Raw model (for completeness)
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"title": "Recycled",
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"contents": "---------------\nWAD Information\n---------------\nTitle\t\t\t:Recycled\nFilename\t\t:Recycled.WAD\nAuthor\t\t\t:Various\niWAD\t\t\t:DOOM2\nMap-Format\t\t:Boom\nEmail Address\t\t:[redacted]\nDescription\t\t:A tune-up-like project\n\n* What is included *\nNew Levels\t\t:7\nSounds\t\t\t:No\nMusic\t\t\t:Yes\nGraphics\t\t:Yes Titlepic by rdwpa, some textures taken from CC4-tex for map06\nDehacked\t\t:Yes (For minimap names only)\nDemos\t\t\t:Yes\nOther\t\t\t:No\nOther Files Required\t:No\n\n* Map Information *\n\nMap 01: \"No apologies\" by Mysterious Haruko:\n\nOld map: \"Alapolgy\" from \"DS-61-3.zip\" map compilation by Malcolm Sailor\nhttps://www.doomworld.com/idgames/levels/doom2/d-f/ds-61-3\n\nBuild time: It took few months with procrastination\nskill levels implemented: Yes.\ncoop: yes\nDM: yes\nMusic: Descent map01\n\nComment: This map basically was created by merging two different small maps from same wad into one bigger map. I tried to preserve some author intended things( I don't look at you original exit route) and expand some areas. I like how this creation turned out, even if this caused some fustration from my side. Ammo preservation and punches(or chainsaw) will be your best friend, because I like to be salty sometimes while I do mapping.\n\nMap 02: \"Emerald Jail\" by R1ck\n\nOld map: Project Purgotary - https://www.doomworld.com/forum/topic/90914-project-purgotary-map-132/#comment-1673214\n\nBuild time: 10 months like that\nskill levels implemented: Yes, up to -skill 4 (UV)\ncoop:No\nDM: No!!\nMIDI used: Rough and Tumble - Akira Saito (midi by alluro95, download from http://alluro95.tripod.com/MIDIMusic/Raidenmidi.htm)\n\nRick: This map was original made by me with not enough knowledge of doom mapping and it's embarrasing. Time for some epic designed overhaul and atone the old sins :p\n\nMap 03: \"AXIX\" by ShoDemo (formerly ShotgunDemolition)\n\nOld map: https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/axix\n\nBuild time: I had a break of a few months in between,\nso I can't exactly count build time.\nHowever, when I worked on it, I would build for 1 hour each day or something.\nSkill levels implemented: Not much and the default difficulty is UV. However, in certain trickier areas, I changed some of the monsters or I removed a small amount of them in the lower difficulties.\nCoop: No\nDM: No\nMIDI used: Last minute change. I used Queen's The show must go on (don't ask me why, I thought it was good for a MIDI in Doom).\n\nShoDemo: I just picked up the map randomly from idgames\nand I thought it looked pretty cool, but it was very hard,\ndue to having very little ammo and many monsters, so I\ndecided to rework it and at the very least make it more playable.\nAnyways, I am happy with the result.\n\nMap 04: \"Warehouse X\" by DerFurer'sFace\n\nOld map: X-treme doom 2 (system control) http://www.moddb.com/games/doom-ii/addons/doom-2-extreme\n\nBuild time: 2-3 months (1 month spent building)\nskill levels implemented: all 5\ncoop: yes\nDM yes\nMIDI used: Unknown (from original WAD, no credits given)\n\nDerFurer'sFace: Xtreme doom was an early wad that always fascinated me because in my early 2000 days of doom the kind of wads i knew about were basically C-chest and cyber dreams,\nbut when i found X-treme doom it was different because i've never played a Wad that used as extensive of a DeHacked script. It looked fast and cool. Howerver the maps themselves were either very simplistic or were complete copies of base ID maps. So i wanted to give one of the maps a bit of a new identity and make it look more official, while trying to give it that fast paced action it had before without the use of its DeH file.\n\nMap 05: \"Icemare\" by riderr3\nOld map: Icenite2.wad\nMusic: D_MESSAG from Evilution\nSingle Player: Designed for\nCooperative: Yes\nDeathmatch: Yes\nDifficulty Settings: Yes\nBuild Time: 2 weeks\n\nMap 06: \"Purpled\" by DeXiaZ\n\nOld map: Purple25\nhttps://www.doomworld.com/idgames/levels/doom/p-r/purple25\n\nBuild time: about 7 hours\nSkill levels: yes, mostly used from the original version. Arch-viles spawns only on Ultra-Violence.\nCoop: Yes\nDM: Yes\nMidi used: Doom E1M7, like the original map used.\n\nDeXiaZ.: Author of the original map said to mention him (Karl J. Solie) in credits. And also write the message about new version/remake of his map. Well, he posted this map before I've born, lol.\n\nMap 07: \"Boomcave\" by NIH\n\nOld map: The Hell Cave - https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/helcv\n\nBuild time: I dunno, tbh. A little bit of mapping every now and then, basically.\nSkill levels: Yes, UV is the intended difficulty, if that gives you too much trouble, try HMP, it uses a bit less \"blunt force\"\nCoop: Not recommended\nDM: On such a map? No way\nMIDI: \"Hollow Tree\" from 'Battletoads in Battlemaniacs'\n\nMap Commentary: I liked this map's predecessor, but I could see why a lot of people wouldn't, and from my POV that's mostly due to awfully sluggish pace. So I added some more firepower, added some more adequate opposition, cut some of the grind in favour of other stuff that I thought was more fun, and there you have it.\n\n* Construction *\nBase\t\t\t:See above\nBuild Time\t\t:See above\nEditor(s) Used\t\t:Various\nKnown Bugs\t\t:None that I am aware of\nMay not run with\t:Non-limit removing and/or boom incompatible ports\nTested with\t\t:PrBoom+ 2.5.1.4, PrBoom+ 2.5.1.5, GZDoom 3.2.4, and others\n\n-----------------\nLegal Information\n-----------------\n* Copyright / Permissions *\n\nAuthors MAY use the contents of this file as a base for modification or reuse.\nYou MAY distribute this file, provided you include this text file without modifications.\nYou MAY distribute this file in any electronic format as long as you include this\nfile intact. This file may not be used for commercial purposes."
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