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Map Details: {CuF}Urban_Assault! UPDATED!



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 {CuF}MojoRisin

{CuF}Urban_Assault! UPDATED!

Map Creator:

{CuF}MojoRisin

Game Version:

Joint Ops: International Conflict

Game Type(s):

SINGLE PLAYER / COOP

778 Downloads

Download Now

View Ratings

Rate This Map (1 - 10)

5 users have rated this map.
DFB Rating: 

8 of 10





User Rating: 

10 of 10





Map Description:

UPDATED! UPDATED! Sorry guys, I uploaded the wrong file at first. Try this one as the player start point is now corrected. Terrorists have taken over a nearby city. We need you to take your team in and wipe them out. This mission will require you to fight house to house so stay alert!

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


WOW


Posted: Tuesday - September 11, 2007 8:36PM

Posted by: 759ftc

Mojo this has got to be the best one yet. All are excellent but the layout of the city, the indepth thought it took to get those ladders correct(which are easy to go up and down), and the AI were extremely well placed. Especially the ones laying in that short grass which are difficult to see. All crates and PSP's were easily obtainable and this map ended and cycled fine on our dedicated server. Thanks ToW TakerDeep




There were just a few issues with this map;


Posted: Tuesday - September 11, 2007 11:22PM

Posted by: Sgt.Saunders

i.e., there were three SWAT ropes dangling from the air adjacent to 'X' which seemed out of place, as there were no helos attached to them. Also, two of the three skyscraper rooftops at 'D' had an invisible wall which required the player to jump atop them...virtually causing him/her to walk somewhat elevated above the rooftop...it just seemed kind of weird; otherwise, everything else looked okay. Although this map is single-player doable, one will quickly discover that about half of the helos require an additional player (gunner position) in order to activate the weapons system; otherwise, these helos can only be utilized as an air transport vehicle. I recommend using them sparingly, as all but one will not respawn if you get shot down. Since I could never find the trigger which allowed access into the fenced compound where the respawning helo was kept, I pulled a 'newbie' move in order to access it. This helo is important, as it was my only way into the coliseum since I could not locate the trigger which opened the metal gate into the stadium. The balance of the triggers were easily located and worked as designed. Although all weapon/ammo crates really didn't need to be destroyed, I did so anyway...just to add to the overall excitement and also in hopes that maybe I would find a trigger or two. The roving enemy technicals were really never an issue, as I was able to destroy them all from afar. Overall, this is still a good map, as the AI were well-placed and their accuracy/interaction was realistic. This 'lag free' map ended/cycled just fine upon eliminated of the commander. Nice job once again 'Mojo'...cheers.




Great layout, fun to play


Posted: Tuesday - September 11, 2007 11:43PM

Posted by: ToW-Papa

@ Sgt. Saunders - hint: when you're standing at the gate to the stadium and looking at the stadium ramp, turn around 180 degrees and look up at the walkway suspended over the bridge. Nice job Mojo. The map looks great and we enjoyed the game play. AI placement and settings were well done; we were surprised more than once by AI "popping up" on rooftops and firing down on us. Using underground tunnel objects underneath the stadium (not actually underground) worked pretty well, but the AI outside of the tunnel were able to "see" the players as they made their way down and a few players were killed through the walls of the tunnel. Other than that, no complaints.




Good Job!


Posted: Wednesday - September 12, 2007 1:50AM

Posted by: tiger16

Enjoyed playing this solo, but like Sanders had to glitch a few places to make it work for me. Well placed BG's, even the pop ups were well done. No lag and no respawners, except in a very few instances. Another fine one, Mojo. And thanks, PaPa, for the hint in response to Sanders. Never did find the trigger for the stadium gates. Keep them coming!!!




okay


Posted: Sunday - September 16, 2007 1:16PM

Posted by: RAP~RSU~

Well this Coopmap has an good layout and nasty placed BGs.I cant agree on this one with the other posters on the ladders.It was a pain in the Arse to get up carefully because you always get pushed up on the top and get shot from the laying BGs.After that happens to me 6-7 times i lost my patience and left our server.But apart from that..its good.This Coopmap runs/ends/cycled fine on our dedicated Gameserver and caused no lag.Looking forward to a "ladderfreeone"..8/10.

RAP~RSU~
DFB Maprater





ladder solution


Posted: Wednesday - September 19, 2007 3:25PM

Posted by: ToW-Papa

I agree with ftc / TakerDeep - it's always nice to find a map with ladders that are positioned correctly and don't throw the players to their deaths when trying to climb down. I liked the way Mojo connected taller buildings and skyscrapers with ladders. I found ONE ladder on the map that pops players up on the roof (the skyscraper next to D), but there are alternatives to leaving the map in frustration. Flashbangs - if thrown to the far corners of the roof - will work. Or better yet, use mortars at C and pound the rooftop of the skyscraper a few times. Or wait on that target until proceeding down the bridge roadway and use a heli to go back and take out the bg's at the skyscraper next to D. Certainly the bg's hiding on rooftops pose a challenge, but I don't think having bg's covering ladder access to rooftops is unrealistic.


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