Door Kickers 2

Door Kickers 2

I.P.MISSIONS#28:"Outpost Defense"
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.
Kris 9 Aug, 2023 @ 8:22am 
You're welcome IrgenPacer, the map is still very fun, hopefully the editor/game engine gets tuned up a little and we can have more intense last stands. I will try and finish this with one LMG later, that's got to be tricky.
IrgenPacer  [author] 9 Aug, 2023 @ 8:00am 
Hey Kris, glad you played the map and rated it fairly.

Yes, experienced troops (and players) probably have it easier in this mission.

The suggestions you mentioned were in my basic idea of the map in the beginning.
I tried several times to simulate smoke grenades, but was never really satisfied with the result, and on a few attempts even the editor crashed.
Finally I gave up on smoke grenades
Cover built too close to the wall/spawn points usually caused the tangos to stay behind the wall and not move at all. Too many tangos dying at the same time also always led to a crash.
The current map is a final compromise between my original map idea and the stability/possibilities of the engine/editor. The optimization to a stable running mission that is still quite fun took most time of all.
I'm not 100% satisfied with the result, but I think in the current version the map is well playable.

Thank you for the very good and justified criticism.
Cheers
Kris 8 Aug, 2023 @ 7:45pm 
After taking advantage of the cover and a mounted MG, I watched as enemies ran out into the open and drop like sacks of potatoes rolling from a conveyor belt. My squad's fully experienced, maybe that had an effect. I was pinned by light fire twice, was easy to duck and have someone else take care of, never used the minefield or any grenades.

I was wondering if smoke in the editor acts like a smoke grenade, or if that's possible, you could have later waves come through some kind of triggered smoke cover and sneak/spawn in a flank from the top or bottom (Outside.), some small cover closer to the spawns where an enemy might blind fire would be effective and force the use of grenades or the minefield.

Four units would be enough for this map, although I do like the option to bring five. Reminds me of the roof defence mission from Conflict Desert Storm II.

Thanks for the amazing map. :steamthumbsup:
IrgenPacer  [author] 27 May, 2023 @ 11:38pm 
Thank you all for playing the map & leaving comments.

@AgentSrell777
Unfortunately, the AI ​​is dumb as empty shell casings and it is not easy/impossible to make them act in a targeted manner.
It would be very time-consuming in terms of map design and balance, unfortunately. Because the editor wasn't made for such things.
You can quickly overwhelm him and crash the game.
Small example: It crashes when more than 10 Tangos die at the same time.
But who knows what else is possible?
Thecarrier11 23 May, 2023 @ 12:56pm 
I like this map, really challenge and instead of breaching, you defend it's really good! Good change of pace. I didn't want to keep restarting so I lost like 80% of my men and two remains, they were a demo and a dude with lmg And I survived with them remaining. This map is glorious, reminds of me Kesari the movie and 13 Hours another movie.
AgentSrell777 20 May, 2023 @ 1:38am 
any chance we could get a version that's harder but we get the base at the beginning of the fight? where we get 15-20 guys and we have to beat back waves?
RADDragon13 18 May, 2023 @ 3:37am 
The HMGs and LMGs are awesome in this map.

...Alas, snipers just kill everything faster.
wjbqmzl 16 May, 2023 @ 8:06pm 
It is quite hard when I try to use the HMG to play this map. But the best one I had is to use 4 LMG (use the one has 200 rounds)+ 1 grenadelauncher and camp in the corner around the detonator.
akiratakizawa99 15 May, 2023 @ 4:47am 
Out of curiosity, I deployed the Special Activities team for the map. One guy at the top machine gun, middle section taken up with the two paramilitary guys using a PKM and an M110 and finally one of the undercover guys equipped with a Dragunov loaded with AP rounds. Incredibly I beat back the attacks nearly perfectly had it not been for one persistent insurgent doing repeated blind fires and taking out my PKM man (I had Mr M110 throw a grenade which exploded in the hostile's face).
Baguette de marche 15 May, 2023 @ 12:01am 
My machine gunner really have fun in this map. Kudos :steamthumbsup:
Eurobeat 14 May, 2023 @ 8:52pm 
i really like the attention do detail with this map, the gameplay, yeah not so much. its just sit and watch and maybe a bit of micro when someone is reloading. how to make it better? imo you could make more entry point maybe they attacking from all side other than east making us to reposition our troops instead of sitting there.
Fuse 14 May, 2023 @ 5:51pm 
Amazing map and details! The explosive minefield is a nice touch! The top and bottom mounted machine gun does not have the best coverage imo but I understand you don't want total overwatch of the field. If I may suggest, I would love to see more spawn entry at different part of the map, forcing the player to regroup/reposition and possibly giving the top and bottom MG more use.
IrgenPacer  [author] 13 May, 2023 @ 7:43am 
Thank you both for playing the map, I'm glad you like it.
Your plans sound good. I hadn't tested Sniper like this before, but it's good that it also offers a possibility. Yes, using the machine guns all the time is suicidal.
I withdraw my units from the MG when it needs to be reloaded. Take cover from enemy fire and then work with hand grenades and grenade launchers. Using the rocket launcher to gain more field of view can also be quite effective.
You can also fight your way forward with your units under cover fire...
In general, there are several ways to effectively survive the attack and also to fail miserably, of course :).
Sometimes luck is also necessary...
Best regards to you both
davidlt 13 May, 2023 @ 7:27am 
Very fun map, I also tried to use all 3 MGs. Didn't work well, the MGs are basically open targets. Turns out the best way is to the split the team into 2 and 3 and just hold the top and bottom providing cross coverage. Works with any combination (all assault, all snipers, all MG, all grenadiers).
akiratakizawa99 13 May, 2023 @ 4:03am 
Excellent Map. After initially experimenting with having the team use all three crew serviced machine guns with disastrous results when my shooters were forced to reload, I brought out the snipers. Used top left MG, Bottom narrow MG but avoided the central exposed MG. Instead I had the snipers with M110s covering that angle and a second sniper using the MK14 enhanced battle rifle to cover the bottom gate of the outpost. Slaughtered the attacking force so efficiently without even having to use the minefield.