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Map Details: TEMPLE TWO



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 LEE

TEMPLE TWO

Map Creator:

LEE

Game Version:

Joint Ops: International Conflict

Game Type(s):

SINGLE PLAYER / COOP

450 Downloads

Download Now

View Ratings

Rate This Map (1 - 10)

5 users have rated this map.
DFB Rating: 

7 of 10





User Rating: 

9 of 10





Map Description:

CAN YOU COMPLETE TEMPLE TWO FOR 3 TO 6 PLAYERS GOOD LUCK

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


wont end


Posted: Tuesday - August 14, 2007 9:27PM

Posted by: 759ftc

Lee, like your first temple map loved it. AI was well placed throughout the map. Especially the two for going up the ladder from F to G took awhile solo to get them. Have a couple of issues. At end of tunnel near D your can stand at exit of tunnel and eliminate all AI in the next level except one. Map glitches out here so there is no floor until you fully step out. Found all weapons crates marked in red but map didnt end. Your information says to destroy all crates. Also took helo and flew everywhere but still no end. Wont rate until that is fixed. If it would end would give it a 9. Thanks ToW TakerDeep




Ended Fine For Us


Posted: Wednesday - August 15, 2007 12:33AM

Posted by: OnlyChild

Blew all red marked crates in main area, flew to final PSP and blew the last crate, Mission Over Win 1. You must have missed something ftc...




Woops


Posted: Wednesday - August 15, 2007 6:07PM

Posted by: 759ftc

OC you were right must of missed something. finished correctly second time around.







Posted: Thursday - August 16, 2007 6:08AM

Posted by: housemouse

Another excellent map. Small squad is better.




Also nicely designed...


Posted: Friday - August 17, 2007 6:30PM

Posted by: Sgt.Saunders

...and more challenging than Part 1 - especially for a solo player. AI accuracy/interaction was realistic, and BGs were well placed, plus a couple of them were placed in such a precarious position which made their elimination a little tricky; i.e., covering the ladder from 'F' to 'G' as 'TankerDeep' mentioned. I also experienced the glitching floorway at 'D'; however, I was only able to see/eliminate about a half dozen or so BGs. Although the tunnels systems were somewhat basic, the bridges and the ladder systems were designed quite well. Although info was somewhat sparse, there really wasn't much more that could've been added, as this map is the basic S/D/K (search/destroy/kill) map...but set in a creatively designed layout. As with Part 1 in your 'Temple' series, once the final stack of weapon crates was destroyed, this 'lag free' map ended/cycled just fine. Nice job with this one LEE...cheers.







Posted: Thursday - August 23, 2007 5:37AM

Posted by: jabo1SFH

didnt notice any major issues with this map. above comments by sgt saunders pretty much sums it up for us. a nice map that was good for the 6 players that we had in it. F to G caused some colorful chat in team speak, but with some well placed......nah, wont give it away for the people who have not played it yet, lol! keep up the good work lee.


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