Rising Storm 2: Vietnam

Rising Storm 2: Vietnam

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VNTE-DeathHills_01
   
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Tags: Map
File Size
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250.543 MB
23 Nov, 2018 @ 3:30pm
1 Change Note ( view )

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VNTE-DeathHills_01

Description
Updated 24.11.2018. MOST RECENT VERSION OF THIS MAP!

Updated 18.11.2018

- New production quality lightbuild.
- Added dshk spawns for NVA.
- Replaced dshk on US Base objective with static US HMG.
- Fixed the issue with carpet bombs. All factions should now work with campaign.
- Added few additional weapon spawns for Hill objective.
- Increased final objective capture time from 48 -> 50


US Forces have build base at top of the large hill which has been overrun by NVA forces. Marines must recapture the hill. Some of the troops have been sent to search and destroy mission to find hidden cave which is rumored to be filled with rice. Mission is to retake the base and then continue the mission to find remaining NVA hideouts.

Territories version of the map.

- 6 unique objectives to capture.

- Great places to setup traps.

- Snipers and machine gunners can use terrain elevation change as advantage on many objectives.

- Loach added.

Updated 28.08.2018

Details:

- All new Spawn points, proper spawn protections and artillery volumes.
- Objectives C and D are now separate objectives. Increased cap time on both.
- Added Loach to objective A helipad. Risky takeoff before A and B are capped.
- More detail to A objective.
- D objective now has small temple
- New objective and map borders with updated overhead map.
- Added 2 more MG's.
- +1 rpg class
- Lowered some meshes on E Hill OBJ, so it gives snipers more visibility to take 300m shots from A objective.
- More lights to tunnels.
- Reduces round time to 35min
- Reduced tickets to NVA 530 Marines 600. Will update these if needed when I get more feedback.
- Optimization and small bug fixes

Direct Link: https://drive.google.com/open?id=1iuNxRSHIQyFexh340xr-Cv-1RQW-iz2L

Ini Link: https://drive.google.com/open?id=1DcbJQhrdbCaVlMY0SNAH-CmX4VXevLLD
3 Comments
HISlawyer 3 Dec, 2018 @ 7:01pm 
For a map like this, I think it would play much better if A and B locked. A in particular would work well as a 'springboard' for the southern team to give itself some forward momentum. As it stands, A and B are mostly ticket-sucks, which often leads to the south prematurely running out of tickets.

I also think A should be further fortified to assist the attacking team go after C and D. Another M2 HMG facing towards C would really help the attacking team. It doesn't sound lime much, but it can make a huge difference given the 'Fortress' objective isn't entirely resistant to .50 BMG!
Zeus69 25 Nov, 2018 @ 11:36pm 
Hello to all of you

You can test this new feature on our server[FR] Dream Team Clan - Territory 149.202.88.88.128:7690 and 149.202.88.128:7790 campaigning Good games for all
[PBS] Powerbits 23 Nov, 2018 @ 9:17pm 
Thank you! Its running on the PBS servers:

POWERBITS GAMETEAM MIXED 60HZ #1 : 145.239.149.56 :58001
POWERBITS GAMETEAM MIXED 60HZ #2 : 145.239.149.56 :58601