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Map Details: Frag -O- Matic



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 bhdts maps by bigsmellyfart

Frag -O- Matic

Map Creator:

bigsmellyfart

Game Version:

DFBHD: Team Sabre

Game Type(s):

CTF, DM, KOTH, TDM and TKOTH

252 Downloads

Download Now

View Ratings

Rate This Map (1 - 10)

DFB Rating: 

3 of 10





User Rating: 


Not Rated

Map Description:

updated 2-11-04 Added a version D with fewer trees to reduce lag . This is a really cool map it is featured map @ DFHQ with 5 stars check it out here. 11and then check my interview @ DFHQ . and added a CTF version .A small to medium sized map with a Compound in the Woods with a central HeadQuarters, a number of things to destroy, oil well equipment. a number of places to hide and snipe. you can Frag in the compound or go Hunting in the woods.

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





Posted: Monday - January 26, 2004 9:44PM

Posted by: Jonny Rubber

Hello mate. As you know I like to list any problems I find. 1) The grenade launchers are stuck in the walls. 2) You have a big problem with the walls glitching, alignment problems. 3)your wire fences are overlapping or have gaps. 4) Fire Barrels on a day map? doesn't help the lag issue 5)end posts for fences missing 6) Helo on hanger roof? why? again adding to the lag 7) Armouries in the center building are sunk into the floor 8) Gaurd towers on top of hangers you get a lot of lag up there 9)ladders to hanger roof need fixing as you can't get back down them. The decoration of the center building was quite nice (apart from the fire barrels) however I would lose the helo's and gaurd towers from the hanger roof, add some tiles to the woods (make them more realistic) and think about the initial spawn points as they are a bit prone to rape. Overall you have put effort into this map but the attention to deatil needs working on. Remember fire barrels, helo's, glitching items all contribute to lag. 3/10 from me.




REPOSTING Map


Posted: Tuesday - January 27, 2004 7:18PM

Posted by: bigsmellyfart

oops i didnt know the med was generating a .til file. so i am REPOSTING the Map with the version that is being featured at DFHQ as Featured Map and its .til file and a Version B with its .til file




P.S. reposting


Posted: Tuesday - January 27, 2004 7:22PM

Posted by: bigsmellyfart

i am leaving the screen shot the same so all can see the map better the dusk version Screen shot you cant see anything.







Posted: Tuesday - January 27, 2004 7:42PM

Posted by: Jonny Rubber

Please DO NOT REPOST THIS MAP use my conrol panel to update this map. Maps that have multiple posts will be deleted. Ill try and check out the update.




reposting map


Posted: Tuesday - January 27, 2004 8:12PM

Posted by: bigsmellyfart

DUDE WHEN I REEPOSTED I USED MY CONTROLE PANEL you will not find more than one file in the database.







Posted: Wednesday - January 28, 2004 12:32AM

Posted by: Jonny Rubber

You did say you where REPOSTING which is why I reminded you to update. Also the med wouldn't generate a til file if you don't put tiles on lol







Posted: Wednesday - January 28, 2004 12:44AM

Posted by: Jonny Rubber

ok I just checked out your Version b. You still got glitching walls. It's still very laggy on the hanger roofs, you have added more fire barrels (adds to lag) the wire fences still have gaps or overlap, and for some reason you spawn 2 meters away from a PSP.? You have to watch these lag issue mate, coz they can kill a good map, but mostly you can avoid them. Oh and none of your tiles showed up.




re


Posted: Wednesday - January 28, 2004 6:54PM

Posted by: bigsmellyfart

i fixed the ladders. there was NO bob wire fence in any of the two map. i removed the helli's and replaced the blackhawk with a downed blackhawk. couldnt get the .til file to work so i had to redo the tiles. there were no glithing walls i used the snap to grid feature to align the walls . i didnt add any barrels i deleted barrels. i discovered that while doing a snap to grid a number of barrels snaped to the same coordenance,so i seperated them now instead of 16 barrels in the main compound building there are now only 8.the barrels were there to privide light as i could not get light post to work on the upper level. I removed Version B temporarily till i have gone over the map again.the guard towers stay.







Posted: Wednesday - January 28, 2004 8:14PM

Posted by: Jonny Rubber

The wire fence (new to ts are the ones overlapping). The dusk setting you have doesn't need extra light. There are glitching walls, next to spawn and around the zone, could be your z values. Grenade launchers still stuck in the walls. Shame you insist on the gaurd towers on top of the hangers as it is very laggy up there.




have to agree with johnny.


Posted: Thursday - February 5, 2004 12:58AM

Posted by: anoshi

Admittedly I played this a week ago when it was probably an earlier version, but 3/10 sounds about right to me. You can actually attach to naders on the other side of walls when you're mid-jump. The zone building has seen a lot of decorations added which are quite useful for cover, but the barrels in the upstairs zone area are too much. The frame loss on this map is too high for a 128mb card in my opinion. If I play the new version on a server I'll come back to rate you then.


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