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Map Details: Temple_Of_Doom



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 BadDad-POW-

Temple_Of_Doom

Map Creator:

BadDad-POW-

Game Version:

Joint Ops: International Conflict

Game Type(s):

SINGLE PLAYER / COOP

452 Downloads

Download Now

View Ratings

Rate This Map (1 - 10)

7 users have rated this map.
DFB Rating: 


Not Rated

User Rating: 

7 of 10





Map Description:

You are a team of mercenaries that have infiltrated a South American country. Your mission is to find the jewels in the city in the sky. There is a small village of friendly's talk to them & do as they say. Start by talking to bobby Joe 1st. Use the I key for help & hints.

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


brutal


Posted: Wednesday - October 14, 2009 2:49AM

Posted by: ROVER LST

this map was brutal even with 5 guys playing it. no one was a fan of being shot thru trees and bushes and placement of bg's was done ok but the shooting thru the trees and bushes was a little too much just not a big fan of that myself bg's were cranked somewhat but that was ok good story line and good work on having to talk to the town folk waiting to see what your next map has in store




Yes must agree Brutal


Posted: Thursday - October 15, 2009 6:14AM

Posted by:

I agree with ROVER LST being shoot thru trees and bushes etc. was a little to much maybe shooting range of BG`s is set a little to high ! But was fun playing anyway, the Inviseble Bridge was an nice Idea ! Good work, nice MAP !




Accuracy


Posted: Thursday - October 15, 2009 9:17AM

Posted by: KSerena

I also have to agree on the accuracy, right at X you get killed within seconds after your spawn armour runs out. I had a look at the files and noticed why:

In the wac you used the automatic accuracy adjustment script. However, after looking at the npz file, all the AI was set to default accuracy. Now here is the problem: automatic accuracy adjustment does not work when accuracy is left to the default. You will have to lower the accuracy2 to for example 90 (or when you want it more realistic, base it on the environment, give enemies in areas with dense foliage lower accuracy) before the accuracy adjustment will actually do what it should do.





Brutal is not the word.....


Posted: Sunday - October 18, 2009 4:01PM

Posted by: HarlanBren

Since people want explanations on low ratings I will write my reasons for my rating. I think that the map layout is great, it would have been rated higher by me, if the rebel AI was not so brutal. I say that because that they can take your head off with one round, hiding from behind a thick bush, that you cannot see through. We came upon this at the "D" point for which took us 4 players many deaths before passing. I can see if a guy is laying down on a hillside taking you out, but since you have the opportunity to eliminate that threat, that is fine, but being layed out from an enemy that you cannot see, and it appears they can see you perfectly is horsehockey! LOL So there it is my explanation. But keep up the great mapping and take some advise from MichaBen!




shooting bushes


Posted: Sunday - October 18, 2009 9:54PM

Posted by: SnapDragon

Ok...if the bushes shoot....shoot em back. It works both ways. If you dont have the chance to do that..get smart and use long range to get them ie. morters. The first few bushes to shoot is a surprise...but then after that you should know better and shoot every bush you see lol. We played this map with 4 players and each walked out with under 15 deaths. My advice to play this map is slow and easy, shoot the bushes back, and dont stand in the open. Teamplay is a plus also, although I know there are players who like to go through maps by themselves, but not all maps are supposed to be single player. If your original gameplay plan doesnt work...dont be afraid to try another approach. AI's are not supposed to be just standing around waiting to get shot. A little hide and seek it the way its supposed to be. AI's are all set very good, no real overkill and all triggers worked. Nice to have the interaction with the friendlies and be able to talk to them. Nice touch. Map cycled/played/rotated without any issues. Very good job for your first coop map. We enjoyed it. Keep em coming.




lol snap


Posted: Friday - October 23, 2009 6:18AM

Posted by: GoldenEagleLST

Hey snap your gonna love my next map it's called the attack of the bushes, no badguys visible at all. there will be hundreds of bushes but only a few hundred bushes will shoot you, object is to kill as many bushes as possible, I'll see if I can get a few walls to shoot at players too. lmao oh and don't forget the invisible guys placed in strategic areas. you know one guy or maybe two setting in a bush with a small amout of his body showing for snipers to find and take out is great but barried deep into and set behind bushes is just Plain wrong, I hope EdGein-LST and BadgerLST read this also. this is starting to be a real problem in maps built these days. maybe they want the maps to be harder due to all the extras in the mods, but there are other ways. I've not played this map so I can not rate it most the time you can read the comments and know if you want to play it or not. not looking forward to it as of now. but will if it comes across the server.




load outs


Posted: Wednesday - October 28, 2009 9:12PM

Posted by: TT-Waynebo

Map was layed out nice but PLZ stop the dang bush shooters. Takes all the fun out of the game. and why only a loadout at B? Maps hard enough then no more weapons unless you die. I ran out of bullets and had to suicide just to rearm..Lame




Just a suggestion


Posted: Thursday - November 12, 2009 3:37AM

Posted by: Amp

Its great to see people comment and rate. If the people rating would possibly comment on dislikes and ideas first then wait a bit before rating. Most map makers aim to please the players. Everyone likes to make maps to satisfy themselves and the players. Note to the players think of it this way why would i change a map if the rating is already given and is low. If the mapper makes no changes after a period of time after comments are made then its justified. Its about time players work with mappers to create and tweak maps for all. We all gain from this, everyone will then feel that they have contributed to the Jo community. Remember so many new mapper have been discouraged to never map again. These guys are learning more and more each map they make, lets give them and other new mappers a chance to excel and mature as mappers. I think we all will appreciate it in the long run. Keep On Mapping My thoughts Amp




Well...


Posted: Monday - December 7, 2009 6:42AM

Posted by: Sgt.Saunders

...after almost two months, the 'shooting bushes' and the various waves of respawners are still there, as well as a single respawner that was capable of seeing and accurate long range shooting through dense foliage, trees, buildings, and the base of the PSP ('B') marker. As I made my way from 'A' to 'B', I would eliminate that particular shooter (which stood adjacent to the mobile armor), yet he would respawn as I was slowly 'taking-over' (by mapper's design) the 'B' PSP. *Note: I could actually see the majority of the distant shooters (behind bushes, sandbags, and such) which is something that I could not do with prior versions of 'JO:IC' nor with any other current/past versions of 'JO' for that matter? So, aside from that one particular respawner, the 'shooting bushes' were not really a problem for me, as most were easily seen and 'sniped' from 'A' ('X').* BTW, where was Billie Jo...also from 'Petticoat Junction' fame...lol? Your subsequent maps have been getting much better, so keep on mapping...cheers.




Continued from prior post…


Posted: Monday - December 7, 2009 5:03PM

Posted by: Sgt.Saunders

Now, the shooting bushes at ‘D’ were another story, as were those ‘pop-ups’ atop the adjacent wall above ‘D’. Well-placed grenades and utilizing the ‘lean & shoot’ technique ‘took-out’ the BGs around the tunnel exit. I then ‘mortared’ the area around ‘E’; thus, making my ‘dash’ up the stairway to ‘E’ a much easier task. I then backtracked slightly, so that I could ‘take-out’ the wall ‘pop-ups’, as my prior mortar attempts had all failed. Accomplishing this task was actually not that tough, since their rifle barrels were somewhat visible through the walls. Hence, I shot at their rifle barrels and subsequently took them all out ’one-by-one’. Then I was able to eliminate that incredibly accurate long distance sniper which was located atop a distant hill to the NW of ‘E’. Taking the left side stairway to the next level, allowed me to ‘snipe’ another long distance sniper which was located atop another hill to the SW. Then, a ‘nade’ got the emplaced .50 BMG. located just beyond the rise. Upon eventually making my way beyond ‘G’ and discovering the jewels, the map quickly ended with a ‘JO Win’ condition. BTW, ‘human-seeking’ stinger/javelin dudes were and have always been BS, especially when there are no usable vehicles within gameplay. This map was well layed-out, challenging, and somewhat time consuming, yet with some patience and some decent skill, it’s even single-player doable. Keep those maps coming…cheers.


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