Rising Storm 2: Vietnam

Rising Storm 2: Vietnam

96 ratings
VNTE-Sledgehammer
   
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Tags: Map
File Size
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308.511 MB
4 Apr, 2019 @ 10:44am
12 Jul, 2020 @ 3:08pm
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VNTE-Sledgehammer

Description
Territory version of Operation Sledgehammer - featuring new objective areas and a Huey for M60 support. PAVN troops fight up hill to attack a remote jungle base.

Features:

Attackers: PAVN

Defenders: US Army

Round Time: 25 Minutes

Direct Download version 2: https://www.dropbox.com/s/r8p1qko849lw9d2/VNTE-Sledgehammer_v2.rar?dl=0

- allowed roles to be reversed
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.