I love watching him because his explanations help make me a better game dev myself. He's a smart dude and has obviously put a lot of time into learning his craft.
The amount of effort, love and soul that goes into your game Is truly commendable. Been playing over 350 hrs and don’t see myself stopping any time soon.
I love the game, but the amount of creativity gets limited when you have the same firearms for 3 weeks. I am just waiting for a new toy to play with, mostly also waiting for update 100. But I will always love the game.
Really? Is it ever warm there? I live in commiefornia so my weather is tolerable. Cool winters with some cold days, warm summer with a wingfull of hot days, but I really want to live somewhere that's always cold, never *hot*, etc. If northest Dakota is a cold heaven, how are your gun laws? I doubt it can get as bad as CA or NY so that's good
@@corvidconfidential8826 Y'know, If you wanna live somewhere always cold, just move to SF. It's still in California, and it doesn't get cold there. Edit: Hot, I mean it doesnt get hot there
@@jungleblobs5225 not only is shitfransisco the worst city on this side of the country, but that's not true. The area I'm in is very mild but due to being on the coast, SF is very muggy and extra hot in the summer. We both have 80° hot days but with the salty humidity, SF has a _feels like_ temp of 100°. Swamp coolers and even sweating doesn't help in humid heat, I'm in a sweet spot though, near enough to the ocean to get cool ocean air but far enough that the humidity is normal. Our 'heat waves' are around 83° and 'omg record breaking heat we're all gonna die' Temps are 90°, but that's still too hot for me to be comfortable with. I love cold, you can put on an infinite amount of clothing to get warm but you can only take off so many to get cool, plus I hate the feeling of warm air on my face, so I would love to move somewhere that has 70° heat waves and the locals feel like they're going to die when it hits 80° Oh, and I love rain too, cold rainy days are my absolute favourite. I've only seen snow twice but that's still enough to want that too~
@@corvidconfidential8826 Shit, SF gets hot like that? Man, I always thought it stayed below like, 75. I mean, theres always the northest of the north, or the coastal Pacific Northwest. For Reference, Astoria, Oregon hasn't gone past 71 this whole summer. As far as I know. Edit: and I feel ya about the snow thing, man, I live somewhere without a lick of snow too.
Love the idea of The hunter Patrols, but I feel like they should be coming from the next hold point not the previous one also, maybe ambush squads? this map looks perfect for such encounters.
I imagine they're spawned from the previous hold to ensure you can't see them spawn. Just as you couldn't see the new supply points at the end of the previous hold, you can't see the previous hold from the new supply, guaranteeing it's a safe point to spawn a hunter patrol. On the contrary, the new supply points and _new_ hold may not be picked with a guarantee of not being able to see each other. It's okay for them to see each other spawn after all, since there aren't any players in them when they are picked. Adding that extra exclusion would make generation significantly harder, where when generating supply points you'd have to pick points which are hidden from two holds which can't see each other rather than just the old hold.
I adore your game as a British person as I obviously rarely get the chance to shoot a gun and if I do its normally a shotgun. I've learnt so much from you game and it is my go to if im feeling a little bit like massacering a bunch of hot dogs with my custom 1911 and my sten gun.
@@IronMoose95 ermm yeah sure sure Edit:just so I know for the future what is the difference. I think one is that the 1911 is single stacked and the safety is in a different place oh and different calibers.
@@binns5302 the 1911 and the Sten are WW2 guns. But the Brit loadout would been a Sten and a Browning Hi-Power because that was their pistol. It's the 9mm
Could be nice to have a Breach and clear mode once the doors have been finished. Kind of like the Breaching killhouse, but Sosigs waiting in ambush and/or patroling, and perhaps other objective types- some boobytraps even. regardless, H3 is great, excited to see each update.
Speaking of winter levels. I just wanna say that battle petite is my favorite game mode and I play that mode 80%+ of the time. Would love to see another deathmatch type game mode in winter wasteland at some point :) keep up the good work Anton!
I love how visibly excited Anton is about continuing to develop new features on top of such an already solid game. It must be incredibly difficult to avoid burning out on a single project after working on it for so many years. Needless to say, all of your hard work has paid off and I absolutely cannot wait to give the new TnH map a spin next week. It's going to be a great change of pace from the usual TnH. Thanks as always Anton, you really do spoil us with these updates. I can't think of many other game devs that keep improving and expanding on their games over time like you do with H3VR. What you've created in H3 is such an incredible achievement and truly the best money I've ever spent on a game. With hundreds of hours played I feel like I should be paying you again at some point... I do at least make it my personal mission to recommend your game to anyone that'll listen. Again, thank your for continuing to support your game with such passion.
I can't wait for this update. I think this is gonna bring new life to the game! I know everyone is seeing this new level and is like "Hey you should make ______ level next!" but really, with how long the hallways map carried Take and Hold on its shoulders, I think we won't need a new map for a long time. The map is so large that it is effectively multiple maps rolled into one. Also, with how you ported it from the Christmas mode to Take and Hold, imagine how versatile this map is! I'm sure there are bunches of modes that could be enacted on this map regardless of direction simply because of how many different terrain and scenario options it offers. 10/10 a worthy update for the lofty expectations that anything numbered "100" is bound to have!
Anton I love you dude. It’s Friday, I just picked up a bunch of goodies from the dispensary, and I’m just constantly refreshing your page checking for the update I’m so excited. My girlfriend and I are gonna spend all weekend kicking hot dog ass on this new map. I have sunk hundreds of hours into take and hold already and this map makes it feel like a different game so I cannot imagine how addicted I’m gonna get.
Will there be an audio/visual cue for failing to stealthily capture a supply point? That way the player will be informed that the Hunter Patrol has spawned; something like the Sosig calling for backup via radio, then having that request acknowledged through semi-loud and distinctive radio chatter or having a flare shoot up into the air then brightly hanging in the air as it falls.
Hey Anton! I've been watching your devlogs for years, and just a month ago I was finally able to get a headset. I've had an absolute blast with H3VR, and I'm excited to see what's coming next. Keep up the Incredible work!
This was such an interesting devlog what with you going over how you have redesigned different elements of T&H. Really looking forward to trying this out. You're doing a really great job, Anton!
And to think this game started 5 years ago and is still being updated as heavily as it is now.. This is still the best VR game on the market and I'm glad I started with my first headset just for this game. No regrets
A big thing I appreciate about these devlogs is how they work as a "reality check"/anchor for my idea's, expectations, hopes and disappointments in current video game development. 11:07 is I think a very powerful moment to me, because as much as I'd love to one-liner many of my ideas, they still require huge amounts of work to implemented. And these devlogs help me remind that this is the case.
I love the unity engine insider looks at your projects! A tiny and minor problem I had with the original map is that the fog would cover up the sosigs, but they could still see me. So sometimes a random sniper shot would rip through the fog and do a ton of damage to me and it would take me a while to path close enough to see the bugger to return fire, because of how well they were hidden in the fog. Could I request a slight nerf to the sosig sight lines on this map? I’m a rift S player on ultra potato graphics, so increasing LODs isn’t an option for me, sadly
Nice, sounds like this is shaping up nicely and I can't wait to play it! Will there be more voicelines added to simulate the sosig "calling" for help from a supply point when they detect you? So a player can hear a sosig say "Requesting backup!" and know that the hunter patrol has been dispatched.
I feel like I've been following Anton and his game for 5 to 6 years with no significant breaks in-between. Like... Bro, it seems kinda impossible to get tired of your devlogs and your passion for this game.
I wonder if you could implement some sort of time-of-day setting for the outdoor t&h maps? I disliked the winter wasteland map for it being too dark outside.
I love this idea. In the old take and hold pistols were the best and assault rifles were only for the high caliber. I think it’s great that the snipers are useful and the magnifier scopes are worth it. I do have a question though. Will the sniper rifles spawn in with scopes on the new map or still just with the reflex sight?
Definitely going to have my headset set up again by next Friday. Really awesome to see how you're playing around with hold setup! I can't wait to try it out myself.
This is my favorite devlog so far, I love the in depth talk through of how the logic works and the unity view. Nice guy Anton making a whole separate alpha branch just so people can still play with mods.
Patrols having rally points and outer limits like you implemented look awesome. That you are adding different patrol types makes me want to play this even more.
These updates are amazing, the work you are putting into them shows the dedication and passion you have! Thank you for all the hard work! As a note though, I was thinking about the size of the hold areas and potentially how far away the player might be from some of the Nodes, and if some would even work. Like if you were up the tower and an agile node spawns at a huge distance, it will be like trying to hit a fly zipping around, while using a bolt action rile, while looking down a large scope, WHILE be shot at by Sosigs XD Sounds nuts, but would it be something that changes the game play to being more luck based over the skill of it all? Thinking on this, I wonder if the Nodes will be changes or have dedicated ones for the map? And as an idea, would maybe a 'flying' Node work? Like a drone in the sky and you have to shoot 2 or 4 rotors depending on the difficulty? Or heck even some helicopter that has a Sosig pilot to shoot, which could have other Sosigs on board shooting down, or even dropping from it?
No clue how difficult it would be but a custom ammo builder for 40mm or shotguns similar to the banger crafting station would be super cool. As always, this week's update is pretty exciting! Good to see such big changes to TnH. Keep up the good work, Anton!
For the patrols you can have chunks like minecraft where if you are in a chunk the patrol can only move to or in the holds in the chunk so that the patrol is always in your area. Because of the many holds in wasteland
Another idea I don't know if it's good, but I figured I'd mention anyways because ideas are free. With holds like hold 27 maybe see how having a few spawn up on the cliffs would do? I feel like we don't have too many opportunities to aim steep and I think that could be neat. Or I could be completely off my rocker/it be unfeasible/everyone hates it! But free idea :3 keep up the great work, and thanks for this under the hood look. Game Dev is so interesting, and seeing what a complex solution you had to make to the simple idea of "just have them spawn near the places that are relevant" was really interesting :3c Edit: oooh with the new distances and the sosigs estimating getting fuzzy at distance, sniper sosigs on cliffs? Again no idea if this is even remotely a good idea, but I thought it might be neat!
Great work man! I love the work an dedication to this. I hope you make it BIG BIG some day because some AAA titles don't seem to have this much time and dedication put into them
so stoked for the experimental holds. Anton is there any way we the players could know exactly what hold# of the map we are in? with 30 hold points it would be nice for the early development of the maps for us players to know what hold we were on to just help give feedback.
Super exited to see that you are cool with the mods that have been coming out. Development for these types of games is slow, and its nice to have mods to tide me over, while you focus on a feature, and actually fully implement it, and make steady developmental progress. Its also nice to see that you are trying to work with the modders to migrate everything over to the new branch. I'm glad its happening this way. Its a lot better than, you know... a game not making any updates for literal y-e-a-r-s, while the developers tease everyone with all the cool new dinosaurs they are working on, that they never actually put in the game, only for them to just give up entirely, and just start over on a different branch with little to no content, leaving the entire player base huddled together on the old branch waiting for it to be shut down and disappear forever. Sorry, that was in reference to a DIFFERENT game. If you know what I'm talking about, you know what I'm talking about.
Something I'm amazed hasn't been done (at least in what I've seen) is a bomber crew with a detailed, interactable interior. Gun physics, crew jobs, having to navigate and pilot, gunners (of course) etc. Instant coop classic right there.
Hey Anton, great work as always. I’m always impressed at your problem solving. Quick question though, I’ve never really been a take and hold kind of guy but I’ve always liked exploring the maps. Are you going to import this as a separate map to just explore in or will it be only take and hold?
I believe you and Wolfire games; the creators of Receiver, should work together. Bringing the building complex from Receiver 2 into H3VR as a playable stealth map with patrolling Sosigs would be awesome!
I would love a radio to hear sosig combat chatter, like if you were spotted and a hunter patrol spawned you would have a audio clue. And would also make the player aware that hunter patrols are a thing.
I swear, between the new doors to be added, all the beautiful guns and this map we've been patiently waiting for is on its way. I'm so excited for the future of H3VR :,>
Hey Anton, kind of an irrelevant question but what pc specs do you have for developing? Wondering because I am trying to start not sure if I should go 32gb ram or 64gb
couple ideas to throw out there but first i just wanna say seeing these does really help when i myself develop things as it helps me know that trial and error is one of the most important things. anyway you might be able to have the AI map out the surrounding area, especially the hunters, to try and catch you in bad positions so you really have to fight. also when randomly selecting the map area maybe you should only render that part of the map to make it easier to run.
I don't own game nor own VR headset, but close to new year (after September for sure) I will be able to get at least VR headset, maybe even buy the game and test it there. Would only like to!
Jams would be really interesting but probably hell to program. But it would be cool and educational if you could encounter stovepipes or double feeds for an example and have to learn to clear them. Some guns would have a higher chance to jam (For example the Zip 22 if you decide to add it) and fully automatic weapons used for a prolonged time.
Holy shit I only just now came up with this idea. You should come up with a snow themed character to match the map, give the sosigs nice snow camo jackets, and have the weapons be stuff like AKs or the arctic warfare, those weapons designed specifically to be able to be used with snow gloves
I'm so excited to play this new map! Is there anything to differentiate the "hunter" patrols from the normal patrols? Is the whole map going to be available next week or will this be a slower rollout of the different sections? Also is there any kind of graded approach to sosig AI and how well they aim or how difficult they are? Like the grunts don't shoot great but the spec ops sosigs and snipers are way more accurate?
There was no sound check, now my eardrums are blown out.
Was totally ready for Anton to whip out a 1911 and start blasting into the wall. ;)
@@coltpiecemaker That'd be the most badass thing ever tho
13:25 oh god i thought I was looking at a map of New Eden for a moment
also we now have confirmation that the sosigs are 'just okay' at math
I can see why
Lemme give you a kiss 😘
Yea with those pork belly brains lmao
Smort sosigs.
Hopefully this will stop derringer snipers lol
"this completely falls apart in the big map"
cuts to a map the size of a fucking rockstar game
I don't even own the game, but I watch all of these because i just find them really cool. keep up the great work!
Same, I do hope to get it once I obtain a virtual headset machine...sorry, rping elsewhere...
I love watching him because his explanations help make me a better game dev myself. He's a smart dude and has obviously put a lot of time into learning his craft.
Its a great game, if you can I really reccomend getting it. I do struggle with boltys tho lol
Lmao same I've been watching him since devlog 2
yeah, h3 is one of the first games on my list for when i get a headset
The amount of effort, love and soul that goes into your game Is truly commendable. Been playing over 350 hrs and don’t see myself stopping any time soon.
Agree completely. The most functional Early Access game I've ever seen, by a landslide
@@DekuSkrub2129 this along with valheim are the best early access games imo
Fellow Homestuck *nods*
@@DekuSkrub2129 not to mention one of the most complex
I love the game, but the amount of creativity gets limited when you have the same firearms for 3 weeks. I am just waiting for a new toy to play with, mostly also waiting for update 100. But I will always love the game.
We truly do not deserve you Anton. The amount of hard work you put in h3vr is badass...
Best dev.
"In our Northest Dakota Map"
As a resident of this state, I will say this is true, hell it still hails outside in July
Really? Is it ever warm there?
I live in commiefornia so my weather is tolerable. Cool winters with some cold days, warm summer with a wingfull of hot days, but I really want to live somewhere that's always cold, never *hot*, etc.
If northest Dakota is a cold heaven, how are your gun laws? I doubt it can get as bad as CA or NY so that's good
lol we get crazy tons of hail this time of year in canada
@@corvidconfidential8826 Y'know, If you wanna live somewhere always cold, just move to SF. It's still in California, and it doesn't get cold there. Edit: Hot, I mean it doesnt get hot there
@@jungleblobs5225 not only is shitfransisco the worst city on this side of the country, but that's not true. The area I'm in is very mild but due to being on the coast, SF is very muggy and extra hot in the summer. We both have 80° hot days but with the salty humidity, SF has a _feels like_ temp of 100°. Swamp coolers and even sweating doesn't help in humid heat, I'm in a sweet spot though, near enough to the ocean to get cool ocean air but far enough that the humidity is normal. Our 'heat waves' are around 83° and 'omg record breaking heat we're all gonna die' Temps are 90°, but that's still too hot for me to be comfortable with.
I love cold, you can put on an infinite amount of clothing to get warm but you can only take off so many to get cool, plus I hate the feeling of warm air on my face, so I would love to move somewhere that has 70° heat waves and the locals feel like they're going to die when it hits 80°
Oh, and I love rain too, cold rainy days are my absolute favourite. I've only seen snow twice but that's still enough to want that too~
@@corvidconfidential8826 Shit, SF gets hot like that? Man, I always thought it stayed below like, 75. I mean, theres always the northest of the north, or the coastal Pacific Northwest. For Reference, Astoria, Oregon hasn't gone past 71 this whole summer. As far as I know. Edit: and I feel ya about the snow thing, man, I live somewhere without a lick of snow too.
Those long engagement ranges will be great for scopes and rifles. Speaking of witch have you heard of the C7a1 and c7a2 canadian rifles.
You know I have :-)
@@AntonHand ever heard of vhs f2? I would love to see that rifle, it has sweet stuff
@@chrisflynn2006 Croatian FAMAS would be fun to play around with yeah
@@ringsystemmusic yeah im serbian, i also found out agram 2000 is in the game already which is pog
man it sure would be awesome if my favorite video game developer added something that appeals to me personally!
This map is gona make me happy when ricky dicky random drops me a bolt action
Finally, a use for them!
Gonna need that RNG for the scope too , my friend
no. all you get is demoman nade launchers
@@jusstyno Artilery roleplay it is then.
Love the idea of The hunter Patrols, but I feel like they should be coming from the next hold point not the previous one
also, maybe ambush squads? this map looks perfect for such encounters.
I wonder if the choice of where they come from is semi arbitrary and, as the player, you wouldn't have known where they came from anyway
I imagine they're spawned from the previous hold to ensure you can't see them spawn. Just as you couldn't see the new supply points at the end of the previous hold, you can't see the previous hold from the new supply, guaranteeing it's a safe point to spawn a hunter patrol.
On the contrary, the new supply points and _new_ hold may not be picked with a guarantee of not being able to see each other. It's okay for them to see each other spawn after all, since there aren't any players in them when they are picked. Adding that extra exclusion would make generation significantly harder, where when generating supply points you'd have to pick points which are hidden from two holds which can't see each other rather than just the old hold.
I adore your game as a British person as I obviously rarely get the chance to shoot a gun and if I do its normally a shotgun. I've learnt so much from you game and it is my go to if im feeling a little bit like massacering a bunch of hot dogs with my custom 1911 and my sten gun.
You mean your Hi-Power and a Sten gun, RIGHT?
@Soviet Microwave lmao your the one being cringe
@@IronMoose95 ermm yeah sure sure
Edit:just so I know for the future what is the difference. I think one is that the 1911 is single stacked and the safety is in a different place oh and different calibers.
@Soviet Microwave what's wrong with being british and I'm assuming that you are russian or an american kid who is pretending to be russian.
@@binns5302 the 1911 and the Sten are WW2 guns. But the Brit loadout would been a Sten and a Browning Hi-Power because that was their pistol. It's the 9mm
T&H Character suggestion to go along with this level:
Donny Dragunov: Just sniper rifles, only sniper rifles.
Could be nice to have a Breach and clear mode once the doors have been finished.
Kind of like the Breaching killhouse, but Sosigs waiting in ambush and/or patroling, and perhaps other objective types- some boobytraps even.
regardless, H3 is great, excited to see each update.
This. That's all I have to say about this.
Unrelated, is your profile picture cheese?
@@electronus97 you could say that.
@@TheIrradiatedTurtle Very good! im a fan of cheese. Merp on my friend!
Didn't realize that the T&h map was so compact!
it feels really big because you can never see everything and each hallway seems unique in my opinion
Speaking of winter levels. I just wanna say that battle petite is my favorite game mode and I play that mode 80%+ of the time. Would love to see another deathmatch type game mode in winter wasteland at some point :) keep up the good work Anton!
a trench or D-day map would be so awsome
A D-day was just made this past week, check Bonetome
I cannot wait for a new level! Keep on going Anton, and then, PLEASE take a break you've been taking care of us too much
love a devlog that goes more into the backend of the development, super interesting stuff, can't wait to play the new map anton!
The progress is seriously staggering. I don’t know how you do it. Keep it up!
I love how visibly excited Anton is about continuing to develop new features on top of such an already solid game. It must be incredibly difficult to avoid burning out on a single project after working on it for so many years. Needless to say, all of your hard work has paid off and I absolutely cannot wait to give the new TnH map a spin next week. It's going to be a great change of pace from the usual TnH.
Thanks as always Anton, you really do spoil us with these updates. I can't think of many other game devs that keep improving and expanding on their games over time like you do with H3VR. What you've created in H3 is such an incredible achievement and truly the best money I've ever spent on a game. With hundreds of hours played I feel like I should be paying you again at some point... I do at least make it my personal mission to recommend your game to anyone that'll listen. Again, thank your for continuing to support your game with such passion.
I can't wait for this update. I think this is gonna bring new life to the game! I know everyone is seeing this new level and is like "Hey you should make ______ level next!" but really, with how long the hallways map carried Take and Hold on its shoulders, I think we won't need a new map for a long time. The map is so large that it is effectively multiple maps rolled into one.
Also, with how you ported it from the Christmas mode to Take and Hold, imagine how versatile this map is! I'm sure there are bunches of modes that could be enacted on this map regardless of direction simply because of how many different terrain and scenario options it offers.
10/10 a worthy update for the lofty expectations that anything numbered "100" is bound to have!
And just like that he made it an outdoor stealth em up along with everything else! You are a legend sir, please never forget it.
Anton I love you dude. It’s Friday, I just picked up a bunch of goodies from the dispensary, and I’m just constantly refreshing your page checking for the update I’m so excited. My girlfriend and I are gonna spend all weekend kicking hot dog ass on this new map. I have sunk hundreds of hours into take and hold already and this map makes it feel like a different game so I cannot imagine how addicted I’m gonna get.
Glad to hear it! :-)
It looks like Antom is preparing a SWAT breach plan with the plants of the facility.
I am SO ready for this! I've been waiting on this map for so long!
So many hurdles to leap, I admire your perseverance Anton
Will there be an audio/visual cue for failing to stealthily capture a supply point? That way the player will be informed that the Hunter Patrol has spawned; something like the Sosig calling for backup via radio, then having that request acknowledged through semi-loud and distinctive radio chatter or having a flare shoot up into the air then brightly hanging in the air as it falls.
Haven't decided yet.
Imagine the metal gear alert sound playing and a 99 counter above the supply point xD
Hey Anton! I've been watching your devlogs for years, and just a month ago I was finally able to get a headset. I've had an absolute blast with H3VR, and I'm excited to see what's coming next. Keep up the Incredible work!
Thanks :-)
This was such an interesting devlog what with you going over how you have redesigned different elements of T&H. Really looking forward to trying this out. You're doing a really great job, Anton!
Anton, Is it possible to add Weather elements to this? Like maybe a blizzard in the middle of a hold, or heading to a supply point.
There's already a dynamic wind and atmospherics system in the level that has carried over from its Winter Wasteland form.
And to think this game started 5 years ago and is still being updated as heavily as it is now.. This is still the best VR game on the market and I'm glad I started with my first headset just for this game. No regrets
A big thing I appreciate about these devlogs is how they work as a "reality check"/anchor for my idea's, expectations, hopes and disappointments in current video game development.
11:07 is I think a very powerful moment to me, because as much as I'd love to one-liner many of my ideas, they still require huge amounts of work to implemented.
And these devlogs help me remind that this is the case.
I love the unity engine insider looks at your projects!
A tiny and minor problem I had with the original map is that the fog would cover up the sosigs, but they could still see me. So sometimes a random sniper shot would rip through the fog and do a ton of damage to me and it would take me a while to path close enough to see the bugger to return fire, because of how well they were hidden in the fog. Could I request a slight nerf to the sosig sight lines on this map? I’m a rift S player on ultra potato graphics, so increasing LODs isn’t an option for me, sadly
Fog distance is not effected by graphics quality in H3. Just certain parts of the map have very dense atmospherics.
Just use accuracy by volume of fire. That should kill something.
Nice, sounds like this is shaping up nicely and I can't wait to play it! Will there be more voicelines added to simulate the sosig "calling" for help from a supply point when they detect you? So a player can hear a sosig say "Requesting backup!" and know that the hunter patrol has been dispatched.
ye, it would be great to have some readablity for these situations.
And they should launch a flare up
I feel like I've been following Anton and his game for 5 to 6 years with no significant breaks in-between. Like... Bro, it seems kinda impossible to get tired of your devlogs and your passion for this game.
I wonder if you could implement some sort of time-of-day setting for the outdoor t&h maps? I disliked the winter wasteland map for it being too dark outside.
A nighttime map would be really cool with enemy patrols that have flashlights you can see in the distance
I love this idea. In the old take and hold pistols were the best and assault rifles were only for the high caliber. I think it’s great that the snipers are useful and the magnifier scopes are worth it.
I do have a question though. Will the sniper rifles spawn in with scopes on the new map or still just with the reflex sight?
Anton you are an amazing dev and we all appreciate you immensely
Definitely going to have my headset set up again by next Friday. Really awesome to see how you're playing around with hold setup! I can't wait to try it out myself.
*me taking down my vr*
Anton "Northest Dakota"
Me "dam thats all you had to say"
This is my favorite devlog so far, I love the in depth talk through of how the logic works and the unity view. Nice guy Anton making a whole separate alpha branch just so people can still play with mods.
best birthday present ever! Thank you, Anton!
im super excited to play this map its gunna be a nice change of pace from the cqc/cqb of the og take and hold keep up the great work anton!!
OMG I’m so excited! Anton, keep doing what your doing man, you’re super talented.
Patrols having rally points and outer limits like you implemented look awesome. That you are adding different patrol types makes me want to play this even more.
I cannot wait to see gameplay of this map 😍 Absolutely amazing work
Really looking forward to this when it comes out!
super excited to try out the new map, as always love the vlogs, you're doin' great work anton
Absolutely incredible seeing the scale of the outdoor map. I would love to see a ROTR update that adds a large map in that style.
Looking at the take and hold map from top down makes it look a lot smaller than it feels
Just imagine how huge this one will feel!
These updates are amazing, the work you are putting into them shows the dedication and passion you have! Thank you for all the hard work!
As a note though, I was thinking about the size of the hold areas and potentially how far away the player might be from some of the Nodes, and if some would even work. Like if you were up the tower and an agile node spawns at a huge distance, it will be like trying to hit a fly zipping around, while using a bolt action rile, while looking down a large scope, WHILE be shot at by Sosigs XD Sounds nuts, but would it be something that changes the game play to being more luck based over the skill of it all?
Thinking on this, I wonder if the Nodes will be changes or have dedicated ones for the map? And as an idea, would maybe a 'flying' Node work? Like a drone in the sky and you have to shoot 2 or 4 rotors depending on the difficulty? Or heck even some helicopter that has a Sosig pilot to shoot, which could have other Sosigs on board shooting down, or even dropping from it?
Fantastic! I've put about a thousand hours into T&H and this will 100% mix it up, can not wait to play the new map!
I find it awesome that you think of the modding community! 😍
Damn, Anton. I sold my Vive to a friend of mine before Covid hit and now this Take & Hold map is making me want to get another headset. Amazing work!
No clue how difficult it would be but a custom ammo builder for 40mm or shotguns similar to the banger crafting station would be super cool. As always, this week's update is pretty exciting! Good to see such big changes to TnH. Keep up the good work, Anton!
For the patrols you can have chunks like minecraft where if you are in a chunk the patrol can only move to or in the holds in the chunk so that the patrol is always in your area.
Because of the many holds in wasteland
This is simply going to be insane, imagining you get to travel massive distances, I'm astounded! *Forgot to remove a bunker from the map* :)
a dev working with others that makes mods for there game? i respect you even more
Incredible! So cool to see how the sosig gets made.
I don't even own a vr headset let alone H3 VR yet i still love watching these vlogs
anton!! you misspelled engagements in the Classic Hallways description text! this is very important
This is my first time seeing anton he looks like such a nice guy!
This video is fantastic. I'm so excited. You're awesome.
Another idea I don't know if it's good, but I figured I'd mention anyways because ideas are free. With holds like hold 27 maybe see how having a few spawn up on the cliffs would do? I feel like we don't have too many opportunities to aim steep and I think that could be neat.
Or I could be completely off my rocker/it be unfeasible/everyone hates it! But free idea :3 keep up the great work, and thanks for this under the hood look. Game Dev is so interesting, and seeing what a complex solution you had to make to the simple idea of "just have them spawn near the places that are relevant" was really interesting :3c
Edit: oooh with the new distances and the sosigs estimating getting fuzzy at distance, sniper sosigs on cliffs? Again no idea if this is even remotely a good idea, but I thought it might be neat!
Great work man! I love the work an dedication to this. I hope you make it BIG BIG some day because some AAA titles don't seem to have this much time and dedication put into them
so stoked for the experimental holds. Anton is there any way we the players could know exactly what hold# of the map we are in? with 30 hold points it would be nice for the early development of the maps for us players to know what hold we were on to just help give feedback.
I’m so excited! Cannot wait for the new map!!
Super exited to see that you are cool with the mods that have been coming out. Development for these types of games is slow, and its nice to have mods to tide me over, while you focus on a feature, and actually fully implement it, and make steady developmental progress. Its also nice to see that you are trying to work with the modders to migrate everything over to the new branch. I'm glad its happening this way.
Its a lot better than, you know... a game not making any updates for literal y-e-a-r-s, while the developers tease everyone with all the cool new dinosaurs they are working on, that they never actually put in the game, only for them to just give up entirely, and just start over on a different branch with little to no content, leaving the entire player base huddled together on the old branch waiting for it to be shut down and disappear forever.
Sorry, that was in reference to a DIFFERENT game. If you know what I'm talking about, you know what I'm talking about.
Something I'm amazed hasn't been done (at least in what I've seen) is a bomber crew with a detailed, interactable interior. Gun physics, crew jobs, having to navigate and pilot, gunners (of course) etc.
Instant coop classic right there.
I don't even have a VR headset but I still watch these devlogs.
Hey Anton, great work as always. I’m always impressed at your problem solving.
Quick question though, I’ve never really been a take and hold kind of guy but I’ve always liked exploring the maps. Are you going to import this as a separate map to just explore in or will it be only take and hold?
This is a Take & Hold only map. You can always just start the mode up, super easy settings, Item Spawner, and just mess around in it though.
Anton Hand ok I figured, keep it up Anton
A bigger new take and hold map is what Iv'e wanted for years.
I'm so excited!!! I look forward to more take and hold maps
Between this and the three meatmas maps H3 is the undisputed king of VR snow
Ya know what would make a great special enemy? That antagonist (I forgot his name) from the movie "Behind Enemy Lines".
I was daydreaming about that while watching this. That could definitely be awesome!
I believe you and Wolfire games; the creators of Receiver, should work together. Bringing the building complex from Receiver 2 into H3VR as a playable stealth map with patrolling Sosigs would be awesome!
The map is looking like it's gonna be so fun! I can't wait for it brooo
hey anton what date and time is the new take and hold map going to be in the beta on steam?
Babe wake up, anton's doing a devlog
Cant w8 anton really excited
I would love a radio to hear sosig combat chatter, like if you were spotted and a hunter patrol spawned you would have a audio clue. And would also make the player aware that hunter patrols are a thing.
Amazing work!!
I swear, between the new doors to be added, all the beautiful guns and this map we've been patiently waiting for is on its way. I'm so excited for the future of H3VR :,>
YES! Long range engagements!
So excited for the Alpha 😀
Holy shit! I'm super excited to try this new T&H map! Ahhhh!!!
Sosigs needed that aim buff. I've always felt invincible while running.
Hey Anton, kind of an irrelevant question but what pc specs do you have for developing? Wondering because I am trying to start not sure if I should go 32gb ram or 64gb
i9 7900x, 64gb ram, 1080TI
Thanks man BTW love what you’re doing with H3VR, can’t wait for the door breaching
couple ideas to throw out there but first i just wanna say seeing these does really help when i myself develop things as it helps me know that trial and error is one of the most important things.
anyway you might be able to have the AI map out the surrounding area, especially the hunters, to try and catch you in bad positions so you really have to fight.
also when randomly selecting the map area maybe you should only render that part of the map to make it easier to run.
keep in mind i have never once even thought about developing a game i just like to throw ideas out cause they might cultivate other, greater, ideas.
Is there any plans to add new characters for this t&h mode?
Yup, when the map is done and comes out of Alpha.
Could we get some Henrys? Like the long ranger and some of those big boys/45-70s?
A fun weapon would be the PM63 machine pistol
I don't own game nor own VR headset, but close to new year (after September for sure) I will be able to get at least VR headset, maybe even buy the game and test it there. Would only like to!
Anton, king! Look after yourself!
Thank you for this amazing game Anton. you're awesome!!!!
Jams would be really interesting but probably hell to program. But it would be cool and educational if you could encounter stovepipes or double feeds for an example and have to learn to clear them. Some guns would have a higher chance to jam (For example the Zip 22 if you decide to add it) and fully automatic weapons used for a prolonged time.
Holy shit I only just now came up with this idea. You should come up with a snow themed character to match the map, give the sosigs nice snow camo jackets, and have the weapons be stuff like AKs or the arctic warfare, those weapons designed specifically to be able to be used with snow gloves
I'm so excited to play this new map! Is there anything to differentiate the "hunter" patrols from the normal patrols? Is the whole map going to be available next week or will this be a slower rollout of the different sections? Also is there any kind of graded approach to sosig AI and how well they aim or how difficult they are? Like the grunts don't shoot great but the spec ops sosigs and snipers are way more accurate?
Hey Anton what’s with the houses in the friendly 45range?
Anton you are a beautiful man, thank you for all of your hard work.