• Developer Briefing #76 - Community Cosmetic Suggestions & Patch 11 Info!

    Hey everyone,

    Welcome to Developer Briefing 76!

    This week we're sharing with you some news on: an upcoming patch, fixing server crashes, how Update 7's development is going and how we want YOUR suggestions for what customisation items you'd like to see in-game.

    Let's get stuck in shall we.

    Patch 11

    We’re currently finalising the lock off for Patch 11. Patch 11 will sit between Update 6 and 7. It's designed to reduce the amount of server crash, and client crash issues that we’ve had reported since the release of Update 6.

    In Patch 11, we also fix some low-risk key issues reported by the community in Update 6, as well as introduce some new customisation options and a new Offensive mode overlay for an existing map. We also introduce some optimisations.

    Update 7

    Things are full steam ahead as we work on Update 7. It’s an absolute beast of an update, and one we’re incredibly excited to release. At the moment we’re adding smaller touches to the animation system (eg. bespoke camera animations for reloads and gadgets/tools/meds), as well as working through any bugs.

    In addition, we’re revisiting absolutely all connected areas of the game to make sure that we fix historically disliked aspects - such as MG deployment and vaulting/mantling. We’ll be revealing much more of it closer to the release date of Update 7 so watch this space.

    Customisation - We want your suggestions!

    As many of you will be aware, we’re in the continual process of adding new customisation options for you to use in battle.

    We love seeing the community suggest different variants they'd like to see. This has led us to want to formally open up and collect all of your ideas.

    Once we have a comprehensive list of them we’ll create a poll and open it up to a vote. The most voted options will then be prioritised for production. That's right, community customisation content - put forward by and voted for by you.

    Please post your suggestions on the official HLL sub-reddit HERE

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    When suggesting a customisation option, please include:



    • As much picture reference as possible - with colour reference where possible.
    • Suggested roles (where necessary).
    • Rough time period of use.

    Our intent with the customisation options for Hell Let Loose is to display the broad spectrum of appearances on the battlefield during World War Two. We do not mind offering rare uniforms or helmets, so long as they are grounded in reality and were present on the battlefield during the war. As such, please bear in mind that we won't consider:



    • Prototypes that never saw action.
    • Uniforms/helmets never used during the war itself (1 Sep 1939 – 2 Sep 1945).
    • Uniforms/helmets that would be considered highly improbable to see on the battlefield (like a soldier wearing a flight mask or a parade uniform).

    Please note: We are currently deciding on a special uniform for our high tier Kickstarter backers. We will be releasing this in the coming months as we continue to fulfill the backer rewards.

    Server Crashes

    As mentioned earlier in the week, the server crash investigation is still ongoing. Although we are seeing a bit more server stability with reduced use of RCON, we are still investigating a critical crash that we are seeing in our log reports. So the more information we have, the easier it will be to narrow this down further, and we can then introduce the potential fixes.

    So that being said, we are asking the community to join the punching bag servers again over the weekend.

    We would like to thank the entire community for the effort so far in helping us with this, we thank all the server owners and admins for your patience as we continue to tackle this together!

    If we can keep the following servers as full as possible as often as we can, by rejoining if they crash:

    NA #1 TEAMDIXX.COM :: BM/T17 COMMUNITY PUNCHING BAG :: ALL MAPS

    EU #1 TEAMDIXX.COM :: BM/T17 COMMUNITY PUNCHING BAG :: ALL MAPS

    Black Matter and Team 17 would like to thank Team DIXX for the server administration, and the reporting of the crashes.

    Something 'cool' to preview

    Finally, we’re continuing our work across all maps - upgrading the visual quality, increasing micro-terrain, introducing new gameplay dynamics and working on optimisation. You can see the introduction of a small fighting position between West Bend and the N30 Highway, as well as some farming out-buildings.

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    Thanks to the entire HLL Community for the ongoing support and feedback, have a fantastic weekend!

    See you on the frontline!

  • Developer Briefing #77 - Patch 11, New Uniforms & More New Foy Details!

    Hey everyone,

    Welcome to Developer Briefing #77!

    This week we're happy to be sharing with you the date for Patch 11, talking about what's next for your Uniform suggestions as well as revealing a new Uniform that's coming soon. We'll also be showing off a bit more of the revamped Foy that you'll be getting in Update 7...

    I'm going to hand things over to Max now as gives you his update from the team!

    An update from Max, Lead Developer

    Hi all,

    We’re currently hard at work on Update 7 - which is shaping up to easily be our most significant and large Update yet.

    Normally, it’s a very easy process for us to put together a dev briefing, as we simply deep-dive into the coming features, artwork or other systems. However, in this case we want to maintain some excitement and surprise for what’s to come, so we’ll be starting to unveil the full scope of changes closer to the release date (and there are a LOT of things that we’re excited about!).

    Over the next couple of weeks we’ll also be taking the opportunity to look at some of the methods and processes we use currently in the game to create the various different aspects of it.

    Tactical Maps and Community Talent

    We were blown away this week when a very talented Hell Let Loose subreddit member u/Tommy2Legs who put together an incredible Hell Let Loose style tactical map of Juno Beach - the famous Canadian D-Day landing site.

    Featuring the same visual language as our own maps, as well as near-perfect scale and layout, we thought it was an incredible piece of artwork.

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    We not only wanted to show off the incredible work they did on it, but it has also provoked some discussion about pulling back the curtain on the huge amount of work that goes into creating these highly detailed maps, so watch this space!

    Patch 11 - May 28th!

    Patch 11 will be dropping shortly on Thursday, May 28th.

    While it feels small to us compared to our usual Updates, it fixes some aspects we’ve had fed back to us in regards to Update 6, as well as laying the groundwork for our push towards Update 7.

    On top of the above Patch 11 will also include some additional customisation options for your soldiers.

    We’ll be releasing the full change-log which will include all the bug fixes, adjustments and new cutomisations closer to the release date.

    Cosmetic Suggestions & Something New

    Well, what a fantastic response!

    Thanks for all your feedback on the Hell Let Loose subreddit with suggestions for new uniforms, helmets and other cosmetic additions. We’ve collated and saved all submissions we’ve received, as well as the additional information you provided.

    Soon we’ll start the process that’ll allow us to continue adding these to the game in an ongoing fashion in every patch and Update. We’ve also read much of the additional feedback about the customisation system itself and are looking at any changes that need to be made.

    We've also got a little extra something for you! Below you can find some beautiful new renders of the in-game models for the new M43 Combat Uniform for the US forces. This will be added to the game shortly.

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    Continued Level Design Work

    Alongside work on 3 unannounced maps, we’ve also been overhauling and upgrading nearly every other existing map in the game. We thought we’d show off a bit more of the Foy work to tide you over while you wait for Update 7.

    We fully intend for Update 7 to drastically improve your gameplay experience across many of the most beloved maps - while at the same time we’re also working to make those less popular maps just as successful as the others.

    We’re paying particular attention to creating viable infantry paths from Strongpoint to Strongpoint, while also enabling access for vehicles. While open 200m fields lead to poor infantry gameplay, cluttering the entire map with constant objects will harm vehicle gameplay. We’ve played a huge amount and identified a relative cover density per meterage. With this in mind, we’ve been making copious notes on particularly challenging or boring Strongpoints or map locations and have been building them out with greater detail and level of interest.

    Please bear in mind that the following images are as work-in-progress.

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    We’ve built out many existing Strongpoints with additional approaches.

    Studying the farming infrastructure of the Belgian countryside, we’ve worked hard to create interesting and varied approaches. Previously, a great weakness of Foy’s gameplay was the un-ending and coverless fields - where wire fences would often result in an impossible assault across 200m+ of open ground. With these changes, we expect armour to be just as potent, but with greater and more intense and interesting infantry battles to take place on and between the Strongpoints themselves.

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    The AA position has had several open and closed buildings added, with particular attention paid to eyelines and access points.

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    The push between the AA position and Trainline now features a pleasant birch forest on the east side of the trainline, including semi-destroyed German positions and supplies placed in the forest to conceal them from the air. While the fastest route is to push along the train line itself, capturing this wooded area will provide a defensible spawn location and an easy place to support the fighting at both Strong Points.

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    Dugout Barn has been overhauled, retaining the tiny farming buildings at the corner, but expanding it with a trench network and several other larger structures. We’ve created more openings in the wire fences, and replaced several of them with stone walls so as to create more hard cover for the open-field battles. These deeper trench networks feature locations designed for in-cover spawn placement, and will provide tense CQB gameplay as they’re flushed out.

    That wraps up this week's Developer Briefing, we hope you all have a fantastic weekend!

    See you on the frontline!

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    Do., 4. Juni

    20% Discount Live Now!

    Hey everyone,

    We're just letting you know that Hell Let Loose is currently 20% off as part of the Team17 Publisher Sale!

    If you've been waiting to join the frontline at a discounted price or looking to get your friends into the action now's a great time!

    What's next?

    a0ff0e15d06e59787e84518ee07f901cdc084714.png

    We're closing in on Update 7 and we're incredibly excited for what's coming with it:



    • Full 1st & 3rd person animation overhaul
    • New firearm SFX
    • New urban map
    • Further optimisation & bug fixing
    • And more!

    If you'd like to learn more about the Hell Let Loose community, come say hi / join a team or clan feel free to visit our Steam forums, Discord channel and sub-reddit - newcomers are more than welcome at all of these places.

    You can find the Developer Team chatting in all of the above locations, we're all about listening to and engaging with our community as we journey through Early Access together.

    Welcome to Hell Let Loose, we'll see you on the frontline.




    Hell Let Loose Hell Let Loose pasted-from-clipboard.png 6. Juni 2019 Action Simulation Shooter 2. Weltkrieg Mehrspieler -20% 29,99€ 23,99€ Jetzt spielen MEHR ÜBER DIESES SPIEL

  • Hey everyone,

    We're just letting you know that Hell Let Loose is currently 20% off as part of the Team17 Publisher Sale!

    If you've been waiting to join the frontline at a discounted price or looking to get your friends into the action now's a great time!

    What's next?

    a0ff0e15d06e59787e84518ee07f901cdc084714.png

    We're closing in on Update 7 and we're incredibly excited for what's coming with it:


    • Full 1st & 3rd person animation overhaul
    • New firearm SFX
    • New urban map
    • Further optimisation & bug fixing
    • And more!

    If you'd like to learn more about the Hell Let Loose community, come say hi / join a team or clan feel free to visit our Steam forums, Discord channel and sub-reddit - newcomers are more than welcome at all of these places.

    You can find the Developer Team chatting in all of the above locations, we're all about listening to and engaging with our community as we journey through Early Access together.

    Welcome to Hell Let Loose, we'll see you on the frontline.

  • Developer Briefing #79 - One Year In Review!

    Hey everyone,

    Welcome to Developer Briefing #79!

    This week marks Hell Let Loose's first anniversary since it launched into Steam Early Access. Time has been flying by and so much has changed since we first clashed on the frontline of Hurtgen Forest.

    To mark the occasion Lead Developer Max has stopped by to put together his thoughts and thanks to you, our community. Max has also taken the opportunity to look back at exactly how Hell Let Loose has grown and developed over the last six months, whilst also looking ahead to what the future holds.

    Oh and we're totally revealing some new helmets for the German forces...

    One Year in Review - A Year in Early Access

    Hi everyone,

    We’re excited today to mark exactly 364 days since Hell Let Loose launched into Early Access on Steam on June 6th, 2019. It’s been an enormous and exciting journey so far, and it’s felt like the year has flown by. Indeed - if Hell Let Loose launched with the Allied invasion force on D-Day, then we’ve been fighting in-game nearly a month past the German surrender! During this time we’ve had huge amounts of fun watching as you - the community - deliver us excellent feedback in order to help us continue crafting the best experience we can.

    It’s hard to believe that the initial Early Access build featured only one tank per team, no leaning or vaulting, one gamemode and only three maps (Sainte Marie Du Mont, Hurtgen Forest and Foy). With more than 5000 submissions to our version control, and not a single day without one (including the weekends!), we greatly enjoy our work.

    Below we’ve included an image that breaks down the largest additions or changes to the game. That said, for the best idea, the notes for each patch and update truly detail the full scope of the changes. For those of you who have not played for a couple of months, you’ll be returning to a very different game. For those of you who haven’t played since release - it may as well be an entirely new game altogether!

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    Thank YOU!

    We want to say a huge thank you to the community - not only to those of you who have just joined recently, but particularly to the very first backers of our crowdfunding campaign - all the way back in 2017. Without your initial support, Hell Let Loose would not have got off the ground.

    Over the coming months we’ll be making good on any final rewards promised to each Backer tier.

    Because of the continued success of Hell Let Loose, we’ve been enormously proud to build the team up to better support the title in every department. Our small team of 7 at the launch of Early Access has now transformed into 15 - enabling us to overhaul fundamental aspects of the game in our ever present push to deliver the best experience possible.

    The Future

    If you’ve followed the development of the game so far, you’ll know that we enjoy dropping as much content as humanly possible - alongside large scale bug fixes and systems overhauls. The future for Hell Let Loose is incredibly bright, and our initial plan to support the title across new theaters.

    We’ll be releasing huge amounts of information over the coming weeks about what our roadmap to leaving Early Access looks like - and we’ll also hint to the future beyond it. Please be assured that this is still the early stages of the development of Hell Let Loose. There is so much more for us to do - including new fx, sounds, environments, maps, customisation options, weapons, Commander abilities, optimisation and many other things.

    Every step we take will be taken as it always has done, side by side with the community. Your thoughts, suggestions and feedback have been integral to Hell Let Loose's development and will continue to do so.

    Our current goal right now is to integrate many of the new optimisation and mapping techniques that we’ve refined into all current maps. We have a good idea of what our 1.0 map list looks like and so we’re excited to make sure that each map is just as performant and fun to play as all the others. Once we release Update 7, we’ll be pushing forward to finalise a version of the game that we feel reflects a successful 1.0 launch, before we move on to more new features, content and lots more.

    While so much has happened in a year, we expect the gap between version quality and total breadth of content to be even more significant this time next year. Some of the largest quality overhauls that you’ll experience are yet to come!

    From myself and all of the team, thank you.

    New German Helmets

    That wraps up Max's message!

    So, at the start of the brief we mentioned new German helmets that are on the way - let's take a look at a few that you'll be getting your heads on in the near future:

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    Thank you for an amazing first year.

    We'll see you on the frontline!

  • Developer Briefing #80 - Omaha Beach Revamp!

    Hey everyone,

    Welcome to Developer Briefing 80!

    This week we're going to be detailing the Omaha Beach revamp which will be arriving alongside the Foy revamp AND a brand new map in Update 7.

    Before we go into that though we want to let you know that we've got so many new features to show off, but we’re very keen to reveal these off closer to the release date.

    To keep you in the loop on that we want to let you know that next week's Developer Briefing will be the Community x Black Matter Developer Q&A Session that was recorded with Team Dixx recently. The week after that you can expect us to start sharing brand new content, including the new animation system - Thank you all so much for your patience on this, we can't wait to share more and discuss it with you.

    Now, back to Omaha!

    Omaha Beach Revamp

    Alongside Foy, Omaha has had a significant revamp leading in to Update 7. We’ve remodelled large parts of Vierville town (with more to do) in order to create better gameplay, better visuals and better optimisation.

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    We’ve also relit the map - learning from the photoreal techniques we used in Hill 400. This has better improved the atmosphere and unique feeling of that dark, overcast morning of the 6th of June, 1944. It’s also using photoreal values to create a far more natural transition from dark interiors and shadows into daylight.

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    After releasing Sainte-Mere-Eglise, we stepped back and started to heavily examine the ways we do urban environments and combat. Often we hear players excited for specifically urban environments, and so we were keen to break that down in order to establish what makes great urban combat in games that do it really well.

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    Previously, when creating a map we’d place buildings individually next to one another. Some would be open, some would be closed. We’d often then drop in buildings and individual props around those buildings, trying to shape them into the most convincing layout for the space and the era. While this worked, it resulted in thousands of tiny gardens and yards that ended quickly in tedious gameplay - where players would either be in one of the many rooms of the house, or they’d be sitting behind a corner in one of a hundred gardens. In addition to this, the sheer number of objects and their placement resulted in lots of “bitsy” gameplay that not only tripped you up as you moved through environments (especially before our new vaulting mechanics have been introduced), but resulted in ugly and uninspiring gameplay.

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    Revisiting this, we’ve started to build out many archetypal compounds for both urban and countryside usage. We’ve also created entirely new building assets. We’ll do a deep dive on this in a later dev brief, but our philosophy around mapping these locations has now changed for the better - enabling us to spend a much larger amount of time on medium sized portions of the built environment that we can then adapt into the maps.

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    The end result is not only a higher concentration of detail in the environment (with far more microprops and visual interest), it’s also a much larger mixture of cover, interesting ways to traverse the environment, as well far more considered lines of sight. We’ve also taken into account specific locations to drop spawnpoints and other deployables. We’ve also lit these environments to give them an especially atmospheric feeling (very useful for low light or night-time conditions). This also means attacking and defending is far more reliable. Instead of enemies moving in from all directions, these environments can be locked down far more successfully, while fighting through them is far more interesting (ie. crouching through a blown out hole between two buildings in order to uproot a sniper in the attic).

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    As new assets, compounds, buildings and props come online throughout the course of our Early Access period, we’ll be fleshing out strong points across all our maps to ensure that each presents a new challenge. We have a huge amount of work to do across the current Western Front maps, and we’re excited to bring each to the same level of quality while offering a unique experience per map.

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    New FPP Hands and Arms

    With the implementation of the all new hands and arms for our animation overhaul, we’ve set about creating matching sets for all available uniforms in the game. We feel this not only is the expected visual to match your choice of uniform, we also have some interesting things in store when it comes to dynamic mud/blood and dirt...

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    Caption Competition!

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    You may have seen some hilarious and awesome Hell Let Loose comic strips floating around recently on our Sub-Reddit and Social Media pages.

    These were created by community artist and all round awesome player u/Moscatnt (Reddit).

    They now want you to caption the above image to win some sweet prizes:


    • Custom Avatar Illustration
    • Hell Let Loose Steam Key

    To enter your caption you must post it in this Reddit thread.

    Good luck everyone, we look forward to seeing what you come up with!

    That wraps up this week's Dev Brief, let us know what you think of our upcoming improvements to Omaha!

    Have a fantastic weekend, we'll see you on the frontline.

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  • Developer Briefing #81 - The Community x Black Matter AMA!

    Hey everyone,

    Welcome to Developer Briefing #81!

    This week we've got a message from Black Matter and a very juicy AMA where Game Director Max answers your questions.

    We're also excited to let you know that starting next week we'll begin to share with you some first official looks at the new content coming in Update 7...

    A Message from Black Matter

    It’s hard to believe that it’s been a year since Hell Let Loose first entered Early Access. As a team, we’ve worked hard to introduce as much content as possible, while also polishing, bug fixing and overhauling significant aspects of the game that we knew could be better.

    This AMA interview was a great opportunity to sit down and chat through the philosophy behind the game and Black Matter as a studio. Over the course of the development of Hell Let Loose, our remote little team has grown in size and process - from individuals to departments. All the while, we’ve never felt better about pushing the quality and scale of every aspect of the Hell Let Loose experience as far as it can go. We hope that our upcoming Update 7 will best demonstrates that.

    We also have to recognise how great it is for us as Developers to have such a fantastic community - that is both positive about the title and patient with us. This encourages us to be as open as possible about the future of the game, and the way that we work on it. It also enables us to continually question what could be better - or what aspect of the game needs work.

    Ultimately, this is still the early stages of the development of Hell Let Loose - when we think about the years to come. The next Update will complete a huge part of the structural foundation for the game moving forward towards our release from Early Access. We’re incredibly excited to show you what we’ve been cooking up and we hope it excites you for what lies ahead!

    A Message from TEAMDIXX! & Community x Black Matter AMA!

    Here's Chuck:

    Over the past several weeks, volunteer staff from the HELL LET LOOSE community have worked closely with the content production team at TEAMDIXX to combine and organize questions from loyal community fans and produce this highly anticipated Ask Me Anything video.

    In this interview, Max, the CEO and Game Director at Black Matter, and TEAMDIXX founder, CHUCK DIXX, discuss the journey from the game's start-up, progression throughout the year, and features still to come.

    Check out the AMA in all its glory below:

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  • Developer Briefing #82 - Carentan!

    Hey everyone,

    Welcome to Developer Briefing #82!

    This week we're starting to formally reveal and go into detail on some of the content you'll be diving into when Update 7 drops in the near future.

    This week, Lead Developer Max is taking you on an introduction to the next map coming to Hell Let Loose... Carentan!

    Introducing Carentan

    Hi everyone,

    Max here!

    For a long time we’ve wanted to put together a proper urban map that took the more open-field combat of Hell Let Loose and placed it in a dense, built-up environment. To do that effectively and in a way that captured both the best of gameplay and the best visuals relied on us building up a huge asset library that would allow us to curate gameplay, as well as create a convincing urban landscape.

    We’re incredibly proud to finally reveal that our next map will be Carentan - coming in Update 7 alongside our animation overhaul and many, many other additions.

    Carentan is very different to every Hell Let Loose map you’ve played before. We studied all the feedback from Sainte-Mère-Église (our urban test-run). From this we boiled down key elements that made up great urban warfare and then set about building a pipeline that would allow us to deliver this in an optimised way.

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    Carentan is hugely iconic - first made so by Band of Brothers, and then by the countless iterations of the location in games - starting of course with Call of Duty 1. We wanted - in typical Hell Let Loose fashion - to recreate the town exactly and lay it out in a way that enables you to fight the battle at the scale of the real-life engagement. All the most iconic locations are present, but in their own location. You’ll be able to fight from the Cafe Desire Ingouf and the Cafe De Normandie, through the train station and all the way to the Arcades of the Place de la République before crossing the canal locks into the countryside.

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    As you can see from the tactical map below, the key to Carentan is owning and protecting the bridges crossing the canals to the north, as well as the four main thoroughfares through the town itself.

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    The town is huge - easily the largest playable urban landscape that we’ve ever attempted. Building a photoreal town from to-scale reference is no easy feat - and to achieve that we’ve taken the liberty of closing off many of the 2000+ gardens that lay nestled behind the street fronts.

    Like the battle itself, we wanted to consolidate the combat to the streets, squares and houses. As such, we’ve curated key locations and access points as happened in the real battle. We’ve tested player density considerably and are confident in the brutal street-to-street and house-to-house fighting.

    We’ve changed much of our level design ethos and systems in the last six months. We’ll explain this far deeper in it’s own Dev Brief, but you’ll notice that Carentan has a much higher level of consistent detail in every location.

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    Beyond the town itself are the low lying flooded fields, the outlying farmhouses and the Mont Halais position - a hilltop flak position that overlooks the train station.

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    We’re starting to prepare for the launch of Update 7 in the coming weeks and the coming dev briefs are going to contain some of the biggest changes to the game that we’ve ever made.

    ‘Caption This’ Competition by MoscaTnT - The Winners

    Thanks for all of your submissions to the recent HLL subreddit competition that was run by our very talented community illustrator MoscaTnT. We were very taken back by the response from the community and we will be sure to do more of these or similar comps in the near future! So if you haven’t done so yet, make sure to follow the subreddit for all the glorious future content!

    If you would like to check out the other submitted captions here is the link

    The Winners

    We decided to give an extra key away, as the judges were torn because there were so many good captions!

    1st Game Key goes to _SGP_

    For:

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    2nd Game Key goes to PANZERmx

    For:

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    *Drumroll*

    And the winner of a Custom Designed Avatar from Art creator MoscaTnT and Game Key goes to

    Uomodelmonte86

    For:

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    The prize in all its glory:

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    Steam Summer Sale 25% Discount & Next Week's Developer Brief!

    Prepare for Carentan, grow your unit, join the battle right now in the Steam Summer Sale with a 25% discount:




    Hell Let Loose Hell Let Loose pasted-from-clipboard.png 6. Juni 2019 Action Simulation 2. Weltkrieg Shooter Mehrspieler -25% 29,99€ 22,49€ Jetzt spielen


    The battle for Carentan draws near. Be ready for battle.



    Now, about Dev Brief #83... We can confirm that next week's Brief will be on the Animation Overhaul!


    You've all been very patient, thank you. We're incredibly excited to finally share this game changing overhaul with you.


    To tide you over until then, we've got a screenshot for you...


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    See you on the frontline.

  • Developer Briefing #83 - Animation Overhaul: FPP Edition!

    Hey everyone,

    Welcome to Developer Briefing #83!

    Before we get stuck in we'd just like to say welcome to the new players that have joined us recently in the Steam Sale, we hope you're having a great time with Hell Let Loose - you've joined the frontline at a very exciting time for us.

    This brings me on to today's Dev Brief, the First Person Perspective (FPP) Animation Overhaul Reveal!

    Thanks again for everyone's patience whilst we prepared for this moment. To give you an in-depth look at what's coming in the near future Max and Spono have put together a walkthrough video for your viewing pleasure.

    Over to you Max!

    The Animation Overhaul: FPP Edition - Words from Max

    Hi everyone,

    Initially we weren’t quite sure how best to show you what we’ve been working on today, to fully explain all the changes under the hood - and then how it feels to play - would take the better part of a day.

    Finally we settled on putting this video together in an effort to describe what you can expect in Update 7. In watching it, we realised we missed talking about several huge additional new features and changes. We’re going to try and produce another video next week to describe everything we missed, as well as dive into the TPP side of things too!

    What you’re seeing today has been the product of months and months of work from our incredible animation team. Rick, Jacob, Niko, Roman and James have all done huge amounts of work and re-work to deliver the system you’ll see in the video. Like the ballistics system, it’s not something you’d usually do with a live game, and to manage to integrate this, as well as optimise it has been nothing short of an Herculean effort.

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    From all of us here at Black Matter, we’re so excited to let you get your (photoreal) hands on it so that you can truly experience it.

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    Finally, we want to apologise for our delay in releasing Update 7. Many issues arose that we felt could compromise the introduction of the new system, and so we decided that several weeks more worth of QA testing would be the best strategy for ensuring the best experience possible. That said, we failed to properly communicate that, and as such we’ll be making larger efforts in the future towards transparency. We'll have news on a firm release date for you in the rather near future.

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    We want to remind everyone that Hell Let Loose is still in Early Access. We still have a huge amount of optimisation to do, as well as continual bug fixes and the introduction of more content. We continually read feedback given to us across our channels - please keep contributing, as it’s very valuable for us as a team - Thank You!

    Enjoy the video:

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    Next Week: Animation Overhaul: TPP Edition!

    That wraps up this week's Developer Briefing!

    We'd love to hear what you think of the FPP Animation Overhaul that we shared today, so let us know in the comments and over on the forums.

    As always, thank you so much for your continued support - you, the community are the heart of Hell Let Loose! We look forward to taking you through the Third Person Animation Overhaul next week.

    If you liked what you've seen today and are yet to join the battle, Hell Let Loose is currently 25% off in the Steam Summer Sale:




    Hell Let Loose Hell Let Loose pasted-from-clipboard.png 6. Juni 2019 Action 2. Weltkrieg Simulation Shooter Mehrspieler -25% 29,99€ 22,49€ Jetzt spielen


    See you on the frontline!

    MEHR ÜBER DIESES SPIEL