Rising Storm 2: Vietnam

Rising Storm 2: Vietnam

VNTE-Sledgehammer
29 Comments
LemoN 18 Feb, 2023 @ 6:14am 
are u the one using my video lol
[PBS]ChloeSambaMrFongside 24 Aug, 2019 @ 12:39am 
Nice map, but the defender respawn time is too long, I suggest lowering it down to 10 seconds instead of 19 seconds. The attackers have too much advantage at A which the attackers keep rushing at my position when I try to defend A not giving me time to find the attackers to shoot them first. I suggest adding more cover for the defenders and more defense positions next to all the objectives. I played this map so many times in the Hardcore server and I lose as US most of the time.
Spectre 3 Jun, 2019 @ 3:28pm 
@Psycho, I believe the issue is that the US are forced to defend the very rear of each OBJ which makes them easy to spot and pick off from extreme distances whilst the huge empty spaces on the side allow for enemy flankers to create massive amounts of carnage. Most of the effective firing points are elevated and thus offer good vision, but it skylines you so its easy to again be sniped with irons from 200m. Plus enemy horde rush's only need to hide behind one part of the massive OBJ capture area.
SmokedProphet 2 Jun, 2019 @ 12:41pm 
I really like the layout and concept of this map, but it has one huge flaw. The Huey. I think removing the Huey would help out the US a lot. I've never seen it be useful on this map, most of the time it's an SL and ticket trap. It's a cool thing and creates a cinematic atmosphere, but it does not work in gameplay terms. If you really want a helicopter on this map, maybe a Loach would be better. Other than that I think it's a great map.
PsychoPigeon  [author] 2 Jun, 2019 @ 10:46am 
The other feedback says the lines of fire are too great for the US, are they wrong?
Spectre 1 Jun, 2019 @ 1:47pm 
Just food for thought, I have played this map 5 times on the Bloodbath tet offensive server and have never felt so compelled to tell someone their map needs balancing so badly. The US are always being encircled cause their lines of fire are so shit with all the hills the VC just encircle the OBJ's or rush them from two feet away. I love the aesthetic, but I would literally rather rip my penis off and kill myself than play this map anymore as the US.
PsychoPigeon  [author] 16 May, 2019 @ 5:00am 
Thanks for the feedback. I'll take what you've said in to account and look at the map and see what I can improve
Shammer 15 May, 2019 @ 10:14pm 
On the plus side:
+Pretty map! Somewhat peaceful to play in the river.
+Everyone on the map enjoyed the scripted rain that comes in the middle of the match. Would it also be possible to add a fog effect in the middle or close to end?
+Transport pilots trying to land their guys will have some interesting adventures with the long ranges at hand.
Shammer 15 May, 2019 @ 10:11pm 
In addition to Blood+ Chaplain’s suggestions:
The out-of-map zones can hurt attackers trying to flank, leaving them trapped. I'm specifically thinking of instances south of the area between A+B, as well as South of B. Expanding them gives attackers something of a chance.
-Given the importance of smokes for the current map variant, it's strange that attackers lack any ammo points between their current spawns and the points. Ammo boxes behind cover could serve as "checkpoints" for the attackers to reach and rearm.
-More on-map radios would be ideal when radiomen are gone/suck
-Would it be possible to have underground passages/ trench networks between the attackers and defenders? They'd be able to provide necessary movement routes that don't getting sniped in all directions. In addition, they could serve as close quarters, chokepoints and provide a much needed break from the long-ranged sniperfests ( This was implemented with some success in DMZ + Hue)

BloodMalice 15 May, 2019 @ 9:46pm 
- Slightly reduce the CDs for attacker TL abilities and slightly increase for the defender.
- Move up the attack spawns a bit. They're unreasonably far and don't move up much after a capture.
- Map needs a LOT more hard cover. More tree stumps and craters and other debris would be nice.
- Add more sloped valleys to provide cover to move up and around. The defenders have insane sight ranges on the attackers. Refer to Hill 937 sight lines.
- The west flank hardly has any cover to move up. Defender sight lines are long here compared to the east flank.
- Consider increasing the strategic importance of C over B. C is a summit that oversees the other objective. Consider moving one attacker spawn forward a bit and a defender one back a bit to reward its capture. This crucial high ground provides suppression of the lower hill in B. You may even consider having a shorter cap time for B and a slightly longer one for C too.
- Increase the time of the map by 3-5 more minutes.
Dr. Chaplain 15 May, 2019 @ 9:33pm 
Theres needs to be way more hardcover for attackers, theyre far too much open sight given to the defenders.
Gonzo 11 May, 2019 @ 10:53am 
Maps is way to small and open for a transport helicopter along with the fact that theres no good place to land easily, better to just take it out helps the south not lose ticket so fast if its gone
Bromley 8 May, 2019 @ 6:43pm 
the US spawn times are incredibly long on this map, 20 seconds. Makes it very hard to hold out as attackers. not sure what attackers spawns are
bofeity 24 Apr, 2019 @ 12:12pm 
Next level looking (and sounding) map!
From what I noticed the time overall is too short for the map considering there are lockdown objectives.
Erik Rosalén 14 Apr, 2019 @ 11:17am 
this map would do excelent for Korean War Mod
poopswag2011 12 Apr, 2019 @ 9:43am 
the m60 on the huey doesnt do anything mate, better to add a bushranger instead
Rambo FlamingDart 11 Apr, 2019 @ 12:39pm 
I found it out by looking where to place the map for campaign mode. Not a big deal since in RS2 the mentioned provinces all lie in Binh Long 😉

I found the following map to be very helpful:
https://en.wikipedia.org/wiki/1963_in_the_Vietnam_War#/media/File:South_Vietnam_Map.jpg

[PBS] Powerbits 11 Apr, 2019 @ 3:34am 
Great graphics, hope you plan to make more maps like this
PsychoPigeon  [author] 10 Apr, 2019 @ 9:26am 
You are right, I used a modern map because so many of the other provinces kept the same name. Opps!
Rambo FlamingDart 10 Apr, 2019 @ 6:42am 
Map looks great and plays well so far!

Just a small thing I noticed while reading the mission description:
As far as I know Bình Phước Province didn't exist until 1976 and resulted from of a merger of two former provinces: Phước Long Province and Bình Long Province, which existed before reunification ;)

Michael Computer Gaming 9 Apr, 2019 @ 7:28pm 
epic
[PBS] Powerbits 7 Apr, 2019 @ 9:56pm 
Running on our servers:
POWERBITS GAMETEAM MIXED 60HZ #1 : 145.239.149.56 :58001
POWERBITS GAMETEAM MIXED 60HZ #2 : 145.239.149.56 :58601
Why me 7 Apr, 2019 @ 6:57am 
nice
PsychoPigeon  [author] 6 Apr, 2019 @ 10:39am 
The other helicopters are too powerful in this situation, I want people to have some fun firing the 60's while not completely hindering the chances of the North. I don't expect the Huey to land much since there's an option to go back in to the spawn menu from the helicopter itself.
fluudah 6 Apr, 2019 @ 10:00am 
I feel like a Bushranger or a Loach would be a better fit in this map, at least if the role of the helicopter is to provide fire support (like the map description leads me to believe). The Huey is forced to land if more than two people spawn in, hindering its fire support capabilities. The fact that there are limited landing areas which are out of RPGs' reach and closer to the objectives than the static spawns also make the Huey less effective.
ultrazero 6 Apr, 2019 @ 1:25am 
the production reminds me Men of Valor
Not A GDR Spy 4 Apr, 2019 @ 3:45pm 
Aw yeah, a helicopter map. We will be testing this on the helicopter server for sure!
IceFuse 4 Apr, 2019 @ 1:16pm 
NICE
Fa Ngum 4 Apr, 2019 @ 1:12pm 
sexy