Door Kickers 2

Door Kickers 2

Door Kickers: Nowhere to survive
105 Comments
Chad di Urbino  [author] 12 hours ago 
when too many enemies moving together, it happen. still, i didn't solved that.
NeedsMoreDakka Oct 27 @ 7:32am 
why do the zombies turn invisible sometimes?
Eyyy Oct 19 @ 2:49am 
Best mod ever :) basically converts Door Kickers into a brand new game. Very detailed and well-made with all the different zombie factions and animations. I play it all the time.

hate the fat exploding guy
Chad di Urbino  [author] Oct 14 @ 9:45pm 
Great!
CN_XuRenMeng Oct 14 @ 1:00pm 
Chad di Urbino  [author] Oct 13 @ 7:10pm 
Thank you for your suggestion, but I can't inspect the translation because I don't know Chinese.
However, it is welcome for you to produce and upload the Chinese support submode and I can support how it work. :steamhappy:
CN_XuRenMeng Oct 13 @ 12:27pm 
This mod is awesome! Could you add Chinese language support? I can help with the translation!!
Chad di Urbino  [author] Oct 2 @ 8:26pm 
I guess 1/16. lower or upper.
Sasha Pines (no brain) Oct 2 @ 8:19am 
1 big question what the chane of normal enemy spawning ? because that just throw off my plan some time here the proof by the way this happen around 30-40 mission in
https://steamcommunity.com/sharedfiles/filedetails/?id=3578864356
https://steamcommunity.com/sharedfiles/filedetails/?id=3578864442
Chad di Urbino  [author] Sep 20 @ 12:28am 
No problem
BattleMaster Sep 20 @ 12:24am 
Ty for the fix
Chad di Urbino  [author] Sep 19 @ 6:57am 
solved it :steamhappy:
Chad di Urbino  [author] Sep 19 @ 6:50am 
huh, i think latest dk2 patch make it broken, i'll solve that. thank for report.
BattleMaster Sep 18 @ 11:11am 
I'm have trouble of the mod running correctly, I will have the Hazard Response Unit working fine and other part will be fine but all Random Map generator or Campaign map no zombies will spawn the mod work fine for me for the last 2 days.
Chad di Urbino  [author] Sep 10 @ 8:38am 
You should enable the mod in mod selector first.
lazypandaxd Sep 10 @ 5:01am 
Sorry is there a instructions how to activate this I tried Generator map and nothing happens
Shlzc Jul 23 @ 12:03am 
I think the flamethrower needs to be buffed, I think the weapon should be the best solution for indoor small space and mass horde. But the effect could not fulfill my expect. Aiming speed of flamethrower is too slow, while i think the small pipe of it should not be so clumsy. Zombies been lit will start to wandering aimlessly, always disturb squads' target selection. Napalm split in close contact can easily damage allies, even operator himself.
The flamethrower should be buffed in its aiming and firing speed, burning spread and burning effect. Some kind of fire-proof suit is also required. Zombies burning should deceased much faster , and weak zombies lose their mobility as soon as they are been hit by fire directly. Fire split should also leave a fan-shaped burning area for better crowd control ability.
More mobility punishment can be accepted, as long as flamethrowers can have expected power.(translated text, may course confusion, sorry~)
Sasha Pines (no brain) Jul 6 @ 4:08am 
but i mean 90 % of those map is playable so it better than nothing
Chad di Urbino  [author] Jul 6 @ 3:41am 
This mod don't work well with generic maps. You should playing campaign.
Sasha Pines (no brain) Jul 6 @ 3:37am 
some map are pretty much un playable raptor down have zombie at the start cant be shoot , new haven market you instantly lose
reven29 Jul 5 @ 5:37pm 
quick question is there any way we could get your HRU unit as a separate download so we could play with them outside the zombie mod as well if not oh well but i wouldnt mind trying them against some other guys with guns (plus committing war crimes with a flamethrower sounds fun)
Chad di Urbino  [author] Jul 3 @ 2:51pm 
Nah. Report issue is always welcome!:steamhappy:
Dr. Hugh Jass DFA Jul 3 @ 10:54am 
Haha sorry if that came across picky. Having a blast with this mod right now!
Chad di Urbino  [author] Jul 2 @ 4:36pm 
i'll fix that :steamsad:
Dr. Hugh Jass DFA Jul 2 @ 11:40am 
Not a biggie but the Vector SEEMS to be intended to be a .45 but in actuality it looks like a 9mm description (both unsuppressed and suppressed)
DejaVu Jun 23 @ 4:21am 
how to activate this
Chad di Urbino  [author] Apr 29 @ 3:19pm 
Sadly i have to give up that because of some reason :steamsad:
r0mssss Apr 29 @ 12:17pm 
Add camo to the unit please, my favorite mod :steamhappy:
Chad di Urbino  [author] Apr 16 @ 7:28am 
There won't be a total nerf on them. I think they're at a affordable level. But why Executor gets nerf is because sometimes they don't.
ZEPHON Apr 16 @ 4:02am 
Huh, so weapons with silencers don't provoke Bens to attack hostages? Interesting remark, I haven't checked it!
In the vanilla, executioners seem to rampage even if they see a dead ally, or if they notice special forces.

Please, don't nerf zombies, have pity on the alternatively living opponents! Better make some of them fast but durable, like now, and some - heavily armored, like the current riot police, but classic slow. :)
Chad di Urbino  [author] Apr 15 @ 10:16am 
The only way to don't stimulate them is using a suppressor.
Also, I'm thinking of drastically reducing their movement speed in the next patch because sometimes player can't cope with them. That might help.
ZEPHON Apr 15 @ 10:12am 
Amazing mod but I have some issues...

Huge building in the hood, more than 200 Z-nicks, 3 hostages, day mission.
No matter what I do some Buisnesslike Ben takes a notice and rushes killing hostages. It's simply impossible to reach and save them, due to dense rooms and Operator Olivers decloaking my agents.

Does this mission meant to be possible?
Chad di Urbino  [author] Apr 3 @ 5:42am 
I have no complaints about making Addon, thank you and you can continue.
Takeshi, made in Mom Apr 3 @ 4:03am 
Hi, Expanded Shotgun Breaching Plus supports your shotgun, but you would not be happy about some of them.
So I wrote a warning; is it OK for you? Or should I comment them out?
https://steamcommunity.com/sharedfiles/filedetails/?id=3454673734
If you find a bug or overlook, please tell me.
Chad di Urbino  [author] Mar 31 @ 6:08am 
This is mod is not dead yet, just i have no time for modding now :steamsad:
the duck Mar 31 @ 2:22am 
I like this mod :steamthumbsup:Hopefully it won't stop updating like the zombie mods of other games
Laughing Man Mar 21 @ 12:53pm 
Yes, it was exactly that map. No rush, no stress :) Again, great mod, so much fun.

I used MARSOC's JTAC to level the place, the zombies came attack from over there , if there's no over there left to attack from.
Chad di Urbino  [author] Mar 21 @ 11:06am 
That would have happened in the factory theme map. That happens when too many enemies start moving.
I had some idea for solve this, but i don't have enough time for working and test about them.
You can still use Suppress Fire and GL to get through them. Or you can avoid Factory map as much as possible. I'm sorry, but please bear with me until the next patch. :steamsad:
Laughing Man Mar 21 @ 9:06am 
Sorry for multi posting (no editing available)

It seems there are invisible enemies, some are coming into no-NVG sight range as shown, but some, once they run through dark areas, stay invisible.

I've played the campaign with two other unit mods and haven't seen this (maybe just lucky) it's only happening with the Hazard response guys. I'll go back to other units to see if I can replicate.

Other teams are 'British Infantry Platoon' and '22SAS v0.95'
I've done 4 rotations with each and never seen this bug, I'm just on my 1st rotation with Hazard guys.
Laughing Man Mar 21 @ 8:57am 
I looked more closely, on the open night mission, the NVGs aren't working at all. The UI shows them as equipped, but they don't function.
Laughing Man Mar 21 @ 8:37am 
There's a weird bug I've encountered on some night missions. Playing as Hazard team, in mostly lit apartment, my operators are showing limited sight range in the fully lit areas (no NOD equipped)

Then later on a fully dark outdoor mission with good sight lines, NODs equipped, the zombies were turning red (in open ground) when running at me and killing my shooters in melee with no reaction from my team after they turned red. Only had this in one map so far (that was this obvious, at least). Having lots of fun with the mod, elimination missions are a very fun way to speed level my teams :) Many thanks for your efforts.
Ramirezdu16 Mar 17 @ 8:14pm 
I figured out how to disable it, I will see myself how bad it is
Chad di Urbino  [author] Mar 17 @ 8:12pm 
Nah. That's very hilarious so big problem.
Ramirezdu16 Mar 17 @ 7:27pm 
yeah, I figured it was probably the reason why, but its not a big deal, i can clear them and keep the gun for myself (on big maps with 400 zombies, its not much more efforts)
Chad di Urbino  [author] Mar 17 @ 6:42pm 
Because.... if you can use dshk, zombie also can use dshk...
Ramirezdu16 Mar 17 @ 4:47pm 
the mod is great, but i can no longer use the dshk machineguns, in one of the rare instance where it would actually be useful :(
Rino-Actual Mar 11 @ 7:48pm 
the best horror mod I ever played since man of war zombie mod
Chad di Urbino  [author] Mar 9 @ 9:01pm 
in the almost cases they have no more reinforcement. just they are too many.
Mondo Mar 9 @ 8:28pm 
Does this mod constantly spawn zombies? I can't beat a TOD because the zombies are endless.
dskdev Mar 8 @ 12:40pm 
damn these zombies are kicking my ass