Written by Shaviro.
After our last devblog we have seen some nice interest in Doom 3: Phobos. We greatly appreciate the extremely positive feedback we have been getting. It makes it all even more worth while. Along with the interest we have accepted quite a few new members.
Bobbeh: Prop modeler.
Greg Taylor: Character concept artist.
Neurological: Music/sounds and Gui guy.
Nynedown: Character modeler.
Chung Wong: Character/prop modeler.
Thank you all for joining. It will be great working with you. Now, to continue down the road of devblog #3, we will tell you a bit about the maps in episode two. Episode two will take place on the martian moon of Phobos. As you may already know, the base on Phobos was established much later than the base on Mars, making it newer in both appearance and functionality. This is something we have worked hard to achieve, and we are half way there.
Episode 2 is the pivot point of the story, hence the name of the mod. It is there the story will really begin to take shape and you will begin to learn a lot about what you encountered in episode 1. When working on episode 2, geX and I have spent a lot of time laying the foundation for the layout. The main challenge has been to create something that was different from Episode 1, but not so different that it would feel disjoint. This has lead us to some obvious inspirational sources, so the attentive player will notice a great deal of style references from things like Star Wars or the original Doom series. We have take a lot of care into making Episode 2 connect with the original Doom in style.
E2M4 - Containment Area (shaviro)
The Containment Area shares more than its name with Doom 1 E2M2. The layout of the level is heavily inspired by its old namesake. The area itself holds a lot of crates, obviously, and is connected to a platform further up above the surface of Phobos. This is the entry point to the moon for the FCE. Expect heavy resistance.
E2M4 contains more than just crates and conveyance. The establishment has been built upon ancient structures like those found on Mars. It is also here that the first signs of the hellish invasion are seen. Lava streams and general Doom gore are all around.
E2M6 - Command Control (geX)
This map is highly focused around water. As this part of the base is filled with water from the water systems. You need to find a way through the labyrinth of hallways without drowning. When working on this I thought a lot about how well valve have previously made these kind of areas feel like you were on the brim of drowning, and making you think very fast about your next move in order to survive.
After you survive the flooded area of this map you will end up nearer the surface, and you will have a good view of that and mars in the hologram control room. It is here you will find important information about how you succeed in the map and further maps as well. Before you can this though, you will have to figure out how to turn on the servers again, since they have been shut down due to the water leak. In the way is the FCE who has a barricade in this part of the base.
E2M7 - Gravity Manipulator (shaviro)
This is a monumental level in both style and story. Once this level is over, the game will change pace and appearance, quite drastically. It is the epilogue for Phobos and the prologue for Hell. The level starts outside of a speed elevator with connected offices. The style is a weird mixture, yet beautiful. Ancient architecture and bricks combined with human metal and fixtures. Once the player has solved a puzzle, gaining access to the speed elevator, he starts it.
The elevator closes the doors and slowly warms up. Warnings are heard on the speaker system. The elevator starts. A window to cave wall and pipes reveal the incredible speed the elevator is reaching. We're going down, fast. Once the elevator has reached its low destination, we are near the core of Phobos. This is where it all begins. And ends.
As the player exits the elevator, it soon closes and goes back up, indicating that other people (or beings?) have called it back up. Leaving the elevator area, the player goes through new locales similar to the initial ones in style. On his way he encounters a lot of electrical equipment and battery stations, huge cables going up to the surface and other places on the bases of Phobos. This is where the electricity for all the teleporters (and more) comes from.
This is only the beginning of the level. Completing it will leave the player with a distinct before and after feeling.
That's it for the maps. As promised, here are two high-resolution shots: