Delta Force: Land Warrior features 30 missions, 10 of which are quick missions, and one being a tutorial mission. Unlike the previous entries in the Delta Force series, there is no mission select screen in the campaign menu. The game takes place across various locations including Africa, Indonesia, and South America. Objectives range from eliminating high-risk threats at important structures such as power plants, to rescuing VIPs held hostage.[1] Before deployment, players get briefed and are tasked with picking the specific equipment and gear they want for the mission, allowing them to define their strategy beforehand, e.g.: a stealthy approach with silenced weaponry, or an all-out assault with heavy weaponry.[1]
The player is inserted into the objective area by means of either insertion by helicopter or parachute. Once on the ground, players can navigate the terrain through the use of a mini-map, containing waypoints directing the player to their objective(s). In certain missions, the player leads a fireteam, allowing him to issue orders to his teammates, although the majority of missions pits the player alone against the enemy. A map editor is included, allowing players to modify existing maps, or create new ones.[1]
Multiplayer allows up to 50 players to compete in the game modes Deathmatch, Team Deathmatch, King Of The Hill, Capture the Flag, Flagball, in which up to 4 teams compete in order to capture one flag located in the middle of the battlefield, and Coop mode, which allows four players to work together to complete the standard singleplayer missions.[2]
The game starts with the hostage rescue in one of the Great Pyramids of Giza. It is later discovered that the terrorists involved belong to the Armed People's Front (APF), a group that is opposed to Western involvement in the Middle East and is planning attacks on Western factions in Egypt. The Delta team seizes weapons caches at a dig site in Western Egypt and is led to the capture of APF's leader, Meinhard Kreider, in a raid on his fortress.
After Kreider's arrest, the terrorist front New Dawn is revealed by Nikogos Fazekas, who is intent on getting Kreider released from a NATO prison. New Dawn and the remnants of APF forces lead an attack on a Mediterranean oilrig but are stopped by the Delta team. A New Dawn launches several attacks on the West, from taking hostages in Mayan ruins to hiding weapons and drugs in Lebanon and Indonesia. A Spetsnaz officer taken hostage in Lebanon is rescued in a heavily defended compound by the Delta Team. The fireteam then destroys drug shipments in Indonesia. A New Dawn training facility is neutralized during an ambush in the Banda Sea. Later, the head of the World Bank is rescued in a Japanese saiguden. Finally, the team comes together to rescue the American ambassador to Mexico in the Palenque ruins and stops the delivery of a radiological bomb from the Yucatan to Los Angeles. However, another radiological bomb escaped to an abandoned detention center near Ciudad Juarez but was seized in time by Delta Force members Snakebite and Pitbull.
Kreider is finally released by NATO forces in a ploy to corner Fazekas. Kreider is recaptured on his way to Colombia and Fazekas is tracked to Easter Island, where he is killed in an underground labyrinth of tunnels. The APF and New Dawn are broken up after Fazekas' death and Kreider's recapture.
Delta Force: Land Warrior finally used a polygon based rasterizer with hardware acceleration for all it's visuals. While the terrain was still present as a heightmap it was now rendered with polygons. Draw distances remain on the same level as in the earlier engines and maps are looped in all directions so there are no visible map borders. The new engine also allows for tunnel complexes, featured prominently in the campaign and showcased in the first mission which mostly takes place in Egyptian ruins.
In the United States, Land Warrior sold 280,000 copies and earned $7.6 million by August 2006, after its release in November 2000. It was the country's 71st best-selling computer game between January 2000 and August 2006. Combined sales of all Delta Force computer games released between January 2000 and August 2006 had reached 1.7 million units in the United States by the latter date.[13] The game received "average" reviews according to video game review aggregator Metacritic.[4]
-The PASGT DCU SWDG NV non-SpecB (what an eloquent name lol) has the same display name as the non-NV mount one. Also, adding an "HS" as in "HeadSet" designator to the SpecB helmets would be nice, though this is not a big deal.
yeah this kind of thing really kills me lol; and as far as i remember it was EA's direct decision to kill the BDUs/DCUs in MOH2010, and told danger close to give them a more contemporary and modern look; retarded decision anyway it was possibly the same case for BF2
the patch on the right shoulder is not a unit-specific thing, but rather individual. The one on the left is worn for units that you're currently in service with, while one is allowed to wear a patch of any units that you have served (or seen combat with?) with before, or temporarily attached to, on the right shoulder (sort of awarded or something); that is as far as i know, Do correct me if I'm wrong, anyone who knows more (:
you can already add any patch on the left arm for the default blank uniforms; now for the right arm flag, the option is either having a flag and no clan (squad.xml) slot, or having a squad.xml slot without flag, or having both, but then the flag will be positioned lower below the squad.xml slot, and in my opinion it looks really awkward when you're not part of any units therefore u have no clan patch; at the moment i really don't know which one's the best option lol
Personally, I'd go with one with the flag marked as "xml friendly" with the flag lowered and the other is a just regular uniform with the flag in the correct spot. Might want to keep in mind not that many ArmA players use squad.xml so it's nothing to get too wound up on.
Also you could make a BI patch/uniform that consists of US flags on both shoulders. Delta Force in particular seems fond of wearing their uniforms like this (presumably the flag is worn on the left shoulder in lieu of the unit insignia that would normally go there). I've found photos from Operation Gothic Serpent all the way up to the Battle of Fallujah with this. Maybe just give it a rather inconspicuous name like "Combat Applications Group (Delta Force's official name) uniform".
Do you think you could make a 2001 variant of the 101st Airborne and 10th Mountain DCUs (the very first regular Army units sent to Afghanistan) that use black boots? I love the Operation Anaconda look.
I would say, that the majority of the users that this mod is targeting for use squad xml, almost every milsim community use some kind of squad xml. Certainly my team and every other group we re play coops with use one.
What group do you play with? I've actually been looking to join a milsim unit that uses this mod. Mine's won't use it on account of already having Delta Hawk's USM pack and having a modset larger than the actual game. Especially if it's got a lot of active members (50+) for platoon and company sized engagements.
Oh thanks, that actually clarifies a lot. Now I ve found the same photo in Sean Naylor s book "Relentless Strike". Also, after reading Chris Martin s book and the articles by George Hand IV in which He reminisces abaut his friends from the Unit, it s nice to put some names to faces.
Ahhh, I see, whenever I play with BI insignias in the Virtual Arsenal it disappears whenever I try to select a new uniform so I just assumed that they didn't spawn. Is there any way to assign flag patches/insignia on the right shoulder yet, or would that require reskinning it?
It will disappear when you use the virtual arsenal, but it won't if you assign them through editor, just open the properties of the unit/group; go to "attributes" and scroll down to Object: Identity and it's there.
for the right shoulder one you just use any of the unit specific uniforms (non generic one). location of customisable patches depends on the uniform model, the generic ones have it on the left, the unit-specific uniforms has permanent patches on the left and the right one is changable.
Seriously though, I actually don't mind it all that much, but it would be nice to be able to choose between rolled up and rolled down pants since rolled up and bloused pants were still a fairly common sight among special forces units until Crye Precision uniforms were adopted en masse in the late 2000s (and from what I understand, Crye Precision pants are specifically NOT supposed to be bloused so there's an actual reason for that). It'd also be nice to get a set of Raid DCUs with the black combat/athletic boots that some units like Delta Force are fond of privately purchasing.
I kinda wanted to see them come across the 82nd "speedbump" and see Sixta get into a massive aneurism over the grooming standard, not realizing or caring they're Army and they've been stuck there for several days with minimal support XD
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