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Interception

   (46 reviews)

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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.


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Gato606

  

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

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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". 

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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

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KalZekdor

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

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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.

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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...

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joe-ilya

  
Oh man! I gotta replay this!

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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.

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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.

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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

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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.

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Guest

Unknown date

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

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Guest

Unknown date

  
i love you

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Guest

Unknown date

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

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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.

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Guest

Unknown date

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

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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.

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Zahid

Unknown date

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

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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*

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Guest

Unknown date

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

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Guest

Unknown date

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

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Guest

Unknown date

  
I love this.

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cannonball

Unknown date

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

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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.

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VylePhinder

Unknown date

  
I have to say, I agree with Katamori, well designed maps but nothing special, and non atmospheric. Just too bland in my opinion. 3/5

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  • File Reviews

    • By chowbar · Posted
      Possibly my favorite Ultimate Doom megawad. Although its first half feels like DTWID, it quickly becomes a much more twisted and demented take on the familiar techbase/hell aesthetic. Expect well hidden secrets, tight corridors, and some tough encounters in large, complex levels. In keeping with Ult Doom's tone, NaturalTvventy layers the atomphere on thick to create levels that feel genuinely hostile and evil, even more so than in the original.    If you have a soft spot in your heart for the original Ultimate Doom, this megawad is a must play. NEIS makes you realize how rock solid the original Doom formula is, even without the SSG and revenants. 
    • By whirledtsar · Posted
      An odd wad in which you play a Hexen class while fighting Heretic monsters in Heretic-textured levels. Surprisingly, it works pretty well, and is an interesting change of pace from either game. It retains Hexen's hub design, although it's not at all puzzley, just a "go and collect 3 items and return to the hub" quest. It's very combat-focused (there's almost 400 enemies in the final level), but unlike some Heretic maps, it doesn't end up feeling like a slog. Perhaps Hexen's weapons are just more powerful than Corvus's. The level design is very good, besides a couple of sore spots (the cramped areas of the lava level, the metal maze in the final level). The boss, D'Sparil, is much easier to kill than he was in Heretic; he probably should've been modded to have a better chance against Hexen's warriors.
    • By Philnemba · Posted
      A fun heavily modified tougher version of Doom 1's E1M6 dated back in April of 94(yes same month of origwad). Its starts a bit hectic but with so many shotgun guys and plenty of health throughout the map, its actually not that hard to go through. However like any 94 wad, it has typical misaligned textures, a few HOMs, and had to use noclip cheat to grab the last card key due to ceiling being too low to pass under. Despite its age and a few minor stuff, its a fun wad from 1994 and I would recommend to give it a try :)
    • By whirledtsar · Posted
      Excellent wad for Hexen fans. It stays true to the style/spirit of the original game while introducing new ideas. The level / hub design is interesting, the combat is well-balanced, texturing is well-done and well-aligned, and there are plenty of interesting scripted events. The wings are used in a very smart way - you're able reach many previously unreachable items and paths. The only thing I disliked was the "boss" of the final level. I won't spoil it, but it's quite disappointing.   Unfortunately there is a bug in The Castle Of Fluft - the flame mask switch is not set to "repeatable", so if you try to use it without the prerequisite mask, you won't be able to use it again when you do. If you encounter this bug, type "puke 10" to activate the script the mask normally would.
    • By Lane Powell · Posted
      This seems like a semi-hidden gem. The author's other WAD Crimson Canyon won a Cacoward, though I prefer this one.   It certainly lives up to its namesake. The textures are all Hell's green marble and blood, supplemented with custom textures including some modified Giger designs and some creepy sprites I recognize from Monolith's Blood. The map designs are seriously contorted. It's probably a divisive aspect of the set. In some levels the angular layouts wrap around themselves in a jagged mesh, creating devilish mazes with slightly obscure progression, and where fireballs can fly at you from different parts of the map. Other parts are darker and more claustrophobic. It's all a totally hostile atmosphere.   There are some common themes gameplay-wise but you'll know them by map 2. A big one is ammo constriction, especially on UV. Certain maps seem near unbeatable without finding key secrets.   This was actually one of the first WADs I completed a few years ago, and on revisiting it it feels very fresh. Like most memorable WADs, it rides on strong concepts and some devilish gameplay while targeting a distinctive theme.
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