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You Dig v1.7

   (26 reviews)
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3 Screenshots

About This File

This is a map with a very unusual twist on the doom experience. No spoilers here, other than the name. You've just gotta see it for yourself! ;)

If you find any bugs, or record any demos, feel free to send them over.

Warning: Skill 4 is not recommended for first time players! Consider it a challenge mode of sorts.


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JudgeDeadd

  

Very fun map with a great concept. The beginning can be a little harsh as you can find yourself revealing a huge horde of imps with too little ammo to deal with them all, and then there are the narrow corridors where you can just barely rocket the oncoming nobles to death without blowing yourself up. However, once you're past the beginning section, the fun truly picks up. Having to carefully dig without knowing what lurks in the dirt is interesting, and there's some satisfaction in slowly revealing the true extent of the huge arenas where you'll wage battles.

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Marcaek

  
A solid proof of concept if you have the patience for slower levels punctuated by some hard as balls fights. Would like to see what could become of this idea with more time. Come back Tuxlar :(

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Doomkid

  
Unique and fun!

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SonicandTails58

Unknown date

  
Wow. This was an awesome WAD. Great concept. If it were tweaked just a bit, then it's possible some talented modder could attempt a Minecraft TC for DOOM.

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Guest

Unknown date

  
somehow funny

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Guest

Unknown date

  
unexpected advanture! but I won't try again.

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Grazza

Unknown date

  
Interesting concept.

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Guest

Unknown date

  
Concept map build on linedef action type 28892: floor lower to lowest neighbour floor. When shooting such a wall, it looks like it disappears. Having a shovel as fist, it gives an idea of mining. Which is great. Now IMHO this really deserves a map with better gameplay, the hacking takes way too much time, the layout can be better, and the monster placement is a pita. Overall: +1 for the idea - 1 for the gameplay = 3/5.

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subject_119

Unknown date

  
3/5* for the interesting idea, you should try digging this and do some real thought maps based on it, could've deserved a better lightning so we can make the difference between destructible walls and the others (it's kind of hard and requires to stick to the walls right now). The gameplay wasn't that terrible. As I said you should try to do some more thought maps with the concept, it would be very cool!

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Guest

Unknown date

  
It's a good idea, but I'm knocking off 2 stars. You disabled jumping and mouselook by default, I downvote anything by a star that overrides MY settings. I can go in and reenable jumping but not mouselook. The final door also did not open, amongst other tiny bugs here and there, and those small lava pits will kill you if you don't enable jumping.

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Tuxlar

Unknown date

  
Apologies @anon, mouselook has some exploits, given the nature of the gameplay mechanics. The lava pits are escapable, though. If you can get me more info on that exit door bug, I'll look into it.

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joe-ilya

Unknown date

  
It's an interesting tryout but digging everything is just boring, you could just give the drill from the beginning you know.

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Guest

Unknown date

  
Incredibly hard, especially where you grab the blue armor.... way to many revenets...

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TheMightyHeracross

Unknown date

  
A very unique wad... very fun, and very unpredictable. I like it!

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Guest

Unknown date

  
Lots of fun with some really cool fights, bloody difficult though!

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Guest

Unknown date

  
The drill is needed in the beginning. I like this concept though. It is too hard without iddqd.

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  • File Reviews

    • By JudgeDeadd · Posted
      The Artifact is a classic 1995 three-level mapset. It might be one of the highest-quality 1994/1995 productions I've seen, standing alongside such releases as UAC_DEAD or Galaxia. Much like them, Artifact has something of an unique air about it... a feeling of a true adventure, where you can palpably feel the author's enthusiasm and creativity as you go, each new room and area somehow feeling unique and lovingly crafted despite the simplistic looks. One downside of the mapset is that progression is occasionally confusing (such as one door switch on map03, hidden on a column that lowers into the ground).
    • By vdgg · Posted
      A set of maps, carefully tuned for pistol starts, pretty hard/challenging. The maps are rather small and have exactly one secret. There is no stylistic consistency; there are a few bases and castles, caves, hellish maps and so on, everything totally mixed up. I can assume the earlier maps have their slots because they are easier and the later maps - harder. MAP26 is probably the most difficult one. mlm12 reminds me a bit of Going Down, as the levels are small, packed with enemies, and one different from the other. But mind, they are less polished than GD. Some maps have a pretty high 2000's level of detail (the ending corridor from MAP09), some others are much more basic looking (MAP02). IMO they are rather good looking (above average).   Bugs/problems: The mapper leaves all the doortracks without "lower unpegged" flag, so they move with the door, I'm sure he knew how to prevent it but he preferred the doors to behave this way. What is more problematic for me: unreliable W1 monster teleports, places where you can get stuck and decorations impeding player's movement, no Boom actions but some maps require -complevel 9 due to traps not working with limit-removing compatibility.   Favourite maps: 03,08,17,24,25,26. I would definitely recommend giving it a try: the maps are so different everyone will surely find something that appeal to them.
    • By Maximum Matt · Posted
      Finally played this one today, pretty good for an old-school level, hub layout, so not so linear, varied locations (including a huge canyon area and an underground cavern), LOADS of monster traps triggered by linedefs, including traps WITHIN traps (very nice).  Not too much of a challenge, but quite fun. 
    • By JudgeDeadd · Posted
      Good atmosphere, but ruined by the terrible gameplay. Tons of identical enemies attacking you over and over, plus some very dark levels where it's impossible to see where you're going, all amount to a mod more annoying than scary.
    • By sesq · Posted
      you can only have so many baron/hell knight vs ssg rooms before it gets tiring
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