• Da hat Grade recht, die Bilder sehen klasse aus. Nur leider muß man bis jetzt sagen das die Announcementbilder und die Ingamesachen nicht viel gemeinsam haben was Uniformen, Gesichter und so angeht, die sind echt so schlecht im Spiel.... Und das sage ich nicht als Hater, sondern als jemand der schon 300 Std + auf dem Tacho in dem Spiel hat und es wirklich mag!

  • 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.



    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.


    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.


    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.


    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.


    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).


    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.


    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...


    Caption Competition!


    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.

  • Kurz vor m zu Bett gehen lief mir grad noch dies über den Weg... Ausschauen tuts Hammer, erwarte das wir Carentan gemeinsam von den Amis säubern, zu Fuß oder auch auf kette, mir Latte :panz4a::panther::tiger1: :pzdf:

    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.


    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.





    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.


    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.





    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.



    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_



    2nd Game Key goes to PANZERmx




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




    The prize in all its glory:


    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

    6. Juni 2019

    2. Weltkrieg


    In den Warenkorb
    Zur Wunschliste hinzufügen

    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...


    See you on the frontline.


    Meyer :tiger1: