»
Home

 »
News

 »
Submit News

 »
Forums

 »
Today's Posts

 »
Map DB

 »
Downloads



 »
Submit Maps

 »
DFX2 Maps


 »
Submit Maps

 »
Downloads

 »
DFX Maps

 »
DFX Mods

 »
Map Making

 »
Tut Maps



 »
Submit Maps

 »
Downloads

 »
JO Maps

 »
JO:E Maps

 »
JO:IC Maps

 »
JO:AW2 Maps

 »
Map Making

 »
Tut Maps

 »
JO Mods



 »
Submit Maps

 »
Downloads

 »
BHD Stats

 »
BHD Maps

 »
BHDTS Maps

 »
BHDEXP Maps

 »
Tut Maps

 »
BHD Mods


 »
Submit Maps

 »
Downloads

 »
Maps



 »
Submit Maps

 »
Downloads

 »
Maps



 »
Submit Maps

 »
Downloads

 »
Maps



 »
Submit Maps

 »
Downloads

 »
Maps






Map Details: Dicemen on Duty



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 jo maps by p1gs1ck

Dicemen on Duty

Map Creator:

p1gs1ck

Game Version:

Joint Ops

Game Type(s):

SINGLE PLAYER / COOP

1616 Downloads

Download Now

View Ratings

Rate This Map (1 - 10)

7 users have rated this map.
DFB Rating: 

8 of 10





User Rating: 

9 of 10





Map Description:

Different mission objectives each time you play it!

As far as I know this is the 1st delta force map with proper random objectives and eventing (random thunder and lightning effects do not count!). Happy to be corrected tho :)

Make sure WAC, til, env and bin are installed, if WAC not installed map immediately finishes as red win!

Mission:

Elimate Rebel Leader. In order to do this 4 out of a possible 8 objectives will be dynamically assigned as you make your way to him. Once the 4 objectives are complete you can infiltrate and attack Rebel leader's home town of Yogyakarta. He is rumoured to be hiding out in 1 of 12 marked locations - different location each time map played,

Complete missions in assigned sequence to negate risk of failure. If you are succesful and kill him - make a quick exfil by stolen BlackHawk located in the town.

Follow instructions carefully. This is not a mission for lone-wolf, renegade types. Team work is a must. Willingess to obey orders marks you out as a good soldier.


I will release a tutorial of how to do random eventing as I'd like to see more maps with them in.

Have fun....and don't forget that JO:TR maps can be hosted in JO:E , Reality and IC mod servers....

P1g

P.S. There is a 1 in 6 chance of enemy BTR attack at start...

Do you feel lucky, Punk?


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





Posted: Saturday - February 4, 2006 3:14AM

Posted by: *HmS*Wedge

Great map, we love the idea about the objectives changing, we thought it could have done with some more bad guys at the psp's and targets to make it a bit harder. Looking forward to your next map.




ai limit?


Posted: Saturday - February 4, 2006 11:11AM

Posted by: p1gs1ck

Thx for comments guys. Perhaps objectives are a bit light on bad guys but I wasn't sure of limit (there's already 190 in map). There is a 1 in 3 chance of a BTR turning up to defend each objective, and a 1 in 2 chance a SUV turns up as well. You would have to be really unlucky to have a BTR and SUV turn up at each objective. (1296 to 1 chance of that happening). If you know ai limit and I fall well short I am happy to add more BGs to map.







Posted: Saturday - February 4, 2006 12:01PM

Posted by: Legionnaire=M=

255 AIs for SP. And it is better less than 255 AIs for MP. Because get the sysdump sometimes. I've experienced.




good Job


Posted: Saturday - February 4, 2006 4:43PM

Posted by: RAP~RSU~

The idea about the objectives changing was very nice. Just change the text from take 2nd/3rd etc.to Psp A/B/C etc. in ur next map so that Newbies know where to go.Otherwise they run like chickens arround.Also that u give the diffrent locations names was very nice.Some BGs at the Rebels Hometown are blind.And we didnt really have to get the BH out there bec it ends already. Anyway very nice Ideas and Storyline.At Maha/Gono/Yo the targets were shown in green.(not sure if u wanted that).Map run/cycled/ended fine on our dedicated server. Looking forward to ur next maybe with some more BGs..gg.8/10




thx RAP


Posted: Saturday - February 4, 2006 5:31PM

Posted by: p1gs1ck

For spending time checking out the map.

Couple of things...from personal experience I know that although host sees PSPs in order as A,B,C etc - any clients connected will see them jumbled up...B,A,E etc - so putting go to PSP letter will only serve to confuse newbs even more! (anyway what person does not understand concept of 1st, 2nd, 3rd?).

None of ai in city are set to blind...but they do go blind (non-hostile) after commander killed - but then it should be time for team exfil. Map ends 2 ways - 15 seconds after BH leaves town (once commander killed) OR 2 minutes after commander killed (looks like you guys were slow to BH extract!).

As to targets not turning red - they are definately evented to - could be a glitch, not sure.





well


Posted: Saturday - February 4, 2006 5:49PM

Posted by: RAP~RSU~

You will be surprised how many Players does not understand a concept bec they didnt read any message or Info.Maybe we are slow because we are veterans...lol. No we just looked arround m8 no worrys.




ppl not reading instructions


Posted: Saturday - February 4, 2006 6:49PM

Posted by: p1gs1ck

Tell me about it! You could have blinking text and a big flashing arrow and still certain people would not see it. These are usually the same ppl who go 2k off-mission and then vainly call for medic when killed. ;)




WOW


Posted: Sunday - February 5, 2006 3:56PM

Posted by: joergkds

Real Good Map. One of the best I ever played. We played it with 6 - 8 players. Everything worked fine. For the waypoints problem, use the commanders screen. Recruit the players and mark the next waypoint on the map.




joergkds


Posted: Sunday - February 5, 2006 9:39PM

Posted by: p1gs1ck

thx for praise. I tried to create mission that required a measured, intelligent approach and engagement of enemy. I didn't want it to be a constant bombardment from hostiles as that can get tiresome. Glad you appreciate it. Map is designed to be replayed - should be good on any server rotation.




Nice map, clever concept...well done


Posted: Monday - February 13, 2006 11:43AM

Posted by: Sgt.Saunders

This map was very enjoyable and kept me very busy, as most of the bots were shooting and/or chasing me relentlessly. Although it'll definitely take a while, this map is still single-player doable...allowing one to move strategically throughout the terrain. What I also appreciate is the fact that you didn't have to utilize shooting trees/bushes in order to ensure challenging game-play. It was also nice to come across some unmarked outcroppings which contained a few buildings, a few BGs, an armory, and some transportation which most certainly came in handy. Although I destroyed some additional possible targets at these locations, it really didn't seem to affect the outcome of the game. PSPs and target objectives were spread over a vast expanse of territory...with sneaky BGs dispersed in between. Most of these bots were so lethal that I had a pretty hard time taking a shot without getting hit first. I also enjoyed the fact that this map is interactive and continually guides/updates the player(s) as the game progresses. It actually once verbally complimented me with regard to a long distance sniper kill I made...heh...heh. After eliminating the commander within his underground hide-out, I quickly headed to the Blackhawk for exfil. As soon as I got to the building where the Blackhawk was parked above, the map ended successfully. BTW, my game had only one 'live' BTR which was parked just outside the compound's walls. I'm looking forward to playing this map over and over again...so I can hopefully experience a different outcome each time. Nice map, clever concept...well done.




Sgt.Saunders


Posted: Monday - February 13, 2006 7:23PM

Posted by: p1gs1ck

Thanks for the in-depth review. You nearly spent as much time writing it as I did composing the map. :P Glad you appreciate the time and energy I spent on it.

I came to realise, as an avid co-op player, that in repeated play of maps they can become a little stale and predictable - however exciting they are, so I wanted to write a map that you can never guess how it is going to play out when you start it. Think I succeeded!

All maps I write from now on will have some form of random eventing in them.
Regards, P1g.





It was my pleasure, as was it well-deserved


Posted: Tuesday - February 21, 2006 9:10PM

Posted by: Sgt.Saunders

I really do appreciate seeing many new mappers coming aboard these days, but I'm also appreciative of a map which was done well, as well as properly tested prior to public release. Sure, sometimes I may sound a little 'harsh' in my reviews, but my comments are only meant to be constructive and not destructive as so many, who deem it their place to comment on my reviews, tend to believe. Our observations are merely subjective and should therefore not have to be evaluated by others whose feel it only necessary that others see what they see/feel how they do. It's not my place to comment on other's reviews nor is it my mission to 'bash' new maps as they're released. I'm just simply pointing-out areas which may require some attention/reevaluation, and then I also praise mappers for those areas which I feel have been done very well/cleverly construed. I am simply not a fan of nighttime maps, nor of those which start-out as daytime and evolve into nighttime. I also don't care for shooting trees, shooting bushes, or excessive amounts of targets, rocketeers, or respawners...that's all. I am not asking to be 'spoon-fed', but I have played numerous maps which didn't require these things to make them fun and challenging. Thanks again for allowing me to play this fine map.




Graphic issue with this map


Posted: Saturday - March 18, 2006 4:55PM

Posted by: TGC-Lightsabre

I have had great success with hosting this map on our server at TGC. It is very popular with our regulars. There is one problem I've noticed...If it is run with an Nvidia video card, the sky is messed up. After reading on Nova I discovered that if there was no sky placed in maps then that would happen. Could you put a sky in please? Other than that, It is a great map! Runs/cycles well on our server.




sky problem


Posted: Thursday - March 23, 2006 3:05PM

Posted by: p1gs1ck

Lightsabre, zip file now includes daytime.env. Hope that sorts it out. Thanks for making me aware of it. P1g.







Posted: Monday - May 15, 2006 12:54AM

Posted by: Assassin Xaero

I played this map today in the ZTA server. It is a very nice map. I had to change to an engineer a few times to take out the helis. It was a little confusing on where to go. I would suggest putting waypoints in your next map so we don't have to look at the spin map and find the direction like that. Nice trick with it changing everytime.


† Assassin Xaero †

† DFB Map Rater †








Posted: Tuesday - October 3, 2006 6:06AM

Posted by: jabo1SFH

have played this map several times, on my server as well as others. mission goals were always the same. yes, all files were included into the game directory. good layout. some players are too complacent and wont use their hud and/or commanders map to find out where they are. they would have hated some of my df2 a&d maps with the fake targets on the hud!


Refresh Thumbs | Advanced Search | Submit Map | My Control Panel














DFArena
« 

Nova-HQ
« 

DFReload
« 

Novalogic
« 

Mod Depot
« 

Novaworld 2
« 



Home
« 

FAQ
« 

Forums
« 



Staff
« 

Contact Us
« 

Link To Us
« 

Jobs at DFB
« 

Privacy
« 

Our Mission
« 

Terms Of Use
« 



Special Ops
« 











Copyright © 2002-2018 - All Rights Reserved - DFBarracks.com
Site Design by A.Bullet