Rising Storm 2: Vietnam

Rising Storm 2: Vietnam

VNTE-TayNinhProvince
48 Comments
Luiz_Alex007 23 Jan, 2023 @ 9:49am 
I love it
Luiz_Alex007 23 Jan, 2023 @ 9:49am 
That mortar pit is such a clusterfuck, I am talking one well placed grenade killing 15 people on both sides.
[PBS] Powerbits 13 Apr, 2021 @ 8:36am 
hosted in pbs also
Rowbats  [author] 17 Aug, 2020 @ 4:43am 
Hotfix released: Thanks to the help or Mr.Deds, the issues with the textures in the last middle field being broken have been fixed.
Mr.Deds 9 Apr, 2020 @ 6:50am 
Is there any chance for you to fix the texture on the last middle field? It is the only thing wrong with the map and would love to host this on our server for all the newer players.
Rowbats  [author] 23 Nov, 2018 @ 12:35pm 
Hotfix released: Lighting has been re-built.
Rowbats  [author] 29 Oct, 2018 @ 11:00am 
Hotfix released:
-Removed the adding of tickets and game time once points have been captured, as this was causing the game to give players long spawn times.
- To counter the removal of added tickets, tickets for the South side have been increased to 820, while the North get 800.
-Map time has also been increased to 54 minutes.
-Decals near the end of the map have had their draw distance reduced as they were causing fps problems.
-Overhead map obj overlays have been re-sized, so now they should be the correct size. Points A, F and G are slightly off centre, as the SDK would crash if I tried to centre them correctly.
HupiukkoGaming 28 Oct, 2018 @ 2:13am 
Proud host!

[rs2.fi] Komppania Törni #2 | Campaign | Custom Maps
95.216.18.173:7977
Rowbats  [author] 27 Oct, 2018 @ 10:41am 
Hotfixed released: Fixed the long respawn times that some players were experiencing
Rowbats  [author] 17 Oct, 2018 @ 10:25am 
New Update: Removed the jet animation that plays after the first set of points are capped. Base area at the back of the map is now always visible. Rice paddies have been added to the hedgerow areas before the last cap. VC spawns at the last cap have been moved back, and the ground around the last spawn has been moved down a bit to avoid spawn killing. South players will gain 30 reinforcements after the first two points have been capped as well as 160 seconds (2.6 minutes). Both North and South teams will gain 150 reinforcements after the second to last cap points have been taken. Added to this, 6 Minutes of time will be added to the game after the second to last point has been capped.
Rowbats  [author] 19 Sep, 2018 @ 12:29pm 
Lighting issues in the map have been fixed, new updates soon to come with scout helicopters possibly being tested. Time and reinforcement bonuses are also being played with to help the attacking team.
Nuca de Dolj 11 Mar, 2018 @ 9:57am 
best map ever
[PBS] Powerbits 8 Mar, 2018 @ 5:38am 
Its running on the POWERBITS GAMETEAM MIXED ( 23.111.81.172:8077), currently nr 1 ranked server...
Rowbats  [author] 15 Feb, 2018 @ 7:13am 
Hotfix 4 released: Spawn Pawns changed around to try and prevent crashes, Tobacco plants now have no collision making it easier for players to advance forwards, Objectives C & D now lock
Rowbats  [author] 2 Feb, 2018 @ 12:52pm 
Hotfix 3 released: Points C & D now lock after capping, No arty volume at the last point pushed back a bit, Spawn protection near C & D for the VC pushed back a bit to help the US team hold the objectives, Players can no longer crwal under the hut near C, Smoke now arises from the burnt base to help give players a sense of direction, LOD palm trees have been added in the distance of the no play areas
Rowbats  [author] 7 Dec, 2017 @ 10:59am 
Hotfix 2 released: Player spawns have been spaced out to help prevent servers from crashing when two players spawn too close to each other
Jet animation sounds now play in the right area
Rocks added near the last point to provide cover for attackers
After many requests the first two points A & B now lock individually.
Rowbats  [author] 19 Nov, 2017 @ 12:29pm 
Hotfix released: Player spawn points have been spaced out to help prevent servers from crashing when two players spawn too close to each other

Ambient sounds should now work
Rowbats  [author] 30 Oct, 2017 @ 5:35pm 
Final version released:

Added 100 tickets to both sides
Set the maximum map time limit to 32 minutes
Sacrificed a small child to Satan
Added pathfinding nodes to the map so that bots should work and US squad leader spawning should be smoother
Finished adding detail and meshes to all the interiors of the map, now buildings should no longer feel empty
Rowbats  [author] 29 Oct, 2017 @ 4:22pm 
Version 2.8.3 released:

Added static meshes and details to the interiors of 98% of the huts in the map, now there is detail and cover inside these huts
Changed some of the sound volume settings to reflect the size of the huts they are on
Added stairs to some of the huts so the player now no longer has to vault to get into the hut through the front door
Rowbats  [author] 28 Oct, 2017 @ 12:22pm 
Version 2.8.2 released:

Added small room sound volumes to the huts in the level
Added some bushes near the first two objectives to try and block the line of sight for defenders
Added burnt trees and rocks in front of the last objective to block the line of sight for the defenders
Placed a bunch of fire sound nodes in the burnt areas
Rowbats  [author] 25 Oct, 2017 @ 10:53am 
Version 2.8.1 released:

No tunnel volumes have been added to objectives under US control, meaning that the VC can no longer spawn behind US lines
Added reverb volumes to the tunnels under the map
Changed the sounds of the airstrike animation to in game sounds, meaning that eardrums will no longer be burst by the sonic boom
Moved the VC spawn further back at the last objective, also added trees to help prevent VC players getting shot at spawn
Added colliders to huts that players could walk through
patpatyos 1 Oct, 2017 @ 7:00pm 
I thought this was an official map nice job :steamhappy:
=BiH=Beaster 1 Oct, 2017 @ 8:19am 
Added to the server.. nice work..thnx.
[PBS] Powerbits 10 Sep, 2017 @ 1:42pm 
so its compatible?
Rowbats  [author] 10 Sep, 2017 @ 9:59am 
Version 2.8 released:

Added tunnels between E & F and G to help the US team advance towards the last point
Added an ammo supply point and radio into the new tunnels between E & F and the last point
Added hills and trees into the background of the map to make the area feel more immersive
[PBS] Powerbits 31 Aug, 2017 @ 1:37pm 
need a fix for latest patch pls
liquidcactus 21 Aug, 2017 @ 8:20pm 
Wow that is a sexy looking map. I love the orange saturated sun sets of vietnam
Rowbats  [author] 11 Aug, 2017 @ 9:12am 
Version 2.7.1 released:

Fixed the purple texture issue, again
Rowbats  [author] 10 Aug, 2017 @ 3:42pm 
Version 2.7 released:

Disabled lockdown for the final objective
Fixed the purple texture issue
Rowbats  [author] 4 Aug, 2017 @ 5:54pm 
Version 2.6 released:

Changed the draw distance on grass and removed the ability for them to cast shadows
Changed the cull distance volume to help improve fps
berto 4 Aug, 2017 @ 9:38am 
This map is a FPS KILLER. Please needs optimization asap. Reduce grass and vegetation maybe a little. But most grass i think.
telamiina 29 Jul, 2017 @ 11:18pm 
Also that sun or something makes map really demanding. Lots of people said that they had low FPS in this map.
telamiina 29 Jul, 2017 @ 12:19pm 
More rocks.
Points are to close to eachother.
Cap zones are really really small.

Last part is really fun as teams prepare for attack and defence.
[~AJ~]Luk 27 Jul, 2017 @ 2:58am 
What do you think about a few bicicles at the houses and a bit of junk around the houses?
Rowbats  [author] 26 Jul, 2017 @ 2:24pm 
Version 2.5 released:

Fixed an issue where the US team could not attack the last cap due to spawn protection stopping them from using weapons.

Fixed a bug with the last objective that enabled E & F, now E & F are no longer allowed to be captured when G is enabled.

Fixed Spawns from C & D from showing when E & F are enabled.
Rowbats  [author] 25 Jul, 2017 @ 11:49am 
Version 2.4 released:

Two new objectives have been added to the start of the village along with two new spawns for each side. The new objective will appear between A & B and the old locations of C & D.

The recon cooldown timer for the US has been reduced to 140 seconds from 300.

Map bounds and spawn protections have all been tweaked and enlarged to stop players from sneaking behind spawns.

The F4 animation that plays during the match is fixed so that it is no longer seen floating in the sky each end of the map before and after it starts.

The sound volume for the map now has a priority of 1.
Rowbats  [author] 19 Jul, 2017 @ 2:56pm 
Version 2.3 released:

Tunnels are now fully lit in areas that have room for objects.

Support beams have been added in to hide clipping and lighting issues that could be seen in tunnels, as well as to help break up long repetitive sections.

Crates and other objects have now been added into tunnels to break up areas and provide cover during firefights.

Character preview models for both US and NVA forces have been placed into two different areas with backgrounds to fit the theme of each army.

A radio has been added to one of the tunnels under the market area near objective D.

Two ammo supply points have been added into tunnel areas around the map.

Map time has been increased to 40 minutes.
[PBS] Powerbits 17 Jul, 2017 @ 12:57am 
running nicely on the POWERBITS GAMETEAM MIXED 60HZ server...look us up on www.pbsgameteam.com
----- HeiSe ----- 16 Jul, 2017 @ 1:34pm 
Map time is too short, the map time at least 40 minutes, this map is suitable for adding M113APC
HupiukkoGaming 16 Jul, 2017 @ 10:13am 
Hi, when can we expect a new version? Finnish RS2 Community hosts custom maps events on Saturdays. In these events we playtest the latest custom maps in order to find new maps for the rotation. We do not trust on SWS so we distribute the map files beforehand to the community so everyone has the maps downloaded before the event.

We usually lock the maplist for the event on Wednesday/Thursday. Will there be a new version of this map later this week or can we playtest this?

Keep up the good work! :SpookyInbound:
Andrew 15 Jul, 2017 @ 7:04pm 
If there are smart bots we could play it
Camper 14 Jul, 2017 @ 11:55pm 
great but underplayed map.
Rowbats  [author] 14 Jul, 2017 @ 8:29am 
Version 2.2 released:

Combat zones are fixed that they no longer persist when a new round starts
Zachery Moe 13 Jul, 2017 @ 1:37pm 
Glad to see V2. The changes are quite welcome, especially the one about the bunkers at the last cap being invisible. Nudge, nudge.
Rowbats  [author] 13 Jul, 2017 @ 1:31pm 
Version 2 released

Change log:

Most of the tunnels in the map are now populated with items such as crates and tables as well lights in areas.

Bushes now no longer clip through tunnels blocking paths.

An extra room has been added to ammo dump near D.

An overhead map has been added allowing players to no longer get lost in the wilderness of Vietnam.

The capture time on the last objective has been extended.

Bunkers at the last objective no longer fade out of view for the attackers.

The combat zone has been changed so players can no longer run out of the map

The jet animation has been scripted to start a few seconds after A & B have been captured and has also been slowed down.

Spawn protection near C & D have been moved around.
HeroShot 13 Jul, 2017 @ 9:40am 
Added to Failboat Tactical Warfare servers. Will let you know what the community says. Also, per the request of Boxman, it would be very helpful/appreciated it you could add in map overlay support for commanders and squad leaders.
BloodMalice 11 Jul, 2017 @ 7:03am 
Playing this map on the Bloodbath servers now. Will let you know of any feedback!
_BOXMAN_ 10 Jul, 2017 @ 10:09pm 
https://www.youtube.com/watch?v=VgnQq9MjE5Q

Could you? please, the black void of nothingness... So lost... So empty... Map looks good!