Rising Storm 2: Vietnam

Rising Storm 2: Vietnam

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VNTE-Lolo_ARVN
   
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标签: Map
文件大小
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更新日期
265.050 MB
2018 年 9 月 21 日 上午 10:11
2018 年 10 月 19 日 上午 6:20
3 项改动说明 ( 查看 )

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VNTE-Lolo_ARVN

描述
Updated Version of Lolo. ARVN as defenders. Based on Operation Lam Son 719.

- Territories version of Lolo. Follows real story where ARVN troops crashed on LZ Lolo and needed to retreat to homebase.
- ARVN as defenders.
- Geographycally close to real location, layout of the river, road and LZ Lolo.
- 5 set of objectives. All objectives lock once capped.
- 1 Huey for defenders. Can be used to drop troops to far away objectives and for rotation.
- 1 cobra
- Designed to keep M114 update in mind.

Change notes!

- ARVN faction as defenders.
- New 5 set of objectives. 10 cap zones. Each objective locks when capped.
- Overhauled map visuals, borders, fly zones, spawns, spawn and artillery protection volumes, smoke direction and other things.
- New tunnel system.
- More grass and foliage on jungle areas.
- More optimized trees and foliage.
- New terrain paint.
- Custom water and river meshes to gain seamless looking map edges.
- New heli spawn starting zone. 1 Cobra, 1 Huey.
- 1 Huey for defenders. Can be used to drop troops to far away objectives and for rotation.
- Geographycally close to real location, layout of the river, road and LZ Lolo.
- Optimized the map to reach small file size.
- New lightning.

Direct Link: https://drive.google.com/open?id=1iL_AvylxGJ2MNYJ4XfEM9ize-w5-d-at
INI Link: https://drive.google.com/open?id=1sxwz_KxpZvSz50Z9W5Ix0iqsJ80HuiUK
8 条留言
HISlawyer 2018 年 11 月 8 日 下午 6:22 
I also want to make not of two issues really quickly! First, the map doesn't play well when the south is attacking (It actually plays really poorly for campaign purposes). I noticed that in previos games, the defenders have too much free reign on A, and can sometimes lock the attackers inside their initial spawns. However, with SL spawning, attackers have no way to apply constant pressure on the defenders. Tunnel spawns allowed Northern SLs to leverage their squads to pressure flanks, but with 'Spawn-on-SL' spawns, It's very difficult to break out of A as the South. (beside setting it to never reverse sides, I have no idea how to fix this. More playtesting is required).

Secondly, as with a lot of custom maps, Update 1.2 has broken the grass texture for the ground. Lolo will need a hotfix for it. This one is easy!
HISlawyer 2018 年 10 月 29 日 下午 8:04 
Having your platoon leader dead and getting surrounded on a hill desperate for air support actually sounds quite atmospheric! Besides, if LZ LOLO stands long enough for support then clearly the PAVN team needs to get a brief advantage like that. It would help the map progress past A.
Juu  [作者] 2018 年 10 月 29 日 下午 6:46 
@HISLAWYER Thank you for the feedback. I agree that A was more interesting before. Only problem is that commander can't respawn in Huey. I also noticed the same when playing that NVA can get trapped in spawn and taking A can be very difficult.
Reducing the map time by 10 min sounds about right. It still takes pretty long to cap all the points. Making A as it was before would also reduce the map time.
HISlawyer 2018 年 10 月 29 日 下午 6:10 
So I had my first chance to play this map yesterday and I do have a bit of feedback.

First, I want to say this rework is a big improvement over the original build. The locking points play better, and more of the map is utilized. There are, however, some bits that I do think should be changed.

The most important change I recommend will peeve some players, but I think the map was better when the A cap had no default spawns (Thus forcing the Southern defenders to rely on SLs and skilled Huey landings). I know that it would map the map buggy if the forces were switched, but by preventing reversed teams it would play fine even on campaign. By adding a default spawn for Southern forces, it kills the uniqueness of of the objective, and reduces the importance of staying alive.
HISlawyer 2018 年 10 月 29 日 下午 6:10 
In addition, defender combat areas need to be more restrictive. ARVN forces were actually aboe to extend out and FLANK the PAVN spawn, and were able to briefly trap them in their spawn. (The PAVN eventually broke out, but the whole point of A is that it gets overrun after an intense firefight, triggering a fighting retreat/route back to the ARVN firebase. Correct me if I'm wrong?).

Last, a tiny fix, there's too much map time. About 10 minutes extra that could be safely shaved off.

Overall it's a big improvement! Just a little tweaking and you'll have another interesting map.
Juu  [作者] 2018 年 10 月 29 日 上午 4:54 
@Kimjungillex Thanks for reporting that. I'll try to fix it in the next update.
xXTHE-Bang_Bang-KimXx 2018 年 10 月 29 日 上午 4:45 
Hey Juu was running around on this version and noticed that the Cobra spawns on the helipad and can slide and become unusable sometimes

https://puu.sh/BSMOG/9124317f4b.jpg
Zeus69 2018 年 10 月 21 日 上午 12:42 
Hello
You can test this new feature on our server[FR] Dream Team Clan - Territory 149.202.88.88.128:7690 Good games for all