Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

Interception

   (47 reviews)

Guest

6 Screenshots

About This File

"Interception" is a vanilla-compatible megawad for DOOM II. The story takes place in the distant future, and involves being part of a team of marines, who are sent a distress signal from an archeology site. The rest of your team is killed by some nasty hellspawns. 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.

This megawad contains 32 levels of pain, action, and raw fear; all of which is co-op and DM compatible! With killer atmosphere and an incredible score by XenoNemisis and stewboy, Interception takes things back to basics.


User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

P41R47

· Edited by P41R47

  

Really good and enjoyable mapset.

Grasp the TNT feel quitly good without being a rip-off.

 

Starts with really short and quite maps and then the last maps are kinda Eternal Doom's long with around an hour per map with a touch of sluaghterfest on some areas. The best maps are around map12 to map20, except map19 than can't be completed without noclip.

Great set of maps in general, but last maps from map26 to map29 make it drag a lot. Not only they are really long, they have an obscure progression that make the player dwell around searching what the switch changed. I like this kind of maps, but for sure they become exhausting.
And map29 has a bug that makes the mapset uncompletable without noclip right before the last room.

 

The storyline is good, i like it, and there are neat details around the maps that help getting into it. But text screens could have been better.

And the music, wow! The music just make the megawad far better than it would be without it. XenoNemesis and Stewboy really did something wonderful here.

 

Thanks @Moustachio and all the team that make this possible.

Now that the sequel will have a full released soon, i hope someone make a quick fix to those bug that make it uncompletable.

Share this review


Link to review
Gato606

  

Nice and enjoyable megawad, nice design.  Still not sure the last maps needed to be slaughterfest-type

Share this review


Link to review
Demtor

  

There really is some good stuff to be found in this WAD, unfortunately it becomes really hit or miss map to map. Same with the music. Some are too long. Some are too hard. Some are juuuust right. It's a mixed bag but a lot of effort went into them and it shows. Even on the maps I would consider not that great are passable as "okay". 

Share this review


Link to review
Player Lin

  
Just tired and skipped those slaughter-type style on last few levels(since layout tends confusing in this megawad), still have good feel on most levels even in UV, music does fits for most levels. So it's just not bad, too much ammo if without pistol start I guess? 4/5 -playerlin

Share this review


Link to review
KalZekdor

  
Had a lot of fun playing through this wad. Nice level design, manages to be difficult without being unfair.

Share this review


Link to review
ZaBigBoss

  
I enjoyed most of the maps. The first two Valkiriforce maps are my favorites. They just look and play great. The music sounded very harsh and intrusive though. I had to mute it on some of the maps.

Share this review


Link to review
Nazgul9

  
Got to map 19, which is broken (red and blue switches don't do open the door they are supposed to, and loading the map into an editor reveals problems with linedef action/sector tagging. Might also be a GZ Doom thing, not sure). Didn't have sv_cheats enabled so I wasn't able to noclip thru, which meant the end of the game. Couldn't be bothered to restart. From what i did see: nothing groundbreaking but generally all right...

Share this review


Link to review
joe-ilya

  
Oh man! I gotta replay this!

Share this review


Link to review
Guest

  
I really wish there was a fix for MAP 19 that didn't involve me having to use CHANGEMAP to go to the next level or NOCLIP to get past that broken door. As it stands, three stars overall, would bump it up to four stars if the bugs/flaws got fixed.

Share this review


Link to review
Guest

  
OK-ish wad again ruined by a handful of mindless and confusing slaughter megamaps. Really, all that crap highlights is a lack of mapping talent. Would have been 3.5 except for that.

Share this review


Link to review
Guest

Unknown date

  
Well first things first, if you want the goods right out of the bottle, SKIP TO MAP06, MAYBE EVEN MAP08. I for one enjoyed the opening levels but it is clearly the weakest part of the game so if you play and think meh, do NOT get discouraged. The rest is a mix of solid good maps and some very good/excellent ones, all in classic style. The last level is a bit of a letdown but I can forgive it. If you liked good old MM/Requiem, the last 70-80 percent of this should unarguably be right up your alley. 4.5/5

Share this review


Link to review
NuMetalManiak

Unknown date

  
a modern mapset that evokes old-school gameplay, I love it! I could care less about the design in some levels, but the gameplay and music were wonderful. major gamebreaking flaws in some maps though, MAP19 if you hit the switches wrong you can't exit, and MAP29 i can't get past the last teleporting line.

Share this review


Link to review
Guest

Unknown date

  
Titlepic is... oh. Well, it is AWFULLY childish. Also I should say all three in-wad demos are desynched badly.

Share this review


Link to review
Guest

Unknown date

  
i love you

Share this review


Link to review
Guest

Unknown date

  
it was alright. some maps were pretty crappy though, like the first few and map 28. 3.5/5

Share this review


Link to review
Guest

Unknown date

  
Mixed quality, like most community stuff. Inferior to Cchest 3/4, but most of it is worth one play. So it sneaks a 4 star from me.

Share this review


Link to review
Guest

Unknown date

  
nice but plays better in GZdoom with AEOD mod, just try it :). 4/5

Share this review


Link to review
Guest

Unknown date

  
MAP03 has a visplane overflow. It happened when I was facing out of the blue card area and the barrier across from it was going up.

Share this review


Link to review
Zahid

Unknown date

  
Very impressive:) only flaw i observe is poor lighting areas in abundant....classy otherwise 4/5

Share this review


Link to review
Guest

Unknown date

  
Agreed with other people, it's mostly a mixed bag. I also think the maps were a bit too easy as I only died 2 times in whole megawad (maps 1 and 28). I hated how I couldn't finish MAP19, so instead of NOCLIP, I used CHANGEMAP MAP20. There were also some dark areas that I couldn't see shit and who was shooting me (that costed me the death from map 28). I played on UV and I used Aeons of Death mod. I give 4*

Share this review


Link to review
Guest

Unknown date

  
^you can get past the teleporting line by jumping on edge of window.

Share this review


Link to review
Guest

Unknown date

  
Still not even in the half and that's awesome oldschool style megawad! 5/5 - Optimus

Share this review


Link to review
Guest

Unknown date

  
I love this.

Share this review


Link to review
cannonball

Unknown date

  
Mised bag as per most community projects, but solid and fun to play with some memerable maps. 4 Stars

Share this review


Link to review
Guest

Unknown date

  
Almost like another Memento Mori/Requiem wad...a real gem! The first few levels are actually some of the weakest so don't let them discourage you at all. Easily a 5/5 megawad in great oldschool spirit.

Share this review


Link to review
  • File Reviews

    • By P41R47 · Posted
      Pretty entertaining and challenging mapset. The maps start in a somewhat heretic or cave theme at first, and with a really abstract style with just tiny little realistic details. It use TNT as iwad and there are just a few maps with name patches. The rest and the text screens are the ones from TNT. The story is interesting: Serena, B.J. Blazkowicz's wife, worried that, after the incident on 20 Days In Hell (but it could be also after Doom 2 final map), he hasn't returned home yet. So she decide to go search for him. In the proces she found that every map we play is an hour of torture for her husband, and thats from where the title 32 Hours of Pain come. Thematically, the maps use the TNT skies to tell the story, starting with Serena on earth, vayaging throught space on map12 to map20, and reaching hell where her husband is being tortured on map21 to map30   Maps have a good gameplay, and the little and few details really stand out from the abstract design, like in map11 the ship sailing out to space. The design varies from really large and big open areas to really cramped and difficult to traverse tunnels and areas. Thus, it somehow really grasp the TNT feel and style. The texturing is varied, from monotexturing to using different themes like starbase and marble on the same map, especially on those where the hellish influece is seen as bigger.   I really enjoyed it! Its not a masterpiece, but it certaily has a charm and offers a good challenge. Kristian Aro's story, maybe i'm wrong with this, was use as a base for 2002: A Doom Odyssey later as its pretty similar. This mapset is kinda analogue to Paul Corfiatis The Twilight Zone. Both follow a free thematic texturing from map to map, both have a story mostly told throught little details (TTZ has a proper mapinfo on it, though) and both shows the first mapping efforts of their respective authors and how the ideas here lead to their later awesome mapsets.   I recommend it to anyone who is seeking abstract design and challenge.
    • By Meddy · Posted
      Short, but pretty well done. The best custom Hexen levels I played so far.
    • By Roofi · Posted
      Very decent map from 1995. As previous comments said, it looks like a workplace with two floors tons of openable doors.   The gameplay is very classic but very enjoyable. The progression may be quite confusing, especially about finding the yellow key which was hidden in a little compartment as if it was a secret. However , discovering each room was a pretty exciting experience.    Also this level has a cool sense of place. I really like the idea of creating "elevators" by using teleporters as well as the partially demolished 2nd floor.    Despite being an easy level, some traps may kill you like the surprise monster closet with barons near the author's signature located at the beginning.   Aesthetics are ok but I really enjoyed the use of light gradiants in some corridors , they make the stock textures look a lot better !
    • By Argenteo · Posted
      Hunting for those letters reminds me of Star Force, that alone makes the set memorable. Cute midis, some custom textures and fun gameplay. Maybe it was the first episode replacement I played. Long ago. :)
    • By rd. · Posted
      50 Shades of Graytall is a seemingly improbable success of a project that was born when Gez I believe jokingly suggested a texture theme composed of a pair of Doom 2's awkward misfits -- GRAYTALL and FIREBLU -- and a texture designed for basically one purpose (it's in the name): DOORTRAK. And then miraculously, Someone actually did it.    Naturally its restrictions would seem to consign it to the garbage bin, but it worked out very well, becoming a darling of the community (but not of livestreams).     Part of the reason 50 Shades of Gray worked so well visually was that despite the apparent memeiness of the theme, the chosen assets complemented each other quite snugly. GRAYTALL, with its obnoxious off-center red strip and that ugly arrow-like splotch, is tricky to get a handle on as a mapper, but with some anger effort spent on alignment, it gives you pretty red borders, either around the original gray core or freestanding, with can be fit to planes of arbitrary width. FIREBLU is an eyesore embodied, but with its purple-blue scheme, it comports well with the red strip of GRAYTALL -- in big picture terms, it functions as a splash of color among the other two desaturated materials. DOORTRAK is a crime painted '90s style over vast surfaces, but over sleekly shaped smaller ones it's not so bad, and something about being the only dark texture means that eventually your mind starts to perceive it as shade and contrast itself, rather than "this ugly thing customarily used for doors."       Add a very pretty primary skybox -- all inky blue and pink-tinged splotches, all stars and comets and nebulas in a spacebound sky -- that is fittingly sort of a "serious" take on FIREBLU in spirit. Add each mapper's ability to choose one texture to use for floor and ceiling (usually ones that meshed with the texture theme in some way). In the end, the working materials were ultimately quite harmonious in their minimalism.     The project head Marcaek was also picky about what maps he accepted, sending rougher work back to the drawing board or in some cases serving up outright rejections (especially to work sent in batches by one particular person who likes to chuck lower-effort maps at every community project within earshot). That makes him kind of the bad guy, some might argue, but strict QC is often a necessary evil for ensuring quality with open submissions.    Handed all of these elements with few defined rules or instructions for making it all work, the varied cast of mappers (which, looking at the roster again, has a suspiciously high number of "big names") did their own thing, in different ways, which was the final element of the magic gluing it together.       The typical 50 Shades map is fairly short and to the point, almost as if motivated to end before your eyes started yelling about the overexposure to FIREBLU, but of course Mechadon threw a curveball by being himself, with a long odyssey that is honestly little different from his usual sprawling feat of relentlessly intertwining architecture and crazy interlocking angles, just with these textures instead. There are abstract little gameplay-oriented maps that focus on punchy, kinetic action in varying molds -- pistol-and-shotgun pecking early, a brief and hyperviolent BFG romp late, and every degree in between. Some mappers attempted to reach into other dimensions entirely, fashioning surrealistic art pieces that compensated for the narrow palette by concocting something out of nothing -- as with Dobu's exploiting negative space in the form of invisible sectors, and NoisyVelvet being, "Hey, HOMs are a texture too!" Of course there were crates. Contrasting the natural lean towards abstraction is a bit of stubbornly playful representation: castles, faces, giant stick figures crafted out of sectors.   In sum, it's good shit.   
×