Map stub |
---|
This article is a stub. You can help the Unreal Wiki by expanding it. What needs to be done: Add map description, add UT2003 weapon/ammo locations, add UT2003 pickup locations, add UT2004 weapon/ammo locations, add UT2004 pickup locations. |
If you're looking for the unrelated Unreal Tournament Deathmatch console map, you might want to check DM-Core.
"There's not all that much difference between splitting an atom and splitting open a man's skull. All you need is the right tool for the job and a bit of finesse. But leave the atom smashing to the professionals and focus your efforts on crushing your opponents instead. And try not to blow us all off the face of the planet. - Overseer Thale."
– Map description
DOM-Core is a Double Domination map from Unreal Tournament 2003 and Unreal Tournament 2004. In both cases, it's one of the stock maps of the game.
Map description[]
Weapons and pickups[]
Weapons[]
Weapon | Count | Location |
---|---|---|
W: - A: 4 |
Weapon: - Ammo: - | |
W: 2 A: 4 |
Weapon: - Ammo: - | |
W: 2 A: 4 |
Weapon: - Ammo: - | |
W: 2 A: 4 |
Weapon: - Ammo: - | |
W: 1 A: 2 |
Weapon: - Ammo: - | |
W: 4 A: 6 |
Weapon: - Ammo: - | |
W: 1 A: 6 |
Weapon: - Ammo: - |
Weapon | Count | Location |
---|---|---|
W: - A: 4 |
Weapon: - Ammo: - | |
W: 2 A: 4 |
Weapon: - Ammo: - | |
W: 2 A: 4 |
Weapon: - Ammo: - | |
W: 2 A: 4 |
Weapon: - Ammo: - | |
W: 1 A: 2 |
Weapon: - Ammo: - | |
W: 4 A: 6 |
Weapon: - Ammo: - | |
W: 1 A: 6 |
Weapon: - Ammo: - |
Pickups[]
Pickup | Count | Location |
---|---|---|
14 |
- | |
8 |
- | |
2 |
- | |
1 |
- | |
4 |
- |
Pickup | Count | Location |
---|---|---|
14 |
- | |
8 |
- | |
2 |
- | |
1 |
- | |
4 |
- |
Walkthrough[]
Unreal Tournament 2003[]
"There's not all that much difference between splitting an atom and splitting open a man's skull. All you need is the right tool for the job and a bit of finesse. But leave the atom smashing to the professionals and focus your efforts on crushing your opponents instead. And try not to blow us all off the face of the planet. - Overseer Thale."
– Mission description
Unreal Tournament 2004[]
"There's not all that much difference between splitting an atom and splitting open a man's skull. All you need is the right tool for the job and a bit of finesse. But leave the atom smashing to the professionals and focus your efforts on crushing your opponents instead. And try not to blow us all off the face of the planet. - Overseer Thale."
– Mission description
Before playing this match, the arena can be switched to DOM-Conduit by paying 330 game units.
Tips and tricks[]
Prima Official Guide[]
"The Core arena is set deep in the bowels of a nuclear power plant. Fortunately, pains have been taken to ensure that a stray rocket doesn't cause a meltdown... hopefully.
The arena is a maze of narrow corridors, catwalks, and elevator platforms. Like any large arena, it can be confusing at first, but once you realize that the bases, A and B, are identical and that you can only head toward one or the other, you won’t have much trouble.
The trick to moving around Core efficiently is to move smoothly between different heights along a variety of paths. The ground floor is the easiest to learn, so start there and work your way up.
Ground Floor: The two bases are at either end of a horseshoe-shaped pathway that runs along the ground floor. Around each base are the Link Gun and ammo, Lightning Gun, Flak Cannon, and Shock Rifle. An elevator in the far corner of each base leads to an overhead catwalk.
Heading away from a base takes you down a corridor with white track lighting. You can pick up the Minigun, two Health Packs +25, and the Shock Rifle along this corridor. On the elevated side of the corridor, which you can reach by double-jumping, is ammunition for the Rocket Launcher.
The Shock Rifles at the ends of the corridors mark the beginning of the middle of the arena. After being killed, players respawn in small hallways overhead, and each team's respawning point is supplied with two Rocket Launchers.
Dead center of the level is a small elevator that takes you to an area below the ground floor. You can also reach this area by falling off the grated metal hallway in front of the elevator.
This underground area contains the only Flak Cannon of the level, as well as a Shield Pack +100 and four Adrenaline capsules. At the end of the under-ground hallway is a long elevator ride to the top of the middle of the level.
Lower Catwalk: In the far corner of each base, an elevator takes you up to the overhead catwalk. On the catwalk near this elevator is another elevator that leads to large green pipes over the catwalk. Jumping up these pipes takes you to an upper catwalk.
As you run toward the center of the arena, this catwalk merges with the elevated wall of the illuminated pathway, where you can pick up Rocket packs. Continuing to follow it takes you to an elevator that connects the catwalk to the lower level.
The middle of the level is past the elevator. Pick up two Health Packs +25 here, and continue to follow the catwalk onto the upper catwalk of the other base.
Upper Catwalk: There are two ways to reach the upper catwalk. The first is to take the elevators that lead from the lower catwalk to the large green pipes. Jump up the pipes until you reach the upper catwalk. You can also take the elevator in the center of the level that runs from the corridor beneath the ground floor all the way to the upper level. The first way is more difficult, but the second way is easier for your opponents to anticipate.
High above each base at the end of the upper catwalk are Shield Packs +50 and Lightning Gun and Rocket Launcher ammo. You can drop safely to each base by landing on the large green pipes below you, or you can dive straight down and suffer some damage.
In the middle of the upper catwalk, near the elevator from the ground floor, are the only Lightning Gun of the level and two Health Packs +25.
Game Plan
Offense: First, grab one of the Rocket Launchers at either side of your team's spawning point. It is impossible to reach this area again without getting killed, and these are the only Rocket Launchers in the arena.
Make good use of the arena's levels. The quickest and easiest way to reach the bases is to run along the ground floor, but don't put all your eggs in one basket. Send teammates along the lower and upper catwalks, too.
The lower catwalk offers a better view of the tight corridors, so you can anticipate problems. Once you reach the base and seize it, the upper corridors make good defensive points.
The route to the upper catwalk from the middle of the arena has two of the best items in the game—the Lightning Gun and the Shield Pack +100. Running along the catwalk to a base also puts you near another Shield Pack +50. By the time you reach the base, you have the distinct advantage of full shields.
You can also drop onto the base from above. If the action is as intense as it generally is around the bases, you can take your opponents by surprise.
Defense: Each of the arena's three levels has strategic points for defending bases that you have seized. Surprise opponents as they run in to retake the base by waiting in a corner on the ground floor near the base. If you grabbed the Flak Cannon or Minigun, you can make short work of anyone who comes down the hallway.
Another good spot for a defender is the lower catwalk near the base. You get a better view of the action and have the luxury of dropping to ground level if you need to. It's also easier to reach the base from the lower catwalk, in case the enemy gets through your defenses and you need to retake it.
A prime camping spot for anyone with a Rocket Launcher is the elevated wall in each corridor where the two Rocket packs are located. You can stand on these packs, equip the Rocket Launcher, and fire rockets down the hallway toward the center of the level. You can see around not one but two corners, effectively sealing off this corridor along the ground floor and lower catwalk routes.
The upper catwalk has the usual advantages of high ground: You're hard to hit, and you have an open view for sniping, except for the pipes that run between the upper and lower catwalks. You can even drop onto the pipes and camp there. The only enemies to worry about are those who take the elevator in the middle of the level to the upper catwalk. If you position yourself properly, you should be able to watch for them as well."
The arena is a maze of narrow corridors, catwalks, and elevator platforms. Like any large arena, it can be confusing at first, but once you realize that the bases, A and B, are identical and that you can only head toward one or the other, you won’t have much trouble.
The trick to moving around Core efficiently is to move smoothly between different heights along a variety of paths. The ground floor is the easiest to learn, so start there and work your way up.
Ground Floor: The two bases are at either end of a horseshoe-shaped pathway that runs along the ground floor. Around each base are the Link Gun and ammo, Lightning Gun, Flak Cannon, and Shock Rifle. An elevator in the far corner of each base leads to an overhead catwalk.
Heading away from a base takes you down a corridor with white track lighting. You can pick up the Minigun, two Health Packs +25, and the Shock Rifle along this corridor. On the elevated side of the corridor, which you can reach by double-jumping, is ammunition for the Rocket Launcher.
The Shock Rifles at the ends of the corridors mark the beginning of the middle of the arena. After being killed, players respawn in small hallways overhead, and each team's respawning point is supplied with two Rocket Launchers.
Dead center of the level is a small elevator that takes you to an area below the ground floor. You can also reach this area by falling off the grated metal hallway in front of the elevator.
This underground area contains the only Flak Cannon of the level, as well as a Shield Pack +100 and four Adrenaline capsules. At the end of the under-ground hallway is a long elevator ride to the top of the middle of the level.
Lower Catwalk: In the far corner of each base, an elevator takes you up to the overhead catwalk. On the catwalk near this elevator is another elevator that leads to large green pipes over the catwalk. Jumping up these pipes takes you to an upper catwalk.
As you run toward the center of the arena, this catwalk merges with the elevated wall of the illuminated pathway, where you can pick up Rocket packs. Continuing to follow it takes you to an elevator that connects the catwalk to the lower level.
The middle of the level is past the elevator. Pick up two Health Packs +25 here, and continue to follow the catwalk onto the upper catwalk of the other base.
Upper Catwalk: There are two ways to reach the upper catwalk. The first is to take the elevators that lead from the lower catwalk to the large green pipes. Jump up the pipes until you reach the upper catwalk. You can also take the elevator in the center of the level that runs from the corridor beneath the ground floor all the way to the upper level. The first way is more difficult, but the second way is easier for your opponents to anticipate.
High above each base at the end of the upper catwalk are Shield Packs +50 and Lightning Gun and Rocket Launcher ammo. You can drop safely to each base by landing on the large green pipes below you, or you can dive straight down and suffer some damage.
In the middle of the upper catwalk, near the elevator from the ground floor, are the only Lightning Gun of the level and two Health Packs +25.
Game Plan
Offense: First, grab one of the Rocket Launchers at either side of your team's spawning point. It is impossible to reach this area again without getting killed, and these are the only Rocket Launchers in the arena.
Make good use of the arena's levels. The quickest and easiest way to reach the bases is to run along the ground floor, but don't put all your eggs in one basket. Send teammates along the lower and upper catwalks, too.
The lower catwalk offers a better view of the tight corridors, so you can anticipate problems. Once you reach the base and seize it, the upper corridors make good defensive points.
The route to the upper catwalk from the middle of the arena has two of the best items in the game—the Lightning Gun and the Shield Pack +100. Running along the catwalk to a base also puts you near another Shield Pack +50. By the time you reach the base, you have the distinct advantage of full shields.
You can also drop onto the base from above. If the action is as intense as it generally is around the bases, you can take your opponents by surprise.
Defense: Each of the arena's three levels has strategic points for defending bases that you have seized. Surprise opponents as they run in to retake the base by waiting in a corner on the ground floor near the base. If you grabbed the Flak Cannon or Minigun, you can make short work of anyone who comes down the hallway.
Another good spot for a defender is the lower catwalk near the base. You get a better view of the action and have the luxury of dropping to ground level if you need to. It's also easier to reach the base from the lower catwalk, in case the enemy gets through your defenses and you need to retake it.
A prime camping spot for anyone with a Rocket Launcher is the elevated wall in each corridor where the two Rocket packs are located. You can stand on these packs, equip the Rocket Launcher, and fire rockets down the hallway toward the center of the level. You can see around not one but two corners, effectively sealing off this corridor along the ground floor and lower catwalk routes.
The upper catwalk has the usual advantages of high ground: You're hard to hit, and you have an open view for sniping, except for the pipes that run between the upper and lower catwalks. You can even drop onto the pipes and camp there. The only enemies to worry about are those who take the elevator in the middle of the level to the upper catwalk. If you position yourself properly, you should be able to watch for them as well."
Capture Tips[]
The following are a series of tips released by the defunct website Capture.
"Zenny Holds Your Hand Through DOM-Core
DOM-Core is composed of four levels: a basement which houses a super shield and a elevator going all the way up to the forth floor - the catwalk; a ground floor which contains the two capture points, a system of pipes that hang over both capture points, but not in-between; a top catwalk that runs from one end of the map to the other which is interrupted in the middle by a lightning gun and some health. The two Capture points are located inside identical bases that are at opposite sides of the map. The capture points can be reached by falling from the pipes or by a passageway on the ground level.
The passageway into the capture points are the choke points of the map. They are where the most heated action takes place. Control of these points is critical to a team's success on this map. A short distance from these passageways is a ninety degree turn. This turn prevents the defenders from seeing their enemy before they are right on top of each other; however, there is a camping spot for the defenders. The camping spot can be reached by jumping on to the top of the passageway and then shield jumping onto the pipe that is right above it. It's the large pipe that has a small one right above it. This spot is perfect to surprise the attackers that think no one is there to stop them!
A tandem of skilled defenders is all that is necessary to successfully defend a capture point: one is watching out for any attackers that are falling from the pipes and the other guarding the door. The door defender should be equipped with the Shock Rifle, MiniGun, and Lightning Gun. The top defender really only needs the Lightning Gun and the Shock Rifle. If one of the defenders is killed, the other should go behind the Capture point, where he can defend both angles, to defend until the other returns. While going solo, the Shock Combo is the best weapon to fend off the attackers because it covers the most amount of space per shot. While in a countdown, it is best to charge up your shield gun and stand on top of the capture point to gib any one from falling on the point at the last second.
One of the easiest ways to get from one side of the map to the other is by using the catwalk at the very top of the map. It can be reached by double jumping off of the big elevators that are on the side of both bases. The catwalk runs from one base to the other. In the middle of the map, there is a room that houses a lightning gun and some health. The catwalk is started and ended by an alcove that houses a regular shield. The catwalk will let you move quickly to make a last second save. It is possible to jump from the catwalk onto a capture point. To do this, you must forward jump from the portion of catwalk that is directly above the elevator that takes you from the Capture Point base onto the catwalk.
There are also some really neat trick jumps for this map, none of which I have been able to pull off. The first one I know off if the wall boost dodge off of the ledge that the control points are on onto the elevator. Rumor has it that it is the hardest boost dodge to pull off in the entire game. The other trick is to boost off of a small elevator in the middle of the map onto the catwalk. I know of one person who has pulled it off and it is amazing. It is supposedly done by using a shield jump."
DOM-Core is composed of four levels: a basement which houses a super shield and a elevator going all the way up to the forth floor - the catwalk; a ground floor which contains the two capture points, a system of pipes that hang over both capture points, but not in-between; a top catwalk that runs from one end of the map to the other which is interrupted in the middle by a lightning gun and some health. The two Capture points are located inside identical bases that are at opposite sides of the map. The capture points can be reached by falling from the pipes or by a passageway on the ground level.
The passageway into the capture points are the choke points of the map. They are where the most heated action takes place. Control of these points is critical to a team's success on this map. A short distance from these passageways is a ninety degree turn. This turn prevents the defenders from seeing their enemy before they are right on top of each other; however, there is a camping spot for the defenders. The camping spot can be reached by jumping on to the top of the passageway and then shield jumping onto the pipe that is right above it. It's the large pipe that has a small one right above it. This spot is perfect to surprise the attackers that think no one is there to stop them!
A tandem of skilled defenders is all that is necessary to successfully defend a capture point: one is watching out for any attackers that are falling from the pipes and the other guarding the door. The door defender should be equipped with the Shock Rifle, MiniGun, and Lightning Gun. The top defender really only needs the Lightning Gun and the Shock Rifle. If one of the defenders is killed, the other should go behind the Capture point, where he can defend both angles, to defend until the other returns. While going solo, the Shock Combo is the best weapon to fend off the attackers because it covers the most amount of space per shot. While in a countdown, it is best to charge up your shield gun and stand on top of the capture point to gib any one from falling on the point at the last second.
One of the easiest ways to get from one side of the map to the other is by using the catwalk at the very top of the map. It can be reached by double jumping off of the big elevators that are on the side of both bases. The catwalk runs from one base to the other. In the middle of the map, there is a room that houses a lightning gun and some health. The catwalk is started and ended by an alcove that houses a regular shield. The catwalk will let you move quickly to make a last second save. It is possible to jump from the catwalk onto a capture point. To do this, you must forward jump from the portion of catwalk that is directly above the elevator that takes you from the Capture Point base onto the catwalk.
There are also some really neat trick jumps for this map, none of which I have been able to pull off. The first one I know off if the wall boost dodge off of the ledge that the control points are on onto the elevator. Rumor has it that it is the hardest boost dodge to pull off in the entire game. The other trick is to boost off of a small elevator in the middle of the map onto the catwalk. I know of one person who has pulled it off and it is amazing. It is supposedly done by using a shield jump."
– Zenny
Trivia[]
- The map was set to appear in Unreal Championship but it didn't made the cut.
Gallery[]
External links and references[]
See also[]
Unreal Tournament 2003 Double Domination maps |
---|
DOM-Core • DOM-OutRigger • DOM-Ruination • DOM-ScorchedEarth • DOM-SepukkuGorge • DOM-Suntemple Epic Bonus Pack maps: DOM-Junkyard |
Unreal Tournament 2004 Double Domination maps |
---|
DOM-Access • DOM-Aswan • DOM-Atlantis • DOM-Conduit • DOM-Core • DOM-Junkyard • DOM-OutRigger • DOM-Renascent • DOM-Ruination • DOM-ScorchedEarth • DOM-SepukkuGorge • DOM-Suntemple |