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Developer Briefing #90 - Let’s hear your Wilhelm scream!

Hey everyone,

Welcome to Developer Briefing #90!

Today's Brief comes to you from Black Matter Dev Spono who brings with him an exciting opportunity...


A Message From Spono - Let’s hear your Wilhelm scream!


Hello everyone, Spono here.

Start LOOSENING up those vocal chords!

We are very excited to give our community an opportunity to become a larger part of Hell Let Loose.

We’re asking those of you with some talent (or without any talent whatsoever!), to submit one or more of the following sounds in a YouTube video. This will then be considered for implementation into HLL, as well as securing you a spot in the credits.

We’ve listened to much of the community feedback about adding greater ambience to the battlefield with the grunts, screams and voice lines of soldiers. While we’ve been planning to create these sounds ourselves, we felt it could be good fun to open this up to our beloved community first. You can be as creative as you wish - we’re excited to see what you come up with! But please bear in mind, to be considered for game implementation we want sounds that are in line with the vibe of HLL, and audio that would add to the atmosphere without it breaking immersion.


What the hell is a Wilhelm scream?


The Wilhelm scream is an iconic sound effect used in over 400 films and TV series since 1951. You have likely heard it many times before, perhaps not ever knowing exactly what it was.


Still not sure what the Wilhelm scream is, watch this video from WatchMojo

[previewyoutube][/previewyoutube]

So yes that’s right, your Wilhelm scream, war cries, moments of anguish have an opportunity to become embedded into Hell Let Loose and history forever!


Your Submission


Submissions will only be accepted as a YouTube link via this FORM*

All submissions received via this form will then be considered for possible implementation into Hell Let Loose!

We ask that you title your video: Hell Let Loose Wilhelm Audio Submission. And include your Discord name, ID and clan tag if you wish.

Example here: Hell Let Loose Wilhelm Audio Submission - Spono#7368

You can find your ID at the bottom left of your Discord and copy it by simply clicking on it. If you are not a member of the official Hell Let Loose Discord yet, you can join by simply clicking on this DISCORD LINK and following the instructions. We also recommend installing the Discord App if you have not done so already.

We ask that you label your sound(s) and use the description area to timestamp them if you wish to do multiple sounds in one video. Please only one submission per person!


*By submitting to this FORM you give Black Matter the right to use your submission for purposes of game content and or marketing material.

If we do like your video submission we will reach out to you via email and or Discord and make sure you are added to the in game credits and receive the deserved acknowledgement!

We will also supply you with a couple of game keys, so you can show off to your mates. And maybe even a certificate that you can put on the fridge :D

Please note, It is very important that you use your own original voice! And we will verify this with you.


What we want!


Your video excerpt should not last more than 60 seconds, and can be a series of sounds and footage strung together. It should contain footage of your own gameplay, with your sounds edited in.

It can be as amateur or professional as you like, but the focus is audio quality.

We are at this stage after both the United States, and or German variations of the following sounds.

You can get creative, but the sound must be original and what the player would emit orally.

You can choose one or more of the 10 sounds for your video up to 60 seconds.

Wilhelm Scream:
1 . Your best death scream/cry

Fatal Damage:
2. Bullet to the Head
3. Bullet to the Body
4. Ran over by vehicle
5. Dismembered
6. Drowning

None Fatal damage:
7. Bullet
8. Shrapnel/Explosion
9. Fall damage
10. Burning/On Fire


To be considered for including into HLL
  • Must be a clean original recording.
  • Not have added effects or reverberation


Audio Quality:


Please keep any audio files you use in your video SEPARATE from the in-game audio, such as WAV files. This is because we will likely request them from you.

Post editing in the form of file clean-up/de-noise is welcomed but by no means necessary.

Other accepted file formats if necessary but not preferred:
ACID, AIFF, AVI, BWF, CDDA, EDL, FLAC, KAR, MIDI, MOGG, MOV, MP3, MP4, MPEG, OGG VORBIS, OGG OPUS, QT, RADAR, REX2, SYX, W64, WAVPACK, WMV

Minimum Requirements
Sample Rate: 44.1 kHz
Bit Depth: 16 bit

Maximum Requirements
Sample Rate: 96 kHz
Bit Depth: 24bit


How much time do you have?


Last day for submissions will be on the 2nd of September, giving you almost 2 weeks. After that the form will be closed.


You Understand


Again it is very important that you use your own original sounds. If it does not meet the audio specification we may not be able to use it, so please keep this in mind.

If we love your video submission we will reach out to you and make sure you are also added to the in game credits, and may request raw audio files so again please keep these saved. We will likely share some of these amazing videos with you all in Discord. And we are sure to see them on the Hell Let Loose subreddit too.

*By submitting to this form you acknowledge and give Black Matter the permission to use your submission for purposes of in-game content, social media, marketing material and in any other manner, platform or format we may choose.


What’s Next?


We are currently working on our next roadmap, and will share this with you in next weeks Developer Briefing!

Good luck & Cheers,
Spono

Hear you on the frontline!?


Sound-off Soldiers!


That wraps up this week's Developer Briefing!

We're really excited to hear what you come up with over the next two weeks. Who knows, you may well be hearing yourself or a friend on the frontline in the not too distant future.

Have a great weekend and we'll see you next week as we detail what's next in our updated roadmap.

See you on the frontline!


Developer Briefing #89 - Grass Overhaul & Optimisation!

Hey everyone,

Welcome to Developer Briefing #89!

This week we're taking a look at something we've seen mentioned a few times over on the forums and what will actually become even more important when bullet penetration arrives - Grass!

Long grass, short grass, bushes, these features enable stealthy plays and approaches for all sorts of playstyles and can be crucial in making tough pushes or evading an enemy patrol.

Because of this the team have been hard at work improving not only the quality and draw distance of our green features, but also that tasty optimisation!

To go into the full details we've got Lead Developer Max who's put on his gardening gloves for this Dev Brief.

Make sure to stick around until the end too as today Spono from the Black Matter team has stopped by to celebrate a big community Discord milestone!


A Message From Max - Lead Developer


Hi everyone,

Alongside much of the programming team working through the remaining crash and some large scale optimisation (as well as bug fixes and an engine upgrade to 4.25), we’re in an interesting period now where the team is hard at work on some huge future features, maps and a broad array of content that we’re keen to save to reveal in full at a later date.

Development and marketing a game is always a balance between showing as much as possible as we go, while also retaining some surprise and excitement for the future in order to build up a release.

In the meantime, this week we thought we’d return to a small, but very important aspect of Hell Let Loose:


Grass, Glorious Grass!


We’ve been profiling the game across the board, and have always known that some aspects of the visuals are particularly heavy across the board. One of these is grass. For any of you that have followed Hell Let Loose, you’ll be aware that grass has had more than five iterations within the game, and that each time it’s had its positives and negatives with regard to the three key aspects: optimisation, visual fidelity and impact on gameplay.



Grass within games is hilariously complicated. Often increasing visual fidelity hurts optimisation, which means it needs to be culled quickly - removing it from gameplay. However, ugly and optimised grass can seriously degrade the look of the game - which is a huge issue when Hell Let Loose contains fields and fields of it.

That said, in order for grass to look nice within a game it also needs a very refined shader and texture set up, and each stage of it has to be defined very carefully (both up close and at greater ranges).



Coming in Update 8, we’ve totally overhauled our grass - both visually and in terms of performance and gameplay. This has been something we’ve known was a significant area for optimisation for a while and we’re very excited to return to it.



Visually, we’ve retained the photoreal quality of it up close, but have greatly reduced the polycount. The pain of grass is that in a game like Hell Let Loose (and broadly this can be said across the whole title), visuals have to hold up with a camera 10cm away, as well as a kilometer away (compared to an isometric game like Path of Exile, where the visuals are always sitting a fixed distance from the camera). This rework has allowed us to retain a great look up close, but it’s also allowed us to optimise the grass in a way that allows us to keep it present at much greater ranges.



On a gameplay level, every map in Hell Let Loose has “long grass” and “short grass” layers. Previously, our long grass layer has been so expensive that we’ve had to cull it away much quicker than we’d like.

This has led to awkward gameplay where lying down in it only serves as a disadvantage - as you can be both seen and shot from long ranges (because the grass is not rendering for enemy players), while also having your own view obstructed. However, due to the huge cost savings on the new grass, we’re now able to cull the long grass far further away than previously. This means that large Normandy grass-heavy maps like Purple Heart Lane, SME, SMDM have become infinitely more interesting when crossing fields and fighting around strong points. Grassy fields and clearings now feel far more three-dimensional, with different concealment creating possibilities to use longer grass to flank and hide.



Finally, this overhaul has lifted frames across every single map significantly. While it’s difficult to give a uniform number, depending on the current strength of your GPU this could be double digits for many players.




A Word From Spono - Hell Let Loose Discord 30k Member Milestone!


I want to congratulate the entire community as we have now reached a milestone of 30,000 Discord members!

I can remember when Max and I first set up the Discord just before the Kickstarter campaign, and we had our first 100 members. We were buzzing and super excited. Now look how far we have come and still with a massive journey in front of us!

Some of you may also have noticed that we have setup two Announcement Channels that you can follow to get the, #special_news_bulletin & #telegrams channel announcements in your own discords.

If you still haven’t joined the official Hell Let Loose Discord, I certainly recommend joining in the conversations on everything HLL. We invite all new and veteran players, and value everyone's feedback. We invite you in to share this journey with us.

You can jump in now using this invite and please share it with your other HLL comrades.

Also please read our server rules in #readme-rules as well as the Discord community guidelines.

Cheers,
On behalf of Black Matter and Team17 team.

See you on the frontline!

Developer Briefing #88 - Bullet Penetration Details & Implementation!

Hey everyone,

Welcome to Dev Brief #88!

This week Max is back to give the first formal details on a new mechanic that will be coming to Hell Let Loose in Update 8 - Bullet Penetration!

Now I'll hand over this week's brief to Max so he can go through things...


Lead Developer Max - Bullet Penetration Details!


Hi everyone,

When approaching bullet penetration systems, we thought hard about what would make the difference to Hell Let Loose. Hell Let Loose is a huge game in scale, and a feature like bullet penetration - if made too complex or obscure - may make little to no noticeable difference to players. We also felt that making the system too obvious and powerful would create very cheesy gameplay - with players being shot through solid surfaces and nowhere ever feeling safe.

After several brainstorming sessions, we felt that the best option would be to apply bullet penetration across the game on an individual basis - both for the object being penetrated and the type of ammunition being fired.

We stepped back and looked at our netcode budget (the higher the amount of complexity - the worse it’ll hold up in 100 player conditions) and then looked at how far the system would need to stretch.

As a result of this we’ve created several categories - both on the material side (eg. the wood of a wooden fence), and on the caliber side (a weapon’s ammunition).

We’ve built out a huge amount of materials - with several different types and styles of each (eg. wood_hollow, wood_solid etc.), each material in the game is then given a “material penetrability” value. Setting this figure essentially acts as a penetration check - if the penetration power of the round is higher than the penetrability of the material - then the round will travel through the surface.

If the round is able to travel through the surface, we’re then able to set up other values in the ammunition, including numbers of times the round can penetrate subsequent objects, as well as the degrading velocity of the round and the lowered resulting damage to the player hit by the round. Eg. a player who is hit by a round that has travelled through several planks of wood will take less damage than the same round that has travelled through one plank of the same wood.

Finally, we now have the ability to take our specific ammunition: ie. the Kar98k 7.92×57mm Mauser and then set its “penetration power”. This lets us tune each ammunition type to penetrate different materials with different levels of effectiveness.

What we end up with is a rough breakdown in the power hierarchy of weapons, with a rough order as follows:

All weapons can penetrate:
  • Fabric
  • Paper
  • Glass

Smaller rounds will be able to penetrate:
  • Thin Wood
  • Plaster

Large rounds will be able to penetrate
  • Thicker Wood
  • Some Brick
  • Thin Metal (sheet metal)

We’re currently working through the majority of props in the game and thinking carefully about what we want to enable with regards to penetration - as it’s important that hard cover still feels reliable and therefore valuable to infantry players.

The images below should give you an idea of what we're going for:

Yellow: All Weapons
Orange: Smaller Rounds
Red: Large Rounds





Please note, like all features we release - we’ll be watching your feedback and playing a lot in order to understand what (if any) changes need to be made once this is live.


To the frontline!


That wraps up Max's message and this week's Dev Brief!

We hope you enjoyed your first detailed information on the Bullet Penetration mechanic coming in Update 8 - Let us know what you think!

In the meantime the team are continuing their work on bug fixes, optimisation and even more new content.

Have a great weekend everyone.

See you on the frontline.

Patch 12 - Live Now!

Hey everyone,

Patch 7 is live now!

I know we've said this already, but we really want to reiterate how grateful we are for everyone's patience and feedback following Update 7's launch. It's really helped the Dev & QA process as we've worked to iron out the crash and FPS issues.

Lead Developer Max will be taking the reigns for the Patch Notes themselves, detailing what you can expect from today's Patch as well as what we're working for upcoming Patches and the next Update.

Oh and make sure you scroll all the way to the end...


Patch Notes from Max


Hi everyone,

We hope you’ve had a great weekend!

We’re happy to launch Patch 12 today as we have been working hard to try and resolve as many issues as we could - as fast as possible.

Please note that this patch is non-exhaustive, and we’re continuing work on any remaining key issues.

If you have any questions about this, feel free to drop us a comment or post and we'll endeavour to answer!


Performance


A huge number of improvements have been made to the way we handle culling and total meshes within a scene. As a result, we expect there to be a significant performance increase across the board (5FPS+). Results will vary depending on the exact spec of your machine.

Please note:

These were optimisations that we were able to apply in time for the close of patch. We have continued significant optimisation work in our main branch (for release in U8).


Crashes:


2 of our most aggravating crashes have been solved, with our third one sitting as top priority.

Please note:

We wanted to acknowledge that the Update 7 Hotfix temporarily disabled cloth physics in the game as a change in the way they are handled occurred between UE 4.21 and UE 4.23. This was causing crashes for some users. We will be bringing this back for the next Update.


The Third Crash


This crash is a very unusual one, in that it is happening as data leaves our code and enters the PhysX black box within the engine code. We’ve attached a huge amount of debug to replicate this. We’ve also found that some players may never experience it, while some players may experience it frequently. Some players have found that deleting their PhysX cache has solved this issue, while some find this doesn’t help. For the last two weeks we’ve been working with our QA team to try and isolate any fix reported by the community, and A/B testing it. During this time, we’ve worked our way through the majority of other issues affecting the game. We’ve dropped in several community-found speculative fixes below which are worth exploring if this crash is persisting for you.


FPS Dip


We’ve profiled this a huge amount and have applied several speculative fixes to address the mass FPS dips experienced by some players.

In our profiling, and collection of data across the board, we’ve isolated that the spawning of 4-5 body parts per dismemberment is causing significant CPU bottlenecks on specific machines. As a result of this, we’re trailing a test where we’ll despawn unseen body parts (not visible in-camera) within a second of them being out of sight.


Visual Improvements
  • Fixed: There are severe LoD issues with many of the buildings found in Carentan when only a short distance from them.
  • Fixed: [Omaha] Pre-placed Garrison is clipping into a destroyed vehicle.
    Fixed: [Carentan] Very low quality LOD when 50m from a building.


Animation


We are aware of a few outstanding animation bugs, and are continuing to fix and polish.
  • Lowered prone head bob intensity to reduce sea-sickness (we’ll be looking at implementing a switch that will allow you to disable all head bobs/camera moves in the next update).
  • Fixed: [FPP] Missing weapon switching animation while crawling
  • Fixed: [FPP] Wrench audio/animation does not work correctly
  • Fixed: DF shadow appears for the player's helmet.


Gameplay


Several features we’ll be introducing in coming updates will flesh out the current meta for both Offensive and Warfare mode (especially looking at Offensive mode, and mixing in objectives (eg. blow up enemy gun position), but we were keen to fix low-hanging fruit as fast as possible.
  • Enemy Garrisons in enemy territory can now be destroyed, and can be dismantled but with a longer (30 sec) dismantle time.
  • Show difference between enemy near and overrun on Garrisons (icon will now turn red when Garrison is overrun.)
  • Fixed: performing a partial reload with the M1 Garand gives 1 extra round on the next clip.
  • Recon markers have been tweaked and are now visible for 60 seconds and the Recon Plane ability has a cooldown of 5 minutes. Recon vehicles remain the same.


SFX
  • Altered the way incoming fire is spatialised.
  • After lots of play, we’ve nullified the bullet-flyby “whiz/crack” for all friendly gunfire, to better enable you to determine when an enemy is firing at you. The sheer amount of nearby friendly fire was often totally drowning out the soundscape of the gunfight.


HUD/UI
  • Fixed: Create Unit screen is missing a "Cancel" button
  • Fixed: Admin broadcast message disappears too quickly


Speculative Fixes


We’ve also collated several of the community-suggested fixes for those experiencing a wide variety of issues:

Speculative Fix 01

Type in "%LOCALAPPDATA%" in the "url bar" down by the Windows logo on the bottom left of your screen, find the folder "HLL" and delete the entire folder.

Speculative Fix 02

Try setting your audio to “low” and try to relaunch the game.

Speculative Fix 03
  • Reinstall HLL (Uninstall, clear steam cache, reinstall).
  • Wiped the HLL config in AppData\Local\HLL\Saved\Config\WindowsNoEditor.
  • Cleared the Nvidia Shader Caches.
  • Rebooted the PC and relaunched Hell Let Loose.
  • Disable Steam Overlay.
Speculative Fix 04

Also try lowering the dead body despawn to 0.5 (30s).

Speculative Fix 05

Also play from a SSD or NVMe.

Speculative Fix 06

Reverting back to a previous Nvidia Version also works.


Currently working on:
  • Upgrading to Unreal Engine version 4.25. While painful, this is designed specifically to future-proof us to continue working for years to come within Unreal Engine, as well as to allow us to fix current engine-version specific problems and crashes.
  • Optimisation on both GPU and CPU.
  • Bullet penetration.
  • Engineer role overhaul.
  • Support role overhaul.
  • Adding transport and logistics vehicles.
  • Supply systems overhaul.
  • Ammunition systems overhaul.
  • Unannounced New Map 01: approximately 75% complete.
  • Unannounced New Map 02: approximately 15% complete.
  • Unannounced New Map 03: approximately 55% complete.
    vTweaks to weapon sounds per feedback and constant playing.
  • Continued application of sound “environments” per map (ie. making sure the forested areas alter the gunshot sound correctly).
  • Refining and assigning different interiors sound volumes (industrial, residential etc.)
  • Overhaul of all heavy weapons sounds (tank explosions, grenades, mines, bombing runs etc).
  • Continued refinement of vehicle sounds.
  • Scoping out voice over lines for soldiers within proximity.
    vOverhaul of footsteps sounds.
  • Overhaul of bullet impact sounds.
  • Fixing any occurring bugs.
  • Working through visual bugs and glitches for both FPP and TPP.
  • Refining systems for TPP to create more fluid visuals. This includes altering and expanding some methods for player inertia.
  • Setting up new weapons.
  • Scoping out several new gadgets.
  • Scoping out melee systems.
  • Working on new 3D assets for the Engineer and Support overhaul, as well as the new supply and ammunition meta.
  • Working on new weapons.
  • Working on new vehicles.
  • Working on multiple new map assets.
  • Overhaul of vehicle vision port textures to up-res them.
  • Overhaul of lower res firearms in order to optimise them and increase visual quality.
  • Overhaul and expansion of Crewman and Tank Commander uniforms for both forces - including additional unlockable uniforms.
  • Polishing off outstanding aspects of HUD and UI that do not yet share the same design language.
    vScoping out additional force UI elements.
  • Revising tactical map readability issues.
  • More undisclosed items.


Thanks to the entire community for your patience and support as we continue our Early Access development.

We will be following up in the not so distant future with our next roadmap.

Cheers and see you on the frontline!


Support & Something new...


That wraps up today's Patch Notes, as delivered by Max!

We also just want to take this opportunity to remind you that if you do experience any bugs, issues, crashes or anything under that umbrella we've got your back!

Hell Let Loose has access to a dedicated Player Support Team over on Team17's side who will give you 1 on 1 assistance to get you back into battle. You're more than welcome to use it and you can find them at the following locations:

Report a Problem Steam sub-forum Team17 Website Support Page

We're also lucky to have members of the community sharing useful information over on the official Hell Let Loose Discord, so feel free to stop by there too!

Now about that something new...

We're pretty sure you'll have a blast with this in the future:


See you on the frontline.

Developer Briefing #87 - Patch Date, Bullet Penetration and Hurtgen Overhaul!

Hey everyone,

Welcome to Dev Brief #87!

We hope you've had a great week. Today Lead Developer Max is back with a locked in date for the second Update 7 Patch, as well as some exciting news on Bullet Penetration and Hurtgen Forest!

I'll hand you straight over to Max now who has all the info:


A Message From Max


Hi everyone,

In the wake of the free weekend and the huge expansion of the playerbase, we’ve been hard at work looking at the fundamental issues affecting players. The key ones we’ve been focusing hard on are:
  • FPS dips and drops
  • General performance issues (CPU and VRAM)
  • Crashes

We want to acknowledge that while these are our top priority issues, we have collated vast amounts of feedback around the new meta, as well as every other issue in every department.

While in the last six months we’ve often separated our releases into hotfixes and huge updates, we’re bringing back the patch style release. For those of you who have been with us since our Early Access launch, you’ll recall that these releases strike a balance between applying urgent fixes, while batching larger bug fixes at the same time.

We’re excited to announce that we’ll be patching on Monday, 3rd of August. This patch is designed to fix a large number of issues you’re seeing, including the top three mentioned above. We will be releasing granular patch notes on the morning of the release so you can see the full scope of what has been fixed.

We’ve opted for this style of release now, as we needed a larger portion of time (approximately 5 days) to profile, isolate and fix the above issues. That portion of time enabled our broader team to also apply fixes relevant to your experience within their department.

We want to give a single caveat - that a particularly aggravating PhysX crash remains.

This crash is a very unusual one, in that it is happening as data leaves our code and enters the PhysX black box within the engine code. We’ve attached a huge amount of debug to replicate this. We’re also found that some players may never experience it, while some players may experience it frequently. Some players have found that deleting their PhysX cache has solved this issue, while some find this doesn’t help. For the last two weeks we’ve been working with our QA team to try and isolate any fix reported by the community, and A/B testing it. During this time, we’ve worked our way through the majority of other issues affecting the game.

We love watching all the conversations about the game that occur across all our channels. Something we felt may be useful would be to explain the timelines of the development and QA process with the community.

We’re keen to be as transparent as possible about this in order to assure you that we’ve identified and are tackling core issues, while also balancing a proper QA testing cycle and sign off to make sure we don’t rush to race out a patch that could make things worse.

We’re also aware that the past several Dev Briefings have been quite dry in nature - due to us prioritising and fixing the largest issues affecting the community.

While these are our top priority for our programming and QA team, the rest of the team have been hard at work on new content and features that you can expect to see in U8 and beyond.

This week, several new features have been completed:

Bullet penetration


We will be breaking down this system in a detailed way in a coming Dev Briefing, but we’re very excited for the implications this will have on gameplay in the future.

Initially, we felt this was a critical step in allowing us to handle penetrating soft skinned vehicles correctly, and while that’s the case, it has also opened up huge gameplay opportunities when it comes to balancing the power of different firearms within the game, as well as the specific power of different weapons.

Stay tuned as we’ll be taking you through this in detail in the coming weeks...


Map Overhauls: Hurtgen


With map overhauls, we often don’t release huge numbers of work-in-progress images of the work we’re doing. However, we thought you may be interested when it comes to Hurtgen.

The overhaul process on both Sainte-Marie-Du-Mont and Hurtgen are really “make new”. Instead of touching up the existing maps, we’ve imported the terrain height data into an entirely new map. From there, we’ve set about concepting the different gameplay aspects of the map - with better separated biomes within the map that will give you a very different experience each time you play.

Previously, Hurtgen largely felt like a very dense forest map, with some open (and ugly) wasteland full of floating tree stumps and objects (whose main purpose it felt like was to block you placing a Garrison, or to totally trap your vehicle). Armour was really difficult to play effectively, and while the forest was dense, it wasn’t dense enough to make any area properly defendable. Nearly all engagements took place at 50-100m ranges - except at the scar.

With our Hurtgen rework, we’ve separated out the different biomes to match the battlefield of the day - but far more clearly and with greater separation of gameplay styles. Hurtgen now has the typical dense European pine forest, but the trees have been scaled correctly and more light is let through the canopy to the floor. There is a greater density of built fortifications (trenches, bunkers, foxholes), as well as much larger usage of blocking elements (like barbed wire). This now better emulates the defences in the forest during the battle, and will provide defenders with the ability to better create choke-points and tactical challenges the attackers will need to overcome.

The second biome is the most unique to the overhaul so far, and that is the destroyed forest. Burning trees, ashen earth and shell holes litter the ground to create a WW1-esque wasteland for you to fight your way across.

Thirdly, a grass mountainous plain biome has been added on the North Western side of the map where the Siegfried line dragon's teeth are. This area provides huge vertical gameplay and will be a key location for armor to control in the push back and forth across the map. Prepare for long ranged firefights from peak to peak as you assault uphill.

Lastly, the riverbed in the center of the map is now a functional river, requiring each team to consider the necessity to own one of the three crossing points in order to make any sort of push.

Hurtgen will have Offensive mode added for both teams - with separate weather conditions each time to truly widen the experience and replayability.

Below you can see some very work-in-progress images of the map, as we consider layout and sight-lines for armour, as well as infantry pathing and strong point locations. You can also see some of the references we’ve gathered to define each specific biome - in both appearance and playstyle.






























See you Monday!


That wraps up this week's Dev Brief!

Thank you all so much for your support and patience whilst we worked on your feedback and bug reports since Update 7 dropped, we're looking forward to the patch going live Monday morning (BST/CEST).

See you on the frontline!