Doom 3: Phobos is a 1 episode project which continues the story in Doom 3. It is set in between Doom 3 and its expansion pack, Resurrection of Evil. Doom 3: Phobos will feature more variation than the original 2004 game, and will bring back more of the traits that made the original Dooms successful. Doom 3: Phobos has evolved into a very extensive and ambitious project. We are well on our way of creating an unofficial expansion pack of top quality.

Report article RSS Feed Devblog #5 - There is a man on Phobos

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.

Posted by Kristus on Mar 18th, 2009

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.

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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.

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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.

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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.

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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.

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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.

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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:

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Come back for another update soon.

Post comment Comments
Woolybear777
Woolybear777 Mar 18 2009, 3:39pm says:

Wow this is amazing. But why are only two of the pictures full sized?

+1 vote     reply to comment
Kristus
Kristus Mar 18 2009, 4:05pm replied:

It's so we can show more shots without having to go through the process of polishing every area first. Many of the areas in the smaller shots aren't even close to being finished yet. While the large images are of areas that look pretty much what you can expect them to do in the final version.

+1 vote     reply to comment
Wiweeyum
Wiweeyum Mar 18 2009, 5:13pm replied:

Brutally honest and to the point. I like your guys style.

+1 vote     reply to comment
PytoX
PytoX Mar 18 2009, 4:40pm says: Online

Nice screenshots although they are small! :D

+1 vote     reply to comment
Gzegzolka
Gzegzolka Mar 18 2009, 4:54pm says:

Wow, You are doing great job, excellent design and final effect. I was thinking what I would like to see in doom3 mods - would You like to hear me?

+1 vote     reply to comment
geX
geX Mar 18 2009, 4:57pm replied:

Yes :)

+1 vote     reply to comment
Gzegzolka
Gzegzolka Mar 19 2009, 12:05pm replied:

1. Subtitles - when somebody say something it will be nice to see in as in movie;
2. Flashlight connected to gun - (machine gun or shotgun) like ducktape mod;
3. More cooperation with UAC staff - think of first half-life where scientist heal You or security guard fight for You, open locked doors or You have to protect them - small security bots are not enough for me;
4. Different environment things - like those in original D3, monitors showing uac movies, healing stations, video/text pda's, video link stations - like with sg. Kelly, lockers and doors that require codes to open, security guns like in map before delta complex, security cameras and monitors, moment when You can send or not distress signal in Communication Center;
5. destroyable boxes - like in h-l with different stuff (or ability to open them);

+1 vote     reply to comment
Gzegzolka
Gzegzolka Mar 19 2009, 12:11pm replied:

6. money system - like in D3 Desolated mod (or Dead Space or Bioshock or System Shock2) that allow to buy ammo or other stuff (perfect think will be something like Intex terminal from Alien Breed);
7. More different puzzles and quest to solve based not only on key searching - think of place in alpha labs were You have to remove toxic barrels with remote hand and computer, or last level in alpha labs where You can choose one of two ways to finish it (think of old Dino Crisis game);
8. Ability to lockpick some doors or use blow torch to open air vents like marine from Alien vs Predator 2 - he was professional soldier;
9. A lot of closed doors, barricades with fire and windows showing other rooms - they make You feel that You aren't walk from point A to point B, they make You feel levels are bigger (like in Mars City);
10. drivable vehicles - it's optional one, but could be cool way to kill imp :) ;
11. Places where You can use gravity - think of domino - You push box and it fall on zombie head and kill it :) ;
12. Ability to upgrade weapons - like in Quake 4 or when You save somebody he will for example fix minigun - add more ammo, or dual pistols (d3 ultimate mod);
13.Cut-scenes where You have to input correct keys - also optional, like in CB Jericho or D3 Zobmie Slayer mod, think of hand to hand combat with imp or breaking neck to revant or zombie;
14. Quest based on gravity - like in Dead Space where You have to push battery in marked place or move some object.

+1 vote     reply to comment
Gzegzolka
Gzegzolka Mar 19 2009, 12:26pm replied:

It's not all, it's just what I remember. Sorry if it's too long. My favorites are 1,2,3,4,7,9. If D3 is going to be more rpg it should have implant systems that allow to increase player speed, jumping higher, carrying more ammo, have more health. If D3 is going to be more action game there should be bit more enemy and they should have less health so fights will be more dynamic.

+1 vote     reply to comment
Kristus
Kristus Mar 19 2009, 4:27pm replied:
Quote:13.Cut-scenes where You have to input correct keys - also optional, like in CB Jericho or D3 Zobmie Slayer mod, think of hand to hand combat with imp or breaking neck to revant or zombie;

Quick time events are the DEVUL. D:

+1 vote     reply to comment
Gzegzolka
Gzegzolka Mar 20 2009, 5:54am replied:

About my point 13. it is not my favorite and not most important, it's just very popular in games that day. If somebody is going to do this - it have to be done in perfect way, it's very easy to do it looking lame and unimportant. About point 3. I found d3 mod called ams-ufo that allow to spawn different marines with different weapons that will help player. They are pretty good. About point 4 - creating new videos/audio pda's could take to much time so You can use those from d3.
Many things I didn't say because You have already done it :)

+1 vote     reply to comment
RogerRamjet
RogerRamjet Mar 19 2009, 1:30am says:

Excellent mapping and models... very nice screenshots...

+1 vote     reply to comment
Smileyface
Smileyface Mar 19 2009, 3:14pm says:

Will the spidermastermind be in this?

+1 vote     reply to comment
Kristus
Kristus Mar 19 2009, 4:27pm replied:

Yes

+1 vote     reply to comment
Mars_3K
Mars_3K Mar 23 2009, 8:11am says:

The blue carpet interior is an instant turn-off for me. It's just too leisurely for a moon-base, IMHO. Same goes for swimming pools and facilities like that. The whole point of Doom 3's setting was that the workers on Mars were so stressed and isolated by their claustrophobic, iron-clad environment that it was like a living hell even before the evil legions arrived on the scene. Textures like carpet just seem out of place.

But I love your hard work and it's always refreshing to see someone attempting something this big for Doom 3.

Thanks.

+1 vote     reply to comment
shaviro
shaviro Mar 24 2009, 5:36am replied:

Well. The screenshots you see here are from Episode 2 which takes place on Phobos. It's not the same setting as Doom3. The bases on Phobos are more leisurely and can't really be compared to the ones on Mars as they are in a completely different context. As for the swimming pool, that's a part of the recreational area in Mars City. Again, this is here to create some contrast to what you'll experience for the rest of the episode.

We, the team, really feel that they overdid it in Doom3. They stressed the point of dark, cramped corridors to the point where it just wasn't interesting anymore. Everything about the environmental design pointed towards cramped and dark minimalistic settings. We put a lot of work into differentiating the areas so that the player can tell the difference and get a sense of progression. The majority of the Mars episode will still be in the, somewhat, same style as Doom3, but we're expanding the universe.

We don't want to make two episodes that are similar. That would be pointless. This is why the new screenshots include areas with carpet, bricky ancient areas and a generally new style. Episode 2 will be very different to Episode 1 and Episode 3 will be very different to Episode 2.

+1 vote     reply to comment
Mars_3K
Mars_3K Mar 24 2009, 2:30pm replied:

Well I don't see how the facilities on Phobos would be any more luxurious than they were on Mars, considering it's (presumably) a less significant location.

I agree with you that they might have gotten excessive with the stark minimalism in Doom 3, but I think there are probably different ways to spin or recreate that minimalist look without it getting tedious.

I certainly appreciate what you're trying to accomplish, here.

+1 vote     reply to comment
shaviro
shaviro Mar 25 2009, 3:20am replied:

That's just it. Phobos is a more important location. Why and how that is will show itself in the game :)

+1 vote     reply to comment
Mars_3K
Mars_3K Mar 25 2009, 7:21pm replied:

Roll on episode 3 :)

+1 vote     reply to comment
shaviro
shaviro Mar 25 2009, 3:23am says:

Grzegżółka:

A lot of the stuff you mention is already in the game and more has been planned. There are, of course, also a couple of points that won't be addressed and some that are no-nos.

+1 vote     reply to comment
Gzegzolka
Gzegzolka Mar 25 2009, 8:07am replied:

I was on Your website and forum, and now I more believe it will be great mod. I still have few points that I would like to see in D3, but Your mod don't need them because they will not fit. New AI (for characters) and helmet idea (not auto-targeting, but wearing it when You are on Mars surface or in waste tunels) are very good.

+1 vote     reply to comment
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Team Future
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