Update to : intercep.zip
===========================================================================
Primary purpose : Single + coop play
===========================================================================
Title : Interception
Filename : intercep.wad
Release date : 1/16/2013
Author : The Interceptors
Email Address : [redacted]
Misc. Author Info : The Interceptors are:
Mappers:
-Matt534Dog
Author : Matthew DeCalzadilla
Aliases : Matt534Dog, Moustachio
Contributions : MAP01, MAP02, MAP03, MAP04, MAP07, MAP12
(with sgt dopey), MAP19 (with Marnetmar and Pottus),
MAP20, & MAP30.
Other files by me : DOOM: The Way id Did: Lost Episodes (E4M7),
Moon Escape!
Comments : Read my final thoughts below!
-valkiriforce
Author : Michael Jan Krizik
Aliases : valkiriforce
Webpage : Check deviantArt / YouTube for valkiriforce
Contributions : MAP05, MAP11, MAP18, MAP24 (w/C30N9), MAP32
Other files by me : Doom Core,
Reverie,
Eternally Yours,
Doom II Unleashed MAP13 & MAP30,
Plutonia Revisited MAP22,
TNT2 MAP07 MAP11 MAP31 MAP32,
October MAP04 MAP05,
two maps for Back to Saturn X.
Comments : Really enjoyed making these maps. This is probably
one of the better projects I've taken part in.
I'm glad we got a good team together working on
some classic-style levels. I'm very sad to hear of
phobosdeimos1's passing away. I remember talking
with him through private messages. He would ask for
advice on level design and I would be as descriptive
as I could on my view of designing a level.
RIP phobosdeimos1.
-Processingcontrol
Author : Eli Cohen
Aliases : ProcessingControl
Webpage : None
Contributions : Map14, Map28, & Map31
Other files by me : The Central Core,
Cave-Room,
Castle of Fear,
DoomHero85's Speedmap Session 001 (Map02),
32in24-11: Occupy Doomworld (Map37),
Doom The Way id Did (E3M8),
Urban Fire, Community Chest 4 (Map14),
32in24-12: IRON MAPPER (Map26),
Slaughterfest 2012 (Map33)
Comments : T'was a fun megawad to map for and playtest
-purist:
Author : Chris Bourke
Aliases : purist
Webpage :
http://www.hellbent.iwarp.com/box_widget.html
Contributions : MAP08 and MAP26 (shared with Memfis)
Other files by me : Canary Squadron,
Hell Bent E1,
October 2011 (MAP01-03), PCCP (MAP35),
Hadephobia (MAP04, 09, 15, 20, 24, 29, 34)
Comments : A good bunch of mappers and nice team to be on.
It was especially enlightening collaborating
with Memfis.
-C30N9
Author : C30N9
Contributions: MAP10, MAP24 with valkiriforce and MAP25
Other files by me: MAP14 from Hadephobia,
MAP04 with Joshy PRCP,
The Mort.
-Razen
Author : Ashton Bahnmiller
Aliases : Razen / Molten_
Webpage :
http://blankbox.net/ (Not really doom related but w/e)
Contributions : Map09,& MAP17
Other files by me : n/a
Comments : I liked working on this project a lot. Inspiration was
hard to come by (Mostly because I'm still fairly new
to mapping, and I was surrounded by extremely talented people)
but I think I pulled through in the end. I had a lot of fun
testing, and the other mappers were a joy to work with.
-Memfis
Author : Memfis
Aliases : kuchitsu
Webpage : no personal page but I am kuchitsu on last.fm and myanimelist.net,
and kuchitsu4 on youtube.com (forgot the password for kuchitsu so
had to make another account)
Contributions : MAP13 and part of MAP26
Other files by me : sbspd020 MAP02,
ht MAP17,
whitemar MAP04,
vodeim21,
kashimir,
spd6 MAP12,
stckblod,
map18mem,
greenday,
kurogane,
sf2011 MAP13,
bofp,
kukuku,
horalky,
kuchitsu
Comments : Check out FranckFRAG's map16 for the best level\music in this wad.
-sgt dopey
Author : Danial Townsend
Aliases : Sgt Dopey
Webpage : none
Contributions : Map12(with Matt534Dog)
Other files by me : None released
-Callum Guy Oliver (phobosdeimos1)
(October 21, 1993 - January 10, 2012)
-General Rainbow Bacon
-franckFRAG
-Marnetmar
-Pottus
Musicians:
-XenoNemisis
-stewboy
Testers:
-1ntru
-Razen
-Processingcontrol
-gun_psycho
Description : Interception is a vanilla-compatible megawad
for DOOM II.
In the far distant future, you are part of a team
of marines, who are sent a distress signal from
an archaeology site. Once you arrive, the rest of
your team is killed by some nasty hell spawns.
Now it's your job to stop the invasion, or die
trying. Along the way, you explore ancient
military bases, an underground necropolis, and
Hell itself.
Final Words from the Author:
So, I've finally had a chance to sit down and write about my
experiences making this wad. Before I go on any further, I'd just
like to thank all of my wonderful teammates, who made this crazy
dream wad of mine a reality. It's really been a blast working with
all of you (even if there were some rough patches). I'd also like
to give a final R.I.P. to phobosdeimos1, whose maps, although
changed in this version, were sure to make the final cut.
When I first started working on this project, I had no intent
to make it a full 32-level megawad. In fact, I started this project
as a two-map submission for TNT 2. For one reason or another, those
maps were never submitted, and one of those maps never even made it
into the final version.
When my map submissions for DOOM: The Way id Did were
rejected, it inspired me to start my own megawad, so that my maps
would definitely make the cut. Selfish, I know; but, without that
initial push, I would never have had the urge to map again, and
my mapping skills would never have evolved.
Although the reception from the Doomworld community was
lackluster, I don't regret spending my time mapping for this one
bit! I'm just glad I got the mapping practice (and some management
experience on top of that)! I said it once and I'll say it again:
it was a blast working on this project, and I'll see you all in
Interception: Part II!
~Matt534Dog (MDC)
-MAP01: Excavation Site (by Matt534Dog)
Music Track by XenoNemisis
-MAP02: Research Facility (by Matt534Dog)
Music Track by XenoNemisis
-MAP03: Flooded Caverns (by Matt534Dog)
Music Track by XenoNemisis
-MAP04: Medical Center (by Matt534Dog)
Music Track by XenoNemisis
-MAP05:
Level name : Dangerous Curves
Author(s) : Michael Jan Krizik (valkiriforce)
Music Track by: XenoNemisis
Editor(s) used : Doom Builder 2
Bugs : None that I know about.
Inspiration : Jens Nielsen maps
Author's comments : I'm very satisfied with this one. The detail may not be as good as I like,
but I wanted to make a level that had a clever progression involved (hidden lifts/switches/
teleports/etc). I think finding the secrets on this map can be really rewarding.
-MAP06: Rail Terminal 38 (by phobosdeimos1)
Music Track by XenoNemisis
-MAP07: Floodgates (by Matt534Dog)
Music Track by XenoNemisis
-Map08:
Level name : Panopticon
Author(s) : purist
Music Track by: XenoNemisis
Editor(s) used : Doom Builder
Bugs : A seg overflow in the courtyard, which isn't very noticeable. Some tutti-frutti near
the exit unless Matt fixed that (I did ;) ~Matt).
Inspiration : Wikipedia for the name. The rest fell into place.
Authors comments : I had wanted to make a map based on an old Dickensian poorhouse and a
futuristic version of this seemed to suit Matt's E1 theme of ancient tech bases. I googled
work houses for inspiration and stumbled upon a wiki site for panopticons, which are buildings
designed so that most of it can be seen from one place. This felt like an interesting thing to
create in Doom, but limiting too. I am quite satisfied with map overall but if I was to make it
again I would make it more grimy and dirty.
-Map09:
Level name : Iron Jungle
Author(s) : Razen (Ashton Bahnmiller)
Music Track by: stewboy
Editor(s) used : Doom Builder 2
Bugs : Some secrets are unreachable (May have been fixed)
Inspiration : Not sure
Authors comments : This map went through a lot of iterations, mostly because I was never really happy
with what I had done. Each "version" usually ended with me scrapping the map halfway through, or
finishing the starting area and realizing I didn't like it that much. As the cutoff date neared
closer and closer things got a bit hectic for me because I wasn't able to work at the leisurely pace
I'm used to, but I think it worked out in the end. The map is obviously very cramped and
vertically-oriented (Something I'm actually rather partial to, despite vanilla limitations), but I
think I did pretty good working with the theme. Enemy encounters are absolutely terrible though,
and it's something I plan to work on in my future maps.
-MAP10:
Level name : Chemical Laboratory
Author(s) : C30N9
Music Track by: XenoNemisis
Editor(s) used: Doom Builder 2
Bugs : Uknown
Authors comments : This was inspired by map from CC3, and it wasn't too long to finish it. The name IMO
doesn't fit really, but I didn't think about any other names.
-MAP11:
Level name : The Ocean Outpost
Author(s) : Michael Jan Krizik (valkiriforce)
Music Track by: XenoNemisis
Editor(s) used : Doom Builder 2
Bugs : None that I know of.
Inspiration : The Master Levels / Eternal Doom
Author's comments : This was originally made to be part of a map set I was working on where I was
planning to make Doom II-style levels in a large setting like Eternal Doom. Anyway, I did
away with that idea and made it part of this map set. Not much story behind this, just wanted
a non-linear stage with an option of exiting with at least two keys.
-Map12:
Level name : Underearth
Author(s) : Sgt Dopey & Matt534Dog
Music Track by: XenoNemisis
Editor(s) used : Doom Builder 2 maybe GZDoomBuilder
Bugs : The maze that rises out of the ground breaks in ZDoom (unless in DOOM(Strict) Compat. Mode)
Inspiration : Can't remember
Authors comments : I designed this map ages ago and I can't remember much of what I did so yeah.
The start area was different to what it is now, and because I'm crap I ran out of inspiration
and gave up on it and that's when Matt534Dog finished it.
~sgt dopey
The best part of mapping this map was that I didn't do most of it. ;)
~Matt534Dog (MDC)
-MAP13:
Level name : Castle Grounds
Author : Memfis
Music Track by: XenoNemisis
Editor used : Doom Builder 1.68
Bugs : Texture misalignments, possibly HOM in the main area (I managed to get something like 255/256 segs from one point in chocorenderlimits)
Inspiration : Some Hell Revealed maps, texturing in Doom 2 map11.
Author's comments : There are some fun/challenging fights but also a lot of filler, boring
backtracking, etc. Some areas look underdetailed to me and the ending is very anticlimactic.
I originally used music from Hell Revealed m16 for this map but Matt wanted all new soundtrack.
-Map14:
Level name : Antidote
Author(s) : Eli "ProcessingControl" Cohen
Music Track by: Stewboy
Editor(s) used : Doom Builder 2
Bugs : A few seg overflows, but they aren't very noticable
Inspiration : Jim Flynn's maps
Authors comments : I started planning this map once I joined the Interception team,
but work didn't really start moving until I began playing some of Jim Flynn's wads.
I was impressed at his style of blending realistic and abstract architecture, inspiring
me to create something similar. Two months of work went by, and soon I completed this
hellish hospital. I think I achieved my goal successfully: many of the areas are clearly
hospital-ish but the architecture still remains very doom-ish. I also I think I did good
job on the gameplay; unlike most of the levels I had made before this, I created the layout
at the same time as I did the monster placement, allowing me to experiment with how the structure
of rooms affected the gameplay. However probably my favorite aspect of the map is the
layout -- notice how you can traverse the path to and from the red key in two different
directions, each with different effects on the gameplay.
-MAP15: Elm Street (by phobosdeimos1)
Music Track by XenoNemisis
**Note on MAP15: As it was originally uploaded, I had
posthumously edited MAP15 from phobosdeimos1's original
submission. Aside from visually altering the map, I also
introduced a series of bugs and changed the gameplay. I
had always considered this a grave mistake, and so, with
this revision, I've decided to include phobosdeimos1's
original, unaltered submission for MAP15 (aside from
removing a couple visual mode camera objects).
-Moustachio (Matt534Dog), 2020
-MAP16: Vertigo Plant (by franckFRAG)
Music Track by stewboy
-Map17:
Level name : Hell House
Author(s) : Razen (Ashton Bahnmiller)
Music Track by: XenoNemisis
Editor(s) used : Doom Builder 2
Bugs : None that I know of :)
Inspiration : Once again, not really sure
Authors comments : This map didn't go through nearly as many iterations as MAP10, but in the end I
had one completed map I wasn't satisfied with, 3 unfinished maps, and the final product. The first
scrapped map was completely different from the finished product. It featured a more open design,
with holes in the ceiling showing the skybox of the underground city. The main reason I decided to
scrap it was because it wasn't very well suited for coop, and I don't think the open design was
handled that well (Especially for one of my first mapping projects). For the finished map I decided
to take the beginning of the first scrapped map, a house, and go crazy with the design. I had a lot
of fun and I'm actually very proud of this map, I think it turned out great.
-MAP18:
Level name : City of Burning Sulfur
Author(s) : Michael Jan Krizik (valkiriforce)
Music Track by: XenoNemisis
Editor(s) used : Doom Builder 2
Bugs : None
Inspiration : Memento Mori II / Jim Flynn
Author's comments : I remember Matt534Dog talking about an underground city-theme for episode 2. I was
thinking a little bit about how I did that with Doom Core MAP13, but otherwise I've never played an
underground city type level before. So there was a lot of just trying to come up with my own ideas
on how that would look. The somewhat hellish-type areas with red rocks and bricks were a little more
inspired from Memento Mori II, however. The southern marble building on the other hand was something
more Jim Flynn-inspired. There was originally a 3D bridge crossing over from the red building to the
marble building just northeast from the starting point, but I was told to remove it in favor of
multiplayer not breaking the effect. So I added rocky platforms to replace the 3D bridge.
-MAP19: Alpha Tower (by Matt534Dog + Marnetmar + Pottus)
Music Track by XenoNemisis
-MAP20: Beta Tower (by Matt534Dog)
Music Track by XenoNemisis
-MAP21: Wrong Dimension (by phobosdeimos1)
Music Track by XenoNemisis
-MAP22: Bone Dread (by phobosdeimos1)
Music Track by XenoNemisis
-MAP23: Abysmal Affliction (by Pottus)
Music Track by stewboy
-MAP24:
Level name : Bloody Castle
Author(s) : C30N9 / Michael Jan Krizik (valkiriforce)
Music Track by: XenoNemisis
Editor(s) used : Doom Builder 2
Bugs : None
Inspiration : Ultimate Doom episode 4 / Plutonia Experiment (valkiriforce)
Old Plutonia map (C30N9)
Author's comments : C30N9 started this map by making the starting area and everything that leads to the red
key. He was about to scrap it until I expressed interest in a collaborative effort. I did the area
leading to the blue key as well as the last area you teleport to in the map. I made some edits to the
areas that were previously established. I added the monster closets in the hallway to the red key, added
the lift at the start. Added windows to the left and right of the yellow key room, two platforms
northwest and northeast of the yellow key room that hold the Cacodemons. Added the red key switch north
from the yellow key room. Added the yellow key bars leading to the teleport. Added the marble face south
of the yellow key room. Slightly edited the function of the red key lift, and I think I added the torches
in the red key hallway as well. He did some monster / item placement mostly leading to the red key room,
but otherwise I did all the other monster / item placement from there.
~valkiriforce
I done the first part of the map (till you reach the moving bars room and take the key),
but I wasn't able to complete it for having a mapper's block. valkiriforce came in and completed it while
maintaining the same theme. He did pretty much great.
~C30N9
-MAP25:
Level name : Demon's Spite
Author(s) : C30N9
Music Track by: XenoNemisis
Editor(s) used: Doom Builder 2
Bugs : Uknown
Inspiration : One of my very old maps
Authors comments : I finally made my old map in a new style and packed it up into an actual /idgames file.
The blood textured way was made by me lots of times in different maps in the same theme, but none of
them were actually released. As for the wood room, it isn't connected, it's just a new idea.
-Map26:
Level name : Wrecking Fist
Author(s) : Memfis and purist
Music Track by: XenoNemisis
Editor(s) used : Doom Builder, Doom Builder 1.68.
Bugs : Texture misalignments, also there is a trick that makes getting the soulsphere secret somewhat
easier (not sure if intended, purist made that part).
Inspiration : Memfis' original layout (purist).
Warcade5.wad, some Alien Vendetta maps (Memfis).
Authors comments : I'm not sure how long Memfis intended this map to be but I took over because he said he
couldn't finish and a lot of the work had already done. It was cool to inherit this neat, non-linear
layout that I could colour in with small aesthetical touches and monster placement and expand with a few
smallish areas. I really just felt like I was wrapping up Memfis' work as I thought if I expanded by too
much the discrepancy in our mapping skills would be too obvious :-) The bezerk spree at the end turns out
optional if you've managed ammo well against the arch viles, pain elementals and cyberdemon but that's
better than leaving players too short in those fights. Memfis did the layout other than the bezerk exit
and one or two other small additions. I added detail in several areas, most notably the outdoor parts.
I did most of the thing placement save for the start area and the arch vile fight for the key. This is a
really good level and I can freely say that since it's not all mine :-)
~Purist
I made a significant portion of this map but lost interest so I posted unfinished version
in the development thread. Then purist picked up and finished it. No sure what I think about the final
result because I imagined it differently but it's at least not bad. I originally used music from Doom 2
m18 for this map but Matt wanted all new soundtrack.
~Memfis
-MAP27: Blood Siege (by Pottus)
Music Track by XenoNemisis
-Map28:
Level name : Amongst the Ash
Author(s) : Eli "ProcessingControl" Cohen
Music Track by: stewboy
Editor(s) used : Doom Builder 2
Bugs : Not really a bug, but players using(G)ZDoom (and possibly other source ports)
must switch on vanilla Doom compatibility settings to get the blue key.
Inspiration : E4 & AV Map27-29
Authors comments : My best Doom map as of yet. It has creative traps, beautiful architecture,
and a switch puzzle that'll surely drive some players crazy. What more
could you want. :)
The whole thing took nearly a year to complete. I originally intended it be
a short (heh) romp trough a small E4-style castle, and I started it
right after finishing Map31. I got about half of the yellow key wing done before taking
a break to work for TNT2, and then another one to work on Map17. By the time I returned
there was only about a month left till the project's deadline. This was a few weeks
after I completed AV, and the awesomeness of it's last few levels certainly influenced
the work I did revamping the old parts of the map and finishing the yellow key wing.
However, by the time I completed that chunk of the map I only had 2 days left until the
deadline. Without enough time to create something entirely new, I decided to hellify an
unfinished Doom The Way id Did submission that was lying around on my hard drive.
-MAP29: Barbatos' Fortress (by General Rainbow Bacon)
Music Track by XenoNemisis
-MAP30: Interception (by Matt534Dog)
Music Track by XenoNemisis
-Map31:
Level name : Degravitation
Author(s) : Eli "ProcessingControl" Cohen
Music Track by: stewboy
Editor(s) used : Doom Builder 2
Bugs : None known
Inspiration : Stole the concept from Icarus
Authors comments : My first Interception map. It's not nearly as good as the other two, though
I guess I'm pretty satisfied with the one-week build time, which is ultra-fast by my standards.
The theme is the level's main attraction, though in retrospect I think I could have handled
it better. For example, the main cavern could definitely use loads of more height variation.
In Icarus Map20 (one of the two levels in that wad that this was inspired by), not only did
the concept have better execution, but it was extended by having both upside-down and "normal"
treks through the same abstract structure. Still, there are a few things here that hopefully
make playing it worthwhile. I don't think the idea for the secret exit has ever been used before...
-MAP32:
Level name : The Cataclysm
Author(s) : Michael Jan Krizik (valkiriforce)
Music Track by: XenoNemisis
Editor(s) used : Doom Builder 2
Bugs : None
Inspiration : John Romero / Orin Flaharty
Author's comments : This was also intended for that map set that was going to be like Eternal Doom
combined with Doom II's theme. This was the second map to MAP11 which was going to be MAP01.
Anyway, here it is now appropriately placed as a secret map. I had a lot of fun working on
this map; I love the height-level variation going on around this map. Some secrets may be
a little tough to find, so keep your eyes out for some of the 'inconsistent' textures (or
you could just look at the editor...).
Texture Alignment and Various Changes: Pottus
Title Screen Music: XenoNemisis
Intermission Screen Music: XenoNemisis
Text Screen Music: XenoNemisis
Additional Credits to : id Software for DOOM II, and fraggle for
Chocolate DOOM.
===========================================================================
* Version 1.7 *
- Matched par times to the up-to-date DSDA world records.
* Rounded up using Romero's method.
- Corrected a grammatical error in MAP21's story text.
- Fixed bad midi loops for maps: 02, 07, 11, 12, 18, 21*, 27, 29, 32.
* At some point, MAP21's midi was swapped for an unfinished version of the
track. I restored the full track from v1.2.2 of Interception.
- Fixed soft-locks in maps: 18, 25, 29.
- Fixed visplane overflow crashes in maps: 07, 16, 19, 20, 26, 28, 30.
* Crashes may still occur via arch-vile jumps in 16 & 19, though this is rare.
- Updated DEMO3.
- MAP16: fixed the bugged floating enemies that would not awaken until shot.
- MAP21: fixed the blue key door whose linedef was flipped the wrong way.
- MAP29: restored the 4 arachnotrons that wouldn't teleport in.
- Added a COMPLVL lump to specify vanilla compatibility.
* Version 1.666 *
- Simplified a portion of MAP04's geometry to fix a visplane overflow crash.
- Restored the monster teleports at the end of MAP17, allowing for 100% kills.
* Version 1.4.3 *
- Fixed a bug in MAP02 which caused a Hell Knight to get stuck in
the ceiling, remaining unkillable.
* Version 1.4.2 *
- Fixed SKY3, which became misaligned with the previous update.
* Version 1.4.1 *
- Simplified part of MAP19 to fix a visplane overflow.
- Removed ancient email addresses from WADINFO.
- Placed deathmatch/co-op starts on maps where they were missing.
- Various little bugs fixed (stuck things, open sectors, etc.).
- MAP15 returned to its original form** (see MAP15 above).
* Version 1.4 *
- Fixed the game-breaking bugs in MAP19 and MAP29.
- Fixed the internal DEHACKED lump.
- Updated the three DEMO lumps.
- Added an ENDOOM screen.
* Version 1.3 *
- New Maplist Order.
- Fixed Music Tracks.
- Various Changes and Fixes Throughout.
- Updated Textfile with Author Comments (Big thanks to those willing to write
some comments!).
- A Final, Special Thanks from the Project Leader.
* Version 1.2.1 *
- Replaced the missing red key in MAP02.
- Made a few improvements and fixes to MAP02.
- An improved MAP28 by Processingcontrol.
- MAP28's music changed to the MAP31 music track.
* Version 1.2 *
- Improved the first four maps due to negative reception.
- Music playback fixes.
- Various bug fixes.
* Version 1.1 *
- Improved text file.
- Updated music tracks for MAP18 and MAP30.
- Updated MAP14 with various bug-fixes.
- Fixed a bug in MAP01 that prevented 100% kills.
* What is included *
New levels : 32
Sounds : No
Music : Yes
Graphics : Yes
Dehacked/BEX Patch : Yes
Demos : Yes
Other : No
* Play Information *
Game : Doom 2
Map # : MAP01-MAP32
Single Player : Designed for
Cooperative 2-4 Player : Designed for
Deathmatch 2-4 Player : Player starts only
Other game styles : None
Difficulty Settings : Yes
* Construction *
Base : New from scratch
Build Time : Roughly 2 years
Editor(s) used : Doom Builder 2
* Copyright / Permissions *
This work is licensed under the Creative Commons Attribution-NonCommercial
4.0 International License. To view a copy of this license, visit
http://creativecommons.org/licenses/by-nc/4.0/
You are free to copy and redistribute the material in any medium or format;
and remix, transform, and build upon the material. If you do so, you must
give appropriate credit, provide a link to the license, and indicate if
changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use. You may not use the
material for commercial purposes.
* Where to get the file that this text file describes *
The Usual:
ftp://archives.gamers.org/pub/idgames/ and mirrors