Rising Storm 2: Vietnam

Rising Storm 2: Vietnam

VNTE-Highway 14
90 Comments
hopper 20 Feb @ 12:44pm 
bro prob doesn't even know you don't level up in singleplayer :turnerfacepalm:
Snipurs 23 Nov, 2024 @ 2:33am 
maps aren't made with single player in mind lol
Kaga the キツネ 24 Apr, 2024 @ 6:54am 
I'm really serious, this map is just crap. It's so big that in single player mod I have to spend 20 min to cap all the point !!!!!!
jasperio 23 Aug, 2022 @ 12:30pm 
Worsed map in the game far, the idea of a longer map with more points sounds interesting but this is probably the worst possible way to execute it. the map is larger than any other, yet feels more restrictive than DMZ. the only map that makes me server swap
Shmeegy 19 Jul, 2022 @ 5:53pm 
absolute dogshit map, makes no sense to have 74 cap points, fucked map design, glitches everywhere. Suck my 1 inch cock
king chong 19 Aug, 2021 @ 3:33pm 
i actually have fun on this map
Nazrovian 5 Jan, 2021 @ 3:45pm 
shitty map , sloppily made. 100 rocks you can climb inside and under because you are so incompetent. Any server running this map is trash
The Prolapsed Gamer 5 Jan, 2021 @ 3:45pm 
Worst map I've ever played, tons of glitch spots and goes all the way to M.
Psychopath1985 5 Jan, 2021 @ 3:45pm 
What an awful map almost every rock can be crawled into what a joke lol
BBB 29 Sep, 2020 @ 12:22am 
trash literally
[QUAP] Time to Colonize 23 Jul, 2020 @ 5:00am 
The F Objective would probably be easier to take if the ladder that stands infront of it wouldnt be blocked off at the top by a bamboostick that you cant cross. If that stick would be gone you could get to the top floors same as the window that goes into the Staircase ontop of the shop.
farrowking37™ 19 Jan, 2020 @ 11:08pm 
This is an incredible example of poor map design. Points D and F are both impossible for attackers to take, with the only cap regions either tiny with no cover for D or tiny and up 6 flights of stairs for F. Any coordinated defense will win. In addition, the large number of points means that even should the attacking team get the ticket lead they cannot fight to win on tickets as they have to sprint long distances across the map and are more likely to time out.

While I can appreciate the idea behind the map, and having a larger map is interesting, overall I cannot recommend anyone play this.
Hoover 28 Aug, 2019 @ 9:56pm 
bruh gaming moment
sueisnotfine 27 Jul, 2019 @ 1:03pm 
why is there no delete button on steam
small chinchilla 18 May, 2019 @ 10:40am 
This is worst than resort
Florida Man 12 Apr, 2019 @ 3:50pm 
To whoever thought the capture point around Foxtrot was okay, much less balanced, I hope you never pass on your genes.
RAWR XD 16 Mar, 2019 @ 1:57am 
This map is absolute garbage.

First of all the objective Foxtrot is on the 6th floor of a building and even dedicated and good working teams fail to cap it atleast 95% of the time. The best way to capture it, is to get a Squad Leader on it before it even is available.
Alternatively you can have an excellent Pilot who lands the transport helicopter on Top of the objective but a helicopter landing on the roof of such a high building is a very easy target.

Second is the path finding on this map you have to take massive ways around the other objectives in order to flank them.

Third up would be that some areas provide so much cover and hiding spotts that they're impossible to cross once the defenders set up their defenses and on the opposite you have areas where there is absolutly NO COVER at all, from indigo to Kilo you go through a choke point between 2 cliffs into an area that is so open that enemies can shoot you from everywhere.
Pinhead 16 Feb, 2019 @ 7:52pm 
This map needs some work on the spawning and objectives. Also F is nearly impossible to cap if the enemy locks it down well enough. The cap zone should extend down a few more floors, at least the 2nd or 3rd floor to minimize these problems. Or at least have more ways of climbing up there.
Jukka 14 Nov, 2018 @ 1:16pm 
F is cancer.
Jango Bun Bun 18 Oct, 2018 @ 1:16pm 
The spawn for the last 3 objectives is way too far back. It's a >150 meter sprint through an almost empty field when going to E. If the attacker's artillery takes out the defenders they almost can't get back to E without being shot leaving spawn.
(WTH) imolol 5 Oct, 2018 @ 3:21pm 
how come, GI can go to the next objective, before capturing curent one? Is it really so hard to set the comabat zones? On the other hand VC cannot build tunels almost anywhere...
RAWR XD 2 Oct, 2018 @ 3:16pm 
Got to Kilo & Lima as G.I. today, we got PERMANENTLY spawnkilled on the Whiskey spawn, you spawn behind a chokepoint and they can just advanace all the way up TO THE FUCKING CHOKE, ARE U FOR REAL? Then the Radios are in the worst possible and open positions.

I don't even understand why this map is so popular it's simply shit.
TigerTank 24 Sep, 2018 @ 9:16pm 
Radios are not in safe spots and you're constantly getting sniped. Horrible map to be commander on.
TigerTank 24 Sep, 2018 @ 9:09pm 
Objective E is way too hard to take when the Americans are holding. They just keep spawning up there. Reduce the building size by half or put another tall building next to it that we can shoot from, or expand the capzone.
TigerTank 24 Sep, 2018 @ 9:07pm 
Good map but attackers need about another 150 tikets. Probably too many points to take, reduce it by 3.
Randomletters 21 Sep, 2018 @ 10:05am 
Remove the invisible walls EVERYWHERE, fix the vaulting, and then you might actually have a map that was worth playing.
ITSTIMETOSTOP. 9 Sep, 2018 @ 1:05am 
The in game map resolution is realy bad. Can't tell what I'm looking at.
swashbumbler 30 Aug, 2018 @ 5:22pm 
Map might almost be passable if it weren't littered with so many clipping bugs
[OGz]Daft Vader 30 Jul, 2018 @ 11:41am 
and should be supremacy mode..would be great for that
[OGz]Daft Vader 30 Jul, 2018 @ 11:41am 
fantastic map..but when you loose a cap point you should be able to take it back..instead of being pushed out of area
Douglas Quaid 4 Feb, 2018 @ 5:48am 
Just FYI, there's a spot that allows you to get under the map on the inland side of A. The edge of the terrain is inside the combat zone and due to the water underneath the entire map, you walk around and shoot at enemies above you. That entire side in general needs to be fixed up a little from an aesthetic point as well. You can basically walk right on some of the background hill meshes.
M A T T D A M O N 1 Jan, 2018 @ 9:56am 
Love the map mate, one of my favourite custom maps. And I personally love that it's quite a large map, makes it stand out from the crowd. Even if it needs a bit polishing here and there, great work!
S. glaucophyllum  [author] 19 Dec, 2017 @ 10:05pm 
@Alpha One, which caps do you think have too long a distance to get to them? They should all be around the same distance between spawn and capture as the stock map CuChi for both sides, but if it feels like any caps in particular are too long of a hike I can address those in the next update for ya.
Electric Wizard 19 Dec, 2017 @ 9:37pm 
Believe it or not, I actually think the jungle is the most fun part of the map. It's the unbearably long hike to get to the action that gets to me, through areas that are no longer critical to the battle and as a result don't even have the standard campers sniping them. It's just too damn big.
S. glaucophyllum  [author] 19 Dec, 2017 @ 7:51pm 
@Alpha one, I understand that the Jungley areas in particular are felt to be kinda empty. I agree that they need cleaning up, but what I don't actually want to do is just fill them in. Part of what I want in my map is like negative space, places that don't have a focal point of your attention, because I actually kinda think having too many landmarks and clutter detracts aesthetically from a map. My endgoal with the jungley areas is make them more into a web like cluster of paths, as this seems to be pretty nice on the stock maps. There is a lot of ways to go, but if you've followed through the updates you can see I have been improving jungle just not as much as other things.
S. glaucophyllum  [author] 19 Dec, 2017 @ 7:33pm 
Other things in the next update are probably gonna be increasing cap times on some of the pushover caps, also giving a timer on the capture before US can move forward so the VC dont get steam rollered anymore, looking to make more heli landing areas, probably gonna make F a little easier, and the later caps a little harder. I think caps in general are gonna be redone too to make them tighter together. Might experiment with making the French Plantation cap be active all the time, so it alone can be captured and recaptured but it will be isolated from the progression, or alternatively just not having it be a cap anymore, which is possible. It kinda complicates the flow in its current location.
S. glaucophyllum  [author] 19 Dec, 2017 @ 7:28pm 
@Everyone, everything you guys post here I read, so don't worry if I don't respond to every individual comment. I am well aware of the rocks issue and the helicopter thing. Since RS2 has a kinda wonky out of bounds system, I think I'm gonna try something special to defeat the heli gimmick at F in the next update using map temporary map boundaries. This will then make going there early actually kill you instead of just lowering weapons.
Electric Wizard 19 Dec, 2017 @ 5:42pm 
Decent map, have no idea how this edged out Georgina in the contest though. The map is about 3x larger than it needs to be and feels like a boring slog as a result. There are too many spots where there is literally nothing and you're just running to the next meatgrinder or objective. Too many objectives, too much cheesing capabilties on the hotel building/Huey abuse, too much needs fixing. Georgina should have won.
Cpt Macmillan 18 Dec, 2017 @ 1:21pm 
Have noticed invisable rocks that you can hide in as a squad leader and let enemys spawn on you.Also i think the ability o have 2 huey transport helicopters would maybe bring a better chance of winning for the americans.
Cinco Aznable 17 Dec, 2017 @ 12:05am 
Another Fun Fact: You can land a Huey and cheese its spawning capabilities on M, resulting in US troops flooding in regardless of squad leaders.
Cinco Aznable 15 Dec, 2017 @ 9:37pm 
Fun fact: Americans can deploy a chopper to the roof of F BEFORE the previous points have been captured, allowing for the US forces to effectively pre-cap that position.
Ratman 7 Dec, 2017 @ 12:35am 
The multi-story building at F is ridiculous. You shouldn't have to secure all the floors to capture it. Map almost always ends at that cap point.
Bacon 1 Dec, 2017 @ 3:38pm 
I gotta say; this is pretty cool. Any chance of an Aussie version of this? Canberra's would definately make short work of concentrated areas.
JASON BOURNE 1 Dec, 2017 @ 5:12am 
Seems like it still needs some work with bushes and stuff but the gameplay feels good even being that unfinished, i have high hopes with this map, surely if you get it done right it will stay for years at one of the best maps of rs2.
Meatballs 20 Nov, 2017 @ 3:09pm 
Great Work!
Potion Seller 18 Nov, 2017 @ 2:03pm 
Is there some sort of way to remove so much clutter by the helicopter landing zones? i feel like there is not enough open space to land/repair. Our pilot hit telephone poles and trees because the spots had so many tall objects by them.
General_Lechna 4 Nov, 2017 @ 10:25am 
Great map
S. glaucophyllum  [author] 30 Oct, 2017 @ 6:30pm 
@Tmac, well, I'll miss my main feedback guy :steamsad: Thanks for helping me fix this map up for so long. I really do appreciate it.
Tmac 28 Oct, 2017 @ 1:54am 
Start to play Squad now...i think i won t play for a while:(
Tmac 26 Oct, 2017 @ 1:44am 
Hope to play this night.
Imho, ur map is the best map in game. Graphically and about gameplay.

Unfortunately many ppl prefer play fast and have 50+ kills with shotgun...for ex: in ur map is very important fall back quickly and have players that stay in backline following Heli, preventing enemy back attack, but generally defenders camp near attackers spawn just for kill.

ps.sry for may bad english...i hope that u understand me:)