DOM FNB Assimilated

DOM FNB Assimilated

UT DOM - 3 CP - Large, 8-16 players. Starship Voyager inside a Borg Cube.

Released June 2008.

YOU WILL BE ASSIMILATED! This map is based Star Trek Voyager T.V. show , so if you hate Trek then you better just never mind this map.

Here we have the U.S.S. Voyager trapped within the assimilation bay of a Borg cube.

The map features distinctive areas interconnected using teleporter / zoomer tubes:

  • UPPER PLEXUS, QUEEN'S LAIR, QUEEN'S CHAMBERS (CP-1)

  • PROPULSION MATRIX (CP-2)

  • TACTICAL CONTROL (CP-3)

  • LOWER PLEXUS and CENTRAL PLEXUS

ST:Voyager fans will recognize some of these locations (Queens Lair, central plexus) are right out of the TV show. These areas were made from 3-d plans available on Janet's ST fan-site. Much of the rest of it I just made up, using ST:Voyager DVD's as inspiration for the themic elements, lighting and deco.

The basic ship deco is a life-sized facimilie of USS Voyager (in UT terms, 16 uu = 1 ft.) although you can't walk around on this one the way you can in TrekWooT. The original ship and cube were built for the Unreal Playground UT99 StarTrek DOM contest, held during Dec 2003-Jan 2004 over about two weeks of evenings (see DOM-ST-Assimilated).

As usual, this one was too ambitious for the timeframe and so was never completed in time for the deadline. Over the next few years though, the ship was refined in shape, and the surrounding Borg cube evolved to look the part.

During 2006, SabbathCat was facilitating extreme CTF WooT mapping, and held contest. CTF-FNB-TrekWOOT was the result of this activity. The cube was stripped away leaving just the ship in borg space and surrounded by two small tactical cubes (the bases).

During development of this map my old P4 bit the dust, and I had to finished the map using Tom_caT's P3 box. Once I was up and running on my new rig, DOM-FNB-Assimilated came together in good time. There are spots where you look out a window and you're hit with more than 1000 polys, and my new PC doesn't even blink.

Long story short, quite a bit of work involved in all the various versions of the maps, from 5 and 6-CP DOM version, which included Control points on the ship as well as in areas inside the cube, to some CTF versions. Just about everything you can do in UED2 as far as optimization goes has been done here.

Also experimented with many configurations of "transport" around the map. The reason I ended up using teleporters to connect sections is due to the failure of warpzones, movers, zoomtubes and movers to effectively and seemlessly "connect" the various areas, and still give a sense of the size of a borg ship. Sure, you can camp teleporters, but you won't win a Domination match by camping teleporters.

Thanks to the folks at Unreal Playground who provided feedback; Thanks to Tom_caT for all the testing on and off over the years :) Special thanks to Mychaeel for MeshMaker, a useful little tool for converting brushes to UT static meshes, and to the Steve Nabors (slickwilly) for the MultiSkyZone actor, very useful in creating the illusion of hugeness inside the Borg cube. For additional credits and information, please read the Readme file.

Music is QueenSong from the game Unreal.

IMPORTANT NOTE: THIS MAP HAS NOT BEEN TESTED FOR NETWORK PLAY.

GALLERY

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