Rising Storm 2: Vietnam

Rising Storm 2: Vietnam

VNTE-DaLat
IceFuse  [developer] 2 Nov, 2018 @ 2:56pm
Suggestions/Feedback
I'm totally going to move up that spawn in the next update but let me know what else should get changed/added/modified!
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Showing 1-7 of 7 comments
AlmostBlue 19 Jan, 2019 @ 7:34pm 
hey, so the things that i remember was that the sound didnt work for the environment i.e. rain, ummmmm i think it was the cliff on E that the defenders couldn't defend because of the easy spawnkilling and on F the attackers couldnt take it at all. also i think it was bravo that half the tickets were used on because the arvn couldnt take it. plus something else but i forgot, anyways hope that helps a little bit good luck keep up the good work
IceFuse  [developer] 20 Jan, 2019 @ 8:56am 
@blue Good news, map will be updated with these changes (i.e. small right flank passage of waterfall and locked BC captures) in the next hour or so
IceFuse  [developer] 20 Jan, 2019 @ 11:11am 
Map Updated
Mr. Fry 12 May, 2019 @ 2:21pm 
I’ve played this map a few times and in those few times the ARVN have just swept the VC. On a lot of the objectives the VC barely get any time to set up a decent defense from losing their last objective. One good example would be objective D. This point is always taken so fast by the ARVN. Objective E to me isn’t a very practical objective. I’d completely revamp that point to have more cover for defenders, better defensive positions, and just harder for the ARVN to take. But when objective E is capped I’ve noticed the VC don’t have enough time to regroup and defend F effectively. And of course objective H. ARVN are on top of this point so fast. I think it’s cap zone is to big and should be shortened , catering more to the VC spawn.

Another suggestion might be to increase spawn times for ARVN and decrease spawn times for VC.
MrFF309 6 Oct, 2019 @ 5:22am 
Hello,
I would like to say that I like the map, you can flank and have a wide map. Two things I mostly miss from most RS2 maps but I would like to ask if its possible to add more tickets to the attacking team? The attacking team struggles really hard to get past Echo because they run out of Tickets
Is it also possible to add the opportunity to place tunnels in the waterfalls behind E?

I really like Dalat its fine and FPS wise its nice, I would welcome your response.
IceFuse  [developer] 7 Oct, 2019 @ 6:15pm 
@=D= MrFF309
Thanks for the feedback, never be afraid to give me the input the map needs!
As for your comments, it's more so fixing E so it's more accessible to the attacking team to balance out the ticket usage, along with the amount of time.
As for the waterfall tunnels, those originally linked to the top of the falls but i removed access to them since they were too much of a hassle to link them to a better flank. They serve as a spawn point now just for D part of the map.
The issue with having updates is just the time that I have, among the 5 other customs I got that I work on too, along with other things I do throughout the day. A sizeable balance update will come in time.
Gao the Acapnotic 20 Nov, 2021 @ 8:49pm 
Amazing map! honestly real talent whoever thought about it and made it.
By far one of the most beautiful looking custom maps i've seen yet, looks like a classical chinese painting, great sniping and counter sniping opportunities, as well as creative points and cheeky spots.
Only problem is it's terribly unbalanced, the attackers have nowhere near enough tickets considering how onesided most points are (specially the middle ones), it should be at least 100-150 lead tickets to attackers and even then an unorganized team would still fail to take it consistently, also please do a better job covering spawn points for attackers (and defenders too), the most spawn killing I've suffered in a while.
With that patched it has potential for being one of my favorite maps in the game!
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Showing 1-7 of 7 comments
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