The Sewage Works (release 16)

PWAD 1.5 MiB 1 map(s)

Counts

endoom0
graphics0
lumps72
maps1
palettes0

Totals (across maps)

Things659
Linedefs8176
Sectors1086
Monsters212
Items121
Raw model (for completeness)
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    "title": "The Sewage Works (release 16)",
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        "contents": "===========================================================================\nArchive Maintainer      : Please delete the previous version which was\n                          miscategorised as vanilla-compatible (path below)\nUpdate to               : levels/doom2/v-z/works.zip\nAdvanced engine needed  : Boom compatible\nPrimary purpose         : Single+Coop play\n===========================================================================\nTitle                   : The Sewage Works (release 13)\nFilename                : WORKS.WAD\nRelease date            : 27 April 2014 (original: 3 March 2000)\nAuthor                  : Christopher Bazley & John Tardrew\nEmail Address           : cs99cjb@gmail.com\nOther Files By Author   : RIENZI.WAD CASTLE3.WAD FISH.WAD IWEIRD.WAD\nMisc. Author Info       : College students from Wimbledon. This map was\n                          originally designed for deathmatch. Christopher\n                          subsequently extended and retextured it, added\n                          lighting effects, difficultly levels, some new\n                          graphics, and published it on his web site. About\n                          ten years later he dusted this map off again and\n                          spent several months extensively revamping it.\n\nDescription             : A sewage works in your hometown has fallen prey\n                          to the demons that invaded planet Earth. Having\n                          been parachuted into the heart of the complex,\n                          it is your job to clean up. There is a\n                          disgusting odour in the air, and it isn't just\n                          the smell of unprocessed sewage putrefying in\n                          the sunshine.\n                          If you beat the demonic invaders then you will\n                          have to find your own way out. Local human\n                          survivors say that the main entrance has been\n                          barricaded or damaged; the old sewer tunnels are\n                          perilous but may be your only alternative.\n\nAdditional Credits to   : Pascal vd Heiden (author of Doom Builder)\n                          Anthony J. Burden & Simon Oke (authors of the\n                          Doom Editor for Total Headcases)\n                          Lee Noar (for the RISC OS port of DETH)\n                          Eddie Edwards & R-Comp Interactive (for Acorn\n                          Doom)\n                          Justin Fletcher (for Acorn Doom+ and DoomGFX)\n                          Alex Macfarlane Smith (for DoomWAD application)\n                          Id Software for creating Doom II\n===========================================================================\n* What is included *\n\nNew levels              : 1\nSounds                  : No\nMusic                   : No\nGraphics                : Yes\nDehacked/BEX Patch      : No\nDemos                   : No\nOther                   : No\nOther files required    : None\n\n* Play Information *\n\nGame                    : DOOM2\nMap #                   : Map01\nSingle Player           : Designed for\nCooperative 2-4 Player  : Player starts only\nDeathmatch 2-4 Player   : Designed for\nOther game styles       : None\nDifficulty Settings     : Yes\n\n* Construction *\n\nBase                    : New from scratch\nBuild Time              : An obscene, grotesque and incalculable length of\n                          time.\nEditor(s) used          : Doom Builder 2.1.2.1553\n                          Deth v3.92 (RISC OS port v1.00)\n                          DoomWAD v1.02\n                          DoomGFX 1.02\n                          DOOMFiler v1.09\n                          Paint 1.84 (Acorn Computers)\n                          Dazzle 1.11 (Silica Software)\nKnown Bugs              : I spent days (weeks?) redesigning this map to\n                          make it compatible with vanilla Doom (no visplane\n                          overflows etc.) before realising it is still\n                          impossible to save games without overrunning an\n                          internal buffer. That would be impossible to\n                          solve without deleting half of the map. Another\n                          reason to use a modern source port is that most\n                          fix a bug where monsters get stuck in doorways\n                          (and there are a lot of doorways in this map).\n                          This level makes extensive use of linedefs with\n                          the 'block sounds' flag set. Sound is supposed to\n                          travel across one such linedef but not a second.\n                          However, a bug in Acorn Doom+ means that sounds\n                          travel no further than the first such linedef.\n                          That prevents enemies in more distant sectors\n                          from being alerted to the player's presence.\n                          The map should still be possible to complete.\nMay Not Run With        : Vanilla Doom (see 'known bugs')\n                          Chocolate Doom 1.7.0\nTested With             : Acorn Doom+ 2.03 (Eddie Edwards/Justin Fletcher)\n                          Doom For ARM 1.11 (Jeffrey Doggett)\n                          ZDoom 2.7.1\n\n* Copyright / Permissions *\n\nAuthors may NOT use the contents of this file as a base for\nmodification or reuse.  Permissions have been obtained from original\nauthors for any of their resources modified or included in this file.\n\nYou MAY distribute this file, provided you include this text 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.  I have received permission from the original authors of any\nmodified or included content in this file to allow further distribution.\n\n* Where to get the file that this text file describes *\n\nThe Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors\nWeb sites: http://www.kingfishercorner.eu/\nFTP sites:"
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        "contents": "===========================================================================\nTitle                   : The Sewage Works (release 16)\nFilename                : WORKS.WAD\nRelease date            : 30 July 2014 (original: 3 March 2000)\nAuthor                  : Christopher Bazley & John Tardrew\nEmail Address           : cs99cjb@gmail.com\nOther Files By Author   : RIENZI.WAD CASTLE3.WAD FISH.WAD IWEIRD.WAD\nMisc. Author Info       : College students from Wimbledon. This map was\n                          originally designed for deathmatch. Christopher\n                          subsequently extended and retextured it, added\n                          lighting effects, difficulty levels, some new\n                          graphics, and published it on his web site. About\n                          ten years later he dusted this map off again and\n                          spent several months extensively revamping it.\n\nDescription             : A sewage works in your hometown has fallen prey\n                          to the demons that invaded planet Earth. Having\n                          been parachuted into the heart of the complex,\n                          it is your job to clean up. There is a\n                          disgusting odour in the air, and it isn't just\n                          the smell of unprocessed sewage putrefying in\n                          the sunshine.\n                          If you beat the demonic invaders then you will\n                          have to find your own way out. Local human\n                          survivors say that the main entrance has been\n                          barricaded or damaged; the old sewer tunnels are\n                          perilous but may be your only alternative.\n\nAdditional Credits to   : Pascal vd Heiden (author of Doom Builder)\n                          Anthony J. Burden & Simon Oke (authors of the\n                          Doom Editor for Total Headcases)\n                          Lee Noar (for the RISC OS port of DETH)\n                          Eddie Edwards & R-Comp Interactive (for Acorn\n                          Doom)\n                          Justin Fletcher (for Acorn Doom+ and DoomGFX)\n                          Alex Macfarlane Smith (for DoomWAD application)\n                          Id Software for creating Doom II\n===========================================================================\n* What is included *\n\nNew levels              : 1\nSounds                  : No\nMusic                   : No\nGraphics                : Yes\nDehacked/BEX Patch      : No\nDemos                   : No\nOther                   : No\nOther files required    : None\n\n* Play Information *\n\nGame                    : DOOM2\nMap #                   : Map01\nSingle Player           : Designed for\nCooperative 2-4 Player  : Player starts only\nDeathmatch 2-4 Player   : Designed for\nOther game styles       : None\nDifficulty Settings     : Yes\n\n* Construction *\n\nBase                    : New from scratch\nBuild Time              : An obscene, grotesque and incalculable length of\n                          time.\nEditor(s) used          : Doom Builder 2.1.2.1553\n                          Deth v3.92 (RISC OS port v1.00)\n                          DoomWAD v1.02\n                          DoomGFX 1.02\n                          DOOMFiler v1.09\n                          Paint 1.84 (Acorn Computers)\n                          Dazzle 1.11 (Silica Software)\nKnown Bugs              : I spent days (weeks?) redesigning this map to\n                          make it compatible with vanilla Doom (no visplane\n                          overflows etc.) before realising it is still\n                          impossible to save games without overrunning an\n                          internal buffer. That would be impossible to\n                          solve without deleting half of the map. Another\n                          reason to use a modern source port is that most\n                          fix a bug where monsters get stuck in doorways\n                          (and there are a lot of doorways in this map).\n                          This level makes extensive use of linedefs with\n                          the 'block sounds' flag set. Sound is supposed to\n                          travel across one such linedef but not a second.\n                          However, a bug in Acorn Doom+ means that sounds\n                          travel no further than the first such linedef.\n                          That prevents enemies in more distant sectors\n                          from being alerted to the player's presence.\n                          The map should still be possible to complete.\nMay Not Run With        : Vanilla Doom (see 'known bugs')\n                          Chocolate Doom 1.7.0\nTested With             : Acorn Doom+ 2.03 (Eddie Edwards/Justin Fletcher)\n                          Doom For ARM 1.11 (Jeffrey Doggett)\n                          ZDoom 2.7.1\n\n* Copyright / Permissions *\n\nAuthors may NOT use the contents of this file as a base for\nmodification or reuse.  Permissions have been obtained from original\nauthors for any of their resources modified or included in this file.\n\nYou MAY distribute this file, provided you include this text 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.  I have received permission from the original authors of any\nmodified or included content in this file to allow further distribution.\n\n* Where to get the file that this text file describes *\n\nThe Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors\nWeb sites: http://www.kingfishercorner.eu/\nFTP sites:"
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