**I modified this slightly for the DMJ 2.0 release by changing custom worms, 
rats, and couatyls to all occupy the entire square. Aesthetically more 
pleasing not having the monsters sticking into the walls, in my opinion. 
The original version is still available for download for those who 
prefer it.
Original readme follows.
 - alandale**

Notes on recreation of original dungeon master map for DMJava
=============================================================

Dungeon has been built for Dungeon Master Java 1.4 by Alan Berfield.
Available from:
http://www.cs.pitt.edu/~alandale/dmjava

Bugs and suggestions - either email me directly at bigcalm@hotmail.com
or post on the DMJava message board at ezboard. (See link off page above).

Installing it:
==============
1) Unzip the supplied zip file into the directory you installed Dungeon Master Java (e.g. "C:\Program Files\dmjava\" or "/usr/games/dmjava")
2) Run Dungeon Master Java and Choose "Custom" and then dmorig13.dat
3) Play the game...


Done List
=========
 - Completed empty dungeon
 - Filled it in
 - Released Beta.
 - Released 1.0


--- After Beta
 - Added a few more custom items, such as Tabard, Flamm Bain, Darc Armour, etc.
 - Fixed completeability.
 - Added inquisitor section on firestaff level
 - Wall decorations for levels 2 & 3
 - increased lighting on levels 2,3,4 and 5 to make it a bit easier for
 reincarnated characters to cast light spells.

 - Added all wall decorations, fountains and alcoves. Came across a few missing things such as the
 speedbow too.



-----
To Do List
==========

All Levels:
 - Wall Decorations, fountains and alcoves are only on the first to third levels
  so far (there are a few fountains on lower levels, but they're probably not true to the original.
 - Pit Falls are not tested, but should be Ok.
 - Certain missing wall objects - manacles, small switch, iron ring, missing-chunk, etc.
 - Type of alcove missing - Ornate.
 - Some types of monsters were not available so I've used substitutions
 instead.  If asked for enough, I'll
 grab the monster images off DM/CSB encyclopaedia and convert for use in
 DMJava.

Level 1 (Hall of Champions):  
 - Champions Pics must be in the Heroes directory.  I should really shift this to a new directory off the heroes dir, to avoid clashes with other custom dungeons.
 - No "Manacles" wall decoration (as mentioned above)
 - No "Blue Pants" item.

Level 2: (Introduction): 
 - Ok.

Level 3: (Choose your door, choose your fate): 
 - Room of the Gem first pit is not faithful to the original.  Could be made
 so again, with lots of multi-switches and SetTo->'s.

Level 4: (Worm Lair):
 - After Door Chop, the closing door/wall switch riddle is not faithful to
 the original.  However, it's pretty damn close as far as I'm concerned.
 - Giant Wasp has been turned into a custom muncher
 - In the original you could click on one of the slimy drains and find a
   gold key.  Not possible unless Alan allows custom alcoves or something.
   Replaced with simple alcove.
 - Purple Worms has been turned into a custom Worm
 - Ghost could more freely roam in the original, though not through walls 
   or doors

Level 5: (Poisoned Lair):
 - Pit Room is not faithful to the original, and I don't think it can be
   made so.  It's close enough, though if you're looking hard for it, you'll
   find the room is not the same.  This version may be slightly easier in
   fact.
 - Slime monster has been replaced with a custom poisoned slime.
 - Flying Dragon has been replaced with a custom Couatyl

Level 6: (Skeletons):
 - No Stone Keyhole
 - Puzzles room not reproduced with 100% accuracy
 - grave of king - I've been playing with this so it might not work!

Level 7: (Tomb of the firestaff):
 - Scroll containing light and darkness spells has been removed (well,  the
   spells in DMJava are not available).
 - Fire Shield spell on one scroll removed too.

Level 8: (The Cavern):
   - Ok.  I think.  Fixed all bugs last playtest but have not re-played it yet.

Level 9: (Rats!):
 - Small scorpion replaced with normal scorpion, but with reduced hps,
	poison power, and movement rate.
 - Jawa replaced with majorly weakened sorcerer.
 - some doors need to be closed, not open.

Level 10: (Scorpions):
 - it's gonna start getting hard from here....

level 11: (Infinite Loops):
 - zooom section near the end of the level doesn't work as intended.

Level 12: (Knight Level):
 - Ok.

Level 13: Grey Lord:
	- Need to test floor switch/generator square. Yuk.  Well it
	works, buy it's an ugly way of doing this.

Level 14: Dragon:
	- FireStaff+ - cannot duplicate the burnt amalgam stuff.
