STATION3.ZIP - Station Alpha Omega - for Doom II v1.9 This is an updated version of STATION2.ZIP The main reason for this update was to convert the .pat patch file to an equivalent DeHackEd patch to allow 'Station Alpha Omega' to be played with many popular Doom Source Ports (see list below). Original Author: Giac Veltri sveltri@scvnet.com Station3 Update: Sparky of KISS Software kelm@eisa.net.au Mods made by Sparky of KISS Software: - converted the .pat patch to an equivalent DeHackEd patch (compatible with Doom II v1.9, DeHackEd v3.1 & many popular Source Ports). - added the level name to the DeHackEd patch. - combined the original text files station.txt and station.doc; so now there's only 3 files: station3.deh station3.wad station3.txt - made the main teleporter hum louder and removed the annoying clicks. - added a level name graphic and "New Game" menu graphic. - added game screens - title, intermission and help screens. - rebuilt the wad and sorted the resources. - created an external lmp demo just to show where all the keys are. It's only on skill 2 (Hey, not too rough) but I can't play it on Ultra-Violence without saving the game :( Play the game: ------------- To play STATION3 with 'Plain Vanilla' Doom II: a) create a replacement exe (doomhack.exe) using DeHackEd v3.1 and station3.deh. For example: dehacked -load station3.deh b) To play the game: doomhack -file station3.wad Alternatively, use a Source Port which can import DeHackEd patches, such as: Boom, PrBoom, MBF, SMMU, PrjDoom, etc. Patching is not required with these ports. Just use the command: -deh station3 -file station3 View the demo: ------------- To view the external lmp demo (single-player, skill 2, 23min 17sec): doomhack -file station3.wad -playdemo station3 The demo also tested okay with Boom, PrBoom and PrjDoom: -deh station3 -file station3 -playdemo station3 Note, PrBoom v2.02 defaults to 320x200 resolution so use the command: -width 800 -height 600 -deh station3 -file station3 -playdemo station3 Notes: ----- a) STATION3 has been FULLY tested with: 'Plain Vanilla' Doom II v1.9 Boom v2.02 PrBoom v2.02 MBF v2.03 PrjDoom v0.1 SMMU v3.21 - with MBF and SMMU the demo goes out of synch after 20 minutes - check out the demo with PrjDoom's chase-cam - it's much better than actually playing the game in 3rd person perspective. - SMMU v3.21 has a mouse-look feature which is useful in places. Recommended: Play the game - SMMU v3.21 or PrBoom v2.02 - high resolution video View the demo - PrBoom v2.02 - high resolution demo playback Not recommended: ZDoom v1.22 - it's very easy to get stuck in the special doors; and it only plays lmp demos recorded with ZDoom Legacy v1.30 - there's a rendering problem with the handrails (even in software mode). b) The following Source Ports cannot be used: Vavoom v1.5 - only partial DeHackEd support JDoom v0.81, DosDoom v0.653b and Edge v1.24 - no DeHackEd support c) only the single-player game has been tested, although Multiplayer Cooperative and Deathmatch are also supported. d) Here's a few hints and suggestions before you get started: - read the Background Story and Mission Briefing below. - save the game before you pick up the Blue Keycard ;) - don't even think about going through the Blue Security Door before you've found the armory. - the Former Human carrying the Yellow Keycard is in a different location for each skill setting. - once you've disabled the Main Teleport Chamber head back to your docked spaceship - once again... read the story ;) The original text files follow: station.txt the author's wad description station.doc the background story and mission description STATION.TXT ----------- ================================================================ Title : Station Alpha Omega Filename : STATION.WAD Author : Giac Veltri Email Address : sveltri@scvnet.com E-mail me if you like this .wad file. (or if you dislike it, I just want to know.) Misc. Author Info : This is the second wad file I have put on the net. I hope you enjoy it. Description : Just run the Station.bat file and a full description will be available. Additional Credits to : Nate Makaryk for additional testing. ================================================================ * Play Information * Episode and Level # : MAP01 (It's for DOOM II) Single Player : Yes Cooperative 2-4 Player : Yes Deathmatch 2-4 Player : Yes Difficulty Settings : Yes New Sounds : Yes New Graphics : Yes, a couple of textures here and there. New Music : Actually, D_RUNNIN has been silenced. . . Demos Replaced : 0 EXE Replaced : Yes, you must run the STATION.PAT made with D2. That is the only Doom II EXE Editor I have. Sorry, but if you don't, this will happen: * Wolfenstein SS's in weird places * Hanging Commander Keen somewhere. * You can't get the yellow key. * A Hell Knight is placed in a sector too small for him. Also, you should run the patch on a copy of your Doom II EXE named ST.EXE. The batch file will look for ST.EXE * Construction * Base : New level from scratch Editor(s) used : WinTex, DoomCAD 6.1, BSP12 Known Bugs : None, I think. * Copyright / Permissions * Authors MAY use this level as a base to build additional levels. You MAY distribute this WAD, provided you include this file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. * Where to get this WAD * (KNOWN) FTP sites: ftp.cdrom.com/pub/idgames BBS numbers: Other: ======================================================================= STATION.DOC ----------- ------------------------------------------------------------------------------ ||||||||||||||||||||||||||| STATION ALPHA OMEGA |||||||||||||||||||||||||||| ------------------------------------------------------------------------------ BACKGROUND: It happened on Phobos. It happened on Earth. And now, it's happening again. Scientists on the research space station Alpha Omega have been trying to discover how to make a teleporter device without actually having the creatures from another dimension take over. What made them think it could actually work? For the first six months, the station had nothing but success. They made the teleporter by using different matter frequencies than those on Phobos and Deimos, and thus, the monsters would not be able to use it. The theory seemed to work, for a while. After six months of vigorous testing, an accident occured on the station. Two monsters came through the teleport. The station claims that they handled the situation and that both monsters were contained. They changed frequencies again and continued testing. The next time, the monsters were not as dumb. Instead of sending two through the teleporter, they sent an armada. The station was not the least bit prepared for this sort of large scale attack. Security guards were slaughtered as they tried to repel the forces. Nearly all members of the ship were killed, or so we thought, when we received a communication from the station. "They keep on coming through the teleport! There is no way to stop them. I am the only survivor. In order to prevent any more of them from gaining access to the ship, I have activated all the security doors. I do not have the red or yellow keycards, but I do have the blue one. The blue one controls access into and out of the main teleport chamber. I will hide it somewhere on the station. If a rescue is attempted, you must find the blue keycard. I can't say where I will hide it because the transmissions are monitered. I can only tell you that . . . Oh my god! . . ." The monsters have taken control of the bridge and have activated the main thrusters, thus propelling it towards Earth. If the monsters already on the station find the blue keycard, they will open the blue security door and launch a full scale attack on Earth . . . again. If they cannot find the blue keycard, it is assumed that the station's course will remain the same and it will collide with Earth. An impact between Earth and the space station will cause severe damage and possibly a nuclear winter. At the very least, millions of tons of dust will be released into the atmosphere and not allow sunlight into the atmosphere. We would die just like the dinosaurs. YOUR MISSION: 1) You will board the space station by docking with it. The monsters will know you are there, so they will be heavily armed and prepared. You can take up to a maximum of four people on your transport ship. 2) Penetrate the base and find the blue keycard. Make your way to the main teleport chamber and find a way to shut it off or prevent the attack. 3) Now, you have been given a Sig-Cow Military Pistol along with 200 bullets. Your transport ship has been equipped with three Medikits. Use these Medikits wisely, because we do not know if any are located on the station. Assume there are not. Any weapons you find inside the station are yours, so try to find the armory. We believe it needs a red security keycard. 4) Once you have defeated all of the bestiary and prevented the rest of monsters from entering the station, we can then take control of the space station and stop it's collision course with Earth. All you have to do is return to your ship and head back to our military base. Press the release airlock switch in the rear of the ship and the automatic flight will take over. GOOD LUCK