T. Elliot Cannon went on to have a relatively robust career in the video game industry beginning with Unreal, but he got his start--like so many others--with Doom. It appears that Cannon's heyday was focused on the period where the community was anticipating Quake. I initially thought that the Ancients Series marked Cannon's first forays into single-player level design. These maps appear to have been individually released at earlier dates and then were packaged together and re-released as Odyssey, perhaps around the time that TEC authored Iditarod. Both PWADs were uploaded to /idgames on 07 Apr. 1996. After looking at the .TXTs for his deathmatch packages for SLEDDOG and GRISHA, however, I am inclined to believe that the true production order was something more like SLEDDOG, IDITAROD, most of Odyssey, and then Grisha. Unfortunately, with the death of Compuserve, there's no log of Cannon's original releases, and the deathmatch packages do not appear to have made it to /idgames. Odyssey as it exists here is a five-map minisode for Doom II, replacing MAP01-MAP05.
Odyssey features a time travel gimmick where the player visits what is meant to be a different location and period of...not exactly history, because two of these maps take place after 1996, in order to fight off demons who have got their hands on some sort of time machine. The concept must have been near to Cannon's heart because, prior to being hired to work on Unreal, he was orchestrating an ambitious (aren't they all?) megaWAD titled CHRONOS-Man's last breath, where the the periods would have clusters of three to five levels dedicated to them. Cannon dumped the project pretty much the moment he was hired by Epic and we don't have an official demo or anything to know what the project looked like, but I imagine that--had Cannon kept with it--his own levels would have ended up looking like these, but with the added benefit of custom textures that would have better anchored the settings.
If this sounds familiar, it's because it's the same basic storyline as the original iteration of The Plutonia Experiment and Eternal Doom. Except, well, I think that at least one of PLUTONIA's original time travel levels ended up as part of Evilution, with it ending up with a vaguely Mesoamerican (really just overgrown by vines) aesthetic, and Eternal Doom is mostly castles and really badass future tech. If Cannon had managed to execute his vision, then the minisode cluster would have predated Scythe II by almost ten years. This didn't happen, of course, but in the interim, we have this Odyssey.
This minisode shares more than a time travel theme with Eternal Doom. These levels aren't as large as ETERNAL's, but they have their share of cryptic and obtuse progression, made simpler mostly by virtue of Cannon's cramped and linear level design. The Egyptian temple is marked by tons of interconnecting secret passages that you'll be forced to look for when trap walls cut off passages that you just came through. You need to figure out secret switches in order to get the front door of the Mayan temple open. There's a lot of sector machinery, too, with walkover triggers lowering platforms in the like, that adds to the feel of bite-sized Eternal. I love it to death, and any Doom antiquarian is probably used to stuff like this, but the average player is likely to be wind up frustrated.
Not just by the progression, either. Elliot's combat is simple but incredibly punishing mostly by way of devious monster placement. Most of these encounters benefit from a tactical approach. Running in with guns blazing will get you swiftly killed when you have no idea exactly what you're running into and monsters are strategically placed with ambush flags. Plenty of beasties will be hiding behind columns, diligently waiting for the player to walk into view, or in some cases false walls. The spectres near the revenants in MAP02's main hallway make for a horrifically unwelcome surprise. The silver lining is that the false wall chambers are hiding ammo and health, so be sure to check every alcove. You're going to need it.
Cannon's architectural style is awesome. With the exception of MAP05, which just didn't gel for me, his maps feel imbued with a sense of realism. His larger rooms are a visual treat, exhibited best in MAP02, but also showcased in MAP01. MAP03 and MAP04 have some cool chambers but the transition toward modern, functional architecture as imagined in 2010, 1990, and 2120 feels like it has a greater focus on John Anderson-style hallways and lighting. I think that this is less an indicator of a shift of Cannon's style and more just a product of where the latter three levels were set. I enjoyed MAP05's visuals on an individual basis but it doesn't feel like it's effectively tied together to represent a realistic starship.
Odyssey has a ton of cool details that make it feel especially classic, like ornate door shapes, floor carpeting (primarily in MAP01 and MAP02), awesome wall light fixtures, and cute little wall sconces where you can find ammo and health. There are realistic things in here like thrones, a submarines, a personnel shuttle, and a spaceship command bridge that the general community would call DoomCute. It's hard for me to call them that, personally, because they fit in too well with Cannon's overall aesthetic. When it comes to sector furniture for me, if it's elegant--within the context of its environment--then it doesn't really strike me as DoomCute. I don't own and have never owned DoomCute, though.
I actually played Diabolos first, which I'm 99% sure was crafted after Odyssey and Iditarod considering that it isn't mentioned in the list of PWADs that Cannon mentions in either .TXT. In there, Cannon emphasizes the sort of three-dimensional spaces that Doom is capable of, and designed the level specifically to take advantage of lifts and platform "jumping". Odyssey doesn't dwell on this but does feature the sort of level design that comes from being an author who didn't treat Doom merely as an extension of Wolf3D. MAP02 and MAP04 both feature "Chasm"-style tightrope walks, with MAP02's alcove runways feeling a bit more platformer-ish and clever. The way out of the soul sphere yard in MAP05 doesn't technically require a running leap to hit a switch, but I don't think that Cannon had the player's ability to trigger linedefs regardless of relative height in mind considering all of the switches that are buried in the ground. Two of them--MAP02 and MAP04--are exits, the first of which is actually found in the starting area. It'll make for a quick trip, though it isn't really in the spirit of your mission.
Odyssey was really fun; I can't recommend it enough if you're looking for something like fun-sized Eternal Doom levels. Its combat is pretty daunting if you're used to Doomguy's mobility as an absolute asset, though. It's not that Cannon doesn't emphasize the importance of movement in Doom; his thing placement and some aspects of his level geometry just distance it from being an easy trump card. In any case, I'm looking forward to see what he does in his "experimental" Iditarod.


ODYSSEY
by T. Elliot Cannon
aka "Myscha the Sled Dog"
SOMETHING YOU REALLY ODYSSEY
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