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Hell Let Loose
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1s | Peggy |
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4s | 16 this is our next map built from the |
7s | ground up elsen Bon Ridge a lesser known |
10s | but integral battle in the Arden 44 |
12s | campaign of World War |
14s | II set in the Belgian region of buling |
16s | and the US valiantly tried to hold their |
19s | position in the small village of |
20s | verville with territory exchanging hands |
23s | multiple times between the US and German |
25s | forces eventually driven out of bville |
28s | the US moved onto Elenor bridge where |
31s | they dug in throughout the brutal |
32s | December of |
35s | 1944 this is a map that caters to many |
38s | play stars and |
40s | strategies let's take a look at capture |
42s | points on the northern part of the ridge |
44s | we have gun battery a strong defensive |
46s | trench Network that the US forces |
48s | utilized to set up their AA guns and |
51s | fearsome black dragon artillery guns |
53s | once settled they reigned Heavy |
55s | Artillery fire onto the Germans down at |
57s | verville this capture Point allows |
59s | infantry squads to hunker down while the |
61s | armor squads emerge from the tree |
64s | loine placed North in the countryside |
66s | Farah Hilda Farm features a traditional |
68s | livestock farm with a blend of Close |
70s | Quarters fighting within the Farmstead |
72s | and Wide Open Fields for vehicular and |
74s | long range combat infantry squads will |
77s | have to make tactical decisions when |
78s | crossing the Open Fields to reach safety |
81s | armor squads will have high visibility |
83s | across the vicinity here to cause a lot |
85s | of damage attacking from south to North |
88s | infantry squads fighting over the fuel |
89s | Depo camp capture point will experience |
91s | Close Quarters combat with danger |
93s | lurking around every corner while |
95s | Vehicles will have to provide support at |
97s | a |
100s | distance the checkpoint was often |
102s | featured in World War II to control the |
104s | roads in and out of regions it was key |
107s | to controlling the main road in and out |
108s | of verville so the Germans emphasized |
111s | protecting it by using the nearby barn |
113s | and protected Hillside for storage and |
115s | supplies its Open Fields are a Haven for |
118s | armored vehicle support while the hill |
120s | side storage provides infantry with |
122s | Close Quarters gameplay the changes in |
124s | elevation of the Rolling Hills allow |
126s | armor squads to utilize their |
129s | Firepower moving on to German territory |
131s | erdale Farmhouse includes a civilian |
133s | themed Farmstead as one of the more |
135s | relatively untouched areas by either |
138s | forces with a combination of enterable |
140s | bars of buildings and contrasting Wide |
142s | Open |
143s | Fields hinterberg is a forested area |
146s | that the US forces originally held the |
148s | Germans bombarded it with ar and burnt |
151s | it into the ground a key Skirmish that |
153s | forced us back to Elenor Ridge the |
156s | tricky terrain requires both infantry |
158s | and armored vehicles to use the |
159s | landscape to their advantage it's here |
162s | where the sniper roll can exploit the |
163s | long-distance opportunities the US used |
166s | the terrain to their advantage and |
168s | created fox holes to set up traps for |
170s | nearby German patrols this capture Point |
172s | depicts a no man's land area with hilly |
175s | terrain designed to provide armor with |
177s | good Vantage |
179s | points with we wanted to accurately |
181s | convey the weather that affected troops |
183s | in elsenborn Bridge who were subjected |
185s | to freezing conditions and blizzards |
186s | affecting visibility we needed a system |
189s | that could change throughout to reflect |
191s | the unpredictability of these conditions |
194s | VFX particles were created consisting of |
196s | various intensities of snow and we |
199s | decided on a set of presets to drive the |
201s | intensity of each level of snow this |
204s | meant we could tune each scenario in |
206s | isolation to adjust the weather |
208s | intensity and atmospherics the VFX |
210s | scenario was broken down into a set of |
212s | presets light snow medium heavy and |
215s | Blizzard snow we added the probability |
219s | of when the transition between each |
220s | stage would occur to add enough |
222s | Randomness to it whilst ensuring the |
224s | levels of snow to Blizzard stayed |
226s | synchronized and consistent |
230s | throughout Elenor Ridge will be |
233s | available for all platforms this year in |
235s | update 16 |
240s | a |