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 firstname.lastname@example.org
Station3 Update: Sparky of KISS Software email@example.com
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
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.
Play the game - SMMU v3.21 or PrBoom v2.02 - high resolution video
View the demo - PrBoom v2.02 - high resolution demo playback
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
Title : Station Alpha Omega
Filename : STATION.WAD
Author : Giac Veltri
Email Address : firstname.lastname@example.org 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
* 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
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
* Where to get this WAD *
(KNOWN) FTP sites:
||||||||||||||||||||||||||| STATION ALPHA OMEGA ||||||||||||||||||||||||||||
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.
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
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
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.