Station Alpha Omega

PWAD 810 KiB 1 map(s)

Counts

endoom0
graphics4
lumps34
maps1
palettes0

Totals (across maps)

Things618
Linedefs2889
Sectors668
Monsters235
Items154
Raw model (for completeness)
{
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    "id": "82a5363a-b953-4a4c-a97f-4776de3c5f67",
    "sha1": "d111a3db4c006724d87f9809bffba742aa60a481",
    "sha256": "acca418322e78fa4ff6b34b88aadfa61b84779769114d4483b669d667533ba00",
    "title": "Station Alpha Omega",
    "authors": [
      "Giac Veltri"
    ],
    "filenames": [
      "station3.wad"
    ],
    "additional": {
      "engines": [
        "DOOM2"
      ],
      "iwad": [
        "DOOM2"
      ],
      "filename": null,
      "added": "2015-01-14 14:32:33",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": "Station Alpha Omega",
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": {
        "MAP01": "MAP01.png"
      },
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2015-01-14 14:32:33",
    "file": {
      "type": "PWAD",
      "size": 829869,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/d111a3db4c006724d87f9809bffba742aa60a481/d111a3db4c006724d87f9809bffba742aa60a481.wad.gz",
      "corrupt": false
    },
    "content": {
      "maps": [
        "MAP01"
      ],
      "counts": {
        "endoom": 0,
        "graphics": 4,
        "lumps": 34,
        "maps": 1,
        "palettes": 0
      },
      "engines_guess": [
        "DOOM2"
      ],
      "iwads_guess": [
        "DOOM2"
      ]
    },
    "analysis": {
      "title": "Station Alpha Omega",
      "description": "Station Alpha Omega is a single-map Doom II PWAD featuring a techbase-themed environment. The map is designed for moderate difficulty, with a balanced mix of monsters and resource availability, though the included demo suggests Ultra-Violence play requires cautious saving. The level progression is linear with key hunts and teleportation elements, supported by DeHackEd patch compatibility for vanilla Doom II and popular source ports like Boom and PrBoom. The WAD includes custom graphics such as a level name and menu screens, enhancing presentation without altering core gameplay. Tested extensively on multiple engines, it maintains vanilla compatibility with some source port enhancements.",
      "authors": [
        "Giac Veltri",
        "Sparky of KISS Software"
      ],
      "tags": [
        "boom_compatible",
        "key_hunt",
        "linear",
        "moderate",
        "single_map",
        "techbase",
        "teleport_navigation",
        "vanilla_compatible"
      ],
      "origin": "gpt-4.1-mini"
    },
    "text_files": [
      {
        "source": "readmes",
        "name": null,
        "contents": "STATION3.ZIP - Station Alpha Omega - for Doom II v1.9\n\nThis is an updated version of STATION2.ZIP\n\nThe main reason for this update was to convert the .pat patch file to\nan equivalent DeHackEd patch to allow 'Station Alpha Omega' to be\nplayed with many popular Doom Source Ports (see list below).\n\nOriginal Author:  Giac Veltri               sveltri@scvnet.com\nStation3 Update:  Sparky of KISS Software   kelm@eisa.net.au\n\nMods made by Sparky of KISS Software:\n- converted the .pat patch to an equivalent DeHackEd patch (compatible\n  with Doom II v1.9, DeHackEd v3.1 & many popular Source Ports).\n- added the level name to the DeHackEd patch.\n- combined the original text files station.txt and station.doc;\n  so now there's only 3 files: station3.deh  station3.wad  station3.txt\n- made the main teleporter hum louder and removed the annoying clicks.\n- added a level name graphic and \"New Game\" menu graphic.\n- added game screens - title, intermission and help screens.\n- rebuilt the wad and sorted the resources.\n- created an external lmp demo just to show where all the keys are.\n  It's only on skill 2 (Hey, not too rough) but I can't play it on\n  Ultra-Violence without saving the game  :(\n\nPlay the game:\n-------------\n\nTo play STATION3 with 'Plain Vanilla' Doom II:\na) create a replacement exe (doomhack.exe) using DeHackEd v3.1 and\n   station3.deh.  For example:   dehacked -load station3.deh\nb) To play the game:   doomhack -file station3.wad\n\nAlternatively, use a Source Port which can import DeHackEd patches,\nsuch as:  Boom, PrBoom, MBF, SMMU, PrjDoom, etc.\nPatching is not required with these ports. Just use the command:\n  -deh station3 -file station3\n\nView the demo:\n-------------\n\nTo view the external lmp demo (single-player, skill 2, 23min 17sec):\n  doomhack -file station3.wad -playdemo station3\n\nThe demo also tested okay with Boom, PrBoom and PrjDoom:\n  -deh station3 -file station3 -playdemo station3\n\nNote, PrBoom v2.02 defaults to 320x200 resolution so use the command:\n -width 800 -height 600 -deh station3 -file station3 -playdemo station3\n\nNotes:\n-----\n\na) STATION3 has been FULLY tested with:\n     'Plain Vanilla' Doom II v1.9\n     Boom v2.02   PrBoom v2.02   MBF v2.03   PrjDoom v0.1   SMMU v3.21\n\n     - with MBF and SMMU the demo goes out of synch after 20 minutes\n     - check out the demo with PrjDoom's chase-cam - it's much better\n       than actually playing the game in 3rd person perspective.\n     - SMMU v3.21 has a mouse-look feature which is useful in places.\n\n   Recommended:\n     Play the game - SMMU v3.21 or PrBoom v2.02 - high resolution video\n     View the demo - PrBoom v2.02 - high resolution demo playback\n\n   Not recommended:\n     ZDoom v1.22  - it's very easy to get stuck in the special doors;\n                    and it only plays lmp demos recorded with ZDoom\n     Legacy v1.30 - there's a rendering problem with the handrails\n                    (even in software mode).\n\nb) The following Source Ports cannot be used:\n     Vavoom v1.5 - only partial DeHackEd support\n     JDoom v0.81, DosDoom v0.653b and Edge v1.24 - no DeHackEd support\n\nc) only the single-player game has been tested, although Multiplayer\n   Cooperative and Deathmatch are also supported.\n\nd) Here's a few hints and suggestions before you get started:\n   - read the Background Story and Mission Briefing below.\n   - save the game before you pick up the Blue Keycard  ;)\n   - don't even think about going through the Blue Security Door before\n     you've found the armory.\n   - the Former Human carrying the Yellow Keycard is in a different\n     location for each skill setting.\n   - once you've disabled the Main Teleport Chamber head back to your\n     docked spaceship - once again... read the story  ;)\n\nThe original text files follow:\n  station.txt   the author's wad description\n  station.doc   the background story and mission description\n\nSTATION.TXT\n-----------\n\n================================================================\nTitle                   : Station Alpha Omega\nFilename                : STATION.WAD\nAuthor                  : Giac Veltri\nEmail Address           : sveltri@scvnet.com  E-mail me if you like\n                          this .wad  file. (or if you dislike it, I\n\t\t\t  just want to know.)\nMisc. Author Info       : This is the second wad file I have put on\n                          the net.  I hope you enjoy it.\nDescription             : Just run the Station.bat file and a full\n                          description will be available.\nAdditional Credits to   : Nate Makaryk for additional testing.\n================================================================\n\n* Play Information *\n\nEpisode and Level #     : MAP01 (It's for DOOM II)\nSingle Player           : Yes\nCooperative 2-4 Player  : Yes\nDeathmatch 2-4 Player   : Yes\nDifficulty Settings     : Yes\nNew Sounds              : Yes\nNew Graphics            : Yes, a couple of textures here and there.\nNew Music               : Actually, D_RUNNIN has been silenced. . .\nDemos Replaced          : 0\nEXE Replaced            : Yes, you must run the STATION.PAT made with\n                          D2.  That is the only Doom II EXE Editor I\n                          have.  Sorry, but if you don't, this will\n                          happen:\n                          *  Wolfenstein SS's in weird places\n                          *  Hanging Commander Keen somewhere.\n                          *  You can't get the yellow key.\n                          *  A Hell Knight is placed in a sector too\n                             small for him.\n                          Also, you should run the patch on a copy of\n                          your Doom II EXE named ST.EXE.  The batch\n                          file will look for ST.EXE\n* Construction *\n\nBase                    : New level from scratch\nEditor(s) used          : WinTex, DoomCAD 6.1, BSP12\nKnown Bugs              : None, I think.\n\n* Copyright / Permissions *\n\nAuthors MAY use this level as a base to build additional\nlevels.\n\nYou MAY distribute this WAD, provided you include this file, with\nno modifications.  You may distribute this file in any electronic\nformat (BBS, Diskette, CD, etc) as long as you include this file\nintact.\n\n* Where to get this WAD *\n\n(KNOWN) FTP sites:\nftp.cdrom.com/pub/idgames\n\nBBS numbers:\n\nOther:\n\n=======================================================================\n\nSTATION.DOC\n-----------\n\n------------------------------------------------------------------------------\n|||||||||||||||||||||||||||  STATION ALPHA OMEGA  ||||||||||||||||||||||||||||\n------------------------------------------------------------------------------\n\nBACKGROUND:\n\n        It happened  on  Phobos.   It  happened  on  Earth.   And  now,  it's\nhappening  again.   Scientists  on  the  research space  station  Alpha Omega\nhave  been  trying  to  discover  how to  make a  teleporter  device  without\nactually  having  the creatures  from  another  dimension  take  over.   What\nmade them think it could actually work?\n        For the first six  months,  the  station  had  nothing  but  success.\nThey made the teleporter  by using  different matter  frequencies than  those\non Phobos and Deimos,  and thus, the  monsters would  not be able  to use it.\nThe theory seemed to work, for a while. After six months of vigorous testing,\nan accident occured on the station.   Two monsters came through the teleport.\nThe  station claims  that they  handled the  situation and that both monsters\nwere contained.  They changed frequencies again and continued testing.\n        The next time,  the  monsters were  not as  dumb.  Instead of sending\ntwo through  the  teleporter,  they sent  an armada.  The station was not the\nleast  bit  prepared for  this sort  of large  scale attack.  Security guards\nwere slaughtered  as they tried  to repel  the forces.  Nearly all members of\nthe  ship  were  killed,  or so we  thought, when we received a communication\nfrom the station.\n\n    \"They keep  on coming  through the teleport!  There is no way to stop\n    them.  I am the only  survivor.  In order to prevent any more of them\n    from  gaining  access to the ship,  I have activated all the security\n    doors.  I  do  not have the red or yellow keycards, but I do have the\n    blue  one.   The blue  one controls  access into  and out of the main\n    teleport chamber.  I  will hide  it somewhere  on the  station.  If a\n    rescue  is  attempted,  you must  find the blue keycard.  I can't say\n    where  I will  hide it  because the  transmissions  are monitered.  I\n    can only tell you that . . . Oh my god! . . .\"\n\n        The monsters have taken control of the bridge and have  activated the\nmain thrusters, thus propelling it towards Earth.  If the monsters already on\nthe station find the blue keycard, they will open the blue security door  and\nlaunch a full scale attack on Earth . . . again. If they cannot find the blue\nkeycard, it is assumed that the station's  course  will remain  the same  and\nit  will  collide with  Earth.  An impact between Earth and the space station\nwill cause severe damage and possibly a nuclear winter.  At  the very  least,\nmillions of tons of dust will be released into the atmosphere and  not  allow\nsunlight into the atmosphere.  We would die just like the dinosaurs.\n\nYOUR MISSION:\n\n  1)  You  will board  the space station  by docking  with  it.  The monsters\n      will  know  you are there,  so they will be heavily armed and prepared.\n      You can take up to a maximum of four people on your transport ship.\n\n  2)  Penetrate  the  base and  find the  blue keycard.  Make your way to the\n      main teleport  chamber  and  find  a  way to shut it off or prevent the\n      attack.\n\n  3)  Now,  you  have been  given  a Sig-Cow  Military  Pistol along with 200\n      bullets.  Your transport  ship has been equipped with  three  Medikits.\n      Use these Medikits wisely,  because  we do not  know if any are located\n      on the station. Assume there are not. Any weapons you find  inside  the\n      station are yours, so try to find the armory. We believe it needs a red\n      security keycard.\n\n  4)  Once  you have defeated all of the bestiary and prevented the  rest  of\n      monsters from entering the station, we can then  take  control  of  the\n      space station  and stop it's collision course with Earth.  All you have\n      to do is return to your ship and head back to our military base.  Press\n      the release airlock switch in the rear of  the ship  and the  automatic\n      flight will take over.\n\nGOOD LUCK"
      }
    ]
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      "map": "MAP01",
      "title": "MAP01",
      "format": "doom",
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        "linedefs": 2889,
        "sidedefs": 4347,
        "vertices": 2463,
        "sectors": 668,
        "segs": 4541,
        "ssectors": 1603,
        "nodes": 1602,
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          "baron": 11,
          "cacodemon": 10,
          "chaingun_guy": 21,
          "demon": 12,
          "hell_knight": 1,
          "imp": 73,
          "mancubus": 7,
          "revenant": 8,
          "shotgun_guy": 86,
          "spider_mastermind": 1,
          "zombieman": 3
        },
        "by_category": {
          "boss": 1,
          "hitscanner": 110,
          "melee": 12,
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        }
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          "backpack": 2,
          "berserk": 2,
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          "cell_pack": 38,
          "chaingun": 1,
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          "invisibility": 1,
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          "medikit": 15,
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          "rocket_box": 36,
          "rocket_launcher": 1,
          "shell_box": 32,
          "soulsphere": 1,
          "stimpack": 7,
          "super_shotgun": 1
        },
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          "cells": 38,
          "rockets": 36,
          "shells": 32
        },
        "weapons_present": [
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          "plasma_rifle",
          "rocket_launcher",
          "super_shotgun"
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        "teleports": true,
        "keys": [
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          "red"
        ],
        "secret_exit": false
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        "hmp_monsters": 191,
        "htr_monsters": 136,
        "uv_items": 143,
        "hmp_items": 148,
        "htr_items": 154
      },
      "compatibility": "vanilla_or_boom",
      "metadata": {
        "title": null,
        "music": null,
        "source": "marker"
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