# Freedoom IWADs

Gzip-compressed copies of the Freedoom 0.13.0 IWADs, served as static assets so
browser-based engines can fetch and decompress them client-side.

| file | contents |
| --- | --- |
| `freedoom1.wad.gz` | Freedoom: Phase 1 (episodic) |
| `freedoom2.wad.gz` | Freedoom: Phase 2 (single 32-map campaign) |

Decompress with `DecompressionStream('gzip')` — these are raw gzip streams, not
HTTP `Content-Encoding`, so they arrive compressed regardless of server config.

## Provenance

Extracted unmodified from `freedoom-0.13.0.zip`, published at
https://github.com/freedoom/freedoom/releases/tag/v0.13.0

    SHA256 (freedoom-0.13.0.zip) = 3f9b264f3e3ce503b4fb7f6bdcb1f419d93c7b546f4df3e874dd878db9688f59

Verified against the signed `freedoom-0.13.0-CHECKSUM` published alongside it.
SHA-256 of the decompressed WADs:

    7323bcc168c5a45ff10749b339960e98314740a734c30d4b9f3337001f9e703d  freedoom1.wad
    a8772e088847032510d97ba2312406a6998f21cbab44d4ff10696faa9c0ecd4b  freedoom2.wad

## Licence

Freedoom is distributed under the 3-clause BSD licence. The full licence text is
in `COPYING.txt` and the contributor list is in `CREDITS.txt`; both are copied
here verbatim from the release and must stay alongside the WADs.

Freedoom is not affiliated with, endorsed by, or connected to id Software,
Bethesda Softworks, or ZeniMax Media.

## b0r3d.wad

`b0r3d.wad.gz` is an original PWAD: b0r3d.org laid out as a Doom II map, with
the site's sections as rooms — hub, arcade, labs, the void, signals, login.
It replaces `MAP01`, so it loads on top of `freedoom2.wad`, not on its own.

    SHA256 (b0r3d.wad) = d88c68c869563d05fec7623fac73fa67d50f6453d883a9c4e5cc3a6c7060fdad

**Nodes were rebuilt before publishing.** The generator emits only the raw map
lumps (things, linedefs, sidedefs, vertexes, sectors) and leaves `SEGS`,
`SSECTORS`, `NODES` and `BLOCKMAP` empty, on the assumption a ZDoom-family port
will build them at load time. PrBoom+ is Boom-family and has no node builder,
so an empty BSP tree means the map cannot be rendered at all. ZDBSP was run
over it to produce vanilla-format nodes (228 segs, 60 subsectors, 59 nodes)
plus a blockmap. Geometry is untouched: 171 linedefs, 505 sidedefs, 29 sectors
and 83 things are identical to the source.

`REJECT` is still empty, which is fine — that only costs some monster
line-of-sight optimisation, and the engine treats a missing table as
"everything is visible".

If the map is regenerated, run the nodes step again before publishing.

## sword.wad

`sword.wad.gz` is an original content patch for b0r3doom: The Sword, the
b0r3d.org lore item, in the fist's slot. It carries a DEHACKED lump (frames,
the thrown wave and the parry spark), their sprites, and three sounds, all
drawn and synthesised for it. It only does its job alongside the engine's
`-sword` flag, which b0r3doom passes when the visitor has kept the sword.
