Names
"The Artifact" for DOOM II The Final Version
Description
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 storm troopers 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.
Filenames
ARTIFACT.WAD
Size
1.15 MB
MD5
2540d32816781838494229085cf8a668
SHA-1
33b43bf3233e880396bc25252559ae32ee688129
WAD Type
PWAD
IWAD
DOOM2
Engine
DOOM2
Lumps
33
Maps
3
 
MAP01, MAP02, MAP03
================================================================
Title                   : "The Artifact" for DOOM II The Final Version
Author                  : Paul Schmitz
Email Address           : 71776,337

Description             : 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 storm troopers 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!

Additional Credits to   : 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 2.3.  
                          Jens Hykkelbjerg for RMB, an excellent Reject Map 
                          editor.  
                          
                          And a very special THANK YOU to Jack V and 
                          the rest of the folks at Sensor Based Systems for   
                          DeePBSP.  Rebuild nodes for a 400K PWAD in 42 
                          seconds?  You guys are truely GODS for large
                          PWAD-builders like me!!!
                                                   
                          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).

                          Last, but certainly not least, I wish to thank my
                          lovely wife Lynn, who allowed me to pursue my
                          DOOMing pleasure.  And, of course, Jonathan and 
                          Matthew (my two boys and future DOOM hall of 
                          famers), who I stupidly ignored for two weeks while 
                          learning to build Doom WADs.  I hope (but doubt) 
                          that it was worth it.

================================================================

* Play Information *

MAP#                    : MAP01 MAP02 MAP03
Doom Version            : Requires DOOM II 1.666 or greater
Single Player           : Yes
Cooperative 2-4 Player  : No (Way too big!!!)
Deathmatch 2-4 Player   : No (Ditto.)
Difficulty Settings     : Yes (All)
New Sounds              : No
New Graphics            : No
Demos Replaced          : None

* Construction *

Base                    : New three level episode from scratch using MAPS 
                          01-03.

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.  I 
                          figure a good 1000 hours worth of work).

Editor(s) used          : DETH 2.3 GCC version, DeeP 7.01, DeePBSP 3.1c, 
                          RMB 2.1

* Copyright / Permissions *

Authors MAY use this level as a base to build additional
levels, just give me credit in your TXT file!  

You MAY distribute this WAD, provided you include this file , with no 
modifications.  You may distribute this file in any electronic format 
(BBS, Diskette, CD, etc) as long as you include this file intact.

* Where to get this WAD *

BBS numbers: CompuServe, GO ACTION, DOOM II Levels (Lib 21, called 
             ARTIFACT.ZIP, search using ARTIFACT for KEYWORD search.

TO PLAY:
============================================
To play this WAD, put the WAD file in your DOOM2 directory. Use the
provided PLAY.BAT file or at the command prompt type: 

        doom2 -file artifact.wad -skill 4 -warp 1

Level starts at MAP 01. 
============================================

* Author's Notes *

Please feel free to praise/condemn this PWAD anytime.  I'm always
looking for ways to better my level-making capabilities.  But the only
way I can do this is if I hear from you great DOOM players.  Let
me know about any bugs or comments so I can make this WAD a joy to play.
I'm usually in Compuserve every day.  I promise to respond to each and 
every comment I receive.

This PWAD requires DOOM II version 1.666 or greater.

WAHT'S NEW

Well, I spent the last few weeks enhancing the WAD for 2-player co-op mode.
Unfortunately, this did not pan out to well.  Artifact is simply too large
for multi-player mode.  We're talking serious performance problems here.  I
had to wait up to one full second before I could get any response.  Same for
the other player (I'm using a 486/66 while my partner has a Pentium 90).  So,
this three-level PWAD is exclusively for single-player.

Thus, I spent the last week converting it back to single-player.  I added some
neat stuff for 2-player that I didn't want to lose, so I just made sure it is
playable in single-player mode.  It is. 

(BTW, I kept a copy of the multi-player version intact.  If someone wishes to 
try this level on a network to see if it can be played, I will gladly E-mail 
or snail-mail a copy to them.  In all honesty, I cannot post this version for 
modem play.  It is simply too unwieldy for modem play, and I cannot in good 
conscience put out an inferior product for general use.)

So what's new?  The endings for both level 1 and level 3 have been changed.

For level 1, obtaining the yellow key in the Arena is far more challenging.

The ending for level 3 is a blast.  It uses the spawn cube (but not John's
head, so the spawn cube keeps spewing out monsters) and a variation of the  
lift found in level 30 of DOOM2 (except you have to ride two lifts instead
of one).  Objective?  Survive until you can get the HELL outta there!!!

Also, I changed the beginning start point for level 3.  My intent was for a
a person to start at MAP 01 and play through to MAP 03.  I forgot about those
folks who like to start each level with only a pistol.  Now you can for 
MAP 03.  Be sure to look around before you start though ;).
         
For those of lesser skills, keep an "eye" out for the "Eye in Symbol" 
thing.  These denote secret passages to healing areas where you can 
recharge.  But be forewarned, the "trade-off" for using these healings might
not be worth it in the long-run.  For every row of items you use in this
area, a powerful item in another section is removed from play.  I added the
healing areas to MAP 01 for some friends of mine lacking sufficient DOOMing
skills.  Side note:  Even if you don't use the healing areas, the intra-level 
teleportation may come in handy later in the game.

Please do not use a Reject editor on this PWAD.  I have already used RMB
and have included the reject file is used called ARTIFACT.REJ.  This file
sets up special effects throughout the level.  If you do use a reject 
editor, there is a good chance you may drasitically effect the playability
of this PWAD.

HISTORY

I originally intended this PWAD to be one huge level, until I discovered
that I could no longer save games because of the limit placed on the size 
of the save game file.  Even though the original level is now broken into 
three parts, I tried to keep the look and feel of one big level.  Let me 
know if I succeeded.

I developed this PWAD on a 486/DX2/66MHz with 16MB RAM and a VIPER 
accelerator card with 2MB of VRAM (and I pushed its performance to the max 
when I designed this PWAD).  Those of you that may be computer- 
impaired (i.e., slow 486) will probably not enjoy this PWAD.  My only 
suggestion to you (besides buying a better computer) is to 
shrink the screen size until performance is adequate, or view the PWAD
with the -nomonsters switch. 

Is this it for "The Artifact"?  It's the final version, right?  <VBG>.

Unless there are bugs I haven't found yet, I'm giving this WAD a 
permanent rest.  Considering that MAP 01 was my first PWAD (though its
been through a GAZILLION modifications), I don't think I did too bad a job.

I'm taking a much needed break and try out some of the other PWADs people
have made.  Plus I need some inspiration for my next PWAD series "The Road
to Hell" (atmosphere will definately be influenced by the "HellRaiser" 
movies).

MAP01

DM Spawns
0
Co-op Spawns
1

MAP02

DM Spawns
0
Co-op Spawns
1

MAP03

DM Spawns
0
Co-op Spawns
1
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