Rising Storm 2: Vietnam

Rising Storm 2: Vietnam

VNTE-HaoDrangValley
14 Comments
rocket_pod_man 8 May, 2021 @ 12:23pm 
LET THE FRAMES HIT THE FLOOR
HupiukkoGaming 20 Oct, 2018 @ 4:05am 
Hey, for the campaign you should make this map locked for north defending only due to the tunnels. North attacking is way easy otherwise.
Spets_Ru 17 Oct, 2018 @ 10:06pm 
HA! Gina.....
SQHQ 12 Jun, 2018 @ 2:16pm 
i love the black hole in this map lol
https://youtu.be/bhjj-Yd46ec
KimchiSmash 27 Mar, 2018 @ 3:15pm 
I felt this map has some good potential, but then I realized:

-There are 8 DSHK placements covering an enclosed flat out terrain sizing approx. 600*400m;
-5 of these DSHK are packed within a 150m radius...
-VC also gets 3xMG slots (1xMG for US) and 3xRPG slots, and the main VC stronghold area has 5 fixed radio placements within 150m radius.

No offence, and good effort. But, how would you advise us to not see this as a prank on pilots?
dunadan 16 Mar, 2018 @ 2:19am 
Map is pretty enjoyable to play but really needs work on the lighting. It's all very bright, some of the tunnels are very bright some are way too dark, the vegetation also looks terrible as a result.
Maybe use some of the techs used in the Australian DLC, like rain, mist and cloudy environment.
There are also vaultable sandbag obstructions on the middle road with spikes on the other side, which killed half a dozen viets last time I played while we rushed past first objectives.
But yeah, biggest issue is mood of the map.
General_Lechna 14 Mar, 2018 @ 5:13am 
Unoptimized as hell, heavy framedrops everywhere from over 80 to the low 20....majority at the beginning in the forest/woods.....
[PBS] Powerbits 8 Mar, 2018 @ 5:37am 
Its running on the POWERBITS GAMETEAM MIXED ( 23.111.81.172:8077), currently nr 1 ranked server...
HupiukkoGaming 6 Mar, 2018 @ 2:26am 
You can find this map in our recently opened server dedicated for Round 2 entries:

[rs2.fi] Komppania Törni #2 | Custom Maps Only
88.194.145.228:7977
livst1d 26 Feb, 2018 @ 9:33am 
Feedback on the last spawn zone for ANZAC: Either move the spawn somewhere else, or remove the Dushka from the building ANZAC spawns behind. One NVA can easily sit on the Dushka and kill people spawning in without the new spawns being able to even react.

The final cap also needs to either be closer or more cover needs to be given to ANZAC moving up. It's easy for NVA to sit on the far flanks and have free shots on ANZAC running through the open.
Dark Messiah 17 Feb, 2018 @ 11:04am 
Helicopters immediately drop from the sky by just going out of the playable area. Nice.
Waitumus 1 Feb, 2018 @ 2:03pm 
Just my feedback from playing a match,
-The lighting needs to be fixed, alot of black zones and harsh shadows
-Random fires around the map, need to have a reason
-The last cap point NEEDS to be closer and not have big open fields to it
-The sidewalks are too high up (are floating above the ground)
-Random cars are floating
-some of the broken walls need vaulting over when you should be able to run straight through
-The lighting in the tunnels is broken
-The ferns and plants on the edge of the map seem far too big :P
-Pilot slot needs the loach to be attached, but tbh this map doesn't need a chopper
-The recon plane seems a bit low, and the other commander abilities seem too high
KimchiSmash 31 Jan, 2018 @ 8:50am 
Are the pilot slots actually gonna do anything or they are for relaxing 4 dudes at the backcamp?
ReV0LT 31 Jan, 2018 @ 3:32am 
Just observing, but for a small town there seems to be a lot of cars.