Rising Storm 2: Vietnam

Rising Storm 2: Vietnam

VNTE-KheSanhHills
34 Comments
RebelSoldier 2 Sep, 2023 @ 8:31am 
server that runs this great map:
RebsOldSkool|US|MapVote|CustomMaps|Realism
154.127.54.184:58401
SaLaMi  [author] 9 Sep, 2019 @ 11:56am 
New version coming soon, last point getting balanced.
CandyBalls 9 Sep, 2019 @ 9:19am 
Love the map however last point is still too much of a choke point imho. I think some of the trees/bush in the riverbank(defensive side) should be removed. If the last point gets balanced, I would then reduce amount of tickets for attackers.
8114 20 Aug, 2019 @ 6:18pm 
Lovely map through and through, but the last objective seem a bit blocked by the mountain, we would had won the game if the mountain hadn't blocked the napalm canisters, not much you could do but either way maybe check it out? Awesum regardless!
Chachihu, The Winged Labubu 20 Aug, 2019 @ 4:00pm 
map blows
SaLaMi  [author] 17 Jun, 2019 @ 11:54am 
@Beans, I was in the middle of moving to my new home, will be working on new update. Thank you for taking the time to write feedback.
Mr. Fry 2 Jun, 2019 @ 1:08pm 
Time to capture an objective for the US is way too quick, I think its like 10-15 seconds, something like that. You should really increase the time it takes to cap cause the NVA barely have anytime to stop them from taking it.

Another thing is maybe increase tickets for both sides, like 50 or 75.

Coming out and down the hill to objective F from the tunnel you spawn in is really hard and 90% of the time gets you killed because it's so open and US have all their guns trained on that area. I'd suggest having one or two tunnels exiting into F from the spawn point above F.
SaLaMi  [author] 11 May, 2019 @ 12:17pm 
Thanks for reporting
Mr. Fry 11 May, 2019 @ 12:08pm 
I believe i have found a bug on objective E in one of the pillboxes. I went in through the tunnel to shoot out the window but was combat area blocked.
[PBS] Powerbits 11 May, 2019 @ 12:41am 
all ok, lovely map
SaLaMi  [author] 14 Apr, 2019 @ 10:47am 
Great feedback once again Bloodmalice, will work on those points!
BloodMalice 14 Apr, 2019 @ 8:52am 
I'd also add some flanking ability for the very last objective. Your latest changes have greatly improved the ability to progress the map. Great work. Now that we can finally reach the end, I can say that the choke points are quite deadly there with the cave and bridge.

Some people have whined about the long run from the previous objectives but I honestly wouldn't change anything about that. The new spawns move up appropriately and it can be kind of fun being a straggler behind the front lines too.

Speaking of those two points before the last, it may be worth examining whether to lock them or not since they seem to swap quite often. But if you made it a bit more challenging for defenders to reach them you may not have to lock them. I kind of miss the days of dual objectives that are spread far apart, but I think it hasn't worked in RS2 well since the tunnels can be placed so close to objectives that they can quickly be recaptured.
SaLaMi  [author] 14 Apr, 2019 @ 3:09am 
Working on some changes, including tickets. Thanks for the feedback!
2 Swole 2 Control 14 Apr, 2019 @ 12:26am 
North needs a reduction of tickets as recent playthroughs have seen North being equal by D even when South isnt struggling. Nothing too drastic, maybe 50-70 for starters.
SaLaMi  [author] 1 Apr, 2019 @ 8:01am 
Thanks for the feedback, already working on some more balancing.
BloodMalice 31 Mar, 2019 @ 8:02pm 
I have yet to see South get past B and C. Even A can be extremely difficult to take. I would reconsider adjusting spawn times and points for North, and to add more hard and soft cover for the first three points. Each one is surrounded by dense forest cover, but as soon as you step out into the bare open for each of these caps, you easily get mowed down. The open area around each objective also doesn't need to be a perfect oval, and some variation to the boundaries of both the objective and the forest lines would make these points more viable to attack, least of all make more interesting.
SaLaMi  [author] 18 Mar, 2019 @ 8:49am 
Thank you :)
.bastet. 17 Mar, 2019 @ 7:56pm 
One of my favorite new maps! I'm glad we're hosting it on BloodBath :D
SaLaMi  [author] 28 Feb, 2019 @ 7:40am 
@ratman, I'm working on a new update, i've got alot of feedback.
Ratman 28 Feb, 2019 @ 12:21am 
Generally good, but overly difficult for offense. Would need more tickets to make a dent on cap points in most rounds.
[SGS]DouFu[S] 14 Feb, 2019 @ 11:29pm 
Thanks
Running on the SGS servers:
---------[SGS]--------- Server QQgroup334896867
47.96.29.228:7799
Jungler 14 Feb, 2019 @ 12:49pm 
btw it's a damn good map
SaLaMi  [author] 14 Feb, 2019 @ 9:08am 
@Jungler, I will probably change that in the next version :)
Jungler 13 Feb, 2019 @ 4:47pm 
can you add the marines instead the army?
dunadan 9 Feb, 2019 @ 1:20am 
really like this one, good job!
PIJIAAAAA 29 Jan, 2019 @ 12:22pm 
Gorgeous map
Kalafior 24 Jan, 2019 @ 7:43am 
NIE BIJ MNIE PROSZE
Killer bozzy 23 Jan, 2019 @ 12:49pm 
Should make a map based on the battle for khe sanh
BoonReal 22 Jan, 2019 @ 5:57am 
this is very nice, always liked these historical maps
SaLaMi  [author] 21 Jan, 2019 @ 8:38am 
@RunThroughTheJungle, No bot support.
RunThroughTheJungle 20 Jan, 2019 @ 11:24am 
can bots run on it?
[PBS] Powerbits 18 Jan, 2019 @ 8:27pm 
Thanks
Running on our servers:
POWERBITS GAMETEAM MIXED 60HZ #1 : 145.239.149.56 :58001
POWERBITS GAMETEAM MIXED 60HZ #2 : 145.239.149.56 :58601
[PBS] Powerbits 18 Jan, 2019 @ 3:31pm 
nice, will test soon
sankara 18 Jan, 2019 @ 3:27pm 
looking good, nice work