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Author: Subject: Operation Nockturne -=UPDATED=- V.1.0.5
TrSniper
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Posts: 335
Registered: 8-16-2004
Location: Netherlands
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[*] posted on 10-24-2004 at 12:48 AM
Operation Nockturne -=UPDATED=- V.1.0.5


Please LOOK Download.PLAY rate and comment again.


This is the LAST update!!!!!

Operation Nockturne UPDATED Version???? Click Here




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

[*] posted on 10-24-2004 at 06:37 AM
Review #2


First thing, Why did you RE-Subbmit the map, to update a map, you only have to go to "MY CONTORL PANNEL" and click on "UPDATE ZIP" for you map...

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 "SECOND" turn, the Truck go thru graphics of the Stone wall (SSN 172 and 171).

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

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

-SSN: 1133 (Wall Trash) is MissAligned.... " Photo in HERE"

-SSN: 1127 (Wall Trash) is MissAligned...." Photo in HERE"

-SSN: 985 (Sack02) is ** FLOATING **.......(need to be fixed).

-SSN: 515 (Mog Slum hut 3) Is penetrating to thru graphics of SSN: 980 (Mog building 1)....(need to be fixed). " Photo in HERE"

-SSN: 593 (Mog River hut 2) Is penetrating to thru graphics of SSN: 16 (Long Corridor 2)....(need to be fixed).

-SSN: 209 (Mog building 7) Is penetrating to thru graphics of SSN: 5 (Mog building 7)

- There are 'somes' "Bfence 8ft" placed in alleys to that need and end pole, because fence does not just end in building!!!
" Photo #1 in HERE"
" Photo #2 in HERE"

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

4) 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....

5) A big Problem:
When my teammate place the Satche Charge and blow it up, One teammade *DIED IN THE EXPLOSION*.........That should not happen.
In real life, Demolition teams are very good train to don't get blow up them selfe when blowing a wall, door or etc....

********************Now, this are some Ideas and notes that i want to tell you:*************************

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

Also, When i shoot to those groups of militia standing in middle of the streeth where those furnature are, they do not do nothing.
So I think that by making them to Spread out when one of them is shoot or at yellow alert, will just look more real.....you can use waypoints to spread them out....

Let say, suppose there is a group of docks, and you shoot one of them, what do you think the rest of the group would do???
They will Spread out.....!!!


7) Enemys/Snipers on roof tops:
The enmys on roof tops are just standing there doing NOTHING.... I think that by placing some waypoints for them would look more better.....

8) 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...
-I like the civi truck that pass to the road....looks good.

Joselz




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TrSniper
Captain
****




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


[*] posted on 10-24-2004 at 11:16 PM


dang,i don't know why that happend,but can you rate it again?



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