Detour Gallery
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At the start
As soon as the player steps off the elevator, a Grunt attacks from the far door. The distance between them makes this an easy encounter, but I carefully timed the Grunt's scripted behavior so that the player would feel endangered.
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Through the data center
In the second room, the Strogg again come from a back entrance . But this time, they use the central decoration to flank the player. In every room, the Strogg enter from the from the player's exit. This keeps the player on the defensive while drawing him along the intended path.
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Hallways
I wanted the level to mesh seamlessly with the levels that shipped with the game, so I studied the styles used in Hub 1 and Hub 2 and blended them together while adding my own, personal style.
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Central Transfer
The Central Transfer chamber is the climax of the level. The player fights an easy encounter on the circular catwalk and is then attacked from several directions at once. Strogg come from three points on the upper catwalks, jump down, and flank the player.
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Central Transfer cont
The room is massive and almost entirely circular creating a visual wow moment. The central structure rotates, and two lightning towers fire bolts of electricity. There is a small easter egg on the upper catwalk. If the player explores the dead end and activates the consoles (left), he overloads the central structure causing it to break down. This alerts security which sends a wave of flying enemies and repair bots after the player.
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Finale
The player's entrance triggers a scripted sequence where a Berserker attacks the three Marines in the tube, killing one before the other two can gun it down. By deactivating the two security stations in this room, the player opens the exit for both himself and the surviving Marines.