The second of the major missions I worked on for Descent 2, released on April 1, 2001 and updated some time in 2002.

Compared to Obsidian, it took more cues from canon Parallax level design rather than Luke Schneider's work. It felt more gritty and was a much harder fight. I made it a personal mission to place an "ownage depot" in every one of my levels in this set - these weapon storage rooms were harder to access in the later levels.

Similarly to Obsidian, the mission objectives were often non-standard (i.e., not blue key-yellow key-red key-reactor or boss) but not every time. Most levels were massive. By level 3, I was already pushing 900 cubes.

The focus was on gameplay and intrigue as opposed to Obsidian's sparkling presentation and innovation, making Apocalyptic Factor a much more immersive mission.