Dungeon 13

Dungeon 13

You are a military personnel sent to investigate a mysterious death of a worker inside a Siberian outpost and then monsters invade.

Filenames
dungeo13.wad, Dungeo13.WAD
Size
59.11 MB
MD5
8d44369bde6e406754231c81b6097cf4
SHA-1
51338aa7e5c70bfad377f70c1847e19dd5adbee7
SHA-256
dbd64ac08a90f54db2bdcf0faf07c240b1e80ce56a28f031a957a77e62419b9c
WAD Type
PWAD
IWAD
Doom II
Engines
ZDoom
Lumps
2533
Maps
MAP04, MAP05, MAP06, MAP15, MAP17, MAP19, MAP20, MAP11, MAP31, MAP22, MAP24, MAP01, MAP28, MAP02, MAP07, MAP12, MAP23, MAP08, MAP09, MAP10, MAP13, MAP14, MAP16, MAP25, MAP26, MAP27, MAP18, MAP03, MAP32, MAP30, MAP29, MAP21

Read Me

===========================================================================
Advanced engine needed  : ZDoom 2.5.0 at least r(2911)
Primary purpose         : Single
===========================================================================
Title                   : Dungeon 13
Filename                : Dungeo13.wad
Release date            : May 5, 2012
Author                  : Anthony Vattimo 
Email Address           : [email protected]
Other Files By Author   :
Misc. Author Info       : A man who loves old video games

Description             : You are a military personnel sent to investigate a mysterious death
				of a worker inside a Siberian outpost and then monsters invade. 

Additional Credits to   : id Software   
===========================================================================
* What is included *

New levels              : 32
Sounds                  : Yes
Music                   : Yes
Graphics                : Yes
Dehacked/BEX Patch      : No
Demos                   : No
Other                   : For best music, play with the TNT iWad. 
Other files required    : N/A


* Play Information *

Game                    : Doom in UDMF format
Map #                   : Map01-32
Single Player           : Yes
Cooperative 2-4 Player  : No
Deathmatch 2-4 Player   : No
Other game styles       : N/A
Difficulty Settings     : Yes--ranging from the generic doom's easy, medium and hard settings.


* Construction *

Base                    : New from Scratch
Build Time              : Two years 
Editor(s) used          : Doom Builder 2.0 and XWE
Known Bugs              : Certain screen resolution can cause problems.  The one that seems to produce the best results is 800x600.
May Not Run With        : NA
Tested With             : zDoom r(3402)

The following are a full list of individual's contributions to this effort.

J. Vattimo, for the countless hours that he has put in to collaborate with me with project Dungeon 13.  Three of his original levels will appear in my game in the following maps:  15, 20, 21 and 31--Please note that one of the original designs has been split it into two different segments.  
	Next, it is important that I mention the wonderful work by those who managed to create a whole slew of custom:  Nanami, Cyb, Espi, Quasa, Skulltag, Lexus Alyus, Bouncy, Graf Zahl, Tormeneter667, Bjorn Ostmann, Xaser, Assmaster, Nimrod, Strain, The Ultimate Doomer, TheDarkArchon, Vader and Obtic.  These people designed and coded for each of their monsters respectively.  The full list of added monsters that I used came from the Monsters Resource Wad they have up on the internet.  They are as follows:  two versions of the dark imp--one that throws blue homing fire balls and the other that throws fast blue fire balls--StoneImp, Blood Demon, CacolanternClone, BelphegorClone, NightmareCacodemon, and the Enhanced Cacodemon.  As requested by these creators I have included a copy of the readme that they originally released with the Monster Resource Wad.  Let it also be known that the monsters I have included from this set may have been altered from their original settings.  If anyone wishes to get the original custom monsters, they should obtain it from the Monster Resource Wad.  The location for this can be found in the readme that I have provided.  Several other monsters provided came from a website called Realm667.  Various people drew and created the monsters found there—a complete listing can be found at the very end of the document.*   
	Master_Of_None his countless work in a variety of areas.  His complete list of contributions can be at the end of the document.***  
	Textures were borrowed from a variety of wads found on the internet—a complete listing of those I borrowed and the credits for creation can be found at the end of the file.**  Readme files have been included where the individuals have specified.   
	I would also like to thank NASA's website for providing a variety of free images for public use on their main website.  The image is of Charon from Pluto's perspective.        
	Lastly, I fully acknowledge that ID software and those people working on this project at the time of Doom’s original inception are the creators of the engine and the novel game design.  I am very grateful that they released the source code which provided me with an opportunity to do something as enjoyable as this.  

Master_Of_None's General Release Statement

The resources in this WAD which were provided by Master_Of_None are freely available for use.  Authors may use these resources in the construction of their own WADs, provided the following conditions are met:  

1). Authors must provide in the README file a list of all such resources used, attributed to Master_Of_None.

2). Authors must include in the README file the full unaltered text of this release statement.

3). Authors may not limit the distribution of these resources.


*The following credits are given for monster designers in order that they appear in the DECORATE file designated by their actor numbers.  Note, not all of the entries will have exactly the same amount of info, because some information was either missing or omitted by the website Realm667.

Deep One

Sprites: ID Software, Looking Glass Studios (fireballs); Monster Code:  Dr. Doctor; Sounds:  Acclaim Entertainment

Female Plasma Zombie
Sprites:  ID Software, The Sulltag Team, Ghostly Dragon, Xim, FuzzballFox, Tormentor667, Captain Toenail; Sprite Edit:  DavidRaven, It's Nature to Die (alt Death)  

Female Sergeant
Sprites:  ID Software, The Sulltag Team, Ghostly Dragon, Xim, FuzzballFox, Tormentor667, Captain Toenail; Sprite Edit:  DavidRaven, It's Nature to Die (alt Death)  

Female Zombie
Sprites:  ID Software, The Sulltag Team, Ghostly Dragon, Xim, FuzzballFox, Tormentor667, Captain Toenail; Sprite Edit:  DavidRaven, It's Nature to Die (alt Death)  

Rocket Zombie
Sprites + Sounds:  ID Software; Monster Code:  Graf Zahl, Dreadopp; Sprite Edit:	  The Innocent Crew 

Super Shotgun Zombie
Sprites:  The Skulltag Team; Monster Code:	Rhaq, Aerial; Sounds:  ID Software;  Submitted:  Tormentor667  

Thamuz
Sprites:  ID Software; Monster Code:  Dreadopp, DBThanatos; Sounds:  Blizzard (Diablo); Sprite Edit:  Jimmy91 

Chainsaw Zombie
Sprites + Sounds:  ID Software; Monster Code:  Bouncy, Graf Zahl; Submitted:  Tormentor667  

Pyro Imp
Sprites:  ID Software, Raven, Eriance; Sprite Edit:  Dreadopp, Eriance (fire sprites); Monster Code:  Dreadopp; Submitted:  Dreadopp  

BFG Commando
Sprites + Sounds:  ID Software; Sprite Edit:  It's Nature to Die, Neoworm; Monster Code:  Salliano; Submitted:  Dreadopp

Blood Fiend
Sprites:  ID Software; Sounds:  ID Software, Raven, Midway; Sprite Edit:  It's Nature to Die, Neoworm; Monster Code:  Eriance; Submitted:  Tormentor667   

Azazel Statue

Sprites:  Vader; Statue Code:  A. Vattimo 

Overlord Statues (Silver and Gold)

Sprites:  Eriance; Sprite Editing:  Master_Of_None

Overlord

Sprites:  Eriance; Sounds:  Eriance; Monster Code:  Eriance	

Agathodemon

DECORATE/Recolors: jimmy91; Projectile Sprites by: Eriance, and Vader   


**The following are credits to the designers of textures used from certain wads found on the internet. 

NB5TEXT.Wad—NFMBGY01
RETRES.Wad—3SPECTER, 3GOLDXX, 3GOLDSUPP, 3G_SHAWN, 3FACE11, 3BANBLUE, 3BANLACK, 3BANRED, 3BANLUE2, 3BANLUE3, 3SP_HOT1, 3HOPE, 3BRIK4 all of which have been created by Team Eternal and TeamTNT

Mock2.Wad—SLFALL1 through 4

Heretic—WALL00, WALL 34 created by Raven Software

Hexen— W_055, W_056, W_329 created by Raven Software

Cage_tex.wad—CGCA1I0-CGCANI7, CGSWCO2A, CGSWCOS2B,BGSWCO3A, AND SGSWCO3B created by Cage and submitted by Ceeb

Doom Potpouuri—COMPCT04, COMPCT,08, ICONMRB1, MARBF02, MARBF03, MARBF04, SILVDOR1, SILVDORB, SILVDORR, SILVDORY, SW2MET5, SW1MET5 created by FuzzballFox, Enjay, EarthQuake, CaptainToenail, and submitted by Tormetor667.

ss2_tex.wad—SS2_0231, AND SS2_0618 created by Looking Glass and Irrational Games

Final Doom's textures as provided on the Realm 667 website.   

***Master_Of_None's contributions include the following:  

Music

Five custom tracks have been inserted into this game.  The title screens song is called temporal inversion, level 3 has It Doesn't Have to Suck (The Dance Domain), level 22 has Frantic, level 24 has Organic, and the end credit sequence has creeping shadows.  All were coded and written by Master_Of_None.  

Sounds

Three custom sounds were created using the power down sound created by THEMFISH on a website called Freesounds.org.  Master_Of_None modified this sound to create a power up sound, a power down sound, and a constant generator hum:  GENDN, GENUP, and GENHUM. 

Sprites 

RLAMA0, OLDTA0, BASSA0, BASTA0-O0, REDI (all of the sprites and the fireballs), BASKA0-C0, VIRTA0-DO, TBALA0-C0, GOLDA0-L0, and PISTA0.

Patches

MEGAWPN1-3, SFLRYLUP, SFLRYLRT, BRNZFLAT, REDBRIK, enhanced Plutonia sky3 (called SKY5).

GFX

All of the individual titles as well as the Dungeon 13 logo on the top.  



* Copyright / Permissions *

Authors MAY use the contents of this file as a base for
modification or reuse.  Permissions have been obtained from original 
authors for any of their resources modified or included in this file.

You MAY distribute this file, provided you include this text 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.  I have received permission from the original authors of any
modified or included content in this file to allow further distribution.


* Where to get the file that this text file describes *

The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors
Web sites:
FTP sites:

Maps

LEVEL_4

LEVEL_4 (MAP04)

Deathmatch Spawns
0
Co-op Spawns
1
Par Time
720
LEVEL_5

LEVEL_5 (MAP05)

Deathmatch Spawns
0
Co-op Spawns
1
Par Time
1120
LEVEL_6

LEVEL_6 (MAP06)

Deathmatch Spawns
0
Co-op Spawns
1
Par Time
1020
LEVEL_15

LEVEL_15 (MAP15)

Deathmatch Spawns
0
Co-op Spawns
1
Par Time
870
LEVEL_17

LEVEL_17 (MAP17)

Deathmatch Spawns
0
Co-op Spawns
2
Par Time
1140
LEVEL_19

LEVEL_19 (MAP19)

Deathmatch Spawns
0
Co-op Spawns
1
Par Time
180
LEVEL_20

LEVEL_20 (MAP20)

Deathmatch Spawns
0
Co-op Spawns
1
Par Time
75
LEVEL_11

LEVEL_11 (MAP11)

Deathmatch Spawns
0
Co-op Spawns
11
Par Time
750
LEVEL_31

LEVEL_31 (MAP31)

Deathmatch Spawns
0
Co-op Spawns
1
Par Time
780
LEVEL_22

LEVEL_22 (MAP22)

Deathmatch Spawns
0
Co-op Spawns
2
Par Time
1095
LEVEL_24

LEVEL_24 (MAP24)

Deathmatch Spawns
0
Co-op Spawns
1
Par Time
900
LEVEL_1

LEVEL_1 (MAP01)

Deathmatch Spawns
0
Co-op Spawns
1
Par Time
325
LEVEL_28

LEVEL_28 (MAP28)

Deathmatch Spawns
0
Co-op Spawns
2
Par Time
1200
LEVEL_2

LEVEL_2 (MAP02)

Deathmatch Spawns
0
Co-op Spawns
1
Par Time
1320
LEVEL_7

LEVEL_7 (MAP07)

Deathmatch Spawns
0
Co-op Spawns
1
Par Time
580
LEVEL_12

LEVEL_12 (MAP12)

Deathmatch Spawns
0
Co-op Spawns
1
Par Time
920
LEVEL_23

LEVEL_23 (MAP23)

Deathmatch Spawns
0
Co-op Spawns
4
Par Time
2040
LEVEL_8

LEVEL_8 (MAP08)

Deathmatch Spawns
0
Co-op Spawns
1
Par Time
580
LEVEL_9

LEVEL_9 (MAP09)

Deathmatch Spawns
0
Co-op Spawns
1
Par Time
1800
LEVEL_10

LEVEL_10 (MAP10)

Deathmatch Spawns
0
Co-op Spawns
1
Par Time
90
LEVEL_13

LEVEL_13 (MAP13)

Deathmatch Spawns
0
Co-op Spawns
1
Par Time
340
LEVEL_14

LEVEL_14 (MAP14)

Deathmatch Spawns
0
Co-op Spawns
1
Par Time
1020
LEVEL_16

LEVEL_16 (MAP16)

Deathmatch Spawns
0
Co-op Spawns
1
Par Time
1255
LEVEL_25

LEVEL_25 (MAP25)

Deathmatch Spawns
0
Co-op Spawns
5
Par Time
1680
LEVEL_26

LEVEL_26 (MAP26)

Deathmatch Spawns
0
Co-op Spawns
1
Par Time
200
LEVEL_27

LEVEL_27 (MAP27)

Deathmatch Spawns
0
Co-op Spawns
2
Par Time
1155
LEVEL_18

LEVEL_18 (MAP18)

Deathmatch Spawns
0
Co-op Spawns
1
Par Time
605
LEVEL_3

LEVEL_3 (MAP03)

Deathmatch Spawns
0
Co-op Spawns
1
Par Time
1410
LEVEL_32

LEVEL_32 (MAP32)

Deathmatch Spawns
0
Co-op Spawns
2
Par Time
2220
LEVEL_30

LEVEL_30 (MAP30)

Deathmatch Spawns
0
Co-op Spawns
1
Par Time
900
LEVEL_29

LEVEL_29 (MAP29)

Deathmatch Spawns
0
Co-op Spawns
1
Par Time
2940
LEVEL_21

LEVEL_21 (MAP21)

Deathmatch Spawns
0
Co-op Spawns
1
Par Time
480

Colour Palettes

PLAYPAL

PLAYPAL - 1
PLAYPAL - 2
PLAYPAL - 3
PLAYPAL - 4
PLAYPAL - 5
PLAYPAL - 6
PLAYPAL - 7
PLAYPAL - 8
PLAYPAL - 9
PLAYPAL - 10
PLAYPAL - 11
PLAYPAL - 12
PLAYPAL - 13
PLAYPAL - 14