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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 UPDATE: http://www.mediafire.com/download/x0x322xooed40nb/interfin.zip

Changelog:
-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 (Yours Truly)


Completed Maps:

-MAP01: Excavation Site (by Matt534Dog) 1 2
Music Track by XenoNemisis

-MAP02: Research Facility (by Matt534Dog) 1 2
Music Track by XenoNemisis

-MAP03: Flooded Caverns (by Matt534Dog) 1 2
Music Track by XenoNemisis

-MAP04: Medical Center (by Matt534Dog) 1 2
Music Track by XenoNemisis

-MAP05: Dangerous Curves (by valkiriforce) 1 2
Music Track by XenoNemisis

-MAP06: Rail Terminal 38 (by phobosdeimos1) 1 2
Music Track by XenoNemisis

-MAP07: Floodgates (by Matt534Dog) 1 2
Music Track by XenoNemisis

-MAP08: Panopticon (by purist) 1 2 3 4
Music Track by XenoNemisis

-MAP09: Iron Jungle (by Razen)
Music Track by stewboy

-MAP10: Chemical Laboratory (by C30N9) 1 2
Music Track by XenoNemisis

-MAP11: The Ocean Outpost (by valkiriforce) 1 2
Music Track by XenoNemisis

-MAP12: Underearth (by sgt dopey + Matt534Dog) 1 2
Music Track by XenoNemisis

-MAP13: Castle Grounds (by Memfis) 1 2
Music Track by XenoNemisis

-MAP14: Antidote (by Processingcontrol) 1 2
Music Track by stewboy

-MAP15: Elm Street (by phobosdeimos1) 1 2
Music Track by XenoNemisis

-MAP16: Vertigo Plant (by franckFRAG)
Music Track by stewboy

-MAP17: Hell House (by Razen) 1 2
Music Track by XenoNemisis

-MAP18: City of Burning Sulfur (by valkiriforce) 1 2
Music Track by XenoNemisis

-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) 1
Music Track by XenoNemisis

-MAP22: Bone Dread (by phobosdeimos1) 1 2
Music Track by XenoNemisis

-MAP23: Abysmal Affliction (by Pottus)
Music Track by stewboy

-MAP24: Bloody Castle (by C30N9 + valkiriforce) 1
Music Track by XenoNemisis

-MAP25: Demon's Spite (by C30N9) 1 2
Music Track by XenoNemisis

-MAP26: Wrecking Fist (by Memfis + purist)
Music Track by XenoNemisis

-MAP27: Blood Siege (by Pottus)
Music Track by XenoNemisis

-MAP28: Amongst the Ash (by Processingcontrol)
Music Track by stewboy

-MAP29: Barbatos' Fortress (by General Rainbow Bacon) 1 2
Music Track by XenoNemisis

-MAP30: Interception (by Matt534Dog)
Music Track by XenoNemisis

-MAP31: Degravitation (by Processingcontrol) 1 2
Music Track by stewboy

-MAP32: The Cataclysm (by valkiriforce) 1
Music Track by XenoNemisis

Texture Alignment and Various Changes by: Pottus


"Intro (Main Theme)" by XenoNemisis - Listen

"Intermission Screen" by XenoNemisis - Listen

"Text Screen" by XenoNemisis - Listen


Mappers:

-Matt534Dog
-phobosdeimos1
-valkiriforce
-General Rainbow Bacon
-Processingcontrol
-purist
-franckFRAG
-C30N9
-Marnetmar
-Pottus
-Razen
-Memfis
-sgt dopey


Musicians:

-XenoNemisis
-stewboy


Testers: (4/4)

-1ntru
-Razen
-Processingcontrol
-gun_psycho

Thank you for reading! Please, download this wad from the link above!

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This looks like my cup of tea, and to quote essel, this is "2011, the year of the vanilla megawad"

Those screens look really nice and classic, very impressed man.

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Thanks phobos! Essel was right, even though this technically won't be released until 2012, along with possibly a few other wads.

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Yay, another vanilla megawad. (:

Lovely! Good luck with it. Let me know if you need any betatesters.

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Sweet! This is just my mapping speed. I'll have to join in at some point soon (but I don't want to get too tangled in right now cause I'm already involved in some other things).

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Looking at the screens I'd say you could use more height variation for both floor and ceiling.

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I can maybe you propose a titlepic, even if I am occupied a lot at the moment, but as you begin your project, I think that it does not owe you raise of problem.

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@Khorus: Well, there is more height variation as the level goes on. But, adding more might ruin the flow of the level.

@franckFRAG: I'll send you a PM of what I would like the titlepic to look like.

@Memfis: Yes, there will be new skies. I don't know about new textures yet, as the default textures seem to be working okay for me, and I'm not that great at making textures. If someone would like to make a texture pack for this project, that would be pretty cool.

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Cool to see another vanilla megawad in the making. Good luck with it.

Phobosdeimos1, that layout looks great. Maybe you can convert some of your rejected DTWiD submissions to Doom 2 format and use them for this project? :)

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I'm probably going to make a map for this soon. I'll probably claim something in one of the earlier map slots when I get back.

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DeathevokatioN said:

Cool to see another vanilla megawad in the making. Good luck with it.

Phobosdeimos1, that layout looks great. Maybe you can convert some of your rejected DTWiD submissions to Doom 2 format and use them for this project? :)


Thank you v much, and Good idea man thanks, yeah I'll get to work on that and see what Matt thinks.

EDIT: I like the way it looks my maps integrated into the Doomworld Forum..

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The work is coming along great so far! Thanks to all the cool people who joined the team!

EDIT: I'm also thinking about letting the mappers use any texture pack they want. But, that could lead to a big filesize. What do you guys think?

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I do enjoy the enthusiasm for vanilla megawads of late. Perhaps if it's still going after I get past some other commitments (though that's unlikely), I'll throw a map in. Just busy.

Also, what Khorus said. Height variation in the same room increases gameplay by ~1000 times.

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There is more height variation later on. Like I said, that was only a little bit of the map. Besides, I think the less height variation at the start actually enhances the map. But, we'll have to see what others think.

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I'd like to claim MAP31.

Not sure if how long it'll take though; I'm currently working on other stuff.

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I've not been involving myself in community projects due to working on PFCP, but it's in it's later stages so you can put me down for MAP08 if you like and I'll work on it during quieter times on the project.

Any rules on difficulty/monster/weapon progression?

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Not really. Just keep the monster progression at about an Evilution level.

EDIT: Also, how's this for a team name, "The Interceptors"?

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Matt534Dog said:

I'm also thinking about letting the mappers use any texture pack they want.

Don't do this. You'll end up having lots of maps with totally different themes. Either make one texture pack for everyone, or limit your wad to only IWAD textures. I personally would prefer the second.

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Thank you for your insight. I was thinking that maybe it would allow for more creative freedom, but then I realized that it would cause too much creative freedom. I would still like a custom texture pack, but this project seems to be going great without one so far.

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I think that I'm going to take a slot, I have already begun a map there is some weeks, for vanilla, and I knew not really that I could make it.. I shall like choosing the slot 9, but I think that it will be the only one map that I would propose you. :)

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Even though I'm not actually contributing to this as of now, I'd stick with the normal IWAD textures if you want to keep that "classic" feel. That's just my opinion though.

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