Processingcontrol
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Posts: 1483
Registered: 09-10 |
Descriptions for the textfile, using the same format as AV:
Author : Eli Cohen
Aliases : ProcessingControl
Email Address : elic90@gmail.com
Webpage : None
Contributions : Map17, 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
Map17
Level name : Antidote
Author(s) : Eli "ProcessingControl" Cohen
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.
Map28
Level name : Amongst the Ash
Author(s) : Eli "ProcessingControl" Cohen
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.
Map31
Level name : Degravitation
Author(s) : Eli "ProcessingControl" Cohen
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 my other two, tough I guess I'm pretty satisfied with the one-week build time, which is ultra fast by my standards. The theme's the level's main attraction, though in retrospect I think I could have handled it a lot better. For example the main cavern could definitely use some more height variation. In Icarus Map20, not only did the concept have better execution, but it was radically extended. 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 done before...
Last edited by Processingcontrol on 02-27-13 at 05:42
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