Date: July 6th 1990
We've been hit hard this summer by a very bad drought. This is the worst drought in Colorado in all of recorded history. The Winslow Nuclear Power Plant has been scrambling to find a good stable source of water for just over a month. Even with the U.S. Army Corps of Engineers on site they've had no luck. You are a sheriff in the Lone Pine Colorado Sheriffs Dept. You and your department have just received word that Winslow is going to meltdown. Time and impact of reactor meltdown are currently unknown. You've been tasked to warn all surrounding towns to evacuate immediately. The town most at risk is Elder Creek. Elder Creek is an old mining town that was abandoned in the early 1900s and then purchased in 1989 by a Christian church group that is trying to revitalize the town. The town has a population of 60 people and stands in the shadows of Winslow’s cooling towers. Unable to be reached by phone or radio you must drive to town and order the evacuation. To make matters worse the winds have picked up from the west and have created a brutal dust storm. And because it’s the day from hell, as soon as you arrive at Elder Creek the radiator on your police cruiser lets go and the engine locks up. Just up the road, a tree has fallen on the power lines cutting off power to the town. That explains why we couldn’t reach them by phone. You open your door and get out of your car. Even with the non-stop wind and the sand blowing against your face, there’s a strange smell in the air – somewhat familiar but different. Death, but very different. Something doesn’t feel right. Your gut instinct is telling you to turn around and leave town. But instead you grab the keys from the ignition and your hat from the passenger seat. Then you walk to the back of the car, unlock the trunk and load your police issued M4. Today is going to be a day like no other…
*Note*
This map is made for World in Quarantine mod.
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OPORD 03-05 OPERATION: SMUGGLERS VEIL DATE/TIME: 172330 MARCH 05
1) Situation
Intelligence reports indicate that rebels are using an old ruins site to store weapons and stolen goods, which are being distributed to affiliated cells in the area. A nearby village is suspected of being a staging point for insurgent activities and supporting their operations. Enemy patrols have been spotted moving through the surrounding jungle and along routes connecting both locations.
• Weather: Dark, foggy and misty with limited visibility.
• Terrain: Dense, swampy jungle with interconnected river systems and heavy vegetation.
• Enemy: Unknown. Estimated 100-150 rebel militants equipped with small arms and .50 caliber weapon emplacements.
• Friendly: Possible civilian noncombatants or potential hostages.
2) Mission
• Who: Bravo Team, 160th SOAR.
• What: Link up at rally point, neutralize arms cache, clear hostiles from village, exfiltrate.
• When: Immediately.
3) Execution
• Command's Intent: Disrupt enemy supply routes and weaken their presence in this sector.
• Concept of Operation: Conduct waterborne insertion via Zodiac, rendezvous with friendly elements at a forward position, then advance together to destroy the weapon stockpiles located at the ruins complex. Continue with a clearing operation in the adjacent area. Once the objectives are complete, proceed to the extraction point for pickup by Black Widow.
4) Service and Support
Basic Load: M4A1, M9 Beretta, Satchel Charges, Night Vision Goggles.
Known Issues:
- This map may not be compatible with some mods and will not function properly due to memory allocation issues.
- Friendly AI may occasionally get stuck around structures. Stay close to them to ensure they follow and engage properly with the mission events.
Additional Notes:
- This is a single-player map adaptation of Snake River Ruins, designed to offer the closest thing to a single-player experience in Joint Ops. Inspired by the mission formats of Delta Force: Black Hawk Down and Delta Force Extreme games, it features dynamic events, immersive dialogue, and music tracks. It was carefully crafted to capture the essence of Novalogic's single-player experience and is intended to be played with the vanilla game.
- IMPORTANT: Due to the large mission size, the map could not be uploaded directly to NovaHQ. Please check the included url file inside the zip for the external download link.
This map is in two versions (TDM, CTF).
There are two main bases (blue and red) and two secondary (neutral).
Players can move by helicopter or boat. These go around the map from left to right.
The small boats go in the opposite direction and can only move between two specific bases.
There is a non-player doctor in each main base that allows you to heal by staying nearby.
Because the area triggers used to heal do not differentiate players you can also recover health in the enemy camp by going next to their doctor.
Two of the small boats are only decorative, you can easily recognize them as they have no driver.
The last update made the map more strategic, you can for example steal the small boat in the neutral or enemy zone to prevent enemy players from coming by the right.
You can also use it to attack quickly and send the boat back to your allies.
They will be particularly useful for the Capture The Flag map.
Helicopters and small boats now have a time of 15 seconds before they start moving (10 seconds waiting to make sure the player wants to stay and 5 more seconds before moving).
Small boats have an extra 15 seconds waiting time when they arrive at their destination to give players time to leave.
This time does not reset once it has been reached unless the boat moves elsewhere.
Work on Black Hawk Down and Team Sabre.
PS :
Beware of the MH6 rotors, even if they are turned off touching them will kill you.
Since the game update it has become complicated to use these helicopters in multiplayer because of this and there is only one seat available anyway.
Currently they are just used to decorate the base.
Update 30/09/2023 :
- Removal of several unnecessary vehicles and placement of new objets to decorate instead in the hangars.
- Better waypoint placement for helicopters and boats to reduce the risk of collisions and have a more stable movement.
- Adding a timer for helicopters and small boats.
- Adjustment of the placement of objects and the bases are much more centered on the map. (No more hole in the ground)
- The cargo ships now start next to the neutral bases, they are more quickly accessible at the start of the game.
- Now small boats can move from one specific base to another and come back if the player returns to it.
Small boats are difficult to move so to avoid collision problems they stop at another place in the base instead of their original point.
- Some waypoints have been added to the cargo ships to reduce movement issues in multiplayer.
Players who do not host see the vehicles turning brutally, this could come from the quality of internet connection of the players.
- Replacement of the teleportation markers used to place decorative turrets by objects. The result is the same but the markers are very limited (Beyond 30 there are bugs).
- Teleportation markers were used instead to prevent small boat drivers from moving too far.
For an unknown reason they move gradually until they end up on the roof of the boat. So if you see them teleport from time to time it’s "normal".
The drivers of the cargo ships are not teleported as they stay long in their place.
- Spawn markers were placed in addition to those already existing (30 blue and 30 red).
These markers have been placed higher to prevent players from crossing the ground and falling into the water when they reappear after death.
- Some other modifications that I forgot.
Here you can see all the changes in image between each version :
https://postimg.cc/qtWYDG1Y
I advise you to zoom the image and then open it in a new tab to see more details, you can zoom again by clicking on the image and compare each version.