V1.4: -Fixed the game-breaking bugs in MAP19 and MAP29. -Fixed the internal DEHACKED lump. -Updated the three DEMO lumps. -Added an ENDOOM screen. V1.4.1: -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 below). V1.4.2: -Fixed SKY3, which became misaligned with the previous update. V1.4.3: -Fixed a bug in MAP02 which caused a Hell Knight to get stuck in the ceiling, remaining unkillable. V1.4.4: -Fixed a bug in MAP09 where a Cacodemon would spawn in stuck in a wall at the start. V1.4.5: -Hell knight wouldn't spawn in on MAP09, preventing 100% kills. -Moved a lost soul out of a wall.
-Moustachio (Matt534Dog), December 8, 2021
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)
Credits:
id Software for DOOM II, and fraggle for Chocolate DOOM.