I've recreated the original map for use in Dungeon Master Java. It's tuned for newbies so that it should be relatively easy to complete. To get it, click the link below:
Unzip the supplied zip file into the directory you installed Dungeon Master Java (e.g. "C:\Program Files\dmjava\" or "/usr/games/dmjava")
Run Dungeon Master Java and Choose "Custom" and then dmorig13.dat
Play the game...
Please see the README file included in the zip for more information on how to contact me with various bugs, suggestions and comments. Alternatively, you can post on the DMJava message board where I'm likely to see it.
This clone has been made much much easier by George Gilberts DMute editor for the original Dungeon Master.
Additionally the Dungeon Master / Chaos Strikes Back encyclopadia has been very helpful.
Many thanks to Beowuuf for playtesting this dungeon.
Notes On Original Map For Dungeon Master Java
I've come across numerous problems when trying to recreate the original map, because DMJava is not an exact clone of the original.
What follows is a list of "known" bugs. Most are the fault of laziness (but require a lot of work to fix), and some are just not available in DMJava.
All Levels:
Wall decorations and alcoves are not 100% identical to the original.
Pit Falls are not tested, but should be Ok.
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.
Chests were smaller in the original, but I can't create custom chests using DMJava at the moment.
Level 1: (Hall of Champions)
After retrieving the firestaff in the original you could return to the start where *something would happen*? Never having experienced this on the original I have no idea what resemblance mine bears to the original.
No "Blue Pants"!
Level 3: (Choose your door, choose your fate)
Delays in "Hit and Run" section needs fine tuning
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
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):
Fireballs that travel around the room in original have been changed into very low magic bolt bombs, thrown very very hard
Level 9: (Rats!):
Small scorpion replaced with normal scorpion, but with reduced hps, poison power, and movement rate.
Jawa replaced with majorly weakened sorcerer.
level 11: (Infinite Loops):
zooom section near the end of the level doesn't work as intended.
Diamond edge section is perhaps a little too easy for my tastes.