Door Kickers 2

Door Kickers 2

46 ratings
I.P.Stories#1:Ep.6 Final "Grand Vegas Restaurant"
   
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Content Type: Missions
Mission Tags: Large, Abduction, 2-4 Troops
File Size
Posted
Updated
1.045 MB
2 Jan, 2022 @ 2:44am
23 Feb @ 1:49pm
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I.P.Stories#1:Ep.6 Final "Grand Vegas Restaurant"

In 1 collection by IrgenPacer
I.P. Stories #1: Trouble in Las Vegas
10 items
Description
Final Episode 6/6
-description in deutsch & english-


Besprechungsraum 0900:

Dank der Diskette aus dem Computer in "Hershaws" Haus,haben wir eindeutig schwerwiegende Beweise gegen "Jaril Damash" in der Hand.

Laut unseren Informanten befindet sich
"Damash" im "Grand Vegas Restaurant".
Der Zugriff wurde offiziell genähmigt!

Situation vor Ort:
- Das Restaurant hat geöffnet,daher erfolgt der Zugriff am frühen Abend,wenn noch nicht viele Gäste anwesend sind.

- Primärziel:
"Jaril Damash" lebend in Gewahrsam nehmen.

- Sekundärziel:
Möglichst keine zivilen Verluste.

"Davish" lässt sich gut durch seine Bodyguards bewachen.
Es gibt verschiedene Möglichkeiten ins Restaurant zu gelangen,
Doch über die Vorgehensweise entscheiden Sie vor Ort!

Viel Glück


Meeting room 0900:

Thanks to the disk found in the computer of “Hershaw's” house,we clearly have serious evidence against “Jaril Damash” in our hands.

According to our informants
“Damash” is in the ‘Grand Vegas Restaurant’.
Access has been officially authorized!

Situation on site:
- The restaurant is open, so the raid takes place in the early evening when there are not many guests.

- Primary target:
Take “Jaril Damash” into custody alive.

- Secondary objective:
As few civilian casualties as possible.

“Davish” can be well guarded by his bodyguards.
There are various ways to get into the restaurant,
But you decide how to proceed on site!

Good luck
13 Comments
IrgenPacer  [author] 3 Jun, 2023 @ 3:02am 
@Jingo
Thank you for the comment, did the HVT run into the back alley? Actually, he shouldn't,
well... there are things?! :0
Anyway , i'm glad you played the whole series and had fun with it.
Best regards
Jingo 2 Jun, 2023 @ 3:04pm 
Just finished your "stories" set of missions. Very nicely done on the entire set of maps! Very high quality. For this mission, I did a surgical extraction using the back alley with 3 Assaulters with MP5SDs and one Sniper in support. I was getting ready to assault what I thought was the HVT location when the locked door on my left opened and the HVT rushed into my squad. He was followed by one of his guards. Firefight broke out, bullets flying within inches of both the HVT and innocent bystanders. But I pulled it off first try. Clean run! Fun ending to a great set of maps.
IrgenPacer  [author] 5 Dec, 2022 @ 1:21am 
@akiratakizawa99
Thank you for playing & leaving a comment.
Your different approaches read very interesting.
Glad you tried different ways.
akiratakizawa99 4 Dec, 2022 @ 6:28pm 
Outstanding map. I did one successful run using the alley back area and securing the HVT before he could flee his secure office. I did a second, less successful one where I actually caused the HVT to leave his office and used the CIA undercover agent to apprehend him before he could leave the dining area. Got involved in a massive shootout using a sound suppressed Glock 19 and amazingly it managed to kill everything in front of it. The high velocity FMJs got me over the line in that round.
Kris 20 Mar, 2022 @ 5:00am 
Sounds good, I will check it out!
IrgenPacer  [author] 20 Mar, 2022 @ 4:35am 
The fix is ​​out.
The HVT now moves around most of the building.
This should prevent the issue of getting stuck in furniture.
But will also change the gameplay of the map as there are more access points now.
Kris 17 Mar, 2022 @ 7:30pm 
You are welcome! I got Hitman vibes from playing this map, having a whole area that feels lived in to explore, without the whole place been jam packed with wandering civilians. I hope the dev team can look at the chair issue. It would be nice to have people sitting around a cramped table without all merging into it when they get up. All in all, I don't think there's a whole lot that you can do about it without making the scene look weird, I agree.
IrgenPacer  [author] 17 Mar, 2022 @ 12:30pm 
Thank you Kris for your feedback,appreciate it.
I'm glad to hear that you like the layout of the map.
I haven't had the problem with the HVT and the small round table before, so thank you for the tip.
I had accepted as a less than optimal solution the fact that the other civilians are standing in the tables , even if it is not very nice to look at.
Previously had the chairs across the tables, but that looked even worse to me.
I hope that the developers will revise the spawn behavior of the AI ​​so that the AI ​​really spawns where you set the marker for it in the editor.
Also,sometimes likes the AI sit next to a chair in the middle of nowhere or is stuck in other interiors.
I've had situations where the hostages got up from the sofa and got stuck in the table next to it, although everything in front of the sofa was empty.
I'll definitely take a look at the thing with the HVT and the enemy in the VIP room.
Cheers
Kris 16 Mar, 2022 @ 4:09pm 
Great map, I like the design, at first I thought this would be a big party with lots of enemies. Turns out it's a more thought out and realistic scene that can be played with many different approaches. There is one major bug though that I discovered, the enemy HVT spawned inside the little round table and couldn't be removed from it. A minor though repetitive bug I noticed was enemies and civilians becoming trapped inside the furniture since when they get up from the chairs they are directly inside a table and get stuck there. There was also a case of an enemy becoming stuck inside the sofa in the VIP room. I think experimenting a little with the placements to find solutions would help, it's a shame that the AI can't get up in a different direction other than right in front of a chair which is what causes the bug.

Amazing design though, it really looks and feels like a believable place! 9/10, just -1 for the placements not suiting the AI :steamhappy:
Ganjirah 17 Feb, 2022 @ 7:22am 
I played it coming from the left side too, it turned out way more difficult of course. But in my pre analysis of the map I tried to guess where the HVI would be and guessed right so it didn't make sense for me to use the harder path. But I get what you mean. And "easier" isn't necessarly a bad thing, it can end being pretty fun and look good in the end :) You know what I'll make another replay from the other approach so it shows both ^^ Good to see you've made some other maps I'll check em out.