t\t\t fairly small for deathmatches with plenty of\n\t\t\t contact, but the open design of the city has a\n\t\t\t fair number of visplanes). Music is borrowed from\n\t\t\t Map08 of Doom2. Zipfile includes DeuSF for a\n\t\t\t clean install with no filmy residue like other\n\t\t\t PWADs.\n\nAdditional Credits to : Olivier Montanuy, for DeuTex & DeuSF\n\t\t\t Jeff Rabenhorst, for Edmap\n\t\t\t id Software\n\t\t\t L.A.'s graffiti artists\n\t\t\t Sheaf Stout\n\t\t\t The playtesters: Matt Hoehnen, Shawn Smith,\n\t\t\t Josh Yockey\n\nE-Z Installation:\n\n Unzip the files into your DOOM2 directory and run INSTALL.BAT\n DeuSF will append the required sprites and flats from DOOM2.WAD\n to URBGFX.WAD. Your DOOM2.WAD is *not* modified. Alternate method\n if you have DeuTex: use DeuTex -merge URBGFX.WAD to add the\n graphics to your DOOM2.WAD. This is fast and requires little\n disk space but modifies DOOM2.WAD. Restoration of DOOM2.WAD is\n easy with DeuTex -restore. Safe for kids.\n\n After installation, run Doom2 thusly:\n doom2 -file urban2.wad urbgfx.wad\n================================================================\n\n* Play Information *\n\nEpisode and Level # : Map01\nSingle Player : Sure - Ultra Violence will challenge even the\n\t\t\t best solo players (No, there's no Cyberdemon)\nCooperative 2-4 Player : No\nDeathmatch 2-4 Player : Yes\nDifficulty Settings : Yes - Skill 1-3 has all weapons except BFG and\n\t\t\t chainsaw, a supercharge sphere, and fewer\n\t\t\t monsters. Skill 4 is slimmer on ammo, includes\n\t\t\t a berserk box, chainsaw, and enough foes to make\n\t\t\t it interesting for solo play.\nNew Sounds : No\nNew Music : Lifted from Map08\nNew Graphics : New sprites, flats, wall textures, sky\nDemos Replaced : Make your own!\n\n* Construction *\n\nBase : Built from scratch - a few Doom2 graphics\n\t\t\t borrowed and modified\nBuild Time : A while\nEditor(s) used : Edmap, IDBSP, Dview250, DeuTex, DeuSF\nKnown Bugs : Blown thugs?\n\n* Copyright / Permissions *\n\nYou may distribute these files freely on any media, provided they are\nunmodified and this text file is included. If you want to use components\nof URBAN2.WAD or URBGFX.WAD for future levels, drop me a note.\n\nLike it? Hate it? Comments are welcome.\n\n* FTP sites *\n\nftp.cdrom.com and mirrors\n\n* Future plans *\n\n¯How 'bout adding some redefined sprites of police and/or armed security\ndrones (\"Miscreant, HALT!\") for target practice? Heck, why stop there--why\nnot a full Bladerunner theme conversion? Any takers? ;)\n\n¯Until Quake arrives, Doom needs exhaust-belching, gas-guzzling, wide-tired,\nmotorcycles to do battle upon. Try running around the streets on this pwad\nwith -turbo switched on and you'll get the idea. Now imagine chasing your\nopponent down a long straightaway at 150mph with a side-mounted chaingun...\n\n---\n\n \"Hold out baits to entice the enemy. Feign disorder, and crush him.\"\n -- Sun Tzu on The Art of War"
}
]
},
"maps": [
{
"map": "MAP01",
"title": "MAP01",
"format": "doom",
"stats": {
"things": 243,
"linedefs": 743,
"sidedefs": 1348,
"vertices": 786,
"sectors": 146,
"segs": 1519,
"ssectors": 489,
"nodes": 488,
"textures": {
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"GRAY1": 474,
"CEIL4_2": 11,
"STUCCO": 35,
"DOORSTOP": 8,
"ZZZFACE3": 2,
"STEP4": 14,
"CEIL3_5": 9,
"SW1GRAY1": 2,
"FLOOR1_6": 3,
"STONE2": 78,
"TLITE6_1": 14,
"LAVA1": 1,
"ASHWALL7": 1,
"BRICK10": 61,
"FLAT14": 2,
"ZZZFACE1": 1,
"BROWN144": 3,
"F_SKY1": 45,
"CEIL4_3": 2,
"BRICK12": 67,
"SILVER3": 2,
"SLOPPY1": 5,
"BRICK7": 16,
"CEMENT5": 1,
"METAL5": 6,
"METAL6": 12,
"METAL4": 31,
"SLOPPY2": 30,
"FLAT5_3": 12,
"FLAT17": 10,
"DOORTRAK": 16,
"FLOOR0_7": 1,
"ZZZFACE2": 1,
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"ZIMMER8": 2,
"LITE3": 12,
"BRICK1": 25,
"SPCDOOR3": 4,
"COMPSPAN": 82,
"BRICK9": 35,
"CEIL5_1": 31,
"CEMENT1": 8,
"CEMENT9": 30,
"FIREWALL": 2,
"CEIL4_1": 19,
"FLAT5_7": 3,
"MIDBARS1": 2,
"NUKAGE1": 25,
"SFALL1": 8,
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"SUPPORT3": 19,
"FLAT5_4": 53,
"METAL2": 74,
"CEIL1_2": 6,
"METAL": 2,
"SUPPORT2": 12,
"SLIME14": 15,
"ASHWALL6": 1,
"CEMENT3": 40,
"STARTAN2": 1470,
"CEMENT6": 2,
"STONE3": 22,
"GRAY5": 32,
"FLOOR0_3": 14,
"PIPES": 1,
"FLOOR4_8": 13,
"SHAWN2": 6,
"FLAT5_6": 2,
"EXITSIGN": 8
}
},
"monsters": {
"total": 43,
"by_type": {
"arachnotron": 2,
"cacodemon": 3,
"chaingun_guy": 8,
"revenant": 3,
"shotgun_guy": 15,
"zombieman": 12
},
"by_category": {
"boss": 0,
"hitscanner": 35,
"melee": 0,
"projectile": 8
}
},
"items": {
"total": 56,
"by_type": {
"ammo_box": 6,
"berserk": 1,
"blue_armor": 1,
"cell_pack": 2,
"chaingun": 1,
"chainsaw": 1,
"green_armor": 1,
"invisibility": 1,
"invulnerability": 1,
"medikit": 2,
"plasma_rifle": 1,
"rocket": 18,
"rocket_box": 2,
"rocket_launcher": 1,
"shell_box": 2,
"shells": 2,
"shotgun": 2,
"soulsphere": 2,
"super_shotgun": 9
},
"ammo_by_category": {
"bullets": 6,
"cells": 2,
"rockets": 20,
"shells": 4
},
"weapons_present": [
"chaingun",
"chainsaw",
"plasma_rifle",
"rocket_launcher",
"shotgun",
"super_shotgun"
]
},
"mechanics": {
"teleports": true,
"keys": [],
"secret_exit": false
},
"difficulty": {
"uv_monsters": 43,
"hmp_monsters": 31,
"htr_monsters": 31,
"uv_items": 48,
"hmp_items": 54,
"htr_items": 54
},
"compatibility": "vanilla_or_boom",
"metadata": {
"title": null,
"music": null,
"source": "marker"
},
"images": [
{
"id": "0b5ba3ec-a721-416b-8b37-8ee2436e3cc8",
"url": "https://wadimages2.nyc3.digitaloceanspaces.com/a5c58121461b6cdde7a1f8eba51e3358f43366b6/MAP01/images/0.webp",
"type": null
},
{
"id": "badfedb6-88b8-4bb8-bc4b-4c5922605108",
"url": "https://wadimages2.nyc3.digitaloceanspaces.com/a5c58121461b6cdde7a1f8eba51e3358f43366b6/MAP01/pano/pano_0.webp",
"type": "pano"
}
],
"analysis": {
"title": null,
"description": "A compact, highly detailed Blade Runner-style urban core with open streets, dark alleys, interior buildings, and an abandoned subway area, backed by custom textures/graphics and moody lighting. Combat leans strongly hitscanner-heavy (lots of shotgunners and chaingunners) with a few mid-tier threats like revenants, cacodemons, and arachnotrons, plus teleports and at least one pit-style trap. For a typical UV run it plays around moderate difficulty: enough enemies to stay dangerous in tight sightlines, but with strong weapon availability (notably many super shotguns) and plenty of rockets to keep momentum.",
"tags": [
"city",
"deathmatch",
"hitscanner_heavy",
"mixed_theme",
"moderate",
"rocket_plentiful",
"singleplayer_supported",
"small",
"super_shotgun",
"techbase",
"teleport_navigation",
"trap_heavy",
"urban",
"vanilla_compatible"
]
}
}
]
}