HoloSphere

Here is HoloSphere, a holomatch map from LocutusOfBorg_. This is quite possibly one of the best holomatch maps I have ever see...

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Here is HoloSphere, a holomatch map from LocutusOfBorg_. This is quite possibly one of the best holomatch maps I have ever seen, and certainly the most unique. Rather than the traditional Red Base / Blue Base set-up, the map is designed so that one team plays as Federation invaders, and the opposing team plays as Borg defenders. The setting is a Borg sphere that reminds me of EF2's initial SP mission. The object of the invading team is to reach the core of the Sphere which contains... you guessed it... a vinculum, and below it, a massive detpack. 'Using' this detpack sets off a thirty second countdown to the Sphere's destruction, and this is where it gets really interesting: when the countdown begins, the Borg Queen appears on massive holographic screens and she is not happy. The attacking team must retreat back to a shuttlecraft (that is waiting a safe distance away in space) before detonation. Finding some transport pattern enhancers in a Borg corridor and activating all three will beam you (and anyone inside the field) to the shuttle, where at the conclusion of the countdown, the Sphere will explode and you will be auto-piloted to safety. Pretty neat, huh? Of course, at any time during the mission, you can beam to this shuttle and take advantage of its powerups, or even co-ordinate your teammates from it's consoles.

The big surprise once you have destroyed the Borg Sphere? The enviroment around you fades into holodeck gridlines with a door you can step through to reach a bizare deck of a Federation starship, complete with crew cabin, cargo bay (with working transporters) and a relaxation space. Fancy playing the Borg mission again? Just walk back to the holodeck and wait for the program to reload. And again, as with the map's other sections, at a certain spot in a Borg wall, you can 'call' the arch and step into the corridor at any time during the mission to collect powerups (including an interesting use of the replicator in the cabin).

This entire HM experience smacks of SP, which is no bad thing in my opinion. It makes the whole thing a lot more interesting and it is obvious that a huge amount of effort has been put into this file (Look at the readme for more information on the features). The only problems with this map are some blocky mapping and lack of bot support, although I doubt the latter would be practical here.

I both endorse and recommend download of this file. Now.

Seriously.

~ Luke20 (The Tenth Doctor)

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Download 'holosphere.zip' (9.97MB)

Screenshots
Readme
H O L O S P H E R E    VERSION 1.0

              Release Date 	:	February 2009
              By 		:	LocutusOfBorg
              Homepage		: 	http://locutusofborg.game-host.org
              Contact email/msn	: 	stp1982@fastmail.co.uk
             **************************************************

YOU MAY NEED TO INCREASE YOUR HUNKMEGS TO 64 (OR HIGHER) IF THE GAME CRASHES WHEN LOADING, TO DO THIS ADD THIS LINE (USING A TEXT EDITOR) 
seta com_hunkMegs "64"
TO THE END OF YOUR HM_CONFIG.CFG FILE IN YOUR BASEF FOLDER

Basic premise
-------------
This multiplayer map plays out like a single player type mission. You spawn in a Borg sphere, and your  
goal (if you are Starfleet or playing regular FFA) is to detonate the (huge) detpak placed at the top of  
the lift (by pressing "use"), the timer counts down and you have 30 seconds to escape the borg sphere; you have to activate the pattern enhancers that are  
placed on the lower level of the Borg sphere, and then use them to transport to your shuttle, the shuttle  
has auto pilot activated and will jump to warp just as the sphere explodes.  So in essence, you must be on  
the shuttle when the detpak explodes or you will die in the explosion.
Similarly, if you play in assimilation or team multiplayer, you can have the Borg/blue fleet be the  
protector of the detpak.
======DONOT READ BELOW UNLESS YOU LIKE SPOILERS OR HAVE PLAYED THE GAME======
As the name suggests (holosphere), the Borg sphere is actually a holodeck simulation, and is supposed to be a  
surprise, as after the detpak explodes/ship goes to warp, you will respawn/materialise inside the holodeck,  
with a ship to explore (partial deck, anyway).

Unique features
---------------


Also, this map has a semi-working shuttle craft, it is controlled by autopilot, only once per game, that  
manoeuvres itself past the exploding Borg sphere before taking you to warp until the holodeck simulation  
ends and you appear in the holodeck grid.

Has working pattern enhancers (yes I know they are not exactly canon, the beam lights up one at a time,  
rather than once they are all activated), once all three pattern enhancers are activated, stepping between  
them will transport you to the experimental cloakedship nearby.

Has a working replicator, "the food is tough as old boots" though, as the replicators only replicate the  
haste power-up

Has a lifesigns detector, that tells you where the other players are located on the map.

Has a working cargo transporter (complete with transporter effects on the cargo), that you can use to  
transport yourself also (albeit a small distance - across the room).

Has its own weapon dispensers, where you can pick up weapons/ammo regardless of server respawn settings  
(this was to reduce number of entities[see below for limitations])


Has some special effects like the Borg queens projection and the sphere exploding (covered in flames) from  
both the shuttle window, and from your point of view if you are unfortunate enough to be still on the  
sphere when the detpak has been detonated.
Borg dormant in alcove with working Borg shielding.
Has working Borg force fields that inflict damage.
Has a lift in the cargo bay that you can call up if it is down.
Special effects of the hologrid fading out as the holodeck re-initialises, and of the holodeck door, when  
it appears and re appears.

This map contains my "patent-pending spawn selector" [skip the rest of this paragraph if your not interested in what that means]
which basically means that I can choose which area of the map you will spawn, which in this case,
you spawn in the Borg sphere at the start of the game, then after the sphere has been destroyed, you spawn in 
the holodeck (if you respawn soon after you die, by clicking to respawn or via server settings), from then on,
you will spawn only in the ship until the holodeck has re-initialised, after which, you will spawn either on the holodeck (Borg sphere)
or on the ship.

Known Bugs/Limitations
----------------------

No bot support, sorry (too many errors when trying to add it).

Due to the complexity of the map, I had reached the maximum number of entities allowed before the map will fail to load, and in-fact I originally exceeded them, so I had to do some "cost cutting", as a result, the map is not entirely how I would like it.  This is why the ammo and weapon pickups are designed how they are in this map, to reduce the count, also some of the below are a result of this limitation.

There are not enough spawn points in my opinion (due to the "patent-pending spawn selector" using many  
entities, I cannot increase spawn points without sacrificing a lot of other entities)
When you re-spawn in the holodeck, because it is such a small room, there is a small chance, especially  
when there are a lot of players, that you will have a "transporter accident" and have a spawn-kill.

Due to the "patent-pending spawn selector", the further along the "game" you play (e.g. after a minute  
after the detpak has exploded), when you respawn, you will hear multiple transporter sounds and for a  
fraction of a second, a black screen.  This is unavoidable, due to the mechanics of this feature.

After the shuttle takes off, there is a small chance that you will prevent the ship from moving and will  
shake, or that you will somehow fall through the ship floor, I have put some fail safes to get around that,  
such as transporting you if you do fall through, but alas this is a side effect of func_trains.

If you are standing too close to the holodeck door within the holodeck when you activate it, or are near  
its location when the sphere explodes, or are inside the hologrid when it re initialises,  there is a small  
chance that you will get pushed into the void, this is a side effect of the  how the entities I used to  
construct this feature operate.  This can also happens if you are in the holodeck doorway or too close to it when it "fades out" or "fades in".


Hints and Tips
--------------
Once you activate a Borg force field, while it is initialising and flickering you can pass through it if  
you are quick.

If you trap someone in the Borg assimilation chamber, you can kill them by gassing them (hint: this  
scenario isn't all that bad ;) )

There are a lot of buttons to press, so bind you use key.  Things you can use include, the detpak, the lift  
switched, the force field buttons, the weapon array button, the life signs detector, the turbolift control,  
the replicator, the pattern enhancers...

Activating the weapon in the weapon room, opens the floor and seals off the lower door with a forcefield,  
you can use this to kill a player who is on the floor.

To get out of the holodeck (once the holodeck has re-initialized - when the "borg sphere" program is running), press use on the part of the wall where the doorway was.

History/Background
------------------
I started this map back in March 2008, originally titled "Return of the sphere (ROTS)" and then "The Borg  
are Returning(TBAR)" it was supposed to be a preview map for the stand alone game Return of the Borg (a  
single and Multi player First Person Shooter built on the Quake 3 Engine). Sadly, that game is currently on  
hold, and it looks like it may never be completed, read more here: http://noctem.ef-world.de/page.php?16
Because of this, I renamed the map and made some severe changes.
I have mostly used built in textures to reduce the file size, but amazingly, the pk3 is still in excess of 10mb.

Requirements
-------------
The map can be played in team, assimilation or basic free-for-all in multiplayer mode.

You may need to increase your hunkmegs to play, by adding the line
seta com_hunkMegs "64" or seta com_hunkMegs "256"
to your hmconfig.cfg file.
It seems that the map is incompatible with ioEF, so I would recommend using the standard holomatch  
executable.

THANKS
------
A Thank you to the following people for helping me test this map during the multiple stages of
progress, and encouraging me to finish it.

Shaun
Dr. Morbius
ZeroQ (Commodus)
Lisa

Thanks also for the picard model ( I got it off effiles somewhere)

MAP Statistics:
Date started			:21st March 2008
Date completed			:09th February 2009
Total brushes			:11474 (including lights and groups)
Total Entities			:1274
Compile time(final basic) 	:36 minutes

Terms Of Use
*****************************************
No part of this archive may be edited or copied withought prior permision from LocutusOfBorg.
No reverse engineering/decompiling of the bsp by ANYONE.
Distribution of the unmodified pk3 is allowed (No fee may be charged).

End User License Agreement
*****************************************
  THIS SOFTWARE IS PROVIDED AS-IS, WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE IMPLIED WARRANTIES OF MERCHANT ABILITY AND/OR FITNESS FOR A PARTICULAR PURPOSE. THE AUTHOR SHALL NOT BE HELD LIABLE FOR ANY DAMAGE TO YOU, YOUR COMPUTER, OR TO ANYONE OR ANYTHING ELSE, THAT MAY RESULT FROM ITS USE, OR MISUSE.

All trademarks and other registered names, images, audio and models contained in the  package are the property of their respective owners.


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LocutusOfBorg_


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Registered 20th February 2008

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