Saturday, May 31, 2025

Odyssey (ODYSSEY.WAD)


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"

ANCIENT EGYPTIAN TEMPLE NEAR KARNAK DATED 500 B.C.MAP01
This is a brick ruin-type level with a mossy, watery dungeon and tons of secret passages. Cannon could have easily authored for Eternal Doom with a level like this. The temple has a lot of cutoff traps that block you from returning to an area by a particular route, but there's always an alternate entrance available. The trick is in finding it. I got stuck here for a bit as the first time I tried to use the red key pillar, it didn't go down. I must have hit it wrong or something. There's a lot of cool-looking architecture and carpeting. The red skull key throne in the main hall is especially awesome.

As far as combat goes, it's not an especially tough level. You're given the chaingun off the bat and plenty of ammo. I think that the hall with the mancubus is liable to be the trickiest spot of action you encounter, especially since--if you access it by way of the alternate secret passage--your only dodging path is straight back. This also results in less room for the dual revenants.



MAP02MAYAN SACRIFICIAL TEMPLE IN THE PETEN FOREST IN GAUTEMALA DATED 20 B.C.


I was not prepared for this level to be as difficult as it felt. Unlike the Egypt map, this one actually has a temple façade. It doesn't look as stereotypically step pyramid-ish but it's a great way to ground the map's action. The opening shootout with the imps isn't at all bad but once you get inside you get some of the most simple but treacherous monster placement imaginable. The way creatures are positioned behind corners--as well as the false walls--make it so that they constantly appear from out of nowhere. This is especially dangerous when you're trying to dodge revenant rockets and bumping into spectres.

Cannon's use of the ambush flag virtually demands that the player assume a tactical approach to investigating each room. The amount of hitscanners in the northeast room, behind all of the demons and lost souls, makes it difficult to break in to. And, when you finally clear it all out, you're treated to a floor show that leverages the room's irregular layout. There is just a ridiculous amount of muscle packed into the western blue skull throne room.

Like Egypt, though, this is a fun level to explore, just more combat-centric in its own way, with a little less obtuse switch-fu. Apart from the opening, of course, which will be less irksome because there are only so many places you can try to move toward getting the front gate open. I liked the southeast catwalk room, demonstrating Cannon's fascination with Doom platforming.

BIO-INTERESTELLAR RESEARCH FACILITY DATED 2010MAP03
Good golly holly. Okay, this is a brick and metal "research facility" (re: industrial maze) with some pretty good low-stakes shotgun action to start out with. Everything past the stairs that go down to the blue key door is peak Cannon treachery, however, ESPECIALLY the construction of the yellow / red key courtyard. Woe betide the careless player who arrives here with little health as revenants and chaingunners lurk around each corner. The 45 degree cant on the hallway leading to the red key chamber is neat, but I found out that it's difficult if not impossible to do cramped dodging in this sort of locale.

As far as Cannon platforming goes, I really liked the bit with the imp cage / nukage pit pillar. There are some really cool wall lights in this map, too. It feels like TEC was really starting to embrace his correspondence with Dr. Sleep, too, with the lighting model.



MAP04RUSSIAN NUCLEAR MISSILE SUBMARINE COMPLEX IN ICELAND DATED 1990


This is indeed a submarine base. The first half of this is a dingy but tense shooter through a dilapidated upper level that looks more like a palace ruins than anything. Cannon's hitscanners are quite proficient at lurking in the shadows and scoring cheap shots. There are several awkward ambushes to sort out. The muscle guarding the red skull key is pretty much the sort of thing best handled by waking up, jumping down to use the pit escape teleporter, and then shelling with rockets until it's (almost) entirely dead.

There's a transition to the submarine base proper with clean gray concrete that makes for a clear transition to the second half. That first step off the elevator is a doozy, though, with a fully-armed welcoming committee, not to mention the rogues' gallery on the opposite side of the submarine bay. Cannon's devious positioning is in full force, here. It took me a while to figure out how to get down to the lovingly-detailed submarine. Hint: one of the window ledges is shorter than the others.

S.S.KRESTA RESEARCH SHIP DATED 2120MAP05
The "S.S.Kresta" is nominally a space vessel. I mean, yeah, you start out on the wing of the craft and you're clearly somewhere in the void of space, but I felt less like this was a map that takes place on a ship and more like it's a castle built with a spaceship aesthetic and features like viewing galleries, a bridge, and most notably a hangar with a pretty badass looking shuttle. To be fair, Cannon's realistic details and the abstract architecture are all badass, it just doesn't feel like it ties together as a spaceship.

This is one of the most Eternal Doom-ish maps of the set, and I say that with all my love. It's a fun level to explore and Cannon's layout is so compact that it's difficult to get lost. It's easy to figure out how to get into the soul sphere courtyard, for instance, but less straightforward to get out of it, and I got stuck in the hangar for the longest time because I forgot one of the cardinal rules of secret-finding. If you see a two-sided linedef on the automap, then try using it, at least once.

MAP05 starts out kind of desperate with the sheer number of lost souls in the starting area but it sort of mellows out and never really reaches the craziness of the previous four levels. The big outdoor area LOOKS gnarly, but the walkway windows are impassable, which makes the pain elementals inside them more of an ammo sink than anything. I think that the most lethal moments here were the shotgun guy trap at the end of said walkway (which I escaped, go me!) and the layout of shotgun guys and revenants in the hangar, more because I tried to combat shotgun my way through rather than go whole hog plasma gun as God intended.



SOMETHING YOU REALLY ODYSSEY

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