Door Kickers 2

Door Kickers 2

219 ratings
I.P.MISSIONS#28:"Outpost Defense"
   
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Content Type: Missions
File Size
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919.248 KB
12 May, 2023 @ 4:44am
21 Feb @ 3:07am
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I.P.MISSIONS#28:"Outpost Defense"

In 1 collection by IrgenPacer
I.P.MISSIONS
43 items
Description
The enemy wants to overrun our small outpost and is planning one last major attack.
We are the last remaining units in this region and have to defend ourselves against an overwhelming infantry force.

Our outpost is equipped with 4 stationary MG's .
And on the other side of the street, we have set up a MINEFIELD
that we can detonate if necessary.

The enemy will break through the wall in the east and attack our position.
Our manpower ratio to the enemy is at least 1-15, so we need a good plan!

Assault Version of the Map:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3023137104
25 Comments
JuneBug 30 Nov, 2024 @ 9:47pm 
Got the PR of 1:00 with 41 enemies killed. Two marksmen, one at the window near the sandbags, shooting a missile at the wall just past the truck, allowing you to see between the two shipping crates, the other at the machine gun (but not mounted to it). They'll help cover your 2-3 troops.
I ran two shotgun assaulters with one support, kitted up for max mobility. Rush the top hole the insurgents make, and camp at the top of their spawn near some barrels. Now, it's just a matter of keeping your shotgunners reloaded, and your support using suppressive fire for "instant" reaction times. I tried my best to prefire the last spawns near the 58 second mark, but either suppressive fire blocks them from spawning, or I just kept getting unlucky. Max level shotgunners just can't shoot fast enough to get 59 seconds. I think it may be possible, but I don't have the patience for it.
HK416NotM416 22 Aug, 2024 @ 1:12am 
Love how the map basically plays itself once I got everyone positioned properly, but here also lies the problem: right now my PR here is 1:04 with 44 enemies killed, because it looks like if I kill everyone in a wave quickly enough I can win the game before the next wave can spawn.

I recommend cutting spawn times by maybe 5s to avoid this issue, or by spawning the next wave of enemies when there are 3-5 left from the current wave (assuming you can make a trigger based on that). Thanks!
merster 2 Jun, 2024 @ 7:14am 
Cinematic experience
IrgenPacer  [author] 14 Feb, 2024 @ 5:54am 
No, you haven't missed anything.
Creating maps that are a reasonable challenge for every player is simply impossible.
In my opinion, this generally applies to DK2:
If you feel underchallenged by a map, then try it with fewer units, different weapons or try to fulfill all optional challenges.
Because the starting conditions that you set when creating the map/mission
(e.g. which squad and the number of units)
are basically just a rough guideline from the creator, everything else is up to the player...
DengerClus | Your Grillfriend 10 Feb, 2024 @ 4:57pm 
am I missing something? just put 2 guys on the MGs and the rest at the windows and it was a turkey. shoot zero challenge at all
IrgenPacer  [author] 19 Sep, 2023 @ 8:39am 
Really nice replay and as always fun to watch!
Cool that you played both map variants.
Thanks for that
Ganjirah 30 Aug, 2023 @ 3:35am 
Finally got to playing this and its parent, they were really fun and different from the usual. The minefield trigger is an interesting decision to make, you have to remove one of yours guys and time it correctly for it to pay off. Love the details and the vibe. https://youtu.be/AHQm_L7TdRs
Luckschaden 20 Aug, 2023 @ 5:37am 
Yeah, I had gotten a bit tired of the game for a while. Amazing to see that you're still making great maps.
I can imagine, it seems like a complex map. Thanks for making it!
IrgenPacer  [author] 18 Aug, 2023 @ 12:20pm 
Hey Luckschaden, long time nothing heard from you.
Glad you like the map.
Your suggestions and ideas for the design of the mission sound very plausible
but I will not change the map gameplay again, because I must have become 5 years older when I created it :)
The triggering of the minefield should be purely optional. Whether this makes sense for your own run, everyone must decide individually for themselves.
The same applies to the MG's, you can use the things but do not have to.
My goal was to give the players several possibilities how they play the mission.
I recently read a comment in the forum where someone wrote: If a map/mission in DK2 seems too easy, then challenge yourself and make it more difficult by using fewer units or not the most effective weapons. And I would like to fully agree with this statement.
Designing a mission in such a way that everyone feels equally challenged is simply
impossible.
As always, thanks for Your feedback!
Luckschaden 17 Aug, 2023 @ 2:20pm 
Great map! My expectations are always high for I.P. maps, yet never disappointed!

I think this is a tricky concept to pull off for this game, but it's quite well done. Interestingly, I had the opposite experience: I found the LMGs pretty useless and beat it with a clean run with only one LMG (the bottom one, but that didn't do much).

The LMG always let to my guys taking some hits, whereas good snipers killed the enemies sooner and faster. I did use some rocket launchers to get better fields of fire, but I would think it should be doable with that.

I also had some grenadiers sprinkled in because the biggest danger is enemies blind firing. Pretty silly how effective blind firing is and that a heavy MG cannot pierce through a tiny bit of concrete.

One suggestion would be to put some mine triggers next to firing positions. As it stands, it doesn't seem worth it to have one less gun in the game just to trigger them.