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VNTE-SuongMu | Feedback and Suggestions

NorthDumpling

Grizzled Veteran
Jul 13, 2013
1,113
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Hello everyone, as you may know, I have pushed my SuongMu map on a few servers and its shaping up very well.
Number one issue is that map currently unbalanced and very linear let alone it has some bad technical aspects, tho I want to assure you its already being worked on.
I'm gonna leave a link to a map download, so both server admins and players can try it out. In this thread you are free to post any kind of suggestions, schemes of a better map flow and etc.

Map download link: https://drive.google.com/file/d/0BwK7Z9xvzSH9UDRLRzV3ZmdqZUk/view

Few screenshots below:

https://ibb.co/mgLtiQ
https://ibb.co/ddJPq5
https://ibb.co/k1H63Q
https://ibb.co/dyfR3Q
 
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Had a great run on this map twice tonight with 64/64.
Really good feedback from people about the atmosphere of the map. The fog just makes it claustrophobic which is awesome.
First cap a major hurdle for the US to take.
In one match (different server and different players) the US didnt get past the first cap, however during the other match I played the US team did struggle with the first cap but once past it, progress was easier.
Maybe add some more cover in for the US in the first cap approach.
Cant really give to much feedback re the other caps.
Great work.
 
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I played a couple rounds on this map earlier, but only really around A and D.

The fog is pretty nice for giving the map and interesting atmosphere, but the color balance could cause problems. At the moment it's pretty tough to tell a difference between the NLF and US Army at a distance, they both just sort of look black. This means that telling friend from foe relies on silhouettes, which as players begin unlocking the shirtless/helmetless uniform options you're going to have an even tougher time. I'd recommend either adjusting the lighting to increase the contrast or changing the NLF to NVA.

A point is very difficult for the US to capture, a large part being that the structure the point is inside of has relatively few entrances, and the outside of these entrances don't have very much cover. At the moment the US needs to be able to use the building's walls as cover in order to clear out the interior, but this largely leaves them exposed to the north side of the map. I'm not sure how you would take this point without relying entirely on artillery.

I would recommend either adding more holes in the walls to reduce the number of chokepoints, as well as adding more hard and soft cover along the east and west sides to give the US some room to actually get in position to take the point.

D point played pretty well from what I saw. The low walls in the interior courtyard are a couple of inches too high, you end up shooting into them if you try to use them as cover while crouching. I would recommend adding more cover around the exterior walls, as well as maybe a few more entrances.
 
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Im liking it so far. A dark, foggy jungle. This is what 'Nam is all about :D. The covered up trap holes are a really nice addition. And if you decide to keep Fire Support the way it is right now, i personally wouldnt mind (25 min VC Barrage cooldown, only Napalm for US). The map is pretty straightforward, and the grenades are adding enough of boom boom.
 
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I'm reworking the map anyway and reworking jungles from the ground up with more bamboo trees. Look nasty already.
I've spread the cap zones drastically, B is now much bigger and has a burning F4 Phantom crash site, while to the far right there is abandoned bamboo/rubber factory, which wasnt touched for years, so expect lots of moss and ivy walls. The VC dugouts in front of D is gonna stay, will be some kind of a middle ground for US to take cover.
What about balance, I'm staying with 1-2 barrages for VC and only napalm for US. I'm not adding RPGs or super low cooldown for SAMs. I only gonna add 3 additional grenadier roles for US and thats it. Everything else is recieve tweaking or adding based off user's feedback.
 
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