Door Kickers 2

Door Kickers 2

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Sombra Libertadora #1
   
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Content Type: Missions
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1.212 MB
23 Dec, 2023 @ 10:32pm
25 Dec, 2023 @ 12:34am
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Sombra Libertadora #1

Description
“Three days ago, Sombra Libertadora attacked the US embassy in Venezuela with rocket artillery supplied by terrorists in Nowhereaki. The US government and Venezuelan government have hereby declared war against this group and plan to land US rangers in Venezuela at this time tomorrow…”

It has been three days since that speech and we have already lost 12 rangers. But the time for grieving is later. Today we are launching Operation: Emerald Storm. Which is partaking in the larger Operation: Hopeful Dawn, which originated from the US Government Agencies in the DRC.

We will be attacking a farmhouse undertaken by insurgents which is both used for smuggling weapons and recruiting more insurgents. You are supposed to Eliminate all insurgents on site and then look for any evidence for their other locations. If you find any high-ranking officers, arrest them alive for interrogation.
They presumably don’t have any idea that you are coming so expect them to be not on guard, use that to your advantage.

Good luck and stay safe. - PapaGoose34
8 Comments
Kris 24 Dec, 2023 @ 12:56pm 
The thought just randomly crossed my mind that non of that matters.

You could just put a dim light that's barely noticeable inside a shadow light.
Kris 24 Dec, 2023 @ 10:57am 
I spent a couple of hours in the editor on a quick project just to test the lights. I see what you mean about the lights going through walls without shadow selected.

I lowered the light object (I selected one of the breakable ones.) so that it was closer to the ground, rotating the object angle helped stop the light before the wall. Using the editable parameters below the object settings also helped with shadow deselected. The breakable lights reveal my rangers while also being destructible with explosives.

Basically just play with all the object settings, size, rotation and the extra/light parameters.
In short you have to angle and size the light so that it appears to be stopping at a wall.

Hope this helps! Edit: Grammar.
PapaGoose34  [author] 24 Dec, 2023 @ 8:15am 
The outdoor lighting not revealing the units is something I can not control, I need to have most of the lights set to "Shadow" so they don't clip inside walls and such, I find it weird though. And I definitely will add an evac zone somewhere in the forest.

Thank you for pointing these things out :steamthumbsup:
Kris 24 Dec, 2023 @ 8:06am 
It's also worth noting, the outdoor lights don't reveal the player units. I'm sure there are different kinds of lights in the editor that do and don't do this. I haven't looked too far into it though I notice some creators use revealing lights and others don't.
Kris 24 Dec, 2023 @ 8:03am 
It's much improved now, I was able to sneak a stealth ranger team in the back-left window and capture the HVT in the sitting room. Maybe add a locked reinforced door the the kitchen, next to the fridge. (This would be hard for rangers to breach silently, though still worth a hammer blow on the way out, to avoid the front door.). If you like this idea, an evac for the HVT would go well in the woods, any corner or middle.

I like what you done with the wall around the outer kitchen too.
PapaGoose34  [author] 24 Dec, 2023 @ 6:50am 
I figured out what you meant, this map was originally a night map but I forgot to add that in the mission type, but corrected that yesterday, but for some reason it didn't update the map.
PapaGoose34  [author] 24 Dec, 2023 @ 6:46am 
Hi Kris, could you send me some screenshots of what you mean with the first criticism, if you are on the Kill House Games Discord server?
Thanks
Kris 24 Dec, 2023 @ 5:40am 
Very nice map, building/farm/texture-painting and propping is all good looking. Always refreshing to see walls done right.

Just some criticism.

This could work as a night map avoiding the firefight on start, I barely entered the main building. Some guys could hold up.

Terrain elevation in DK2 looks blocky, it stands out here. Texturing and decals might be more suited.

The left pickup is directly facing a mounted MG, when there's a building offering great cover.

Overall you're making some amazing maps, good work :steamthumbsup: