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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?
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.
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.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3497143795
- 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
**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.
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.
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.
Pass on this.
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.
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
"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.
Do you even think for yourself?
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.
Peace.
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.