Rising Storm 2: Vietnam

Rising Storm 2: Vietnam

Black April ( The Fall of Saigon )
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Update: 4 Sep, 2020 @ 1:32pm

- added 25 tickets to defenders
- redid materials on all the objective buildings ( current materials lack appropriate physics materials making it possible for bullets to go through walls )

Update: 25 Aug, 2020 @ 3:32am

- fixed VC spawn on G objective
- removed a model floating in the air between C and D objective ( rain drain corner )
- fixed a wall with no collision west of C objective ( Thanks Bromley and Fa Ngum )
- fixed a lot of models not having the propper collision channel...optimized
- fixed 5 tank models floating in the air
- reduced attacker tickets by 50

Update: 23 Aug, 2020 @ 3:16am

This is an update of the current version of Saigon

- made a new overhead map so it's accurate to player in the world and better quality
- made new Objective textures 512 x 512 so it doesn't eat up memory where it's not needed
- opened A objective up so defenders can't hide behind that hole wall, attackers can now shoot back.
- added 2 more ways to second floor of the embassy
- brought back the building next to the embassy so attackers have some cover while attacking
- fixed 2 terrain issues under flower pods near A objective
- fixed terrain issue on the stairs near D objective
- fixed 9 floating models (Tomb Stones)
- brought back the tunnel entrance from presidential palace
- brought back entire Black April game play
- fixed all volumes...best seen from top view
- fixed navigation, so the map can once again be played with bots
- removed a number of models and reorganized the areas around the playable area to optimize a bit more and lower the map size

Update: 1 Dec, 2018 @ 2:40pm

- renamed the map file to VNTE-BlackApril_V3 for 1.2 bug reason

Update: 24 Nov, 2018 @ 3:11am

- recook the map ( since 1.2 broke the grass shaders )
- added ARVN

This is just a temporary update so players can play the map while they wait for the official version!

Update: 12 Apr, 2018 @ 3:49am

- added more tickets to attackers

Update: 7 Apr, 2018 @ 11:23am

Level Design:

- Cathedral is replaced by a new (more accurate) Model that lets players fight inside Cathedral
- B objective has been moved to Cathedral
- VC can climb to the second floor of the cathedral by 16 different drain pipes
- added Crypt under the cathedral connected by the breached VC tunnels that lead to 2 exists inside the cathedral and 1 to the grave/cemetery across the street to the cathedral
- added a couple of graves to the cemetery
- the surrounding areas have been altered with various covers for fighting
- added walls to the parks to reduce Saigon open fields nobody seems to like
- added sandbags cover on the A objective (Embassy)
- modeled new crouch size cover flower beds for the embassy
- added reverb volume for city fighting audio fx
- added trucks/jeeps/ small buildings around the Presidential Palace.
- added trenches in front of the main courtyard connected with 2 tunnels connecting to Presidential Escape Tunnel below the Presidential Palace
- added an alternative exit out of the Presidential Escape tunnel on the edge of the Presidential palace
- added custom collision on Pittman's Apartment( C Objective ) so nades won't be a problem anymore
- added an additional garden in the urban street for VC tunnels near the embassy
- added D objective ( Park (That is where the Presidential Escape tunnel ends so it's a very important objective to capture))
- added E F and G Objectives
- added more complex gameplay code
- fixed pathing for people that want to play with bots

Gameplay:

A Objective: ( American Embassy )
- covered the street and the back side of the embassy with VC protection spawn volume as I want the fighting to be focused inside of the embassy walls...not around it!
- reduced the Objective volume to the actual Embassy only since it caused confusion to players, this should also help defenders a bit.
- Starting spawn distance is 8000 unreal units for VC and 2000 for US to get to their defensive positions, then after 15 sec, it's 8000 distance for all, which makes squad leaders VERY important!
- After 3 minutes both teams get additional spawn point 4000 Unreal Units closer to the objective, VC have an advantage here cause the second spawn point is in the back of the embassy so they can attack from both sides if they haven't figured that out already!
( This is going on the Historic assumption that the VC second team came the other way since whole Saigon was surrounded from all sides during Black April )

B objective: ( Notre Dame Cathedral )

- Since this is now a new objective I find it's best to let you experiment a bit with it to see how it plays!
- other then that, it has 2 entrance by crypt tunnels, 16 by upper floor windows, 9 doors and a couple of windows downstairs, I placed a lot of sandbags, benches, props for cover inside the cathedral cause that is where I want the most of the fighting to take place (Since I spent 2 weeks on modeling it).
- I increased spawn volume protection from both teams to focus more on the cathedral itself.
- both teams have 2 spawn points, left and right of the objective around 6000-7000 unreal units away, although since cathedral has so many entry points I've set the defenders a bit closer to the objective. ( Once again...Squad Leaders are important! )
- I increased the time needed to take the objective a bit to make things interesting!
- so what else to say...go experiment and go crazy!

C and D Objectives: ( Pittman Apartments, Park )

- After B objective players need to take 2 objectives ( C and D ), didn't want to set it that both need to be captured at the same time, cause I feel poorer teams would find that frustrating. So each objective has a Lock system instead.
- This should spread out the players more to the center for the final attack of Black April!
- Time to take objectives is reduced, these objectives should be short and sweet!
- both teams have 2 spawn points at the same 7000 unreal units distance, set left and right, each closer to one of the objectives.

E, F and G Objective: ( Presidential Palace )

- This Gameplay mechanic has been totally changed by a valid suggestion from the Bloodbath Community, that suggested more of a "grain elevator map from RO2" gameplay.
- So after capturing C and D objectives, players are scattered around the map going for the final prize.

E objective: ( Ground Floor )
- Players have to cross a lot of open space of the Presidential Palace Gardens, to reach the inside and win over the ground floor.
- Defenders are spawned inside the Palace Atrium giving them enough time to take defensive positions and keeping the pressure on the attackers.
- Attackers, however, have 3 spawn points outside of the palace gardens to choose which side they wanna attack the palace from...each side has access to the escape tunnels and each side has more than 2 way of entering the Palace.

F Objective: ( Grand Hall )
- After taking over E Objective next step is to take over 3rd and 4th floor.
- Defenders are spawned in the top floor bedrooms and attackers on the ground floor, both have 2 spawn points to choose from...left and right of the palace.

G Objective: ( Chopper Evacuation Point )

- After winning over the F objective US reinforcement gets cut off and it's the last stand for them as they guard the final objective.
- US spawn on the objective itself for 20 sec before their reinforcement gets cut off, and VC Spawn in the Grand Hall they just took over!


Special Thanks to the Bloodbath Community, 40-1 Community, Clan De la Dream Team, All the Fins, PBS, Petiatil, Breaking Bread, Gook Spy and everyone else I can't remember now for their usefull feedback.

Update: 3 Feb, 2018 @ 10:35am

Map Uploaded

Update: 3 Feb, 2018 @ 6:24am

Test_02

Update: 3 Feb, 2018 @ 4:02am

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