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Map Details: SwT Tropical Incursion



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 SwT Klaw

SwT Tropical Incursion

Map Creator:

SwT Klaw

Game Version:

Joint Ops: International Conflict

Game Type(s):

SINGLE PLAYER / COOP

490 Downloads

Download Now

View Ratings

Rate This Map (1 - 10)

8 users have rated this map.
DFB Rating: 

8 of 10





User Rating: 

8 of 10





Map Description:

**Updated** Fixed the Helo exploit as well as some other minor issues. Once inserted at "A" follow the road to the enemy compound. Once there destroy all targets which will grant access to the tunnels. Kill the commander and from there extraction will follow. This map was designed for squad based play so single players may find this map difficult to complete;although, not impossible. The enviroment does change so at times you may not be able to see the ememy. Good Luck and be sure to bring your medics people, you'll need them!!! Swt Klaw

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


Amazing


Posted: Monday - October 8, 2007 10:28PM

Posted by: tiger16

Still amazes our squad on how or why some map makers think a good map involes BG's who can see through 100 or more meters of fog and we can't see a thing. Insteaad of enjoyment, maps like this become a chore. Will give credit for a lag free map, cycled well and ended as it was supposed to.




Great Map


Posted: Tuesday - October 9, 2007 12:26AM

Posted by: LoneWolf_SoC

We have this map on our server and the guy's love it very well placed bg's and nicely laid-out map. If you take your time and work as a team the map is a blast, played and cycled with no problem's and lag free. Keep on mapping SwT Klaw 9/10




Good map


Posted: Tuesday - October 9, 2007 11:30AM

Posted by: 759ftc

Klaw, We at Titans of War agree with both tiger and Lonewolf concerning this map. Yeah the AI could see you a little further than you could see them but if like Lonewolf said go slow you can get within visual range due to the accuracy of the AI not cranked up. Yeah still each player will die 10-20 times but like Lonewolf we had fun playing it. Had no issues with textures or layout other than there were a couple of trees throughout that did float. Not many a few. All objectives were easily met, all psp's worked and map ended cycled fine on our dedicated server. Thanks ToW TakerDeep




Thanks!!


Posted: Tuesday - October 9, 2007 6:31PM

Posted by: SwT Klaw

Thanks for the comments. The AI being able to see slightly further than you was intentional. It forces the player to move up and take cover while constantly under fire so that they can get a visual on the enemy. As long as you stay low and have other teamates helping you should be ok. You'll find yourself spending most of your time prone on this map. Klaw




Well, I for one enjoyed this map


Posted: Wednesday - October 10, 2007 12:55AM

Posted by: Sgt.Saunders

The AI visibility issue didn't bother me, as I was able to eventually see them somewhat clearly as I got nearer to their position. The 'M-82' really helped with pin-pointing BG position and the .50 BMG rounds didn't let me down either. I really liked the map lay-out and the second (red pad) helo certainly came in handy after I became BG fodder upon exiting the first (blue pad) Black Hawk. Each PSP was a challenge and crawling upon my belly along the roadway definitely helped with keeping me alive. Although I never got around to destroying any of the objects at 'E', the extraction helo was somehow summoned and this 'lag free'/'issue free' map ended/cycled just fine after I was flown to the final waypoint. Nice job with this one 'Klaw'...cheers.




All I have to say is


Posted: Wednesday - October 10, 2007 7:00PM

Posted by: Prinny_SoC

"nice job" looks like all others have said their piece. I do have 1 thing to add though: Thank goodness 2 others came and joined me on this one. Otherwise, I would have still been playing at the crack of dawn this morning, lol. Great job - Prinny




SwT Tropical Incursion


Posted: Wednesday - October 10, 2007 8:56PM

Posted by: woodrow

fantastic map what do these guys want ? the bad guys to stand up and wave !!!! well done fog was just about right with the accuracy rate really enjoyed the map liked the drop off soldiers attacking nice touch keep it up




Some not so good news


Posted: Thursday - October 11, 2007 5:58PM

Posted by: Prinny_SoC

is that the helo that takes us out to the first psp can be siezed by us and because it is indestructable .................I will leave it to your imagination what can happen next.... Suggest maybe you remove bg's from the route to 1st psp and leave helo as destructable; or perhaps have just a few not so accurate ai on the route that can be killed with the mini gun. This would stop the indestructable helo from being stolen by us. I just thought I would let you know Klaw. - Prinny




Not sure


Posted: Friday - October 12, 2007 9:31PM

Posted by: SwT Klaw

how you managed to do that since the friendly bot pilot is indestructable.




Quality and flavour


Posted: Saturday - October 13, 2007 11:46AM

Posted by: I5Hammer

Map holds perfectly good quality and runs smooth without any issues. I can see how many players appreciate this map for their good reasons. Good job by the map creator indeed. Doesn't suite my flavour though nor most of the regular visitors on my server. This map's been removed from my map list due to that reason only.




Klaw


Posted: Sunday - October 14, 2007 9:14PM

Posted by: Prinny_SoC

Well unfortunately I made an assumption that it was the indestructable helos from the beginning of the map, but after 2 more times of playing and being solely on a mission to see exactly where that helo came from, I can finally tell you what happened:) Located at ZuluXray-8 on the grid you have a enemy helo hovering over the river with 1 bg in it - He is destructable - Then the helo falls to the water and in you get and off you go. Seeing as this is not the way I would play the game anyways this still bugged me that this could be done, so I wanted to let you know the results of my mission, lol. I really do enjoy the map the way it is designed to be played:0 ) Keep them coming Klaw - Prinny




Updated


Posted: Monday - October 15, 2007 7:01PM

Posted by: SwT Klaw

Thanks Prinny for taking the time to check out where the problem was occuring. Map has been updated to fix the Helo problem along with some other minor fixes. Klaw







Posted: Tuesday - October 16, 2007 3:07AM

Posted by: jabo1SFH

well, i'll be another dissenting voice. the ai having too much "vision" through the fog may have been intentional, but not needed when the ai would come to you. this effectively eliminated the need for the fog. with that relayed, their accuracy and fov become a bit tedious and can see you before you see them. the over seeing range combined with fog and the shrubbery made this map one of those "been there, done that" types. ai placement was null and void because they would move up. now the mp5 placements, almost each one was behind blinding foliage. ai in the tunnels were amped up way too much, so they were easy to eliminate due to all the noise they made. this map has lots of potential with some corrections on some key elements.




Klaw


Posted: Wednesday - October 17, 2007 7:48PM

Posted by: Prinny_SoC

:) - Prinny


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