Rising Storm 2: Vietnam

Rising Storm 2: Vietnam

Ripcord
52 Comments
prorage 13 Nov, 2020 @ 4:33pm 
May u update the map for =H=?
titusf 16 Jun, 2020 @ 7:34am 
I love the map idea, it's just really really hard to defend it.
Stud Kickass 12 Jun, 2020 @ 11:10pm 
this map blows my fat fucking asshole jesus christ
Rambo FlamingDart 6 Aug, 2019 @ 4:04am 
Could you add an .ini file to make it easier to host?
Otherwise great map!
Reqruiz 11 Jul, 2019 @ 12:18pm 
I got stuck between two barrels and can't get out of there. Here you can see location of these barrels: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1800489461 . Cheers!
[FOR] Reason 7 May, 2019 @ 11:14pm 
please :spazdreaming:
[FOR] Reason 28 Mar, 2019 @ 4:17pm 
soon™
Please update soon! :D
Charlemayne  [author] 11 Jan, 2019 @ 4:54pm 
@Kimjung Hey buddy, thanks for commenting. I haven't updated it in a bit. My plan is to recook soon with a bunch of requested changes.
Bang Bang Kim 3 Jan, 2019 @ 5:11pm 
Hey mate love the map,

Wondering if it has been recooked since the update a few months ago

cheers
Charlemayne  [author] 25 Oct, 2018 @ 7:22pm 
@Dangerous from all angles.
Let me know what items you're getting snagged on, all the garbage (cardboard, playing cards, beer cans, cigarette butts, etc.) has no collision.
nor2th 25 Oct, 2018 @ 3:18pm 
played this for the first time and had more problems with collision in 20 minutes than i did in 10s of hours of other maps. cool concept, nice execution of a big base, but the amount of time i spent bumping into random garbage on the ground made me want to d/c.
Charlemayne  [author] 8 Sep, 2018 @ 2:42pm 
Version 8 is live. Let me know how this one performs. Fingers crossed it should play better.
HP OfficeJet™ 26 Aug, 2018 @ 8:04pm 
@Angola Dshk B can wipe out the loach as it lifts out of the spawn pad, A is far more managable.

Although to be honest with how close the ground fire from AKs & RPDs are the dshk's generally are a bit overkill. With 1-2 modivated nva soldiers the loach ends up spending all its time fighting off the dshk, add in all the close ground fire from troops & it really is unmanagable. This is obviously just my opinon, but Ive flown the loach multiple times on the map pre dshk & with the dshks on the map. I found the pre dshk map to be far fairer to the air support.
Charlemayne  [author] 26 Aug, 2018 @ 7:50pm 
@George Soros & Larkham. Thanks for your feedback guys. It seems the performance changes I've made haven't really fixed your issues. The next update will attempt to address this.

@HP OfficeJet. Which Dshk? B or A?
HP OfficeJet™ 26 Aug, 2018 @ 6:02pm 
Please re consider dshk placement, a modivated gunner can basically stop loach support all game. The defenders already have a hard enough time winning.
George Soros 24 Aug, 2018 @ 1:51am 
Map performance is severely degraded now for me. The map used to perform much better in previous versions.
Give'em Hell 54th! 24 Aug, 2018 @ 1:46am 
This has a fps laggy fill to it now. lots of people saying this. wasnt like this before. plz fix
Charlemayne  [author] 19 Jul, 2018 @ 9:21am 
Version 6.0 released. Thanks for the feedback. Let me know how this version performs!
Charlemayne  [author] 3 Jul, 2018 @ 7:53am 
Version 5.0 released. Thanks for all the feedback!
bad@chaos 18 Jun, 2018 @ 1:49pm 
The building near the ammo east of objective A does not have collision. Players can fall through the map there. :SAM7:
Houd.ini 27 May, 2018 @ 1:06pm 
this map should be an official one
panzerschreck 15 May, 2018 @ 12:02pm 
Could you make it bots friendly? thanks
Charlemayne  [author] 9 May, 2018 @ 2:58pm 
New update coming soon. I appreciate the feedback fellas.
Jonesyboy 27 Apr, 2018 @ 9:35am 
Really like this map but 2 things that need to be adjusted, 1st its too hard for the NVA to take the first 2 points, most gmaes I have plaed the NVA cant get past the first 2 points. 2nd idk how to fix this but alot of US orfinance ends up falling in the wrong spots due to the hill shape, mabe adjust the terrain abit. Apart from that reall love this map, hope it wins a mod contest one of these days.
Celdis 26 Apr, 2018 @ 10:44am 
very pretty with nice detail and not overwhelming like official maps, I love the close quaters feel to it (maby because Im getting sick of getting shot from people 200miles away that I cant see).
Valhrothgar 14 Apr, 2018 @ 4:17pm 
I really enjoyed this map, there aren't enough like it in the game. Great job with the map. The only issue is with performance. I believe that once the perfomance is improved this map would be amazing.
Charlemayne  [author] 9 Mar, 2018 @ 1:02am 
Thanks for hosting it fellas, I appreciate it.
[PBS] Powerbits 8 Mar, 2018 @ 5:33am 
Its running on the POWERBITS GAMETEAM MIXED ( 23.111.81.172:8077), currently nr 1 ranked server...
HupiukkoGaming 6 Mar, 2018 @ 2:24am 
You can find this map in our recently opened server dedicated for Round 2 entries:

[rs2.fi] Komppania Törni #2 | Custom Maps Only
88.194.145.228:7977
Sharpe 1 Mar, 2018 @ 5:35pm 
I want to choke myself after I play this map... in the good way.
Charlemayne  [author] 19 Feb, 2018 @ 10:13pm 
Thanks Tiger!
TigerMan7588 17 Feb, 2018 @ 12:16pm 
Beautiful and extensive. Well done!
KimchiSmash 7 Feb, 2018 @ 1:26pm 
Cheers, still managed to destroy 24 charlies with my loach in last round, but was hell of a work out to try not to cross those lines, almost needed to WD40 my joints afterwards!
Charlemayne  [author] 7 Feb, 2018 @ 10:52am 
Hey Gorlami, I turned off collision on a couple of the terrain facades. This is causing the issue and will be fixed in the next build! Thanks for commenting.
KimchiSmash 7 Feb, 2018 @ 5:07am 
New version completely broke it for chopper, as soon as you fly slightly outside the firebase to the surrounding forrest. AGL jumps to 350+, and instantly gets sucked towards the underworld. I suspect it's cuz you cut off those terrain that used to be there before. Consider using a separate terrain with reduced tesselation over the forrests so that it doesnt chew on performance.
Charlemayne  [author] 5 Feb, 2018 @ 9:18pm 
New version is up. Thanks for the testing and feedback!
Fa Ngum 4 Feb, 2018 @ 6:14pm 
This map makes me wanna jump off a bridge
Charlemayne  [author] 4 Feb, 2018 @ 11:53am 
@Capitanloco Thanks for your feedback. Next release should fix those issues!
Charlemayne  [author] 4 Feb, 2018 @ 11:50am 
@Psycho Hey buddy, really appreciate the help, I'll try to address these issues.
PsychoPigeon 4 Feb, 2018 @ 5:14am 
I really like the layout and theme, captures Ripcord perfectly. However, before I give any gameplay feedback I've seen some serious performance problems, I think the underlying cause is that you've tessellated the terrain too much and also created a huge terrain to go along with it. There's no real way to fix this without having to rework portions of the map after reducing the tessellation. If you look at the RS2 original maps we built the maps around 128x128 sized quads, so if you select the terrain hit ALT+G go into wireframe view and measure the quads you'll see the size we used. You could try and fudge it and help performance in other ways to avoid having to redo parts of the map:
PsychoPigeon 4 Feb, 2018 @ 5:13am 
- Do a very thorough draw distance pass on all static meshes.

- Your decals have no draw distance this will impact performance a lot.

- Increase Max Component Size in the terrain properties to 52 (check other official maps that have a similar sized terrain and compare settings).

- Increase Tesselation Distance Scale to 8 or 12.

- Turn off dynamic shadow on terrain it's too costly, in An Lao we had to fake the shadow by placing a new mesh slightly underneath the terrain.

- Disable shadows/collison/accept dynamic lights/accept decals, on all meshes outside of the play space.
capitanloco6 3 Feb, 2018 @ 7:33am 
I played this map for the first time yesterday and I loved it - it was all I hoped Fierbase would be when I first saw prerelease screenshots of it. My only critique is that performance is not optimal (especially in the intial attacker spawns where the grass is thick) and that when attacking it is hard to tell where you can climb or not. This last point is a bit frustraiting. Maybe you could use a different texture for the unclimbable portions of the slope? Anyway, great work.
WorstTeamMate 3 Feb, 2018 @ 4:44am 
fuck discord
slack 3 Feb, 2018 @ 4:29am 
#discord
Charlemayne  [author] 2 Feb, 2018 @ 1:32am 
@[PBS] Akuma - definitely agree, working on changing that now.
@Gook Spy - Going to smooth the slopes over the next few days.
Thanks for your feedback guys
WorstTeamMate 1 Feb, 2018 @ 11:15pm 
fucking love it
AKOOMA 1 Feb, 2018 @ 8:25pm 
Map looks awesome but the spawns are infurating for attackers. Maybe allow tunnels in the base :)

Montezuma 1 Feb, 2018 @ 6:28pm 
What I would say from going through your map, beautiful map, heavily populated hilltop but its kind of steep, dont you think? especially in the more jungle areas of the hill fall off.
Charlemayne  [author] 1 Feb, 2018 @ 4:37pm 
Fellas, I appreciate the support and the feedback. Over the next few days I'll smooth out these issues.
Montezuma 1 Feb, 2018 @ 1:22pm 
Was waiting for this release ever since I saw those early on screenshots, nice to see you continued through with it.