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 felgro · Posted
      Actually better than the 1 start review. A mindless shoot-em-up, which is basically we all like Doom.
    • By MTX1996 · Posted
      0/10 doesn't include a proper Go 2 It-type map
    • By dmg_64 · Posted
      Love the smooth weapon animations <3
    • By maulosiarch · Posted
      I found this to be very convoluted, and grand architecture got in the way of an otherwise amazing idea. For example, I personally enjoyed the little secret entrances to Tartaros the best parts of the game... they were very trippy, and I still don't know how getting the secrets in the seemingly unrelated map managed to register on the proper map of Upper Tartaros. Yorick's Skull seemed to be overall irrelevant to reaching the end stage, which I found interesting. In fact, I don't know what placing it did at all to the map, except for release a horde of Afrits.   Thanks for all the fish.
    • By Jayextee · Posted
      A good DOOM mod should be challenging, right? How about challenging what is expected from the maps themselves? This is exactly what UnAligned does. In spades. Gimmicks and puzzles abound; especially E3M1, oh wow -- when I found out that the teleporters were basically math instead of "do them in this order", it became a great thing indeed, and this is saying nothing of the voodoo doll puzzle, or... you get the impression.   If you want good solid combat, look elsewhere (or IDCLEV to E3M6 and play DOOM Tower Defence). But the fact is the DOOM engine offers more potential than just various configurations of shooting, and UnAligned is a good place to look for that kind of thing. By its very nature, the entire thing is hit and miss (each and every criticism of E1M8, for example? Completely justified -- a nice idea made totally frustrating in its extremity, and something already done better by MAP07 of Valiant for example) but there's likely something here to surprise anybody. I give it five stars for its creativity; not the overall quality, which is as sporadic as the themes of gameplay. It's not for everybody; in fact it's not for many people at all; but dash it all, if it ain't unique as hell. Even if, as the name would imply, it's not the prettiest smartass around.