Door Kickers 2

Door Kickers 2

I.P.MISSIONS#37:"Devil's Quarry"
13 Comments
IrgenPacer  [author] 26 Jan @ 4:40am 
Thank you for playing,
the activation of the ''Use'' button is generally so strange in the game, this is not due to the map design.
But still better than using the crowbar every time :).
It's nice that the developers implemented the new button variant some time ago, but it really needs to be fixed.
jztemple 24 Jan @ 8:53pm 
Awesome map design, very clever with respect to unlocking the hidden doors and hatches. I did manage to lose when my last hostage got gunned down on her way out! The only thing I have to mention otherwise is that sometimes the "Use" button was a little finicky, requiring me to reposition my operator several times till I could get the Use button on his action circle. But no big deal, otherwise really fantastic.
Eshminima 15 May, 2024 @ 12:56pm 
Really great map, I got stuck at the hatch though as I was too dumb to figure out to open it, and only had two troops left
IrgenPacer  [author] 16 Feb, 2024 @ 5:15am 
Thanks for the feedback, appreciate it.
I'm glad you had fun so far.
The thing with the evacuations is more of an organizational task, you don't have to evacuate each hostage individually.
For example, collect them, have them guarded by an operator and/or slowly follow the attack squad at a distance...
There are actually several possibilities, but the hostages alone
and probably cross the road first, is the most dangerous of all.

But in retrospect there is always something that could have been solved differently in the map mission design, that's just the way it is ;)
圆周率 14 Feb, 2024 @ 6:35pm 
Almost perfect map design! The experience of not being able to learn all the map information during the preparation phase was amazing! Doubts about unknown maps should be an almost essential part of this game! The only discouraging moment was the final evacuation of the fifth hostage when enemy reinforcements ended my joy at the imminent victory, but I knew this was part of the game. Maybe consider adding two operable friendly soldiers or NPC friendly soldiers to such a large map to help me secure the evacuation route behind me. This will save some tedious operations of moving the combat team every time a hostage is evacuated.
IrgenPacer  [author] 4 Feb, 2024 @ 4:04am 
Thanks for the praise,Rake.
I'm glad you had a nice evening with the map.

I found the eternal green of the night vision devices destroyed the atmosphere and would have unnecessarily complicated the creation of the map for me, so I decided against it ...

About the mine map:
Only if you haven't opened the entrance to the mine yet, activating the map reveals the rest of the mine.
I guess that has to do with the "Going In Blind" mod that you didn't notice any effect...

Best regards
Rake5000 3 Feb, 2024 @ 1:45pm 
Wow, man, this might just be the best-designed map I've seen in DK2. It looks amazing and is refreshingly different. The setting and vibe are super cool. Even the reinforcements were pretty well done, which is extremely rare. I liked that you telegraphed them with the car and placed them far off. Some cool enemy positions too.

I was mildly surprised that it looks so dark but isn't a night op; I already had my nods out.

One thing that could be improved is the triggers. I found the map and used it twice, but I couldn't figure out if it had any effect. The switch for the hatch and other stuff was great.

I had a good run on my first try with the Going In Blind mod and Nowheraki Ground Forces (a mod that amps up the enemy difficulty).

Many thanks for a good evening's entertainment. Cheers, mate, keep up the great work.
IrgenPacer  [author] 1 Feb, 2024 @ 10:51am 
First of all, thanks for playing and leaving a comment.
I'm sorry that your run ended like that, but you never let people under your protection run a hundred meters to the safezone, alone and without securing the escape route.
I'm glad that you still rated fairly and I wouldn't see your invested time as lost if it was still fun until then and as we all know, we never stop learning ;)
Yes, unfortunately, larger maps without a save function
are always risky to play, you either like it or you don't.
I personally like the challenge of larger maps, because every decision counts.
Ozymandias 31 Jan, 2024 @ 9:33am 
Super amazing map. One critique. I always assume that the location wont have reinforcements unless stated otherwise. First time I ran this I did really well. no damage, heck the bad guys hardly got a shot off. Then after getting to the 5th hostage the reinforcements showed up and killed a hostage that was moving to the rescue zone. Almost 1.5 hours gone... kind of annoying because I assume that off map is safe. Maybe that's my fault. Still 9 out of 10 my man. Keep it up!!!!
IrgenPacer  [author] 9 Jan, 2024 @ 10:44pm 
@Burning Anus
Thank you for playing the map. I'm sorry to hear you're having trouble recognizing the environment.
The map was designed by me to make it a little less clear to the player where he has to go immediately.
I think the doors are easy to recognize though.
And the hidden passages should not be immediately recognizable
(but that's also in the map description ;)
So far you are the only one who has told me that this is a problem.
And yes, in DK2 you should generally check the LOS as often as possible.
Maybe the map just isn't for you.
But to give it a thumbs down because of that is honestly unfair,
but everyone has to decide for themselves how to deal with the community that builds the maps in their free time and makes them available for free, really sad these days...
Have a nice day
Burning Anus 9 Jan, 2024 @ 1:41pm 
I found it hard to know which objects block my LOS and where the doors where. I had to use the check the LOS of each of my guys. Also theres an area in the middle of the map surrounded by palisade which you cant get to but it looks like you should
IrgenPacer  [author] 24 Nov, 2023 @ 8:13am 
Thank you,Konkel
Konkel 22 Nov, 2023 @ 7:15am 
I'm speechless on how well this was made.