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Map Details: Operation keyhole



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 tnexp maps by 7>Snake

Operation keyhole

Map Creator:

7>Snake

Game Version:

DFBHD: TerraNova EXP

Game Type(s):

SINGLE PLAYER / COOP

710 Downloads

Download Now

View Ratings

Rate This Map (1 - 10)

4 users have rated this map.
DFB Rating: 

8 of 10





User Rating: 

8 of 10





Map Description:

A BHD EXP/TS Single Player map. You require both EXP and the TS compatible upgrade to play this map. A Soviet Spy Satellite has come down north of a local City. A recovery team was sent in earlier today to seize the film canisters. Unfortunately they ran into a slight problem in the city and need your help. Rescue the recovery team then collect the film canisters from the satellite.

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


Issues


Posted: Friday - April 30, 2004 3:40AM

Posted by: Honya

7>Snake, this is a very well thought out map and i like the concept of the map very much. However, on the way to the satellite (on the blackhawk from the city), i was dropped out from the chopper along with my team in the middle of no where. Is this part of the mission? Or is it a bug? I cannot rate this map yet because i could not finish it, but i'm looking forward for your solution. Thanks and keep up the good work.




Honya


Posted: Friday - April 30, 2004 11:31AM

Posted by: 7>Snake

Guess I should have put a text message somewhere stating the Black Hawk was for the rescue portion of the mission only and does not take you to the satellite. You need to go on foot from the city. Your teammates will not load onto the Black Hawk, only the members of the trapped convoy do that. Try waiting for the rescue flight to leave then follow your waypoints from the city.




Ok


Posted: Friday - April 30, 2004 12:59PM

Posted by: Honya

Ok, I'll start the mission and start over again and will try to finish it. Thanks :)




Completed


Posted: Saturday - May 1, 2004 4:17AM

Posted by: Honya

Now i have completed the map, i will write a full comment. I liked the theme of it being in Iraq, because a mission like this could happen in real life. I like how you inserted the player and the team into the city, flying in low on MH-6s and having AH-6s covering them. You have nice details in the map, including the air traffic (including DC-10s and 747s). Another nice touch is the UAV that circles over the city. The events were well triggered. My only complaints are that you should have a text saying not to get on the black hawk in the city that extracts the other team, and this was one of your shorter maps. A nice map indeed, and keep up the great work. Looking forward to your next map.




Update


Posted: Saturday - May 1, 2004 12:32PM

Posted by: 7>Snake

An updated zip file was added as of 8:30 AM (EST) on Saturday May 01/04. The wac file has been updated so that a message now plays (continuously) if the player enters the Black Hawk when he shouldn't. You will receive a text message telling you to proceed on foot. This message will only stop when you leave the Black Hawk. Thanks for the review Honya. Hope this makes it more clear.




Good Mission


Posted: Sunday - May 2, 2004 5:29PM

Posted by: davesnow

I liked this map. A nice, original idea that played out well. My teammates were a good help in this one. I don't think I could have completed it without them, even though they got "stuck" in several places and I had to backtrack and get them "un-stuck." Most everything flowed well. The mission wasn't overally long and it really wasn't too short. Just about right actually. I liked the Little Bird ride in---scooting around over the river and in the valleys and hop-scotching over a bridge or two! A fun ride! The only real problems I encountered were at the convoy rescue building. I waited around for a good while, wondering what happened to the action...finally I took a walk around the outside and ran into about a dozen or so enemy, running into walls. After I eliminated them, the rest of the mission played on out.




Thanks Dave


Posted: Sunday - May 2, 2004 6:19PM

Posted by: 7>Snake

All those guys that get stuck out side are supposed to follow waypoints into the building and eventually upstairs. It seems though, that as soon as they see a blue team player they completely forget about waypoints. And, I can't figure out how to get them to stop and return to the waypoints list. Every time I tested it the result was different. Some times a long wait, but mostly not. As for the teammates getting stuck. I agree - one of the reasons I really don't like them. However, in this case, once you get past the bus terminal on the city street they will pretty much follow waypoints to avoid doing that. I've even tried setting team spacing to minimum with not much more success. I think from now on I'll just avoid teammates. After my last Team Sabre map, I wanted a relatively shorter mission that still had some action. Took almost as long to get the wac file straight as it did to make the map. Glad you enjoyed it.




New Zip file 08:00 (Est) May 3


Posted: Monday - May 3, 2004 12:05PM

Posted by: 7>Snake

Zip file updated so minor flashing error removed. Buildings completely blocked so no access allowed underneath and wac file modified so message about boarding helicopter plays only once instead of continuously while in loading area.







Posted: Monday - May 3, 2004 7:29PM

Posted by: Timber3050

*note this comment was mede before the update* The map has a great deal of decoration and sounds, plenty of action with plenty of resting spots. I specifically remember a reck between a truck and a small car. Overal it's an awesome map that proceeds realistically Here are the few things i've found wrong with it. Neer the Target building in the city there is an oddly placed sound of somebody drowning, with the burble burble thing, but we're far away from the water. I see you used wall peices to hide the under side of the big buildings. at a distance they flash. not a big deal as you need to be as far back as the 2 story building where the rangers were hiding. In grid C,11, there is an opening in the wall where you can get under the big building. this is from a door going a meter into the building. not too big a deal as this is SP not multiplayer. Last thing, the wac you have that tells the player not to board the chooper, plays annoyingly when i'm in the middle of the 2 story buidling. you may want to use a diferent meathed of activation. lastly, the ladder on the satelite was not accesible, but understandable as other wise it would be supported by air Everything else is fine, no objects intersepting eachother, no height problems, I'll probably be playing this mission again in the near future 8/10







Posted: Sunday - May 9, 2004 12:34PM

Posted by: Farmdog

This was a fun map and the concept was a nice idea. Going for a downed satellite seemed like a worthwhile mission, considering that it had intel we needed to get. As mentioned in previous posts, most of the enemy at the safe house bunched up in one corner, but a few managed to make it inside and that caught me by surprise—that’s untypical for most maps-even with BHD original maps—so that was a nice feature. I see that Snake intended for them to swarm in the building, but they immediately engage all blue forces so they stop following waypoints……The insert to the ville was nice—kept getting hit enroute, but an adequately placed med pack saved the day. Ample save points and med kits, although I only used 3 save points. The jet flying around was an added touch as life in the city continues regardless of what foreign country is occupying the land. WACs and events all worked. Team mates were also of value. I avoided having them get stuck by using the CAPs button for added control, so I didn’t have to backtrack to get them unstuck from passageways.


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