| Authors | Roger Ritenour | 
| IWAD | Doom 2 | 
| Engine | standard Doom engine | 
| Date | 1998/7 | 
| Levels | 4 | 
| GP | AR | UV | Overall | 
|---|---|---|---|
| 3 | 4 | 3 | 3 | 
PHOBOS2 is a 4-level mini-episode which loosely follows the plot of the early Knee-Deep in the Dead levels. Unlike the originals, the levels in PHOBOS2 try to be what their names suggest - e.g the Nuclear Plant has a control room, reactor halls and waste storage areas.
The architecture is a strange combination of high-tech control rooms and industrial facilities, with dark underground tunnels and caverns. The high-tech areas were very good, with new textures imported to give a convincing feel to the rooms. The earthquake-wrecked base style to the levels was interesting, but the tunnels were perhaps a shade too dark.
The gameplay was rather average. There were some good fights, some not so good; the episode has relatively few traps, and few memorable fights either. The episode is interesting enough to play once, but not one that I would be interested in playing twice.
Nuclear Plant - An attempt at a real nuclear plant. There is
some impressive architecture at this level, like the girder tower at the 
start, the girder bridge over the reactor core, and the electricity pylons. 
The effect was a bit spoilt by the area joining them all - everything fans 
out from a single room, with unrealistically large writing on the doors to 
indicate what is what. Most of the opposition pour out of the main areas into 
this central junction, all heading your way, so the early part of the level 
is a rather tedious shotgun-pounding exercise. There are better fights later 
on though.The music was changed for all 4 levels; one piece was an imported classical tune, the others were old Doom 1 music.
Overall, PHOBOS2 is an interesting episode. Clearly a lot of effort was taken to give the levels some realistic and appropriate architecture - I always prefer to play a toxin refinery that looks like a toxin refinery, instead of just the same as any other level with a few more barrels scattered around. This episode is a good example of creating a good theme without losing any variety in design. But although the gameplay was interesting, it wouldn't make me play this episode again. For people like me who appreciate an attempt at realism I can highly recommend this episode.
| Map | Coop | Dmatch | Flags | Based on | 
|---|---|---|---|---|
| MAP01 | 4 | 4 | SkLevs, ZeroReject | |
| MAP02 | 4 | 4 | SkLevs, ZeroReject | |
| MAP03 | 4 | 4 | SkLevs, ZeroReject | |
| MAP04 | 4 | 4 | SkLevs, ZeroReject |