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#4029929 - 10/31/14 03:14 PM Doorkicker awesome mods to have/use...  
Joined: Jan 2003
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Magnum Offline
Lifer
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Lifer

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Naples, Florida

Doorkickers is my most favorite, time consuming game this month... but it wasn't perfect out the door, mostly the stealth issues and the cops vs badguys ratio number... so, thou I'm not a big fan of too many mods, (just ask my friends over at SimHQ ArmA, stopped playing mainly because too many mods and weird missions), anyway, these 6 mods really add to the game...

The sound mod is my SiC, all the other mods are from a guy Red Panda, who I don't know but wish I did because he is awesome, I only have 5 of his mods, I think he has like 25 on his Steam channel, all great work.

Bodies stay, no more chalk lines, more troopers for missions, new stealth enhancements, a mod to unlock all the campaign missions for single play, and a mod that adds about 50 to 60 new maps.

If you haven't checked out this game, what the hell you waiting for? it's 20 bucks and made by a SimHQ member, if your reading this forum you most likely will love it.













Video, showcasing some of the new mods...sounds, bodies, stealth, etc etc...

https://www.youtube.com/watch?v=6mgSMo5FmtA


Inline advert (2nd and 3rd post)

#4029975 - 10/31/14 04:38 PM Re: Doorkicker awesome mods to have/use... [Re: Magnum]  
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The sounds in your video are great


Scully: Victim died of multiple stab wounds.
Mulder: *throws her a file* Ever heard of the knife alien?
#4029987 - 10/31/14 05:02 PM Re: Doorkicker awesome mods to have/use... [Re: Magnum]  
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Magnum Offline
Lifer
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Lifer

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Thx, SiC's sound mod.

#4030961 - 11/03/14 09:58 AM Re: Doorkicker awesome mods to have/use... [Re: Magnum]  
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Originally Posted By: Magnum
Thx, SiC's sound mod.

They do change it up, but I find them pretty heavy on the reverb tails, as they seem to be outdoor recordings. The stock sounds are generally a bit thin, but they do get the indoor 'dryness' right IMO. Worth a try though.

One thing I think I need a mod for is the "Lock and Load, let's do this." I loved the radio comms at the start of a level in SWAT3 to kind of set the stage, the vibe here reminds me more of Duke Nukem.

I'll have to try the 'more troopers' enhancement. Doesn't it unbalance the game?


Don Quixote's misfortune is not his imagination, but Sancho Panza.
#4030992 - 11/03/14 12:29 PM Re: Doorkicker awesome mods to have/use... [Re: Magnum]  
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Lifer
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Lifer

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Yes... definitely... I understand Kill House was making a game and they made the right choices... but in my world of realism I'm not fond of 2 troopers against 12 bad guys... in SWAT the cops always out number the bad guys, usually 2 sticks of 6 to 8 to take down a house with maybe 2 to 4 bad guys minus the missions like taking out a whole gang or whatever... so the mod definitely unbalances the game, but makes it more realistic... IRL SWAT almost always wins, otherwise admin guys would never allow the operation. wink


BTW, the original campaigns and the missions still are their, all this mod does is copy the maps to your "download" tab and then add the trooper slots... so your original game/layout is still there.

Last edited by Magnum; 11/03/14 12:30 PM.
#4031014 - 11/03/14 01:39 PM Re: Doorkicker awesome mods to have/use... [Re: Magnum]  
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elanaiba Offline
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Don't you find the "keep dead bodies" to add lots of clutter?

#4031078 - 11/03/14 02:38 PM Re: Doorkicker awesome mods to have/use... [Re: Magnum]  
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Amaroq Offline
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Ah, that's good to know. I thought it changed the original maps somehow.

I'm still learning the ropes. I'm a big fan of Frozen Synapse and I am having a hard time shaking off those strictly turn-based mechanics for the more hybrid mechanics of Door Kickers. 'Wait until clear' is proving very valuable so far.


Don Quixote's misfortune is not his imagination, but Sancho Panza.
#4031137 - 11/03/14 04:27 PM Re: Doorkicker awesome mods to have/use... [Re: Magnum]  
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Magnum Offline
Lifer
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Lifer

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Quote:
Don't you find the "keep dead bodies" to add lots of clutter




Yes, but prefer it over chalk lines... on original missions it can get messy, but on the realistic ones I play where theirs only a few bad guys, my cops don't die...their not allowed, lol... just the bad guys.

Don't get me wrong now... your game is F'in awesome as is... hope to see it come to iPad, and without mod support, because these mods would kill the mobile... but for my fun these mods fit.

#4031143 - 11/03/14 04:32 PM Re: Doorkicker awesome mods to have/use... [Re: elanaiba]  
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Originally Posted By: elanaiba
Don't you find the "keep dead bodies" to add lots of clutter?


Not as much as if they caused difficulty with footing ~ also for blood slicks.

I much prefer the corpses to the chalk outlines... though I feel that I should be trying to take more people alive rather than in body bags.

#4031177 - 11/03/14 05:15 PM Re: Doorkicker awesome mods to have/use... [Re: Magnum]  
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Magnum Offline
Lifer
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Lifer

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agreed Lieste, and chance for surrender would be nice then arrest... maybe via a mod? wink

#4031213 - 11/03/14 06:13 PM Re: Doorkicker awesome mods to have/use... [Re: Magnum]  
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Originally Posted By: Magnum
agreed Lieste, and chance for surrender would be nice then arrest... maybe via a mod? wink

Yeah, SWAT3 is still awesome in how it pays off to really stomp on the baddies (if you can) and shock them into surrender but then how a failed 'stomp' (like a flashbang that drops on the near side of a counter) will seem to strengthen their resolve. I really hope to see this kind of mechanic in Door Kickers some day.


Don Quixote's misfortune is not his imagination, but Sancho Panza.
#4031228 - 11/03/14 06:49 PM Re: Doorkicker awesome mods to have/use... [Re: Magnum]  
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Hmm. The Shield/Taser is possible, but not really doable with pure pre-planning. I'd not want to try against the typical "army" with automatics and shotguns either.

Shame he can't carry both the taser and a handgun though... or give tasers to other classes without the shield.

Still for 'mopping up' it might be viable once the situation is controlled.

#4031253 - 11/03/14 07:18 PM Re: Doorkicker awesome mods to have/use... [Re: Magnum]  
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Magnum Offline
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again...agreed... as the officer safety and tactics trainer for my department I HATE when the young kids pull out a tazer to clear a house or on a "gun call", jump on them hard for that, younger generation of cops seem to rely on it too much... so don't like it in game. wink

#4031381 - 11/03/14 11:48 PM Re: Doorkicker awesome mods to have/use... [Re: Lieste]  
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elanaiba Offline
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Originally Posted By: Lieste

Shame he can't carry both the taser and a handgun though... or give tasers to other classes without the shield.


Maybe I don't read this correctly, but you can give tazers to all classes, in their equipment slots.

Originally Posted By: Magnum
agreed Lieste, and chance for surrender would be nice then arrest... maybe via a mod? wink


Hopefully we'll be able to do it properly, via a patch.

#4031393 - 11/04/14 12:37 AM Re: Doorkicker awesome mods to have/use... [Re: Magnum]  
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Lifer
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elanaiba... don't get us... ME... wrong, I absolutely love your game...as is too... just talking about mods and mod wishes, you guys don't NEED to fix anything.

#4031404 - 11/04/14 01:01 AM Re: Doorkicker awesome mods to have/use... [Re: elanaiba]  
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Ah... I had unlocked the single taser in the weapon slot - and missed the *other* taser equipped into the utility slots...

#4031455 - 11/04/14 06:22 AM Re: Doorkicker awesome mods to have/use... [Re: Magnum]  
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elanaiba Offline
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Originally Posted By: Magnum
elanaiba... don't get us... ME... wrong, I absolutely love your game...as is too... just talking about mods and mod wishes, you guys don't NEED to fix anything.


Don't worry, I understand a lil bit about users and also about mods, having worked on Silent Hunter smile Its important to watch the mod scene (Actually in contact with some of them) and see if their needs and ideas are met or the game technology gets in the way.

#4032155 - 11/05/14 05:26 PM Re: Doorkicker awesome mods to have/use... [Re: Magnum]  
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Bought this game after stumbling on Magnum's thread in the News section

http://simhq.com/forum/ubbthreads.php/topics/4024843/

(guess I was under a rock)

Lots of fun. I downloaded a Rainbow Six sound mod, nice throw back to old memories smile


Intel Core i5-4660K @ 4.3 ghz
8 GB (2 x 4GB) DDR 3
EVGA GeForce GTX 770 SC
#4042646 - 11/28/14 02:35 PM Re: Doorkicker awesome mods to have/use... [Re: Magnum]  
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Magnum Offline
Lifer
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New patch out, a lot of fixes and a new campaign... BUT what the hell happened to all my map and extra trooper mods? Only mods working still are the sound and graphic mods. I want my map collection and more trooper mod back! wink

#4045840 - 12/05/14 09:20 AM Re: Doorkicker awesome mods to have/use... [Re: Magnum]  
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Do you need to take into account 'blue-on-blue' if for example you storm a building from 2 entry points?

Gonna buy this straight away.....hadn't even heard of it until this thread - cheers Magnum, it's right up my street

Any idea if a co-op mode is a future possibility?


On the Eighth day God created Paratroopers and the Devil stood to attention.
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