The third and last mission for Descent 2. Unlike the first two, I was a guest artist on this set and it was so late the game was on life support, but it still gave me some interesting ideas to work with.

The levels I made for this were mostly experiments. Descent 2 doesn't leave a lot of scope for the kinds of environments I'd rather have built, so I just did crazy things instead. My favourite was turning a boss room into a giant chessboard.

I provided the models for the robots and player ship, as well, working with Sirius to get them into the game. To date this is the only mission with robots of professional (for a 1996 game) quality that will work in the original game, and probably the only one that will ever be made since the new third-party versions of Descent 2 have done away with the old software rendering in favour of OpenGL, and the artists probably don't even know what BSP means anymore.

The final addition I made to this mission (apart from playtesting on Insane difficulty, because someone had to do it) was a custom cockpit. It could have been better, in my opinion, but there were a lot of annoying little restrictions on the look of the UI because of the way it was hardcoded into D2. Still, it works and looks better than the original, so mission accomplished.

I was to do the loading and credits screens as well, but the ideas I had in mind weren't what the project co-ordinator had in mind, so I canned it.

The last WIP for it is on display at the end of the thumbnails.