Rising Storm 2: Vietnam

Rising Storm 2: Vietnam

Ripcord
52 条留言
prorage 2020 年 11 月 13 日 下午 4:33 
May u update the map for =H=?
titusf 2020 年 6 月 16 日 上午 7:34 
I love the map idea, it's just really really hard to defend it.
Stud Kickass 2020 年 6 月 12 日 下午 11:10 
this map blows my fat fucking asshole jesus christ
Rambo FlamingDart 2019 年 8 月 6 日 上午 4:04 
Could you add an .ini file to make it easier to host?
Otherwise great map!
Reqruiz 2019 年 7 月 11 日 下午 12:18 
I got stuck between two barrels and can't get out of there. Here you can see location of these barrels: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1800489461 . Cheers!
[FOR] Reason 2019 年 5 月 7 日 下午 11:14 
please :spazdreaming:
[FOR] Reason 2019 年 3 月 28 日 下午 4:17 
soon™
Please update soon! :D
Charlemayne  [作者] 2019 年 1 月 11 日 下午 4:54 
@Kimjung Hey buddy, thanks for commenting. I haven't updated it in a bit. My plan is to recook soon with a bunch of requested changes.
Bang Bang Kim 2019 年 1 月 3 日 下午 5:11 
Hey mate love the map,

Wondering if it has been recooked since the update a few months ago

cheers
Charlemayne  [作者] 2018 年 10 月 25 日 下午 7:22 
@Dangerous from all angles.
Let me know what items you're getting snagged on, all the garbage (cardboard, playing cards, beer cans, cigarette butts, etc.) has no collision.
nor2th 2018 年 10 月 25 日 下午 3:18 
played this for the first time and had more problems with collision in 20 minutes than i did in 10s of hours of other maps. cool concept, nice execution of a big base, but the amount of time i spent bumping into random garbage on the ground made me want to d/c.
Charlemayne  [作者] 2018 年 9 月 8 日 下午 2:42 
Version 8 is live. Let me know how this one performs. Fingers crossed it should play better.
HP OfficeJet™ 2018 年 8 月 26 日 下午 8:04 
@Angola Dshk B can wipe out the loach as it lifts out of the spawn pad, A is far more managable.

Although to be honest with how close the ground fire from AKs & RPDs are the dshk's generally are a bit overkill. With 1-2 modivated nva soldiers the loach ends up spending all its time fighting off the dshk, add in all the close ground fire from troops & it really is unmanagable. This is obviously just my opinon, but Ive flown the loach multiple times on the map pre dshk & with the dshks on the map. I found the pre dshk map to be far fairer to the air support.
Charlemayne  [作者] 2018 年 8 月 26 日 下午 7:50 
@George Soros & Larkham. Thanks for your feedback guys. It seems the performance changes I've made haven't really fixed your issues. The next update will attempt to address this.

@HP OfficeJet. Which Dshk? B or A?
HP OfficeJet™ 2018 年 8 月 26 日 下午 6:02 
Please re consider dshk placement, a modivated gunner can basically stop loach support all game. The defenders already have a hard enough time winning.
George Soros 2018 年 8 月 24 日 上午 1:51 
Map performance is severely degraded now for me. The map used to perform much better in previous versions.
Give'em Hell 54th! 2018 年 8 月 24 日 上午 1:46 
This has a fps laggy fill to it now. lots of people saying this. wasnt like this before. plz fix
Charlemayne  [作者] 2018 年 7 月 19 日 上午 9:21 
Version 6.0 released. Thanks for the feedback. Let me know how this version performs!
Charlemayne  [作者] 2018 年 7 月 3 日 上午 7:53 
Version 5.0 released. Thanks for all the feedback!
bad@chaos 2018 年 6 月 18 日 下午 1:49 
The building near the ammo east of objective A does not have collision. Players can fall through the map there. :SAM7:
Houd.ini 2018 年 5 月 27 日 下午 1:06 
this map should be an official one
panzerschreck 2018 年 5 月 15 日 下午 12:02 
Could you make it bots friendly? thanks
Charlemayne  [作者] 2018 年 5 月 9 日 下午 2:58 
New update coming soon. I appreciate the feedback fellas.
Jonesyboy 2018 年 4 月 27 日 上午 9:35 
Really like this map but 2 things that need to be adjusted, 1st its too hard for the NVA to take the first 2 points, most gmaes I have plaed the NVA cant get past the first 2 points. 2nd idk how to fix this but alot of US orfinance ends up falling in the wrong spots due to the hill shape, mabe adjust the terrain abit. Apart from that reall love this map, hope it wins a mod contest one of these days.
Celdis 2018 年 4 月 26 日 上午 10:44 
very pretty with nice detail and not overwhelming like official maps, I love the close quaters feel to it (maby because Im getting sick of getting shot from people 200miles away that I cant see).
Valhrothgar 2018 年 4 月 14 日 下午 4:17 
I really enjoyed this map, there aren't enough like it in the game. Great job with the map. The only issue is with performance. I believe that once the perfomance is improved this map would be amazing.
Charlemayne  [作者] 2018 年 3 月 9 日 上午 1:02 
Thanks for hosting it fellas, I appreciate it.
[PBS] Powerbits 2018 年 3 月 8 日 上午 5:33 
Its running on the POWERBITS GAMETEAM MIXED ( 23.111.81.172:8077), currently nr 1 ranked server...
HupiukkoGaming 2018 年 3 月 6 日 上午 2:24 
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
Sharpe 2018 年 3 月 1 日 下午 5:35 
I want to choke myself after I play this map... in the good way.
Charlemayne  [作者] 2018 年 2 月 19 日 下午 10:13 
Thanks Tiger!
TigerMan7588 2018 年 2 月 17 日 下午 12:16 
Beautiful and extensive. Well done!
KimchiSmash 2018 年 2 月 7 日 下午 1:26 
Cheers, still managed to destroy 24 charlies with my loach in last round, but was hell of a work out to try not to cross those lines, almost needed to WD40 my joints afterwards!
Charlemayne  [作者] 2018 年 2 月 7 日 上午 10:52 
Hey Gorlami, I turned off collision on a couple of the terrain facades. This is causing the issue and will be fixed in the next build! Thanks for commenting.
KimchiSmash 2018 年 2 月 7 日 上午 5:07 
New version completely broke it for chopper, as soon as you fly slightly outside the firebase to the surrounding forrest. AGL jumps to 350+, and instantly gets sucked towards the underworld. I suspect it's cuz you cut off those terrain that used to be there before. Consider using a separate terrain with reduced tesselation over the forrests so that it doesnt chew on performance.
Charlemayne  [作者] 2018 年 2 月 5 日 下午 9:18 
New version is up. Thanks for the testing and feedback!
Fa Ngum 2018 年 2 月 4 日 下午 6:14 
This map makes me wanna jump off a bridge
Charlemayne  [作者] 2018 年 2 月 4 日 上午 11:53 
@Capitanloco Thanks for your feedback. Next release should fix those issues!
Charlemayne  [作者] 2018 年 2 月 4 日 上午 11:50 
@Psycho Hey buddy, really appreciate the help, I'll try to address these issues.
PsychoPigeon 2018 年 2 月 4 日 上午 5:14 
I really like the layout and theme, captures Ripcord perfectly. However, before I give any gameplay feedback I've seen some serious performance problems, I think the underlying cause is that you've tessellated the terrain too much and also created a huge terrain to go along with it. There's no real way to fix this without having to rework portions of the map after reducing the tessellation. If you look at the RS2 original maps we built the maps around 128x128 sized quads, so if you select the terrain hit ALT+G go into wireframe view and measure the quads you'll see the size we used. You could try and fudge it and help performance in other ways to avoid having to redo parts of the map:
PsychoPigeon 2018 年 2 月 4 日 上午 5:13 
- Do a very thorough draw distance pass on all static meshes.

- Your decals have no draw distance this will impact performance a lot.

- Increase Max Component Size in the terrain properties to 52 (check other official maps that have a similar sized terrain and compare settings).

- Increase Tesselation Distance Scale to 8 or 12.

- Turn off dynamic shadow on terrain it's too costly, in An Lao we had to fake the shadow by placing a new mesh slightly underneath the terrain.

- Disable shadows/collison/accept dynamic lights/accept decals, on all meshes outside of the play space.
capitanloco6 2018 年 2 月 3 日 上午 7:33 
I played this map for the first time yesterday and I loved it - it was all I hoped Fierbase would be when I first saw prerelease screenshots of it. My only critique is that performance is not optimal (especially in the intial attacker spawns where the grass is thick) and that when attacking it is hard to tell where you can climb or not. This last point is a bit frustraiting. Maybe you could use a different texture for the unclimbable portions of the slope? Anyway, great work.
WorstTeamMate 2018 年 2 月 3 日 上午 4:44 
fuck discord
slack 2018 年 2 月 3 日 上午 4:29 
#discord
Charlemayne  [作者] 2018 年 2 月 2 日 上午 1:32 
@[PBS] Akuma - definitely agree, working on changing that now.
@Gook Spy - Going to smooth the slopes over the next few days.
Thanks for your feedback guys
WorstTeamMate 2018 年 2 月 1 日 下午 11:15 
fucking love it
† BushCamper † 2018 年 2 月 1 日 下午 8:25 
Map looks awesome but the spawns are infurating for attackers. Maybe allow tunnels in the base :)

Montezuma 2018 年 2 月 1 日 下午 6:28 
What I would say from going through your map, beautiful map, heavily populated hilltop but its kind of steep, dont you think? especially in the more jungle areas of the hill fall off.
Charlemayne  [作者] 2018 年 2 月 1 日 下午 4:37 
Fellas, I appreciate the support and the feedback. Over the next few days I'll smooth out these issues.
Montezuma 2018 年 2 月 1 日 下午 1:22 
Was waiting for this release ever since I saw those early on screenshots, nice to see you continued through with it.