Rising Storm 2: Vietnam

Rising Storm 2: Vietnam

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Hue Compound Supremacy
   
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MAPS: Supremacy
Tags: Map
File Size
Posted
Updated
849.871 MB
1 Feb, 2020 @ 4:51am
10 Sep, 2021 @ 7:36am
39 Change Notes ( view )

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Hue Compound Supremacy

Description
Hue MACV Compound - Morning of the Tet Offensive
During the Tet Offensive the PAVN 4th Regiment 804th Battalion and along with a few NLF
companies and a sapper battalion attacked the modern city of Hue, some of whom attempted to take
the MACV compound early in the morning of January 31st 1968.

Re-live one of these battles during the Tet opening days and fight through historical locations like
the MACV-Compound, the Jeanne d'Arc High School, the Le Loi Elementary School,
the Republic of China Consulate, Thừa Thiên Province Administrative Office
and a lot of custom buildings that are based on historical photos!

Map Info
- Massive expansion of VNSK-Compound
- Designed with the M113 in place! (needs ACAVMode for TE/SU, GOM for ROK version)
- Numerous Custom & RO2/RS/KF2 Assets
- Numerous Custom Buildings modeled in Blender


Location: Huế, Thừa Thiên Province. -> Quang Nam region in Campaign Mode.
Filename: VNTE-HueCompound, VNTE-HueCompound_ROK, VNSU-HueCompound, VNSK-HueCompound, VNSK-HueConsulate

Default Factions: Viet Cong vs US Marines
VNSK-HueConsulate Factions: Viet Cong vs ARVN
GOM ROK Factions: ROK Tiger Mechanized Division vs North Vietnamese Army

Single Player:
- open VNTE-HueCompound?minplayers=64?maxplayers=64?timelimit=1 200 - addbots 64

Built by Rambo FlamingDart & Topcat
SWS Link TE: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2055573712
SWS Link ROK (TE,GOM): https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2235134425
SWS Link SU: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1985433026
SWS Link SK: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2055535938

Special Thanks:
Oakts – Custom Houses Meshes (corner & adherent building), custom texture (RisingProduce)
IceFuse – Custom textures (Tet banner, Police Car, RVN Poster, Newspaper,
AutoExport, Dusty/Fog Glass)
SgtJoe – Custom textures (ROC-, ROK-, RVNAF-flag and RVNP police sign), M48A3 Patton Mesh
Hoover – Custom textures (Pynos, Tracy, HungHoa, ComTam,ThitCay, Photocopy,
ThanhHai, SuaXe, Tailors), overhead map art, Blender Support
Pigeon – Ruined Wall Meshes
Zachery Moe, Nymets1104, UncleFester, oakts, Pigeon, SgtJoe, Hoover – SDK Help & Support
Mr. Deds and his community for testing and help improving!

3rd Party Content:
Renafox/Hoover - M725 Military Ambulance
Falls under the royalty-free Sketchfab standard license and has been modified for ingame purposes.

13 Comments
Rambo FlamingDart  [author] 8 Mar, 2021 @ 12:17pm 
Yeah the TE version is now the "main version" since TE is way more popular then SU.
Originally the map started as SU but we then made the other game modes for it. Especially the TE version was a popular request. And imho it's also the most fun version to play.
Future changes/fixes are mostly TE related especially since it's where we get most feedback for.

The Treasury (F) objective in the SU version is intentionally not part of the supply line and thus worth no capture points.
It enables an additional dynamic spawn point to the right side of the map that gets enabled for the team that controls F.
I implemented that to provide kind of a forward spawn to make the gameplay more dynamic as previously when we played the (older) SU version most rounds ended with a staggering "frontline" between the post office and the LeLoi school.

Frecyboy 8 Mar, 2021 @ 11:51am 
Hi Rambo. Thanks for the quick fix, it's working now.

Another thing I'd like to ask - isn't capturing the F point worthless as it got 0 points to earn, and isn't part of a supply line?

Didn't got the change to play your map in Supremacy mode on a crowded server so far, but I guess that's intentional and I'll see why when I get to play it with some people :)
Rambo FlamingDart  [author] 7 Mar, 2021 @ 9:01am 
Hey Frecyboy
Thanks a lot for your feedback!
You were right, in the SU version there was the wrong objective-volume linked to objective I. Leading to the issue you described. I just fixed that with the recent update.
Cheers
Frecyboy 6 Mar, 2021 @ 3:25am 
Hi, thanks for your work. For me there seems to be something wrong. The cap zone for I is located at the A point (besides the A cap zone). Can you replicate that?
Rambo FlamingDart  [author] 30 Mar, 2020 @ 2:28pm 
- added TE version and two SK versions.
- proper collision model and lightmap for all custom meshes
- all BSPs converted to static meshes
- overall optimization and polishing

If you have issues with a missing package, clear your cache.
Stormtrooper EM-1992 13 Feb, 2020 @ 6:09pm 
That's the one I was looking for! In that map, I need to look for the moment where Freddy Gonzalez was in.
[PBS] Powerbits 8 Feb, 2020 @ 10:15pm 
could you make a Territory version?
Topcat  [author] 7 Feb, 2020 @ 12:43pm 
Hi vol.ehren, you probably try to use bots, but this map doesnt support them. Can you tell us normal gameplay on dedicated server with real players is running normal? Grtz and thx
Rambo FlamingDart  [author] 6 Feb, 2020 @ 1:37pm 
Oh thanks for reporting that. Didn't got into that issue when I tested the map.
Did this happen on the main allies spawn or on the second spawn objective once taken?
Dave1072 5 Feb, 2020 @ 7:31pm 
Doesnt seem to work for me. allies spawn and then sort of just teleport around spawn fasing in and out of existrance