Door Kickers 2

Door Kickers 2

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Double Trouble
   
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Content Type: Missions
File Size
Posted
Updated
1.001 MB
13 Jan, 2024 @ 12:19pm
29 Jan, 2024 @ 6:00pm
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Double Trouble

Description
(Scroll to the bottom for info without the rp)



Operation Double Trouble

--- Smith Hill Rd, Binghamton, NY
Date: 06/05/----
Time: 0112

We've tracked down a small terrorist
group operating in the outskirts of a
town up in New York. Your job is to
clear out both target buildings of all
threats.

Mission
You're going to roll up quietly and
and assess as much of the AO as
possible. No known hostages or civs
are in the area. Target buildings are
similar to the training courses
you've run hundreds of times and
should be easy for you to handle.

Threats
The number of hostiles is unknown,
though we do know they are well
trained. The presence of IEDs and
bomb vests are a threat as well, exercise
extreme caution. The enemy is not
expecting you and will likely have
their guard down, use this to your
advantage by moving with speed.

Team
Five operatives for this mission, no
backup will be provided. Cut some
people out of your main team and
we can deploy some stealth
operatives from the exposed street
but these enemies know who their
guys are and will shoot anyone
they don't recognize inside the target.



(Workshop info)

-5 troops
-Night mission
-Most enemies are high level though not holding a firearm on spawn, delay raising the alarm as much as possible and you should have an easier time.
-The covert spawns are meant to be used with modded units that allow for covert and regular troops in the same unit (but I'm sure using CIA will be a nice challenge)
-Be sure to let me know of any problems or recommendations, and have fun
3 Comments
thin_mint7  [author] 29 Jan, 2024 @ 6:06pm 
@Kezza

I'm glad you enjoyed the map!

Also, thanks for pointing out those problems, they should be fixed now. I'll have to use that pointer on the lights, that'll make things a bit less tedious next time I make a night map. I've decided not to change it on this map since I don't see it causing any problems but it is appreciated.
Kezza 28 Jan, 2024 @ 2:11pm 
I'm digging the layout of this map, the tight corridors with multiple approaches really keeps you vigilant, great attention to detail also.

Just a heads up though, the fusebox for disabling the lights on the right-hand house isn't working properly; it turns off the lights but the house remains a 'detectable' area. I noticed you have a trigger for damaging the lights individually - you don't have to do that, just link the fusebox trigger to the roof node and it automatically disables all lights under that roof when enabled. Hope that helps!
Ganjirah 27 Jan, 2024 @ 11:12am 
Really fun map : https://youtu.be/5fh17bYml6g