Door Kickers 2

Door Kickers 2

53 ratings
You reap what you sow (Chems)
   
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Content Type: Missions
Mission Tags: X-Large, Abduction, 5-8 Troops
File Size
Posted
Updated
872.490 KB
27 Oct, 2021 @ 2:05pm
26 Jun, 2024 @ 12:09am
5 Change Notes ( view )

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You reap what you sow (Chems)

Description
Size of Operation: Medium
Mission: Arrest the elder's son
Unit: 4-6 Operatives
Enemy Resistance: Heavy

Briefing:
Recently we were contacted by a elder from a village far into the southern countryside of Nowhereaki.
He tells of a growing pro-insurgent sentiment spreading throughout and that it is spearheaded by
his own son. Who has invited a large force to use his home as a FOB.

Now this information didn't come free and we had to broker a deal with the village elder to
recieve this information. The old man believes the insurgency to be the folly of youth and that it only
will bring destruction by inviting it into their homes but family means everything to him. We have promised
to not hurt his son but to retrieve him. We need his information on the insurgency and the old coot
wants his kid. If we fail to extract him, the elder will make him into a martyr and fuel further support for the
insurgents.

Situation:

The son lives on a big farm outside of the village with his wife. A large contingent of insurgents
plan to use it as a base to spread their influence over the village. Since the mission hinges on getting
him out alive and stop any enemies from going into the village, we will insert from the direction of the village,
using the cover of the farmlands and fields to mask our approach. The HVT is bound to have a couple of farmhands
working but they don't seem to be hostile. The road into the village has also been blockaded so we can take
comfort in that there won't be any civilians wandering in.


Intel:

-The insurgents are not hostile towards the village folk since they want their support

-The homestead is quite walled in but some sections have crumbled due to disrepair.

-They haven't been here for long and have yet to set up absolute defences.

-Despite that, they are heavy in numbers, use every tool at your disposal!


Good Luck!

(Please provide any feedback!)
10 Comments
Chr00mz  [author] 26 Jun, 2024 @ 12:12am 
Map is updated. Putting it mildly when I say this took a good while but after some help it should be good to go.
Winter Horizon 16 Jun, 2024 @ 9:40am 
Instant completion upon starting mission. :steamthumbsdown:
Kris 24 Aug, 2023 @ 8:17pm 
This map is instantly complete, it appears the VIP needs to be replaced.
Sams 23 Apr, 2023 @ 12:42am 
same
Ozoneraxi 8 Jul, 2022 @ 5:56pm 
It appears last update broke this map, its instantly won on level start.
Return To Monke 4 May, 2022 @ 12:58am 
1. Minimum: use sight blocking "tall grass" instead of the walls, so that operators have freedom of movement right after deployment instead of being channelized into insurgents lines of fire and emplacements

2. Deployment zones should allow options in maneuver instead of channeling the operators one way
Chr00mz  [author] 2 May, 2022 @ 11:21am 
Monke: Right, what would you have done instead?
Return To Monke 1 May, 2022 @ 4:20am 
The fence sand walls at the deployment zone felt so artificial and made expressly to frustrate the player.
Chr00mz  [author] 27 Oct, 2021 @ 7:14pm 
@Pif35: Thanks lots, man!

The reason why I chose to rotate it was in relation to the entry-points for your troopers. Since they generally come from the right and will travel upwards and left to enter the compound, it gives it an even flow of moving "up" when most deploy points are sort of in the same direction. Don't know if that makes sense, but that's the best way I can put it. I like it atm but if I think of something else, I'll have a go at changing it.

As for the FOV blockers, do you mean the bushes or the fenced sand-walls? If you can point out what and how it feels unnatural, I'd appreciate it big time.
Daruuuuuu! - Pif35 27 Oct, 2021 @ 3:45pm 
I enjoyed the map and its gameplay, lots of details, lot of possible paths and strategies, the only minor issues for me are entire rotated maps make me dizzy unless there is at least one buidling aligned to grid (akin to motion sickness); and the vision blocker felt a bit unnatural at times. Other than that solid map.