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Title : "The Artifact" for DOOM II, Single Player Trilogy
Author : Paul Schmitz
Email Address : 106057.2725@compuserve.com
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 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!
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 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.
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* Play Information *
MAP# : MAP01 "Ambush"
MAP02 "The Artifact"
MAP03 "Hell's Gate"
Doom Version : Requires DOOM II 1.9
Single Player : Yes
Cooperative 2-4 Player : ??? (2 player only - not tested)
Deathmatch 2-4 Player : No (Too big)
Difficulty Settings : Yes (All)
New Sounds : Replaced Music
D_E1M1.MUS replaces music for MAP01
D_E1M2.MUS replaces music for MAP02
D_E1M8.MUS replaces music for MAP03
New Graphics : No
Demos Replaced : None
* Construction *
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).
Editor(s) 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.
History : 12/30/94 "The Artifact" released for DOOM I
04/06/95 "The Artifact" MAP01 released for DOOM II
06/13/95 "The Artifact" MAP01-03 released
12/07/95 "The Artifact" bug-fix released
06/01/96 Author address update only!
* Copyright / Permissions *
Authors MAY NOT use this level as a base to build additional
levels.
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.
TO PLAY:
============================================
To play this WAD, put the WAD file in your DOOM2 directory. At the command
prompt type:
doom2 -file artifact.wad -skill 4 -warp 1
Level starts at MAP 01.
============================================
* Author's Notes *
SKILL LEVEL COMPARISONS: My UV is a little tougher than the typical DOOM II
level. However, HMP is closer to the DOOM UV norm.
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 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.
Oh yes! Please remember that I had to break this level into three parts.
So if you can't get an item in one level, you may find it in the next <G>.
BTW, the adventure continues in the next trilogy called WELHELL.ZIP. Check
it out on FTP.CDROM.COM in the DOOM2 levels section. :)
ARTIFACT GAME NOTES:
1. 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.
Also, the penalty only applies in level 1. There is no penalty for using
this area in level 2.
However, you can use TWO rows of items without serious harm. Two items
are duplicated in the level.
2. Consoles work in the level. Be sure to try and activate them all.
3. By now, the mere site of a demon should enrage you to the point where
you'll shoot it. OK, maybe not. But a well placed punch or gunshot
might prove beneficial when you see those hideous demon faces on walls.
4. Small rooms usually hide more than items. A thorough search of the area
might be in order (especially if you only find a lousy chainsaw <G>).
5. If a dark panel suddenly is lit, a closer inspection is definitely in
order.
6. As a general rule, secret rebel bases are supposed to be hard to find.
I have not made an exception here (see above two clues). And yes,
there is a way to get ALL the weapons in the rebel base.
7. When you activate a switch, you might not always see it, but you will
(almost) always hear the results.
8. On invisible platforms, torches and such will define the outer edges
of the platform your on.
9. Just like DOOM II, you cannot destroy the spawn cube (John's head is
not available to kill (not yet anyway<g>). Objective is to escape, not
destroy all monsters.
10. Some clues can only be seen on a map (especially the "imp maze" found on
level 2).
11. Platforms may "point" to the right direction.