" The Flying Dutchmen " | De Buurman | Delta Force II -- FB
The Flying Dutchmen map is CQB KnifeBall map. Set up to be played Knives Only ! and only two teams. It is in reference and based on the legend of the Ghost ship called the “ Flying Dutchmenâ€. The special feature of this map is that all guests will see the Ghost Ship somewhere else ! Also the Flying Dutchmen is invincible or is it not ? For the Host it will be clear what this Mapmakers Riddle is, but how ?
Dome | De Buurman | Delta Force II -- TDM and TKOTH
Maps are mainly set up to be special Knife maps in restricted area ( Dome Knife Arena ) The special feature of these maps is that in Dome arena Jump is disabled! So for fanatic knife specialists who want to experience how it would be without jumping here’s your map. Set up for 1 on 1 fights is recommended, max 4 people, set by four teams for visual identification matters. You can set them on a DM setting by 4 teams and 4 people and all will be visually identified by their uniform. Sumo ( named after sumo wrestling ) setting : set TOTH on 1 ,minute and you’ll have to decide, if you stay in circle or step out But for the insane go a head try to catch a recochet! With your teeth : have a go with guns. In any case ( probably not needed) and to knifers I recomend Dfavourites ( and put weapons restrictions on ). If you need by change a prison feature here it is , just copy and paste. Happy playing and map making De Buurman
No Jump | De Buurman | Delta Force II -- TDM and TKOTH
No Jump is an example map of how you can use area triggers to confine 3d space in a map. It has a whole lot of possibilitites and one is shown in here. It is ment to be a knife map for 1 on 1. Special feature in this map is that you cant jump because it will kill you. And your opponent will get the points. Same things happens when you step out of the Heli-pad. Also this map is made to be a knife map for clean knife fights with no use of jumps...in this map you will have to controle the habbit of spacebar And have one eye on where you are and one on where your opponent is. Also it seem to even up some of the hosts advantage. As the arena is small and confined and the defeated player has his spawn shield to his advantage! Happy playing and mapmaking
POW XIII is a variation on POW XII and an example map for special mapping effects. It has the same map outline and POW functions in it but.....it has a mapmakers riddles in it concerning “Penguinsâ€. Also you will be able to see the Visual ID of the POW camps. Teams can win either by bodycount in a certain time...or by stealing the enemy flag ... but then they risk being captured and made POW. A Prisoner of War ( POW in this map can only be released if team-mates pick up again the enemy flag, or he has to rejoin...better not become a POW : ) . Basically its a combination of an Attack and Defend, TDM, DM and a Capture The Flag map all in one ! Have Fun
Dali~ | De Buurman | Delta Force II -- DM, KOTH, TDM and TKOTH
Dali maps ( 2) are Knife Only maps where players have an invisable cube in Mid-Air. I wanted to create a feel as with Dali in his paintings where there is a time distortion and therefore all kind of weird phenomena appear. Here it is the feeling that Gravity is messed up. Players who walk on thin air and Parachutes that stopped falling. These Parachutes have a nice glance to the shaded Background in Dali~1. Also in Dali~1 there is a Black Moon and of Course some Pyramids who defy Gravity! In Dali~ there are two Vultures they will pick in time the players they feel will end up as their lunch... they will then constantly circle that player real close like a good bred Vulture would do . The Pic shows the Vultures around my head Advisable is DFavourites with weapon restrictions on with Dali~ so your vultures wont be killed.
Medea I is an example map of 3D cubic area triggers, here it is a variation as used in the NoJump map. Medea I is made to be a special KnifeBall map. Special feature in this knifeball map is that the target zone ( Helipad, where Green Flag is ) Is restricted to walk or crouch in. When you do so the map will kill you with the last death you have had. If it is your first the message will be “Your dead “ The only way to get the flag is to crawl on to the Helipad and crawl out. The name Medea refers to the crawling mess you can get at the Helipad when lots off people manoeuvre to get the green flag. I made this restriction to make it a little more interesting to get the Green Flag. As sometimes people are waiting for it to return. Well if you are in this map,..you will have a reception commity on the edge of the Helipad The Map is very simple so it is easy to see how it works and how the 3D Cubic areatriggers work together with the events
POW XII is a tactical game for DF2full with imprisonment possibilities. It is an Teleport & Assigning example map. It makes use of a Shade able terrain in Df2full so the valley`s are darkened to get a more intense feel to the map. There is only one flag in this map so all players will be fearsomely focused. And if they decide to pick up the flag the enemy will be able to capture them by killing them. When killed they will end up in enemy jail ! ( teleported ) Where they will find themselves POW together with the Penguins of Waterloo! While in prison study ….lol … the penguins, they have a reality of their own. A POW can only be released from prison by his teammates. If they pick up the enemy flag again he will be released. Due to events settings he will be killed as he was last killed and set free. But the Flag runner who freed him is now a running POW target! Which makes this a highly tactical game. Hopefully the possibilities shown in this map will inspire other mapmakers to develop their own POW maps or even other gametypes. Teleport & Assigning and a Shading Tutorial are included as is the orig. mis file. Happy mapmaking and Playing
Horizon & Drop-Zone maps were developed to be training maps / area`s for Para`s and are Example tutorial maps for Teleport & Assigning and Shading. All players will be able to get a Parachute Glide in MP, It changes the perspective of players and you will have to adjust and to develop a 3D sense of where you are ! Horizon X is a Df2full version of Horizon I so its an PTF (Para the flag) game type of map. You must fly into the flags on the high poles to pick them up or land on the poles. This map will refine your Para skills. Also when you are Airborne you will be able to enjoy the Horizon view ( due to Terrain Shading ). These maps can cause some lag by the parachutes ( Only very very fast servers can probably host for 16 players, as the guests should also have very good connections ). But you can set it yourself so ... go take off and Glide away ! It is a nice experience to encounter other para`s in air and to be able to airbattle . T!G3R`s Arena structure is well balanced for ground battles to intercept Flagrunners etc...And the Airborn feature will add to the possible encounters. ( due to lag you might experience some base jumping effect , meaning you drop straight until your Parachute unfolds, for once a positive ! side effect of lag . I made the settings for 8 people to keep lag within the borders of playable game. But if you have a fast server you can upgrade it by copypaste it into the Red Dawn map which has 16 Para`s capability in MP.CTF setting: 2 teams – 2 to 8 people ( max ), when you do more numbers 9 and up will drop down without parachute. copy paste anything you like , I hope it will encourage others to make some Para maps for MP in Df2!....Have fun
S.O.S | De Buurman | Delta Force II -- SINGLE PLAYER / COOP
Sound of Silence ( S.O.S ) A team of the 4th brigade has come a cross an unknown planted device in the arctic peninsula. Their Mountain Leader has fallen victim to a catatonic state when he picked up the device. The device is implanted in a seagull, which he is currently holding. The seagull “drome†when held produces sound - waves, which will force people to go into a catatonic state. Also it generates ultra and subsonic waves which will effect the nearby environment. It causes un-penetrable air-layers. The other team members have, like you, been giving an antiserum for the hear able “catatonic “ turning sound - waves. The ultra and subsonic waves can not be countered up to this point. You as hypnotic expert of the 4th Brigade have been assigned to, try and get the Mountain leader to let go of the Seagull “ drome “. By hypnotising him. It is believed that this might be the only available way left to shut down the device and to retrieve both the seagull and the mountain leader in good condition for examination and medical care in our lab.The other team-members are already on the location, they are marking the outer ( killing ) Ultra sonic air-layer and keeping guard for their Mountain Leader. Go from drop-zone to the mountain leader’s position. Crawl up to him underneath the Ultra Sonic air-layer. Locate the Subsonic air-layer. Go to full stand to be out of Subsonic air-layer and be on the Mountain leaders eye level. Very slowly proceed towards him until you have full eye contact. Hypnotise him for a few seconds. If the Catatonic sound waves stop then you know the device is turned off! When you experience the ….Sound of Silence …the Ultra and Subsonic air-layers will be lifted and you can move freely. This is Example / Tutorial map for showing it is possible to Delete some of the Soundmarkers. The specifics are explained in the Special Mapping effects tutorial. Have fun and experience the " Silence of the ......Seagulls"
this is my first map. there are some heli's .watch out for the hind.he shoot you death.this is a big map so don't get lost.just follow the watchtowers at the hill at the ss you can see one base
Mystery map | de| LionHeart | Delta Force II -- TDM
Hi again this is again a cc map but snipers can get out if they find the way out. the blue&red base r infront of eachother in the middle is the way to the bases . but left and right r the armorys and sandbags with .50 cal guns