Rising Storm 2: Vietnam

Rising Storm 2: Vietnam

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VNSU-HueCity_Redux
   
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MAPS: Supremacy
Tags: Map
File Size
Posted
Updated
641.664 MB
23 Feb, 2019 @ 9:29am
8 Mar, 2019 @ 4:29pm
3 Change Notes ( view )

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VNSU-HueCity_Redux

Description
Hue City Redux

This is a completely revamped Supremacy Hue City, allowing both teams to push and pull through the entire map using the Territory layout of objectives, plus some new additions.

For balance reasons a new objective has been created on the U.S side of the map, giving each team 3 objectives within their own half, divided by a central objective (the Citadel wall). The Citadel wall has been modified, with more room on the northern approach to flank around it, hopefully this will alleviate some of the pressure for the U.S team normally associated with this bottleneck.

Objectives within a team's half the map enable forward spawns upon capture, D also enables forward spawns for the team that captures that objective, giving them a boost for invading the other half of the map, this makes objective D a crucial point. These spawns also enable/disable based on enemy proximity, so there is no threat of team killing or red screen interference and gives attacking teams a chance to push the defenders back.

I've also done a little more optimization on the level, and slightly reduced the number of RPG/LMGs/M79s roles to lessen the spam.

I'd like to thank ETucc and Bloodbath for hosting a Supremacy server and giving feedback, as well as bringing attention to SU Hue.

Direct Link: https://www.dropbox.com/s/1lni3xhjglurido/VNSU-HueCity_Redux_v3.rar?dl=0
10 Comments
PsychoPigeon  [author] 9 Mar, 2019 @ 3:05am 
Updated to v3:

- Added new objective and area South of the citadel gate.
- Removed forward spawn for VC, increased forward spawn location for Marines to help fight against tunnels.
- Added a no tunnel volume to the U.S side of the map, anywhere past the citadel wall on the U.S side is off-limits to tunnels. This is to help balance because the U.S have no hueys.
- Tweaked points per objective.
PsychoPigeon  [author] 5 Mar, 2019 @ 12:26pm 
Thanks for the feedback. There's a view of your points I'm addressing already. But the tunnels are difficult to balance, it seems like the U.S just need more of a boost to help counter them, perhaps the forward spawns could be tweaked. Helicopters... eh I can see why they would be asked for but I don't want to be the one trying to make them work on this map :P Sorry.
Vankovski 5 Mar, 2019 @ 10:53am 
Hey PsychoPigeon, I'd like to leave my thoughts on the map after about a week of play on Bloodbath: Rolling Thunder. A meta for the North has developed that involves tunneling on the southeast side of the river in order to back cap B and cut the South off from D. What I think this map could benefit from is a corridor on the North end of the map by which the South could pass by Delta as easily as the North can on the South end of the map. I also think it would be beneficial to non-linear gameplay to split Delta in half to make a north and south delta point on the wall. We have also had regulars ask if it would be possible to add helicopters to the map.
PsychoPigeon  [author] 5 Mar, 2019 @ 3:12am 
My goal is to make people at least want to play it compared to the existing version that was being left off servers.
A Disease 4 Mar, 2019 @ 11:10pm 
awesome man looking foward to playing it. much respect to you, Hue City isn't an easy map to adjust to Supremacy. gl.
PsychoPigeon  [author] 4 Mar, 2019 @ 3:02am 
The spawns did move up for that exact purpose but the feedback I received mentioned they were making the map feel too small. The forward spawns are still there but only go up as far as the front of the home base. I've got some changes coming which should help the flow, opening up a new objective south of the wall which means having to build more of the area up and create more flanking routes.
A Disease 3 Mar, 2019 @ 6:00pm 
Should move the spawns like Cua Viet for the Americans. So Delta isnt the only tug of war point. So maybe.. If the Americans cap Delta they should be able to spawn at B and C. If the americans cap Fox they should spawn at Echo and Delta... just a suggestion. Hue is a difficult map to SU so.. its gettin better man i enjoyed it.
PsychoPigeon  [author] 2 Mar, 2019 @ 10:30am 
Tug of war is good, but if it's only occurring over D I think the points need to be revised because your own half + objective D means you are winning, not by much, but still maybe it's not creating enough incentive. Or people just haven't learned the map yet, it's probably a bit of both. I'll have a think about it, maybe I can do something more with the flanks of the citadel walls to split people up.
BloodMalice 2 Mar, 2019 @ 9:57am 
Again, I would suggest splitting up the middle objective into a north and south objective. The meta still seems to be a tug of war over D and not particularly fun. This straight line approach really needs to be revised and simply isn't appropriate for SU.
PsychoPigeon  [author] 28 Feb, 2019 @ 2:06pm 
Updated to v2:
- moved the U.S homebase spawn to be directly behind their objective.
- Removed a forward spawn and pushed back the spawn that activates when you capture objective D, I hope this lets players find gaps in the lines more often.
- Shortened the citadel wall objective cap zone.