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Map Details: SPACE INVADERS v1.2



DF1 | DF2 | DFLW | DFTFD | DFBHD | DFBHD: TerraNova EXP | DFBHD: Team Sabre | Joint Operations | Joint Ops: Escalation | Joint Ops: IC | Joint Ops: AW2 | Delta Force Xtreme | Delta Force Xtreme2



View all joic maps by TUNA

SPACE INVADERS v1.2

Map Creator:

TUNA

Game Version:

Joint Ops: International Conflict

Game Type(s):

SINGLE PLAYER / COOP

992 Downloads

Download Now

View Ratings

Rate This Map (1 - 10)

16 users have rated this map.
DFB Rating: 

9 of 10





User Rating: 

8 of 10





Map Description:

Short map and Small, Destroy weapons abord Alien starship,,nutralize spacezombies and wipeout the Alien mastermind....gain access to Bridge computers and destroy the starship and weapons....IC MOD........UPDATED NEW WAC FILE.....10/17/06 THIS UPDATE FIXES PROBLEM WITH SOME DOORS NOT OPENING

[ 28 users have commented on this map ] [ Comment on this Map ]


did not end


Posted: Friday - October 13, 2006 11:39PM

Posted by: Redneck-RD-

6 of us played the map tonight.. loved the lay out and the look but was a very frustrating map due to AI "warping" in right behind you or beside you. Not to mention could not find the last trigger to open the underside bunker so we just killed the map after examining every avenue we could think of.. Really wish people would play their own maps to make sure they work before wasting other peoples time.. have to give it a 1 since it wouldnt end and due to the AI




follow the instructions


Posted: Friday - October 13, 2006 11:49PM

Posted by: tunafinger

its not my fault you cant interpet the instructions......play again and see if you can find....also dont rate my maps please if you cant figure them out for yourself....better if you would file 13 the map and dont play it




hm...


Posted: Saturday - October 14, 2006 6:03PM

Posted by: RT-Postman

the layout is very good, but we can't find the key to deactivate the weapons in the lower bunker. Please don't say something like "you can't interpret my....". Thats not a good answer. The AI ist toe heave and to many respawners. Ok, it's a SF map, but give other player a chance to find into the map. As you sayed "build your maps a you want". But think a little bit of the ohter players. We can not rate, because we can't end it.




Major applause


Posted: Saturday - October 14, 2006 10:51PM

Posted by: harmsway101

A truly excellent map! Tuna, you have taken us in a direction I did not think was possible. This is by far the most original and classy maps I have ever played! A thinking man's map, a wonderful experience. I thank you for providing such wonderful entertainment. I loved every bit of it, and the ending was awesome. To people who could not figure it out, CAREFULLY read his info box. A hint, make sure you have eliminated ALL the bg's in a certain section to reveal the next one....







Posted: Saturday - October 14, 2006 11:03PM

Posted by: Assassin Xaero

I got most of the way though it... got to the lower bunker and killed the guys there, but then I had no clue what to do... the door didn't open to the computer and nothing else happened...




Very Creative work...........!


Posted: Sunday - October 15, 2006 12:00AM

Posted by: badar123

Really enjoyed this so very creative map. For all who had problems ending this one .....The door to the computer will open up under psp D as soon as you have killed all the bgs.A BIG THANKS TO YOU TUNA FOR SOMETHING SO DIFFERENT AND WONDERFUL.10/10 for sure...




@redneck


Posted: Sunday - October 15, 2006 12:02AM

Posted by: badar123

Please dont rate maps so low just because you cannot end them.Give it another try and I am sure you wont have any issues .The map plays and ends beautifully.







Posted: Sunday - October 15, 2006 1:47AM

Posted by: BCK.Com.Crawdad

everything worked fine, AWESOME map bro.everyone in server loved it.




did not end


Posted: Sunday - October 15, 2006 5:20AM

Posted by: oldspook

Great map, loved playing it but we couldn't get it to end. We got through to the lower armory, killed evryone in there and could go no further. the door to the alian leader never opened. Will hold off rating it until we try it again. Oldspook




hint hint


Posted: Sunday - October 15, 2006 9:18AM

Posted by: harmsway101

For those who could not get past the alien in the lower bunker, Remember he says to use satchels in ALL of the area....




GAK SAYS:


Posted: Sunday - October 15, 2006 10:33AM

Posted by: madbuzrd

Thumbs Up!! pretty cool set up. The guys far in space are a little annoying but a good challenge. Lay out is good, again, good challenge. Keep up the good work! Rated 7




head up tuna


Posted: Sunday - October 15, 2006 12:09PM

Posted by: harmsway101

I played the map once it worked great- i hosted the map, and some major glitches- saw AI did not fall from sky at b, and when all AI saw bg were killed in lower armory, door did not open, BUT BRIDGE did, and was able to trigger destruct seq and end map- r=totally bypassed the twin K guns and the alien....maybe some programming bug needs to be addressed with one of the files? Still a great map though.




DFB Comment


Posted: Sunday - October 15, 2006 12:19PM

Posted by: Assassin Xaero

Ok... I finally got through it... and like some people said above, you need to you satchels on everything (red dots). Pretty good map, and very creative... I still never figure out how to destroy the outside turrets, just ran past them...
Good work and keep making them!


† Assassin Xaero †

† DFB Map Rater †





Turrets


Posted: Sunday - October 15, 2006 3:08PM

Posted by: badar123

You can shoot the turret guys from the lower rockets....worked for me!







Posted: Sunday - October 15, 2006 10:52PM

Posted by: jabo1SFH

snipers from space, at least put some type of cover. when using lfp's for psp's, you need to design your teleporters to come AFTER the thing has been taken.




ai


Posted: Monday - October 16, 2006 4:39AM

Posted by: BLOODYBSO

people dont like invisable deadly accurate snipers







Posted: Monday - October 16, 2006 7:49AM

Posted by: Assassin Xaero

They arn't invisible, just pretty far away and up in the air... you can see their general area after they shoot once or twice...




STR UPDATE


Posted: Monday - October 16, 2006 7:52AM

Posted by: tunafinger

I understand there have been some programming problems with this map so I updated with the STR file which NLH left out in the original posting....Please update and give me some feedback to this map with the update.. Also thank you for the comments and ratings I know some people dont like the map and this has been reflected in their ratings ....I m sorry I cant design a map to fit everyones expectations ,, sorry for that..




MORE PLEASE


Posted: Monday - October 16, 2006 1:26PM

Posted by: harmsway101

Tuna, please continue making space maps. I really love the look and feel of this one, and it would be great to have more like it to play- maybe an assault on an asteriod, or orbital platform of some kind- with 'space helos' !




Very Unique Map


Posted: Monday - October 16, 2006 9:27PM

Posted by: Dawg O War

Very creative and very sadistic! LOL! I like the space concept. We have not finished your map due to a minor wac problem. You cannot use ssndead(1598) with multiple AI to trigger like a door opening, cause if we do not kill all the AI within 30 secs it will forget the first ai we killed. The door will never open. That is why some things do not work sometimes in your map. You must use a variable switch for each AI killed like with the 5 AI in the bottom armory. Assign each AI a variable number and the switch is, 1 ai alive, 2 ai dead. Examples below \/ If never() then set(v1,1) // AI 1598 alive endif if never() and ssndead(1598) then set(v1,2) endif. if never() and (eq(v1,2) and eq(v2,2) and eq(v3,2)) then removessn(132579) //remove the door endif You are making some really nice maps TUNA, this statement is for help. I will rate your map based on creativity when I finally finish the map, even if I have to redo your wac. LOL! A rating of one by redneck was very unjust for this map! I would like to see more text and waves in your maps. Tuna, if you need help with any of your sadistic mapping problems and making custom wavs contact us at www.gwl-squad.com.







Posted: Tuesday - October 17, 2006 12:37AM

Posted by: TGZ-Marco

we were able to get to lower armory; kill those two god-awful guns, and I thought all of the AI. Intersting concept; like the space; like how the AI spawns. I guess the end will elude us...which is a shame b/c I can't host it if we can't find the end. Look forward to your next map Tuna. (not rated)




fix


Posted: Tuesday - October 17, 2006 1:02AM

Posted by: tunafinger

Soon I will update the wac file which seems to be have a few problems....an oversight of mine but will update soon ..Sorry for the problems you all have encountered please bear wiith me and ck back for the update.....tuna




OK we got a finished map, Yea!


Posted: Tuesday - October 17, 2006 4:25AM

Posted by: Dawg O War

Very Unique map, great imagination, very sadistic, BG placed very well! It caused me to curse greatly! Just another one of Tuna's great unique maps. Instead of 12 of 10, I give it 10 of 10 due to minor wac problem but that can be fixed easy. Better keep them coming Tuna! So what is next?




Great map


Posted: Thursday - October 19, 2006 6:35PM

Posted by: Lt_Geek

Very nice map...solo'd it...Couldn't finish it though as I had to go to work. I will update the rating once I actually get off my butt and beat it...lol. Keep the space maps coming!. You oughta do something along the lines of Star Wars or Star Trek. I am certain it would be welcomed by most if not all the players!




all has been said be4


Posted: Saturday - October 21, 2006 6:26PM

Posted by: General Electric***

.. I rate it a 11 for the layout and a 9 for the BG placement and scripting. ( U should have them run around a little bit more.Other than that great work ! (11+9)/2=10




cant end it


Posted: Friday - October 27, 2006 5:30PM

Posted by: TheTrooper

well great layout good positioned snipers blah.blah blah..got to the bottom bunker cant got any further red dots will not dissapear no matter how many satchels i use but will try it once more just to make sure all in all very creative keep up the good work




got it to end


Posted: Friday - October 27, 2006 8:14PM

Posted by: TheTrooper

well played it again and got it to end great fireworks display at the end lol well done great map all credit to ya ..will deffo play some more if you have any made




This one also expresses your superb creativity


Posted: Wednesday - April 4, 2007 3:15AM

Posted by: Sgt.Saunders

As before, I tested this one alone via LAN so that I could proceed through it methodically, and although it was somewhat tough to figure-out at times, I did make it all the way through. It's true that the one red square (transformer inside the bunker between 'C' and 'D') would not go away no matter how many satchels I used, but the transformer was destroyed and the red square really didn't affect further gameplay whatsoever. There were many strategically placed BGs, and just when you think you're done with a certain group of 'em, then you get 'popped' in the back...heh...heh. I also enjoyed the spaceship concept, and those floating BGs were a sneaky touch. Just like your other maps, this one also expresses your superb creativity, as well as forces the player to utilize his/her 'noodle' to figure-out how to proceed forward. Thanks Tuna...cheers.


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