Rising Storm 2: Vietnam

Rising Storm 2: Vietnam

VNTE-KheSanhHills
34 則留言
RebelSoldier 2023 年 9 月 2 日 上午 8:31 
server that runs this great map:
RebsOldSkool|US|MapVote|CustomMaps|Realism
154.127.54.184:58401
SaLaMi  [作者] 2019 年 9 月 9 日 上午 11:56 
New version coming soon, last point getting balanced.
Londonshanker 2019 年 9 月 9 日 上午 9:19 
Love the map however last point is still too much of a choke point imho. I think some of the trees/bush in the riverbank(defensive side) should be removed. If the last point gets balanced, I would then reduce amount of tickets for attackers.
8114 2019 年 8 月 20 日 下午 6:18 
Lovely map through and through, but the last objective seem a bit blocked by the mountain, we would had won the game if the mountain hadn't blocked the napalm canisters, not much you could do but either way maybe check it out? Awesum regardless!
Bishop Sycamore 51 LB 2019 年 8 月 20 日 下午 4:00 
map blows
SaLaMi  [作者] 2019 年 6 月 17 日 上午 11:54 
@Beans, I was in the middle of moving to my new home, will be working on new update. Thank you for taking the time to write feedback.
Mr. Fry 2019 年 6 月 2 日 下午 1:08 
Time to capture an objective for the US is way too quick, I think its like 10-15 seconds, something like that. You should really increase the time it takes to cap cause the NVA barely have anytime to stop them from taking it.

Another thing is maybe increase tickets for both sides, like 50 or 75.

Coming out and down the hill to objective F from the tunnel you spawn in is really hard and 90% of the time gets you killed because it's so open and US have all their guns trained on that area. I'd suggest having one or two tunnels exiting into F from the spawn point above F.
SaLaMi  [作者] 2019 年 5 月 11 日 下午 12:17 
Thanks for reporting
Mr. Fry 2019 年 5 月 11 日 下午 12:08 
I believe i have found a bug on objective E in one of the pillboxes. I went in through the tunnel to shoot out the window but was combat area blocked.
[PBS] Powerbits 2019 年 5 月 11 日 上午 12:41 
all ok, lovely map
SaLaMi  [作者] 2019 年 4 月 14 日 上午 10:47 
Great feedback once again Bloodmalice, will work on those points!
BloodMalice 2019 年 4 月 14 日 上午 8:52 
I'd also add some flanking ability for the very last objective. Your latest changes have greatly improved the ability to progress the map. Great work. Now that we can finally reach the end, I can say that the choke points are quite deadly there with the cave and bridge.

Some people have whined about the long run from the previous objectives but I honestly wouldn't change anything about that. The new spawns move up appropriately and it can be kind of fun being a straggler behind the front lines too.

Speaking of those two points before the last, it may be worth examining whether to lock them or not since they seem to swap quite often. But if you made it a bit more challenging for defenders to reach them you may not have to lock them. I kind of miss the days of dual objectives that are spread far apart, but I think it hasn't worked in RS2 well since the tunnels can be placed so close to objectives that they can quickly be recaptured.
SaLaMi  [作者] 2019 年 4 月 14 日 上午 3:09 
Working on some changes, including tickets. Thanks for the feedback!
2 Swole 2 Control 2019 年 4 月 14 日 上午 12:26 
North needs a reduction of tickets as recent playthroughs have seen North being equal by D even when South isnt struggling. Nothing too drastic, maybe 50-70 for starters.
SaLaMi  [作者] 2019 年 4 月 1 日 上午 8:01 
Thanks for the feedback, already working on some more balancing.
BloodMalice 2019 年 3 月 31 日 下午 8:02 
I have yet to see South get past B and C. Even A can be extremely difficult to take. I would reconsider adjusting spawn times and points for North, and to add more hard and soft cover for the first three points. Each one is surrounded by dense forest cover, but as soon as you step out into the bare open for each of these caps, you easily get mowed down. The open area around each objective also doesn't need to be a perfect oval, and some variation to the boundaries of both the objective and the forest lines would make these points more viable to attack, least of all make more interesting.
SaLaMi  [作者] 2019 年 3 月 18 日 上午 8:49 
Thank you :)
.bastet. 2019 年 3 月 17 日 下午 7:56 
One of my favorite new maps! I'm glad we're hosting it on BloodBath :D
SaLaMi  [作者] 2019 年 2 月 28 日 上午 7:40 
@ratman, I'm working on a new update, i've got alot of feedback.
Ratman 2019 年 2 月 28 日 上午 12:21 
Generally good, but overly difficult for offense. Would need more tickets to make a dent on cap points in most rounds.
[SGS]DouFu[S] 2019 年 2 月 14 日 下午 11:29 
Thanks
Running on the SGS servers:
---------[SGS]--------- Server QQgroup334896867
47.96.29.228:7799
Jungler 2019 年 2 月 14 日 下午 12:49 
btw it's a damn good map
SaLaMi  [作者] 2019 年 2 月 14 日 上午 9:08 
@Jungler, I will probably change that in the next version :)
Jungler 2019 年 2 月 13 日 下午 4:47 
can you add the marines instead the army?
dunadan 2019 年 2 月 9 日 上午 1:20 
really like this one, good job!
PIJIAAAAA 2019 年 1 月 29 日 下午 12:22 
Gorgeous map
Kalafior 2019 年 1 月 24 日 上午 7:43 
NIE BIJ MNIE PROSZE
Killer bozzy 2019 年 1 月 23 日 下午 12:49 
Should make a map based on the battle for khe sanh
BoonReal 2019 年 1 月 22 日 上午 5:57 
this is very nice, always liked these historical maps
SaLaMi  [作者] 2019 年 1 月 21 日 上午 8:38 
@RunThroughTheJungle, No bot support.
RunThroughTheJungle 2019 年 1 月 20 日 上午 11:24 
can bots run on it?
[PBS] Powerbits 2019 年 1 月 18 日 下午 8:27 
Thanks
Running on our servers:
POWERBITS GAMETEAM MIXED 60HZ #1 : 145.239.149.56 :58001
POWERBITS GAMETEAM MIXED 60HZ #2 : 145.239.149.56 :58601
[PBS] Powerbits 2019 年 1 月 18 日 下午 3:31 
nice, will test soon
sankara 2019 年 1 月 18 日 下午 3:27 
looking good, nice work