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The Artifact for DOOM II

   (36 reviews)
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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!


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SilverMiner

  

Cool wad, I'll give it 6/5

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JudgeDeadd

  

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).

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NuMetalManiak

  

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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YouAreTheDemons

  
Megamur is right, this thing has aged poorly.

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Megamur

  
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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Martin

  
Utter crap, most unfair Icon of Sin battle ever made

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Guest

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

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Guest

Unknown date

  
Really enjoyed this:)

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Guest

Unknown date

  
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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Guest

Unknown date

  
pretty cool map, a classic 3.5/5 - PerOxyd

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Guest

Unknown date

  
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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Guest

Unknown date

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

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Guest

Unknown date

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

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Guest

Unknown date

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

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Unknown date

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

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Guest

Unknown date

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

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Guest

Unknown date

  
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 NuMetalManiak · Posted
      the tenth week of dwspd has the theme of "flooded city" which is a nice echo back to the very first of the dwspds which was "lava city". here we have seven maps, all deal with flooded areas, and the quality of these maps is increasing as you go along. first map is definitely not city, but does show the fake floor trick, then you climb just one building to the top. second map also isn't a city but more of a temple that looks strange (plus having to rocket barons in tight halls). third map, uh, there's not much to this one but at least it did what it could thematically. fourth map brings all the carnage underwater while allowing for an optional cyberdemon fight. fifth tries but doesn't really have that city vibe, yet at least had some interesting things to it. the best two maps are MAP06 (in theme it's the best) and MAP07 (a concoction of buildings strewn over the nukage, having to go across each one until you get a radsuit so you can tackle the center). well there's more maps, and it feels a lot more fun than some of the previous ones.
    • By Walter confetti · Posted
      Pretty meh mapset, this wad crashes on vanilla doom 2 since a ceiling texture is acting funny in MAP01, in boom 2.02 it shows perfectly. Best of the bunch is MAP04, but overall, meh mapset with some weirdness.
    • By NuMetalManiak · Posted
      for the ninth installment of dwspd, the theme was to "try and rebuild E1M1 without looking at the original". wow, THAT is a low map turnout, at a measly two. guess it was a lot more difficult than some would have bothered with. but let's see what we got. the first is rather accurate as far as actual layout, though texturing and monster placement is assuredly different. but this one has problems, namely one of the secrets is one-time only as well as an exit switch that doesn't work. it's odd for me to say the real winner was actually the second of the two, despite it looking less accurate, it was much more fun, a Go 2 It mini-version of Hangar with a few hordes of monsters done proto-slaughter style.
    • By NuMetalManiak · Posted
      for the eighth installation of dwspd, the theme was to "build a warehouse inside a castle". or is it to build a castle and then a warehouse inside it? who knows. anyways, this is easily the weakest dwspd thus far, with a very low map turnout of only 6 maps, and none of them are actually all that well done theme-wise. sure, the combat is up there, but let's see. MAP01 and MAP06 don't have anything that really pertains to warehouse per se. MAP02 is incredibly mediocre overall and it's possible to prevent yourself from ever leaving due to the lift switch being one-time only. MAP03 seems nice with the crates in places but it doesn't seem finishable due to one lift never rising to the red key AND an impassable linedef in front of the exit. MAP04 and MAP05 are the most interesting, though each has a share of problems with MAP04 for some reason having invisible crates while MAP05 tries for a siege scenario, starting in the warehouse and giving all the supplies, but just try killing everything out there when you can't head back up once you fall down. yes, I'm fully aware that these maps don't get bug-tested or play-tested before release, but it's always best to leave the best possible impression.
    • By NuMetalManiak · Posted
      for the seventh iteration of dwspd, the theme was to "build a Doom 1 level in Episode 1 style". this theme contrasts quite well with the previous theme of building a final level of Doom 2 in dwspd006, but the familiarity of Episode 1 style levels in E1Mx is bound to put a damper on the overall score of this one. you'll notice that Fredrik isn't here this time around, so there's not much to be wowed by his great speedmaps. the rest of the maps are just speedmap juice, they are usually mediocre and have a few bugs, some are more blatant than others (the first map you can just skip everything since Blackterror forgot to tag the exit door as a key door). also you'll need to warp to E1M9, since E1M3 does not go to the secret map. unlike the others that have generally mixed quality in many different mapslots, the levels actually seem to get better the more you go through. the first few maps are shit and are really small in size, but the layouts and monster count increases and things get more fun as you go along.
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