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Author: Subject: Operation Nockturne
TrSniper
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Posts: 335
Registered: 8-16-2004
Location: Netherlands
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[*] posted on 10-18-2004 at 10:22 PM
Operation Nockturne


Well this is my last one for BHD and now im over to TS, Here it is:
Download, Play, Rate and Comment

Operation Nockturne




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joselz
Colonel
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Posts: 491
Registered: 4-24-2004
Location: Davie, Florida, 33325. United State
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Mood: OUT of MAPPING

biggrin.gif posted on 10-23-2004 at 09:54 AM
Returning the favor


Ok, the good thing of this map, is that it was a "NIGHT MISSION MAP", and i love night map's.( I love Night).

I was able to find somes objects MissAligned, floating, and objects placed thru graphics of building.

1) When i start the mission, The first problem i inmediately notice, was that when the truck makes its fisrt turn, the back part of the Truck go thru graphics of the containers.....and in its last turn it go thru graphics of the Stone wall.
I experiment setting the Truck Combat and patrol speed at 20KMph, and have
succed, however, it still going thru the graphics of the Stone wall.
The only ways i can think that you would be able to fix that problem is:

Moving Waypoint 2-0, 2-1 and 2-2 a to the west,
or set the set the Truck Combat and patrol speed at 20KMph.

2) I find lots of objects MissAligned, floating, and objects placed thru graphics of building, and here they are....

- SSN; 488, 487, 486. (Modulars Wall Debris) are MissAligned.

- SSN; 523, 524, 525. (Modulars Wall debris) are MissAligned.

-SSN: 479 (tireb01) Is penetrating to thru graphics of SSN: 467 (Bombed-Out pickup truck)

-SSN: 473 Wall Trash is MissAligned....

-SSN: 579 and 578 are Flashing...... (this is Esay to notice and NEED to be fixed.)

-SSN: 1215 Wall Trash is MissAligned....

-SSN: 212 Wall Trash is MissAligned....

-SSN: 1215 Wall Trash is MissAligned....

-SSN: 587 (Light Post) Is penetrating to thru graphics of SSN: 139 (Warehouse 10)

-SSN: 585 (Light Post) Is penetrating to thru graphics of SSN: 183 (Warehouse 10).

-SSN: 273 (Light Post) Is penetrating to thru graphics of SSN: 2 (Mog building 2).

-SSN: 281 (Light Post) Is penetrating to thru graphics of SSN: 7 (Mog building 6).

-SSN: 264 (Mog shed) Is penetrating to thru graphics of SSN: 819 (Mog building 1).

-SSN: 347 (Mog slum hut) Is penetrating to thru graphics of SSN: 18 (Mog building 4).

-SSN: 392 (Group of barrels) Is penetrating to thru graphics of SSN: 7 (Mog building 6).

-SSN: 851 is Floating.......(need to be fixed).

-SSN; 410, 411, 412, 413. (Bfence 8ft) are MissAligned, and SSN 410 need an end pole.

-There are '4' "Bfence 8ft" placed in alleys to that need and end pole, because fence does not just end in building!!!

there were like 1 or 2 more missaligned objects, but i will let them pass....

3) in the village, after player meet up with informant:

After i cross the village, and meet up with the friendly militia in that bunker, i get a message that says "Go back,the Village is not cleared 100%", and that should not happen, the player is not suppost to HUNT THE LAST GUY. that a lost of time.

4) I Remember you asking in the maps builders forums to "HOW TO PUT NVG's IN MY TEMMATES HELMET?"
They need to be in "group 1(BluePlayers)" in order to do that..

5) Events seem all to work fine, so there is no problem with the execution of the map... :)

6) Enemy patrols Waypoints:
They all seem to follow the sames waypoints, i think that by placing different waypoints to every one will just look more realistic and interesting...

7) Tiles and sounds and Wac file:
-They are little amount of tiles, i think that by placing more decorative tiles, the map would look more better.... however tiles were ok.
-Sounds were OK.....
- Wac works fine....

8) Cin and End files
- the cin file is ok.
- The End file is ok, *BUT*, when the Blcak Hawk take off, the speed is too high for a normall take off, that just looks Unrealistic, and also looks like he fly thru graphics of the SSN 41(Mog Night Building 3). Adjsut wp 'z' values and speed please.

9) when the player reach the Target Building where the POW is:
All my teammates seems to follow the sames waypoints, that just make a mess in there looking UNrealistic, please, place separate waypoints for each tammate when infiltring a building....

10) good things of this map I liked:
-As i say before " i love Night map's.( I love Night)"
-I like to see how you make the teammate looks like he is plating a Satche charge....
-Lights post increase the overl look of the map...
-Decorations were good also and sounds and speech as well...
- the civi truck that pass in the road was cool!!

I rate the map 8/10, but by letting pass all those objects MissAligned, floating, and objects placed thru graphics of building, BUT lets assume i didn't let pass all those ocbjects MissAligned and etc, the rate would be 7/10.

But, the playAbility and sactifaction of the map was good, so i rate it 8/10.

Nice job mate...
Joselz




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TrSniper
Captain
****




Posts: 335
Registered: 8-16-2004
Location: Netherlands
Member Is Offline


[*] posted on 10-23-2004 at 10:39 PM


:D Thx for your Review Jozels, i will update my map.I'm Hoping to see a new one from you.



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