Rising Storm 2: Vietnam

Rising Storm 2: Vietnam

Rescue Dawn
24 Comments
RebelSoldier 2 Sep, 2023 @ 8:10am 
server that runs this great map:
RebsOldSkool|US|MapVote|CustomMaps|Realism
154.127.54.184:58401
[FOR] Reason 26 Apr, 2019 @ 10:20pm 
Thank you and tonight we found an issue in the center of Echo 3 [E3] in our server.

There's a hole in which players can become stuck. Hardly worth updating merely for this but figured I'd inform you in case you discover any other issues worth resolving in the future.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1724560446
Montezuma  [author] 2 Apr, 2019 @ 3:46pm 
fixed the crash when capping B
[FOR] Reason 2 Apr, 2019 @ 3:38pm 
Hey G Spy, noticed an update and am merely curious what was changed? :spazdreaming:
Karl Pilkington 9 Dec, 2018 @ 8:29pm 
Hey G Spy, i got the admin of Total War Helicopter server to make this one available. We voted for it to load, loaded fine, started flying for a few minutes, then I suddenly got CTD with bugsplat. I thought it may be just me, but apparently the same happened for everybody on the server as well as crashing the server. Not sure why but maybe some bs from last patch. Because it used to play fine.
Karl Pilkington 9 Dec, 2018 @ 8:24pm 
@kris maybe your team was just not that good vs the other, regardless of map. because I haven't had the same problems you're talking about when playing as attacker. E/F are a bitch but they're not impossible either. Perhaps some tweaking is needed but the map overall is pretty decent.
Tymptra 5 Oct, 2018 @ 11:13am 
I don't usually comment on maps, but man is this one bad. Playing as attackers is really unenjoyable. The few points are really bad in the that defenders can sit outside the attackers combat zone and just shoot in. This means that for A & B the attackers don't have any ability to flank the attackers and have to mainly run through the open to get to the point. C and D arent as bad for this but there are some areas that the defenders can sit on obscure mountains and snipe down (pretty sure they weren't supposed to be able to get up there). E & F are really unbalanced for the attacking side, very small tunnels to go through and only one or two of them means its very easy for the defenders to nade spam or just funnel the attackers into a killing field. Add to this that the inside of these caves have very little cover that can be used by attackers once they are inside, meaning its very easy for them to retake it from attackers.
Ratman 29 Sep, 2018 @ 1:32am 
E and F need to be re-worked or something. The offense, even if they are crushing the other team, will get stopped cold and lose this map due to E and F. You're funneling an entire team through small holes on E, which is super easy for the defense to hold. You can't wrap around the back of E because you go out of bounds. On F you're asking the offense to scale a cliff wall to cap. Those points are pretty much a game over regardless of the situation on a 64 player server.
Kilburno 18 Aug, 2018 @ 11:09am 
This is my favorite map to fly transport on. Thanks.
Montezuma  [author] 18 Aug, 2018 @ 12:43am 
Ok I'll be lowering the E cap time and thank you, I tried to make a very unique jungle map with steep cliffs and valleys throughout.
Jolly Battler 17 Aug, 2018 @ 2:37pm 
-E was tough for attackers, map stalled there.
-I like your jungle style, more complex than most authors and originals
Montezuma  [author] 17 Aug, 2018 @ 12:39pm 
-Reloacted most dshkas.
-Made A and B active at the same time.
-C and D are now simultaneous cap.
-E and F are no longer simulatenous cap.
-E cap time was changed from 38 to 40.
-Anti Air cooldown for PAVN was changed from 5 mins 30 secs to 3 mins.
-Placed a few weapons around the map.
-Added a few more buildings around I and J
-Added 3 more radios
-Fixed the bugged ladder overlooking C.
-Opened up the LZs more.
-Attempted to fix the combat zones specifically around E and H for the US.
-Added blocking volumes in most cliff areas to avoid glitching in the map.
-Added a second spawn for US when attacking I and J.
cro killmaster 16 Aug, 2018 @ 6:51am 
ty :Top_Secret:
Manperor of Mankind 15 Aug, 2018 @ 12:51pm 
I think the approach towards E/F should be...easier to access. Currently there's too many VC camping in FRONT of the objectives. Though I cannot tell how this could be done since the map is so open.

Shorter cap time might also help but imo the major problem is the combination of many good camping spots for VC + only a few entrances into the caves where the US forces (which have been dwindeled down significantly by that point) get eaten up.
Montezuma  [author] 14 Aug, 2018 @ 10:03pm 
Thanks for the feedback, I really appreciate it because it does help a lot with finding out flaws and figuring out the future for the map, I'll definitely consider C and D being simultaneous over E and F. I could make E and F have a shorter cap time
Manperor of Mankind 14 Aug, 2018 @ 9:11pm 
E/F are nigh impossible to take due to the plethora of vantage points VC can use and abuse. The entire hill and all ways along it are absolutely plastered with ambushes since they have a massive combat area but US can't even flank them on the far east without being restricted.
Having to hold both points (where arty support is of limited if any use) during cap is also very, very hard. I'd rather see C/D being simultaneous cap points than E/F. Couldn't progress further than that.

A-D are all fine, if a bit open. Which is the entire premise of the map, but it can easily destroy what balance is left, if both teams have too restrictive or too open combat areas.

Found a few spots where you could pretty much go up a slope that is vertical (which was nice but not intended). Found a lake where I could go underwater and some other shenanigans. Minor stuff however compared to the balance.
Montezuma  [author] 12 Aug, 2018 @ 5:17am 
Update 8/12/18
-Created several more LZs for choppers.
-Added a Loach.
-Did an art pass on several OBJs and moved some trees.
-Changed cap times of E and F to 25.
-Made E and F a simultaneous cap.
-Set forward spawns for all OBJs on the PAVN side.
-Changed pilot mac amount on US from 4 to 5.
-Changed set PAVN tickets to 775 and US to 825.
-Changed PAVN respawn time from 20 seconds to 18.
-Changed cooldowns on most PAVN commander abilities, shortening their cooldown.
-Fixed Helis flying under or beneath the map.
C.C.Cowboy 11 Aug, 2018 @ 11:26pm 
It's a cool map, but i think the 2 huey transport helicopters shoud be changed to Loaches or huey gunships. the transport helis don't make a lot of sense since the only places to land are either spawn or out of bounds. there's also like 4 rpgs on the north team which makes flying a truck like the huey a real struggle.
[PBS] Powerbits 8 Aug, 2018 @ 10:03pm 
Running on PBS servers:
POWERBITS GAMETEAM MIXED 60HZ#1 : 145.239.149.56 :58001
POWERBITS GAMETEAM MIXED 60HZ#3 : 145.239.149.56 :85601
POWERBITS GAMETEAM GOM 60HZ : 145.239.149.56 :58501
Zeus69 8 Aug, 2018 @ 9:35pm 
Hi everyone

You can play this map on our server :)

[FR] Dream Team clan

Address:
62.210.178.64:7890

Good games
bofeity 8 Aug, 2018 @ 8:40pm 
GRIZZLY MAN
Zachery Moe 8 Aug, 2018 @ 3:40pm 
Oh shit Werner Herzog I like him I gotta watch this some time
Montezuma  [author] 8 Aug, 2018 @ 3:15pm 
RESCUE DAWN
Zachery Moe 8 Aug, 2018 @ 3:06pm 
ON WHAT MOVIE