The Artifact for DOOM II

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Author

Paul Schmitz

About This File

You've been to hell and back, now it's MILLER time! Unfortunately the officer you pounded earlier is now your new CO. Guess who gets the next S**T detail? While boarding the drop ship, you find out some strange goings-on are happening at a UAC facility in the Andes mountains. It appears that what recently happened on Mars is happening here. People rising from the dead, demons and monsters gnawing the living. Not good!

You are to meet some undercover operatives at the facility who will lead you to a secret base nearby (something about having to climb a waterfall and navigate an underground river and some sewers). You hear a rumor about the discovery of an alien artifact that supposedly started this whole mess. You also hear a story about a UAC backed raid by a company of space marines that failed miserably. The one lone survivor kept babbling about "blowing up a mountain, though not the way we intended." He died before he could explain what he meant.

The drop ship doors open, and you hit the ground running. Great! An entire company of veteran spacers gets wiped out, and they send you in alone with a pistol, just because you did it before.

A reception party is waiting for you. Unfortunately, THIS reception party is not the undercover operatives you were to meet! AMBUSH!

Credits

id Software for making THE BEST GAMES IN THE COSMOS: DOOM and DOOM II. Raphael Quinet, Brendon Wyber, Anthony Burden, and Simon Oke, contributors/ developers of a great Doom editor, DETH 3.92. Jens Hykkelbjerg for RMB, an excellent Reject Map editor, Jack V and the rest of the folks at Sensor Based Systems for DeePBSP.

I would also like to credit Leo Martin Lim for the excellent discovery for invisible platforms which he used in PWAD called "Dooms day of UAC" (UAC_DEAD.WAD).

Finally, much thanks to my testers: Mike "The WAD Critic" Abbott and Dia.

Base

New three level episode from scratch using MAPS 1-3.

Build Time

Don't ask! (amongst earning a living, loving my wife and playing with my boys, I squeezed in as much time as I could working on this PWAD).

Editors Used

DETH 3.92 GCC version, DeeP 7.4, DeePBSP 3.2, RMB 2.1

Bugs

Shouldn't have anymore <g>, but if you find them, let me know.




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NuMetalManiak

  • 2
  

there is a lot to this map, but not a lot of good to see. the layouts are bland and make players go just about everywhere. on MAP01 you can actually lock yourself from some secrets, as well as some items. combat is fine enough though. MAP02 has damaging water and some invisible walls to pass through, and can actually be done quickly enough. MAP03 tries to use the self-referencing sector trick as well as a few other ones to make it interesting, but it actually isn't well done in execution. also the Icon of Sin really sucks for this map. yep, for a 90's wad, it's big, but not really great.

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Doominer991

  • 1
  
Megamur is right, this thing has aged poorly.

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Megamur

  • 2
  
The way the levels are interconnected is pretty cool, where you can see parts of the other maps from windows and such, and can even revisit part of levels you completed. The massive scale and complexity (for the time) is something to behold, too, and limited supplies make combat tough. However, it starts confusing and gets worse, culminating in the awful Map03, which is a headache-inducing teleporter maze/invisible bridge combo. Artifact has aged poorly. 2/5

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  • 1
  
Utter crap, most unfair Icon of Sin battle ever made

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  • 2
  
Totally damaged wad (It looks damged, because of the graphics)! Nothing fits together! 2/5

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Unknown date

  • 4
  
Really enjoyed this:)

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Unknown date

  • 5
  
Certainly has some difficult sequences including tons of hitscanners time and again. But if you can overlook some of the more frustrating parts like this, you may enjoy this early gigantic, three-part level. This was also one of the first WADs I'd ever played, so it holds memories first getting into this WAD making community. ~vf

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Unknown date

  • 4
  
pretty cool map, a classic 3.5/5 - PerOxyd

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Unknown date

  • 5
  
Just might be the best thing to come out of '94. The levels are huge and filled with puzzles and secrets. Map01 even has multiple paths to the exit. The connected areas between levels add a lot of personality and the fights are really challenging for the era. Map03 was kind of disappointing, but still atmospheric. Make sure you read the text file before playing. 4.5/5

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Unknown date

  • 5
  
Awesome. Kept me busy for a while. :) 5/5

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Unknown date

  • 5
  
Don't forget to read the designer's notes before playing this one. God damn what a fight.

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Unknown date

  • 4
  
a little too hrd for me on UV put it's a good one for sure. 4/5

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Unknown date

  • 3
  
i cant beat it i keep going back to the thrurd level and its starting to suck.

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Unknown date

  • 4
  
I liek how doom 3/3.5 used this same storyline.Essentiall y.

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Unknown date

  • 4
  
I'd say for 1995 is quite complex and has some good ideas but also a lot of confusion and stuff that I hate. Secret walls upon secret walls where sometimes they have the same texture, too many buttons/panels that do something which sometimes can be fun but sometimes when it's needed to progress not. 3.5/5 - Optimus

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  • File Reviews

    • By Aquanet · Posted
      This feels like the first level to a really awesome Q2 or Sin-era game. It is really gorgeous. The combat is somewhat conservative and often easy to keep at a safe distance. Some of the routing is a tad tricky but nowhere near the Eternal Doom end of the spectrum.
    • By Nine Inch Heels · Posted
      What happens when you try to make chillax more interesting and perhaps more difficult by spicing it up with a daring selection of custom monsters? You get Tarakannik 3...   This maximum-ridiculum spans 43 maps and is loaded with fierce opposition like you wouldn't believe. Make no mistake, this thing is hard to a point that even HMP-difficulty will stop most doomers dead. The author had the courtesy of warning me when I started playing this on UV-settings, and unless you want to bash your head against this madness like I did, you'd do well to listen to the advice given and tune it down. No, seriously, consider not playing UV unless you're either a doom-god, or you want to hone your skills to eventually become one.   So, what's going on here, how does it compare to, say, chillax? Where chillax liberally flooded the area with overwhelming opposition by way of numbers, tarakannik 3 oftentimes favours quality over quantity, even your seemingly bog-standard imp is a bit more threatening now, and imps, like many other demons in this set, come in different variations, some of which put scytheII's zombie-marine to shame. If you want to see a pinkie shoot a rocket at you when it dies (Which I think is hilarious), this is where that and many other things are going to happen.   The author expects rock solid execution when it comes to avoiding incoming damage. Whatever it is that you can possibly evade, you almost always need to evade it. Mistakes will get punished severely.   Aesthetically this is a mixed bag. Most of the maps are crafted either by way of copy+paste or with a fairly broad brush, without much attention to details in general. That's not to say Tarakannik 3 looks disgustingly ugly. There is some utterly absurd eye-candy to be had on occasion, map 41 and 42 in particular were... Oddly fascinating to just look at. If you've nothing better to do, you might want to consider IDCLEV-ing through this thing and have a gander, you may see something you actually like.   Note that you won't be able to run this set in PrBoom+ (at least I couldn't). I loaded this with GZDoom, and most of the maps worked properly, some just didn't for reasons beyond my knowledge/understanding. A fraction of the maps might cause the average machine's framerates to take a nose-dive to the point of being unplayable as a result of absurd bullet spammyness among other things however.   So, is Tarakannik 3 for you? If you're the type of player who actually enjoys playing chillax legitimately, however difficult it may be, this is a must-have. If you're curious to see how much frustration you can handle, this is where you can put your limits to the test. If you're looking for utterly ridiculous difficulty, you'd best start downloading right away.   I would have given 2.5 stars if I could, since some of the maps were unplayable no matter what I tried, but considering that this set made me laugh quite a bit here and there, and I generally like these utterly absurd maps, there's 3 stars for Tarakannik 3. How quaint...
    • By Dedalus 80 · Posted
      The battles are not that interesting but very difficult. Good idea at start (switches & cyberdaemon) but I think the switch are too little and too recessed into the wall. Not bad visually but too simple.
    • By Tango · Posted
      Really solid set of maps! I think it felt a little visually simple in places but generally it felt pretty polished. Loved the new resources too!
    • By galileo31dos01 · Posted
      Amazing megawad!! Very cool textures, music and atmosphere. I liked the concept of dividing the pwad into 6 episodes, with each episode in a different ambient. Also starting every episode with only the pistol and the weak fist really made me improve my skills, such as using the berserk for revenants and others. Gameplay is more or less like its prequel, the 1-9 maps are rather easy, the 10-20 increase difficulty, and 21-30 varies in massacre and slaughtery. I started to die repeatedly from map 23, and a few maps became really tedious and exhausting, mainly because of monster placement (specifically map 27, ugh...). The new enemies are, well, the afrit is cool, but the evil marine, annoying as f...  In general, secrets were nice. Ok, to me this was very fun but I doubt I would play it in UV, the differences between the difficulties is very notorious. So overall I'll give this a 9/10