Rising Storm 2: Vietnam

Rising Storm 2: Vietnam

VNSU-Sledgehammer
33 Comments
СТРУЯ БЛЕВОТИНЫ 10 Jul, 2018 @ 8:25am 
Incredible Vietcong feeling
panzerschreck 1 Jun, 2018 @ 7:32am 
hello nice, I still playing with your map, any project for an other map in single player? A question: I saw that mega server can have 128 players could will do the same thing in singleplayer with 128 bots? thanks for your work :)
PsychoPigeon  [author] 30 May, 2018 @ 5:11pm 
Version 3:

- Added ARVN
- Tweaked respawn times to help the PAVN
- Increased cool down times for commander abilities to prevent spam
PsychoPigeon  [author] 9 Mar, 2018 @ 2:17pm 
I try to support bots as much I can, always fun to shoot waves of enemies
panzerschreck 8 Mar, 2018 @ 7:20am 
hey great map! The first custom map I can play in singleplayer with bots! Epic game! Hope you will do others maps compatibles with bots (in others custom maps I tried, bots don't move)
[PBS] Powerbits 8 Mar, 2018 @ 5:34am 
Its running on the POWERBITS GAMETEAM MIXED ( 23.111.81.172:8077), currently nr 1 ranked server...
SkeeterYeeter 3 Mar, 2018 @ 10:49am 
Does anyone know the song in the video?
DELTAFORCE169 18 Feb, 2018 @ 10:58am 
This is obviuosly inspired by the radio relay mission from Vietcong. I've been waiting for some one to do a recreation of that map in RS2. Now make a Nui Pek map!
troubles 3 Feb, 2018 @ 6:12pm 
Nice single player map.
stephyweedy 7 Dec, 2017 @ 6:24am 
GJ M8
Unebi 2 Dec, 2017 @ 8:05pm 
Nui Pek
PsychoPigeon  [author] 25 Nov, 2017 @ 9:44am 
Yeah np, it's something different I want to try. Tbh the commander abilities should have longer cool downs, in RO2 you can only use one at a time and that balanced things out, in RS2 you can use all 3 and it becomes chaotic and spammy.
Luger_08 25 Nov, 2017 @ 9:35am 
Ad 1. Ok, if you wanted to make such a map.
Ad 2. I didn't mean the map size but the relevant area of playing. You have to go on top of the hill to capture the only point on the map. And then arty strikes and nukes a whole team or gets the defenders the time to win the match by points. That's why I asked my 1st question. If there were three flags, both commanders had to think where their abilities could be used best.
Ad 3. Overall, tunnels could be a nice gamechanger, but may be unbalanced. At least some old bunkers as cover were super-nice.
Ad 4. Smokes are ok if there was one or two chokepoints or bunkers to blind them. On the open field it's just a way to say "Hellooo, we're charging now!" Then the defenders LMGs, grenadiers, RPGs, engineers etc. can sprayfire on hip height downwards the hill and get about 3/4 of all attackers.

Don't get me wrong, I'm not totally disliking the map. After some matches I thought I could leave my 2 cents here. It must have been hard work to make :)
PsychoPigeon  [author] 24 Nov, 2017 @ 12:32pm 
1. Because it's a king of the hill style level, short rounds to have some fun, nothing too serious.
2. That's not true, the map is actually just as wide as the 64 player levels, lots of flanking room, but it does require you to use them, so it's worth learning the map.
3. That's a valid point, there should be some underground areas outside the base for people to hide in to avoid artillery, maybe some old tunnels the enemy dug.
4. There's many routes into the base and you will have to use smoke grenades, but the reason why there's not much cover is because the Americans would clear all surrounding foliage and cover along the perimeter to give them a good field of fire so it's meant to be difficult. Smoke grenades are very effective here if you can convince the people who have them to use the grenades.
Luger_08 24 Nov, 2017 @ 10:31am 
1. Why only one flag?
2. Why is the map so small? A single arty strike can wipe the whole team.
3. Why so few hardcovers? Arty will kill nearly everyone cause of the open area.
4. Why close to no cover at all around the base? Any defenders wipe their ass with the bodies of the attackers because they simply must run into heavy gunfire without cover.
PsychoPigeon  [author] 19 Nov, 2017 @ 8:24am 
Updated to Version 2.

Change List:

- Reduced round timer to 12 minutes to keep players focused and make the game more intense.
- Reduced reinforcement count to match new round time.
- Reduced objective capture time to 23s from 35s to help teams fight back and forth before a final win.
- Reduced target score slightly.
- Adjusted commander ability cool-downs to match new round timer.
- Tweaked respawn timers for both sides(edited)
PsychoPigeon  [author] 17 Nov, 2017 @ 1:33am 
I'll be uploading a new build on the weekend with some tweaks. Based on playtests I'm going to lower to round time to 10 minutes and reduce the objective capture time so it changes hands more easily.
General_Lechna 13 Nov, 2017 @ 3:28am 
Fun to play....managed to win it as allied
Eduardo 12 Nov, 2017 @ 9:24am 
great map
Pvt. Meatwad 11 Nov, 2017 @ 8:49pm 
thanks lots of help
Mercaptan 11 Nov, 2017 @ 4:34pm 
Smackybrown, you need to go into ROGame.ini in your my documents, my games, rising storm 2. Find max players in the .ini and set it from 32 to 64. Hope this helps.
Pvt. Meatwad 11 Nov, 2017 @ 6:12am 
I can only add 32 bots why is that every map i play icluding this one could someone help me out oterwise awesome map though
The Texas Kiwi 10 Nov, 2017 @ 6:59pm 
this looks like the map from the final battle in Platoon
Chris Taylor 10 Nov, 2017 @ 6:32am 
nice! good job! I love rain)))
North_Dumpling 9 Nov, 2017 @ 9:46pm 
Nicely done!
Rooks 9 Nov, 2017 @ 6:43pm 
Lovely lighting
Amakuni 9 Nov, 2017 @ 9:11am 
i like the lighting in this map. looks beautiful !!!
N20Pb GoodWin 9 Nov, 2017 @ 6:12am 
Gj ! Lock and loud!
Turbo Kek 8 Nov, 2017 @ 2:40pm 
Very nice looking, cant wait to play it
Aurora borealis 8 Nov, 2017 @ 8:06am 
Looks awesome! Kind of reminds me of the Map Radio-realy from Vietcong.
The Devils Own 8 Nov, 2017 @ 7:33am 
Looks like somebody won themselves $40,000.
Mercaptan 7 Nov, 2017 @ 10:57pm 
Nice map, having a blast with it with bots. :steamhappy:
[PBS] Powerbits 7 Nov, 2017 @ 9:38pm 
Great! uploaded on POWERBITS GAMETEAM MIXED, active prob tomorrow