Counts

endoom0
graphics0
lumps33
maps3
palettes0

Totals (across maps)

Things1806
Linedefs8367
Sectors1759
Monsters635
Items371
Raw model (for completeness)
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    "title": "\"The Artifact\" for DOOM II The Final Version",
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      "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.",
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        "contents": "================================================================\nTitle                   : \"The Artifact\" for DOOM II The Final Version\nAuthor                  : Paul Schmitz\nEmail Address           : 71776,337\n\nDescription             : You've been to hell and back, now it's MILLER time!\n                          Unfortunately the officer you pounded earlier is\n                          now your new CO.  Guess who gets the next S**T\n                          detail?  While boarding the drop ship, you find out\n                          some strange goings-on are happening at a UAC\n                          facility in the Andes mountains.  It appears that\n                          what recently happened on Mars is happening here.\n                          People rising from the dead, demons and monsters\n                          gnawing the living.  Not good!\n\n                          You are to meet some undercover operatives at the\n                          facility who will lead you to a secret base nearby\n                          (something about having to climb a waterfall and\n                          navigate an underground river and some sewers). You\n                          hear a rumor about the discovery of an alien\n                          artifact that supposedly started this whole mess.\n                          You also hear a story about a UAC backed raid by a\n                          company of storm troopers that failed miserably.\n                          The one lone survivor kept babbling about \"blowing\n                          up a mountain, though not the way we intended.\"\n                          He died before he could explain what he meant.\n\n                          The drop ship doors open, and you hit the ground\n                          running.  Great!  An entire company of veteran\n                          spacers gets wiped out, and they send you in alone\n                          with a pistol, just because you did it before.\n\n                          A reception party is waiting for you.\n                          Unfortunately, THIS reception party is not the\n                          undercover operatives you were to meet!  AMBUSH!\n\nAdditional Credits to   : id Software for making THE BEST GAMES IN THE COSMOS:\n                          DOOM and DOOM II.  Raphael Quinet, Brendon Wyber,\n                          Anthony Burden, and Simon Oke, contributors/\n                          developers of a great Doom editor, DETH 2.3.\n                          Jens Hykkelbjerg for RMB, an excellent Reject Map\n                          editor.\n\n                          And a very special THANK YOU to Jack V and\n                          the rest of the folks at Sensor Based Systems for\n                          DeePBSP.  Rebuild nodes for a 400K PWAD in 42\n                          seconds?  You guys are truely GODS for large\n                          PWAD-builders like me!!!\n\n                          I would also like to credit Leo Martin Lim for the\n                          excellent discovery for invisible platforms which\n                          he used in PWAD called \"Dooms day of UAC\"\n                          (UAC_DEAD.WAD).\n\n                          Last, but certainly not least, I wish to thank my\n                          lovely wife Lynn, who allowed me to pursue my\n                          DOOMing pleasure.  And, of course, Jonathan and\n                          Matthew (my two boys and future DOOM hall of\n                          famers), who I stupidly ignored for two weeks while\n                          learning to build Doom WADs.  I hope (but doubt)\n                          that it was worth it.\n\n================================================================\n\n* Play Information *\n\nMAP#                    : MAP01 MAP02 MAP03\nDoom Version            : Requires DOOM II 1.666 or greater\nSingle Player           : Yes\nCooperative 2-4 Player  : No (Way too big!!!)\nDeathmatch 2-4 Player   : No (Ditto.)\nDifficulty Settings     : Yes (All)\nNew Sounds              : No\nNew Graphics            : No\nDemos Replaced          : None\n\n* Construction *\n\nBase                    : New three level episode from scratch using MAPS\n                          01-03.\n\nBuild Time              : Don't ask! (amongst earning a living, loving my\n                          wife and playing with my boys, I squeezed in as\n                          much time as I could working on this PWAD.  I\n                          figure a good 1000 hours worth of work).\n\nEditor(s) used          : DETH 2.3 GCC version, DeeP 7.01, DeePBSP 3.1c,\n                          RMB 2.1\n\n* Copyright / Permissions *\n\nAuthors MAY use this level as a base to build additional\nlevels, just give me credit in your TXT file!\n\nYou MAY distribute this WAD, provided you include this file , with no\nmodifications.  You may distribute this file in any electronic format\n(BBS, Diskette, CD, etc) as long as you include this file intact.\n\n* Where to get this WAD *\n\nBBS numbers: CompuServe, GO ACTION, DOOM II Levels (Lib 21, called\n             ARTIFACT.ZIP, search using ARTIFACT for KEYWORD search.\n\nTO PLAY:\n============================================\nTo play this WAD, put the WAD file in your DOOM2 directory. Use the\nprovided PLAY.BAT file or at the command prompt type:\n\n        doom2 -file artifact.wad -skill 4 -warp 1\n\nLevel starts at MAP 01.\n============================================\n\n* Author's Notes *\n\nPlease feel free to praise/condemn this PWAD anytime.  I'm always\nlooking for ways to better my level-making capabilities.  But the only\nway I can do this is if I hear from you great DOOM players.  Let\nme know about any bugs or comments so I can make this WAD a joy to play.\nI'm usually in Compuserve every day.  I promise to respond to each and\nevery comment I receive.\n\nThis PWAD requires DOOM II version 1.666 or greater.\n\nWAHT'S NEW\n\nWell, I spent the last few weeks enhancing the WAD for 2-player co-op mode.\nUnfortunately, this did not pan out to well.  Artifact is simply too large\nfor multi-player mode.  We're talking serious performance problems here.  I\nhad to wait up to one full second before I could get any response.  Same for\nthe other player (I'm using a 486/66 while my partner has a Pentium 90).  So,\nthis three-level PWAD is exclusively for single-player.\n\nThus, I spent the last week converting it back to single-player.  I added some\nneat stuff for 2-player that I didn't want to lose, so I just made sure it is\nplayable in single-player mode.  It is.\n\n(BTW, I kept a copy of the multi-player version intact.  If someone wishes to\ntry this level on a network to see if it can be played, I will gladly E-mail\nor snail-mail a copy to them.  In all honesty, I cannot post this version for\nmodem play.  It is simply too unwieldy for modem play, and I cannot in good\nconscience put out an inferior product for general use.)\n\nSo what's new?  The endings for both level 1 and level 3 have been changed.\n\nFor level 1, obtaining the yellow key in the Arena is far more challenging.\n\nThe ending for level 3 is a blast.  It uses the spawn cube (but not John's\nhead, so the spawn cube keeps spewing out monsters) and a variation of the\nlift found in level 30 of DOOM2 (except you have to ride two lifts instead\nof one).  Objective?  Survive until you can get the HELL outta there!!!\n\nAlso, I changed the beginning start point for level 3.  My intent was for a\na person to start at MAP 01 and play through to MAP 03.  I forgot about those\nfolks who like to start each level with only a pistol.  Now you can for\nMAP 03.  Be sure to look around before you start though ;).\n\nFor those of lesser skills, keep an \"eye\" out for the \"Eye in Symbol\"\nthing.  These denote secret passages to healing areas where you can\nrecharge.  But be forewarned, the \"trade-off\" for using these healings might\nnot be worth it in the long-run.  For every row of items you use in this\narea, a powerful item in another section is removed from play.  I added the\nhealing areas to MAP 01 for some friends of mine lacking sufficient DOOMing\nskills.  Side note:  Even if you don't use the healing areas, the intra-level\nteleportation may come in handy later in the game.\n\nPlease do not use a Reject editor on this PWAD.  I have already used RMB\nand have included the reject file is used called ARTIFACT.REJ.  This file\nsets up special effects throughout the level.  If you do use a reject\neditor, there is a good chance you may drasitically effect the playability\nof this PWAD.\n\nHISTORY\n\nI originally intended this PWAD to be one huge level, until I discovered\nthat I could no longer save games because of the limit placed on the size\nof the save game file.  Even though the original level is now broken into\nthree parts, I tried to keep the look and feel of one big level.  Let me\nknow if I succeeded.\n\nI developed this PWAD on a 486/DX2/66MHz with 16MB RAM and a VIPER\naccelerator card with 2MB of VRAM (and I pushed its performance to the max\nwhen I designed this PWAD).  Those of you that may be computer-\nimpaired (i.e., slow 486) will probably not enjoy this PWAD.  My only\nsuggestion to you (besides buying a better computer) is to\nshrink the screen size until performance is adequate, or view the PWAD\nwith the -nomonsters switch.\n\nIs this it for \"The Artifact\"?  It's the final version, right?  <VBG>.\n\nUnless there are bugs I haven't found yet, I'm giving this WAD a\npermanent rest.  Considering that MAP 01 was my first PWAD (though its\nbeen through a GAZILLION modifications), I don't think I did too bad a job.\n\nI'm taking a much needed break and try out some of the other PWADs people\nhave made.  Plus I need some inspiration for my next PWAD series \"The Road\nto Hell\" (atmosphere will definately be influenced by the \"HellRaiser\"\nmovies)."
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