Door Kickers 2

Door Kickers 2

139 ratings
Spiny Stubbles: 12 Pitch black hawk
   
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Content Type: Missions
Mission Tags: Night, Tiny, Medium, Abduction, 2-4 Troops
File Size
Posted
Updated
641.604 KB
23 Jun, 2022 @ 3:39am
31 Aug, 2023 @ 6:36am
5 Change Notes ( view )

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Spiny Stubbles: 12 Pitch black hawk

In 1 collection by Pilzquadrat
Spiny Stubbles campaign
21 items
Description
Infiltrate a high level classified research facility.

Your target is the head of development. Bring him out to the roof and our helicopter will pick him up.

Intel:
- A server room controls the floor CCTV and IT infrastructure.
- The floor is divided into color coded security zones.
- Green zone is protected by a hardwired alarm that calls in enemy QRF. Active as long as the floor is powered.
- Floor power is supplied via a control cabinet in a maintenance room.
- Cutting power will also disable elevators and lights.

Godspeed, gentlemen.

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The Spiny Stubbles campaign is an inofficial addition to the Tiny Troubles maps and focuses on 2-4 man CQB scenarios.
18 Comments
Pilzquadrat  [author] 6 Jan, 2023 @ 12:05pm 
I'm still grateful for your feedback and glad you enjoyed it :) Thanks for playing
Kezza 1 Jan, 2023 @ 9:50am 
Nothing you haven't had commented before, but had to commend you on the intuitiveness of the map, very unique setting and use of mechanics - would love to see an expansion in a similar style!
Pilzquadrat  [author] 8 Nov, 2022 @ 1:32pm 
Thanks for the feedback :) The room you couldn't cross from start is blocked by an electrical short circuit between the control panel and the desk electronics. You can safely cross that room once you turn off electrical power. Gameplaywise, it is more intended as a fast way out for evac, but you can also approach the HVT via that room if you like, after disabling the power.
About seeing the HVT mid mission, you might have taken control of the CCTV camera system. Did you hack the server room?
So the bugs you encountered are actually features of the interactive infiltration map ;)
About the small cars: Yeah, I am aware there are amazing and way more dedicated approaches to simulating height. Tbh I didn't put too much time into that, it just serves as a means to make you realize you start on a roof. I planned to make it more detailed, with small doors etc below, but figured it doesn't add much to the map. Thanks for playing, have fun.
Rake5000 8 Nov, 2022 @ 10:31am 
Oh and the tiny cars look like toy cars because the're actually on the same level. I get the cool idea but for me it was a bit immersion-breaking tbh :) I've seen other maps achieve good depth effects, maybe the editor was updated and it's worth updating the map? :)
Rake5000 8 Nov, 2022 @ 10:29am 
A bit buggy for me, I could not walk trhough the 2nd room to the north, like there's an invisible wall across it. Also I was able to see the HVT mid mission without line of sight?
Pilzquadrat  [author] 25 Jul, 2022 @ 12:24pm 
Thank you :)
Spiny Stubbles 13 is out now, check out "Miami Heat"
Canter1Ter 17 Jul, 2022 @ 12:11am 
Holy fucking shit this is such a good map
Pilzquadrat  [author] 2 Jul, 2022 @ 12:09pm 
Thanks, great to hear that :)
About that spoiler text: you're correct, the alarm trigger is at the doubledoor.
I didn't have your path in mind, but now that I am aware of it, I don't want to close it off tbh. I like freedom of approach. Might put another trigger into the breached area there to also cause an alarm when you reach green zone that way. Thanks for notifying.
Luckschaden 30 Jun, 2022 @ 6:31am 
Doesn't seem intended but with two explosive charges, one can get to the target through the small conference room next to the entrance. I think that's a tacticool way of doing it non stealthy - enter with violence and blow your way to the target, but it doesn't trigger the QRF, presumably because I don't walk through the double doors.[\spoiler]
Luckschaden 30 Jun, 2022 @ 6:16am 
Amazing map, I love how it's designed and how different it is from the usual maps. The tiny cars to imply that this is on a high floor are really cool, too! Nice ideas for gameplay mechanics too (if I got it right, I can disable lights and elevators with one thing, and "hack" into the CCTV with the other?) QRF didn't show up for me, I assume it's only if I advance to the HVT area without cutting off the power, but that seems very sensible to do regardless.