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Map Details: Conquered Command



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 bhd maps by [APC] Roughride

Conquered Command

Map Creator:

[APC] Roughride

Game Version:

DF: Black Hawk Down

Game Type(s):

SINGLE PLAYER, FB, TDM and TKOTH

4108 Downloads

Download Now

View Ratings

Rate This Map (1 - 10)

18 users have rated this map.
DFB Rating: 

10 of 10





User Rating: 

8 of 10





Map Description:

FROM: HQ -- TO: C%f2a8)B. We regret to inform you that our operations at KILO-LIMA-FOXTROT have been compromised. A CQB Delta team is currently being assembled on the outskirts of the village and will be supported by air and land units for this mission. Snipers may find adequate positions in the hills surrounding the village. As you are aware, the village is vital to us for the Khat crop it produces and we would be thankful if you could recover and hold this territory. We also have a Delta Commando MIA out there - If your team is able, find and secure the area and we will arrange a Medevac ASAP. A local mechanic may have useful information about the recent events. Locate and secure him if possible. Note: A renegade Delta team has eyes on our subjects and will stop at nothing to further compromise our position -- Good luck -- HQ out.

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


hrmmm...


Posted: Friday - April 11, 2003 1:07PM

Posted by: anoshi

thanks for the 5 and 1 in user ratings so far, and thanks for the comments to go with them. This has happened with every one of my maps to date, it sorta makes you feel like someone out there really has something against you but is too afraid to say anything about it...




great map man


Posted: Friday - April 11, 2003 2:26PM

Posted by: =Jackass=

i really like this map and it plays well when i tested it myself and played it in a serer. thanks for good map anoshi




no problem :-)


Posted: Friday - April 11, 2003 2:44PM

Posted by: anoshi

Happy you like the map - this is my interpretation of a map request by "sniper2003" here in our map request forums. I'm finding some holes in my helo event code; the design spec requested that the helos only takeoff when a player is waiting at the helipad. I can't fault it when I'm testing it on my own, but when you add several players, something goes haywire. I'm looking into it, so expect an update in the not too distant future. If you feel you can add any light on the where/when/why/how of any helo related problems you find in the map, please u2u me (via the forums) to discuss it. Thanks for the feedback =Jackass=, good to know someone out there isn't too lazy to type up a quick comment! :-)




not to lazy


Posted: Friday - April 11, 2003 8:47PM

Posted by: {psi}_virus

hey anoshi i must have looked over this one the screen shot looks cool gonna get it now and me and the godsmacker is gonna ply it ....be back with rating and comment......ViRuS




nice job


Posted: Friday - April 11, 2003 9:25PM

Posted by: {psi}_virus

anoshi i just got back for testing this map out couldn't get ahold of godsmacker to test it with me .but i think the map is great and one that will stay in my rotation i didn't have a problem with the helis they worked fine for me. it made for some good fast pace battleing, the battleing that i like.well done i gave it a 4 out of 5..........ViRuS




** UPDATED 21 APRIL 2003 **


Posted: Monday - April 21, 2003 11:00AM

Posted by: anoshi

Fixed suicide bug where helo events would stop working if a player who had committed suicide tried to board a helicopter. Thanks to "yur maker" for the inspiration and ideas as to how to fix this bug once and for all! Event code has had further updates for player detection routines in helo landing areas - this code will be released in an update of anoshi's AI Tutorial this weekend. Enjoy!




** UPDATED 14 MAY 2003 **


Posted: Tuesday - May 13, 2003 6:29PM

Posted by: anoshi

Added Single Player Support - In order to see and hear all the effects included in this map ensure that 1) you copy the .wac, .til, and .bms files labelled "Conquered Command (SP)" into your DF:BHD install directory 2) you are launching the game with the /d option on your shortcut - see included install_notes.txt file for further information.




hmmmmm


Posted: Monday - May 19, 2003 11:58PM

Posted by: Doorway

not that its a bad map, its simply "unplayable" :0) feels good doesnt it anoshi.




Perhaps you would care to enlighten us..


Posted: Thursday - May 22, 2003 1:11PM

Posted by: anoshi

..by offering reasons as to how or why it's unplayable? I have gone to the trouble of doing this for your maps, and you're more than welcome to provide feedback on my maps right here in their comments sections. Spamming comments threads like you have been doing for the past few days can only lead to being you banned from this site though. There's only so much "tired" you can become of someone who is unwilling to listen to reason.




Great map


Posted: Saturday - June 21, 2003 11:50AM

Posted by: *AHEO* Ian

Anoshi this is probably the most real looking of all sp or coop maps. {most others are empty and boring} Just want to say a great map (i gave it a 5)




Horrid


Posted: Friday - August 29, 2003 9:54AM

Posted by: hineigger

This map is horrible. At least in SP. Its not winnable. The bad guys on the trucks CANT BE KILLED. I pumped them full of led and AT4s and they would not die, but they had no problem tearing into me. This map is unplayable.




That would be because..


Posted: Sunday - August 31, 2003 8:07PM

Posted by: anoshi

you're not following the instructions. Firstly, you must get off the transport to your base and board the helicopter which will take you to your stranded teammate. Have you enabled the wac file? You need to to have text and audio prompts working. I have made the guys on the technicals temporarily invulnerable for a reason, that reason being you need to know that this map requires you to follow orders from the start. I have tried to allow for as much deviation from the path after you have hooked up with your teammate, there are quite complex events and player detection routines going on to do this. I'm sorry you don't like the way I've set it up to begin with, however I think you'll find it a lot more easy going now that you have this information. Thanks for the feedback :-)







Posted: Tuesday - September 2, 2003 2:18AM

Posted by: hineigger

Im sorry to sound so harsh on my first comment actually. But, I did get on the chopper. I got off on the building and went to my teammate. Then we left the building to go to our other teammates and I Just kept getting killed by the techs because I couldnt kill them. HOnestly the map looks good tho, its just impossible for me because those techs make such short circles that they come around again before I can get to my next place. You mean enable wac with -s and -something, I forget. But yes, Ive been doing that.




hmm..


Posted: Sunday - September 7, 2003 12:51AM

Posted by: anoshi

The moment the technicals become able to be destroyed is when the mission to "eliminate perimeter patrols" is announced. This mission is announced as the little bird comes in to land on top of the building where your teammate is trapped. In fact, if you are inside the building where your teammate can be found, this mission will be triggered as the area set to trigger this mission takes up about 90% of this building. Use the armoury downstairs in this building to kit yourself up with more appropriate hardware, although one AT4 blast will take out the technicals. There's no time limit, so take it slowly. Let me know how it goes, I might update the mission at some stage if you're still having trouble (you're not the first to ask how to get through certain sections of it, that's for sure!).




man talk


Posted: Monday - October 20, 2003 1:23PM

Posted by: s-cell

Yeah the technical users were not able to kil but i have a question.How dit you put those voices like.GO GO GO GO GO


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