Door Kickers 2

Door Kickers 2

Base Defence #1
32 Comments
[G.W.] Sunbro Greg 21 Jun @ 9:49am 
Hello, Ninja Prime! First off, thank you for making this amazing mod. Finally a good reason to bring out those LMGs and snipers!

So, I got a question. I was playing the first mission for around 10 mins, and realized that the enemies never stop coming. Now, don’t get me wrong, I like violence and all, but I was wondering how many enemies I must put down. Reading the comments here I learned two things: 1) some commenters need to be put down; 2) you need to find the “spawn” NPCs to finish the map. Is there a way to hunker down and not go out looking for them? It’d feel like a proper defense mission if what you had to do was just this - defend. What do you think about it?
Ninja_Prime  [author] 13 Jun @ 11:19am 
Apologies for not responding sooner, but there seems to be a 4 hour delay before I see any messages.
Ninja_Prime  [author] 13 Jun @ 11:17am 
Operation BD Prime Try and survive a couple waves, you should be able to know where the spawn points are, once the enemy slow down spawning, send a couple of your operators outside the base and start hunting the enemy, I uploaded a video to show how this is done.
SleepDeprivedJanitor 13 Jun @ 6:19am 
The 4th mission takes very long (I haven't even finished it), How do I beat it?
Ninja_Prime  [author] 13 Jun @ 3:51am 
Help shape the next mission!
I'm always looking to improve, and your feedback genuinely makes a difference. Whether it's gameplay flow, spawn point placement, cover spots, or general balance — if something felt off (or just plain awesome), I’d love to hear about it.
Got a moment? Drop your thoughts in the comments — even short notes like “this choke point needs more options” or “I got ambushed way too fast here” help me refine future builds.
The game engine sets the rules, but there’s still plenty we can tweak together. Appreciate you all for playing and sharing your thoughts. Let’s keep making these maps better, one mission at a time.
Ninja_Prime  [author] 13 Jun @ 3:42am 
@SleepDeprivedJanitor, It was never meant to be easy, it takes some getting used to, but it can be completed as shown on my YouTube video You can beat the mission if you kill the units before they spawn, take lots of frags with you or rockets. It can be done, trust me.:steamhappy:
SleepDeprivedJanitor 13 Jun @ 3:11am 
Operation reborn is too hard to be completed even with extremely strong teams
Ninja_Prime  [author] 12 Jun @ 11:25am 
@SleepDeprivedJanitor, Most of the maps have infinite waves, except for NP_BD Prime which is about 20-50 waves, but if you locate the spawn points, you can end the game sooner. TBH these maps were meant to be shared and tweaked in the editor, so you can play around with them yourself. I am not saying you should, but the option is there if you are curious.
SleepDeprivedJanitor 12 Jun @ 7:05am 
How many waves are there?
SleepDeprivedJanitor 12 Jun @ 6:40am 
Jeez the author is hella chill
Ninja_Prime  [author] 11 Jun @ 9:05pm 
@Gustavo, Good morning—I hope you’re doing well!

My apologies if any part of the Base Defence maps felt too tough, but I’m really glad you enjoyed playing them. I’ve got a few more ideas brewing, though I’m undecided on turning them into a full campaign—time will tell. Thanks again for giving the maps a shot!

Honestly, I knew this campaign would be challenging; when I first built it, I accidentally placed the fifth map right at the start, lol. I was surprised by some of the negative feedback, but I’ll save those thoughts for another discussion.
Bro 11 Jun @ 2:41pm 
um no i was sarcastic. tehse maps are dope i barely survived them. i was mocking people who went apeshie just because of the ai thumbnails
Ninja_Prime  [author] 11 Jun @ 11:21am 
@Dilbob, I have just released it as a maps_bundle, hopefully that should work
Dilbob 11 Jun @ 4:31am 
Please make into normal missions so you can play with friends
Ninja_Prime  [author] 10 Jun @ 10:38pm 
**3. Community Guidelines**
- Constructive feedback on map balance, layout, difficulty or design ideas is very welcome.
- Abusive, harassing or off-topic comments will be removed—let’s keep things respectful.
- Feel free to ask for tips, point out bugs, or suggest enhancements.

**4. How to Explore & Contribute**
- Open any map in the editor to see exactly how it’s built.
- Share your tactics: did a certain load-out work well for you? Spot a spawn pattern I’ve missed? Let me know!
- Interested in elevation tricks, sight-line tweaks or custom triggers? I’m all ears.

Thank you for playing, testing, and helping me refine these maps. Your insights make this community stronger—let’s keep the conversation positive and strategic!

Peace,
Rudy
Ninja_Prime  [author] 10 Jun @ 10:37pm 
Hello everyone, and thanks for diving into my Base Defence campaign! I’ve noticed a few questions and frustrations, so here’s a quick rundown to keep things clear and constructive:

**1. Handcrafted Maps – No AI Involvement**
I did _not_ use any AI tools to generate these maps. Every spawn point, objective trigger and terrain feature was carefully placed by hand in the map editor.

**2. What Is a “Base Defence” Map?**
- You hold a fixed position (your base) while enemy AI attacks in timed waves.
- Each wave spawns at pre-set locations—learn the spawning patterns to improve your strategy.
- For maps like **Operation BD Prime**, once all waves have spawned, it’s simply a matter of hunting down the remaining units.
Ninja_Prime  [author] 10 Jun @ 10:24pm 
@Gustavo , That wasn’t the reaction I expected to my campaign,lol, but I understand where you're coming from. These maps can be frustrating, though they’re definitely possible to complete. To illustrate this, I uploaded a YouTube video showing a successful play through—fair warning, it does contain spoilers for the maps.
Once you learn the spawn points, victory becomes much more manageable. Operation BD Prime has a limited number of spawns, so once enemy reinforcements stop appearing, it’s simply a matter of hunting down the remaining units.
Ninja_Prime  [author] 10 Jun @ 10:17pm 
@nunyabusiness505 Would you clarify what you mean by AI? Are you referring to triggers in the map that spawn enemy units? These are Base Defense maps, which—by design—feature enemy AI appearing in waves. From my understanding, that’s the core gameplay of a Base Defense scenario, but feel free to correct me if I’m mistaken.
I don’t use AI to generate my maps. The only time I used Copilot was for refining the description, and even then, it simply tweaked my original wording. If you're curious about my map design process, you can open it in the editor.
I’m sorry if you felt your time was wasted, but as I mentioned, playing my maps is entirely your choice. The fact that you attempted this map several times tells me a lot. Regardless, I appreciate your feedback—peace.
nunyabusiness505 10 Jun @ 7:44pm 
I played the first map maybe 20 to 25 times. In the first two or three tries I beat it, and I don't know how. I have played it repeatedly since winning, I have not won and I don't know why. The kind of person who says "you're not forced to play my maps," uses AI to do whatever, produces vague mission descriptions that provide no clear route to victory is not worth your time, nor your hard drive space.

Pass on this.
Bro 10 Jun @ 6:10pm 
WHAAAT AI I AM SO MAD!!! IM SCREAMING RIGHT NOW HUAGGGGHHHHHHHHHHHHHHHHHH I NEED TO FIGHT SOMEOEN IMMEDIATELY
Ninja_Prime  [author] 10 Jun @ 11:16am 
@alexball255,I understand that my maps might not be to everyone's taste, and that's okay. You weren't forced to play them, and if they didn’t align with your expectations, I respect that. I had specific reasons for including them in the campaign, but I'm always happy to discuss tactics and map design. If you're struggling to complete the campaign, let’s break it down and talk strategy—I’d be glad to help.I also uploaded a video on my YouTube channel to prove that these maps can be completed.
Ninja_Prime  [author] 10 Jun @ 1:13am 
@gungler If you want to criticize my maps, do so based on their actual design, not on some knee-jerk assumption about AI usage. Refining content isn’t laziness—it's ensuring the best possible final product. You can have your opinion, but dismissing something outright because AI was involved says more about your bias than it does about my effort.
As for difficulty, if exaggerated enemy spawns were actually the problem, you could’ve just said that instead of lacing your entire response with insults. But since we're being honest—your comment isn’t constructive criticism, it's just posturing. I share my work because I enjoy the process, not because I need validation from you or anyone else. You clearly care enough to engage, so let's not pretend otherwise.
If you want to have a real discussion about the maps, go ahead. If you just want to rant, that’s your choice—but don’t expect me to entertain it.
Ninja_Prime  [author] 10 Jun @ 1:11am 
@gungler You’re free to have your opinion, but dismissing an argument just because someone used a tool to refine it? That’s a weak approach. AI didn’t generate my thoughts—I did. Using it to sharpen my message isn’t laziness; it’s efficiency. If your definition of ‘soul’ means rejecting arguments outright rather than engaging with their content, maybe the issue of independent thinking isn’t mine to deal with.
And to be clear, this wasn’t written by Copilot—I’m more than capable of discussing and debating on my own terms. If you’re looking to trade insults instead of having a real conversation, go ahead. Let’s see what you’ve got
Grungler 10 Jun @ 12:49am 
My criticisms of your maps were somewhat hasty primarily from the usage of AI, (which in my experience is a positive indicator that someone is lazy and doesn't care) but they aren't very great either. Its just a couple very basic maps, that have 5 million insurgents spawn (note, since I feel as though both you and your AI lack the social ability and reading comprehension to tell, but this is hyperbole .) to artificially boost difficulty, instead of doing it organically through both enemy count, enemy placement and map design. It's just a bore, if I'm being honest.

"I didn’t have to share them with the community, but I did."
The only reason anyone shares anything with another living person is for some form of approval from peers. You went through the effort to AI generate thumbnails for this, you responded with 3 comments like 30 minutes after mine. You obviously care, so stop fucking off and pretending.


Infinite bullshit is the only thing that exits your mouth.
Grungler 10 Jun @ 12:49am 
"And yes, I used Copilot to refine this." there isn't an ounce of soul within your words, stop bullshitting me with "refine". No matter how valid your points may be (or not, in my opinion...), they are immediately made worthless the second you have AI think for you. If you can't put in the effort to communicate to another living, breathing human without having to CTRL-C CTRL-V from chatgpt or copilot or whatever, are your ideas even worthwhile?

Do you even think for yourself?
Ninja_Prime  [author] 10 Jun @ 12:28am 
I never forced you to play this campaign. As I’ve always said, my maps aren’t for everyone—they’re a product of artistic and creative freedom. I experiment a lot with my designs, and the buildings in my maps are nothing more than ideas brought to life from my imagination. I didn’t have to share them with the community, but I did.
Door Kickers 2 has a robust and intuitive editor, which has made creating these maps enjoyable. I won’t be making maps for Door Kickers 2 forever—I’m already exploring Drone Perspective and checking out its editor.
And yes, I used Copilot to refine this.
Ninja_Prime  [author] 10 Jun @ 12:16am 
And let’s not pretend these maps didn’t catch your attention. Whether you love them or hate them, you played them, you analyzed them, and here we are having this conversation. These weren’t built for conventional “winning”—they exist for the adrenaline rush, the thrill, the challenge. If they didn’t meet your personal expectations, that doesn’t change their purpose. I made them for enjoyment, and I stand by that.
Peace.
Ninja_Prime  [author] 10 Jun @ 12:16am 
Thanks for playing the maps. Let’s be clear—these were never meant to be realistic or based on real-world locations. They were designed for fun, plain and simple.
Regarding your observations—yes, I used Copilot to refine the mission descriptions. My process starts with a basic concept, and AI helps structure it into something more polished. I tweak and adjust until it fits my vision. Criticizing that is like complaining that a carpenter used a hammer—it’s a tool, nothing more. If well-structured writing is somehow an issue for you, that’s your perspective.
Grungler 9 Jun @ 11:27pm 
It's pretty obvious you used AI both for the thumbnail on the workshop page, and for the description of the missions. Absolute utter slop. Putting aside my problems with AI, the map design is pretty horrible and nonsensical.
alexbali255 9 Jun @ 5:26pm 
Half these missions are pretty fucking retarded. For anyone trying to figure out how you're actually meant to win, there's some random guy tucked away where the enemy spawns from that you have to kill. Mission 3, there's some dude in the stairway from where enemies will endlessly spawn on death.
Ninja_Prime  [author] 9 Jun @ 12:44am 
I have added two more maps for you to enjoy