Rising Storm 2: Vietnam

Rising Storm 2: Vietnam

Phan Khang
35 条留言
๖คፈɬเς Ꮄน∂Ꮛ 10 月 20 日 下午 10:05 
Still cool
Montezuma  [作者] 10 月 20 日 下午 9:59 
It's fiction
๖คፈɬเς Ꮄน∂Ꮛ 10 月 20 日 下午 2:53 
Is the castle based on a real place or is it completely fiction?
๖คፈɬเς Ꮄน∂Ꮛ 10 月 20 日 下午 2:09 
Best map in the game the true goat
[PBS] Powerbits 2018 年 11 月 20 日 下午 3:47 
any chance of a recook + new sws and filename m8?
MiLC0RE-iwnl- 2018 年 9 月 27 日 下午 12:07 
The last point is really really bad and should be overhauled completely, too hard to attack.
Big Boss 2018 年 9 月 23 日 上午 11:53 
Fix the last point, its fucking bullshit to attack. The defender infinitely respawns ontop of a roof with 2 narrow stairs to go up. are u kidding me?
TMC 2018 年 9 月 21 日 下午 1:07 
I want to know the true location of this map
Rhysavus 2018 年 8 月 24 日 上午 10:29 
J really needs some adjustment for attackers. Right now, it's too easy for just 1-2 squads of NVA to hold the top of the Temple while the entirety of the rest of their team run around the exterior walls and even the outside with access to both ARVN spawns and shooting everyone in the back.

IMHO, a small degree of spawn protection would help immensely. If the NVA lost the bottom floor of the Temple, why are they allowed to go outside of the walls at all, especially into the G trench where they can man the DSHKM and hit an ARVN Spawn.

Attackers have a 200m run to the J point assuming the SL dies to one of many frequent back flanks or grenades over the wall. It's just too much for the defenders. The best way I have seen this map won for attackers is to farm the NVA at A and B until you have lockdown pop so you win by tickets on J.
Rambo FlamingDart 2018 年 8 月 18 日 上午 10:35 
@G.Spy: Your map is well designed and I like the idea of a post Tet counterattack!

What I suggest is that reduce the overall round time to 35.
Right now, the ARVN has mostly pushed to the last flag after 15-20 minutes round time left.
So if the teams are roughly equal the game turns into a boring run to the top of the temple over and over again for remaining time (~25).

It could be that people don’t know yet how to defend the city points properly but I think a decreased game time + reduced tickets on both teams may help.
Otherwise the map great and I hope they make it official.
StrummingJoe 2018 年 8 月 2 日 下午 1:29 
I think people have finally learned how to defend I and J cause I've seen attackers get stuck on the Catacombs a lot
[PBS] Powerbits 2018 年 6 月 16 日 上午 8:29 
can you set latest DL link pls :)
Fa Ngum 2018 年 6 月 15 日 上午 8:03 
im sorry plz forgive
Hungry 2018 年 6 月 9 日 下午 9:22 
퐁니퐁닛 잊어버리지마
Lol lil' easteregg
🦇Pachira🦇 2018 年 5 月 25 日 下午 5:42 
Please add lockdowns to the points (especially B), we held for so long and no lockdown ever happened. We basically just gave up since there was no way for defenders to win.
Rickshaw Billie's Burger Patrol 2018 年 4 月 29 日 下午 2:38 
please add boundaries.
Montezuma  [作者] 2018 年 3 月 20 日 下午 10:18 
I will definitely look at adding more cover to be able to ender the objective. I know that the beginning objectives could be smoother to take, maybe more tickets in general as well.
Ratman 2018 年 3 月 20 日 下午 4:23 
I think the main issue is with B. It's incredibly hard to cap against a full team of 32 players. There simply needs to be more coverage for the attacking team to get closer to the cap point. One spawn for attackers is fine in location, but it's hard to flank as the water is right there and if attackers try to flank along the water, the enemy team can pick them off from behind the wall to the city. The other spawn point for attackers on B is far off to the left and they still have to cross open area to get to the B cap point. A number of rounds on this map I've seen just grind to a halt at B and then attackers end up quitting and leaving the server or going spectator and just wait until lockout. A can be a bit annoying, but it's more reasonable to get up to the near side of the bunker and cap from there. Once inside the city there's more coverage and more options. So I guess it's mainly just B.
Montezuma  [作者] 2018 年 3 月 20 日 下午 12:28 
@Ratman I can see your point but with its current design it goes. A, B, C and D, E and F, G and H, I and then J. So there are more doubles objectives than you think. The thing is once they have been capped by attackers, they're taken permanently, so if C is taken only D will remain. It is set this way to make it more straightforward for pub matches. if two points are to be simultaneously capped that would require a couple squads sitting on one objective while the rest of the squads push the other. That alone is too much for most public games that I've seen. they'll never advance in the map unless the objectives are practically on top of eachother
Ratman 2018 年 3 月 19 日 下午 11:59 
Honestly, this map is a bit boring. Being that a number of the cap points are singles and not doubles, it just makes it way too easy for defense to hold a point. 32 players defending a single point will almost always win out over 32 players attacking that single point. This is why most maps have 2 cap points active at any given time. If you're going to have single points you need to have a lot more cover and options for the advancing team.
Pingu 2018 年 3 月 14 日 下午 5:18 
Oh man, Idk where to begin. This map is so beautiful, really theres something special with it I love it! Then the gameplay is Flow, supernice! Had a great a great game defending and attcking, it felt like a Singelpalyer mission last bit pushing up the temple after beeing down in the streets. Great map! Well done!
[PBS] Powerbits 2018 年 3 月 8 日 上午 5:37 
Its running on the POWERBITS GAMETEAM MIXED ( 23.111.81.172:8077), currently nr 1 ranked server...
Montezuma  [作者] 2017 年 10 月 16 日 下午 11:57 
Thanks SnakeVenom I will be working on it definitely, I plan on makign objectives lock down etc on C and D
SnakeVen0m 2017 年 10 月 16 日 下午 5:55 
Awesome map! Could use a bit of refinement but overall very well laid out.
Karl Pilkington 2017 年 9 月 5 日 上午 10:35 
titled Khong Loi Thoat in scoreboard
8winter8 2017 年 9 月 4 日 上午 3:05 
There is an issue with the US spawn, there are always 2 spawnpoints at the south edge of the map, if you don't pay attention while using auto spawn it may place you there, forcing you and eventually your squad to walk up to the frontline.
Playing VC may be too easy to defend points G and H: G because US are under costant fire from the beach, but even managing to survive the bullets it's too hard to get on the docks while in water (at this point it may be only my fault), on H instead we need to have more than 3 open space acces points in order to take it (a good marksman on the watch tower can easily defeat the GI aproaching H) or at least change the covers to balance the fight.
Viceroy 2017 年 9 月 2 日 下午 4:25 
No worries, like I say its great and really enjoy it! One other thing, pretty much every time I've played it the VC just ignore Bravo and focus on Alpha, thats what I do when TL and it seems to be by far the most effective strategy
Montezuma  [作者] 2017 年 9 月 2 日 下午 4:18 
Thanks I appreciate all feedback for helping better the map. I'm not sure what I'm going to make the map with the ARVN mod being scrapped. I probably will look at ANZAC to give a variety to maps
But yah thanks I'm still working out the front half of the map. It's being entirely ripped up, at least Bravo and the gas station section. It's too close to the original, Khong Loi Thoat
Viceroy 2017 年 9 月 2 日 下午 3:58 
Yea - forces you back a fair bit and kicks you out of the building but I also get thats probably to make the US advance a bit more balanced as Alpha isnt the hardest obj to defend.
(its a very minor point love the map overall though)
Montezuma  [作者] 2017 年 9 月 2 日 下午 2:35 
For what side do you find it limiting? VC?
Viceroy 2017 年 9 月 2 日 下午 2:25 
Really enjoy this map thanks a lot - although I do find the combat area a little limiting on Alpha once bravo is taken
Montezuma  [作者] 2017 年 9 月 1 日 上午 8:55 
Thank you very much I will be working on making a lot of fixes for the next version :)
bertuzzi 2017 年 9 月 1 日 上午 5:27 
look awesome! I found little bug cap G. One of the dock hut you fell through floor to the water. here is 2 screenshot about it: http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1125349487 and http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1125349548
[LL]Volker 2017 年 8 月 31 日 上午 4:09 
nice one mate just need some brown water navy now! 07
North_Dumpling 2017 年 8 月 29 日 下午 1:43 
Good job!