It was decided early on that we needed a dynamic snow/blizzard scenario for Elsenborn Ridge, so the Technical Art team started prototyping some ideas to support this. The new tech allows us to blend between different intensities of weather, allowing us to go from gentle snowfall as can be seen currently in Foy to a heavy blizzard.
To transition the weather states, we take the current values and blend them over a transition time to new settings that we pull from a preset data asset containing all the VFX elements for each setting.
In addition to the above, the Technical Art team have been improving the occlusion system for rain and snow whereby render targets will be used to occlude rain and snow instead of having to manually check each level for mesh distance fields on buildings, in turn, this makes the possibility of adding differing weather scenarios a lot more flexible in the future.
The dynamic blizzard VFX tech is still in development and the Technical Art team are working to fine-tune, polish and optimise for when we are ready to ship Elsenborn Ridge.
While the work has been mainly based around snow, we added the functionality to do the same for rain as well, however, these will require further development.
Technical Art - Expression Games
The Battle of Elsenborn Ridge is a less-documented, but important battle nonetheless set in the Büllingen region in the Ardennes. 43 miles away from Foy, the Elsenborn Ridge is but one of many examples of how far the Battle of the Bulge was spread out in 1944.
Set during the winter months of 1944, the 99th U.S. Division who had been stationed at Wirtzfeld were under heavy suppression from the 6th Panzer Army composed of the 12th SS Panzer Division, 12th Volksgrenadier and 277th Volksgrenadier to the east, who had finally broken their lines and forced a retreat to the Elsenborn Ridge.
The U.S. were forced to abandon their supplies en-route to the ridge, and settle in for weeks of bombardment from Wirtzfeld. Having retreated to the ridge and established a network where they had become heavily dug in with makeshift trenches, foxholes, camps and artillery gun positions.
Taking place between 16th-26th December, 1944 winter had fully taken hold in Belgium, the thick snow had settled, the roads were slippery and slushy, combined with the constant fog/blizzards made it impossible for the U.S. bombers and the Luftwaffe alike to battle from the skies without succumbing to the elements.
Carl Rutter, Senior Level Designer - Expression Games
As with any Hell Let Loose map, we had considered which maps were already available to players, this allowed us to decide on which kind of thematic map that we wanted to create next. We had decided as a team that the map could be:
- A map that is different to Foy in aesthetics, but fits in with the existing biome
- A map that has a much more interesting topography to avoid the repetition of dull, flat terrain that exists in other territories
- A challenge to create a map that’s based on controlling land, rather than buildings
- An opportunity to design a map without the safety net of large structures and historical landmarks in mind, while retaining visual interest
- A map that works for all playstyles, but will be more suitable for vehicles/armour
Because the Elsenborn Ridge itself is a forested region where the U.S. dug in with defensive positions rather than a historical landmark, this gave us a lot of space to choose from when designing the initial concept. We chose the absolute edge of Wirtzfeld over Rocherath-Krinkelt because it has a much better road network for vehicles, and to minimize the need to create another village.
Carl Rutter, Senior Level Designer - Expression Games
BR1 invites the Hell Let Loose community to join in a charity event to commemorate the 80th anniversary of the WW2 Invasion of Normandy. We invite players to make a minimum donation of $5 dollars to participate. We encourage everyone to give as they can, and will even accept larger donations from our fellow gaming communities. All Donations will benefit the Wounded Warrior Project.
This is our 4th annual Road to D-Day event -- in the previous years we have raised over $6,600 for the WWP, and so we have set our sites a bit higher this year for a single year goal of $3000.
BR1 is a gaming community founded by Veterans and is dedicated to service and leadership. We welcome mature players interested in joining a fun and engaging community that promotes respect and congeniality, both internally and externally. One of our founding principals is providing social support for our Veteran members, as well as guidance toward professional help, when needed. This makes our partnership with Wounded Warrior Project a natural conclusion. WWP provides too many services to Vets and their families to try to list here, and their work speaks for itself. BR1 is proud to be a partner with WWP and by hosting our annual RtDD event, do our small part to help our Veterans.
Mortain sits in a shallow valley – where the US rallied against German troops amid Operation Lüttich. The battle took place in August 1944, in Normandy, France.
Units from the 30th Division, including the 2nd Battalion, 120th Infantry, and two tank destroyer platoons, were dispatched to relieve the 1st Battalion, 18th Infantry. Their directive was to defend the town of Mortain, strategically utilising Hill 314 (also known as MontJoie) as a tactical defensive and overlook position.
During Operation Lüttich the town was destroyed, left in ruins with only a few buildings standing. The destroyed version of the town will be featured in the map.
Offering a plethora of notable locations – both historical and natural – Mortain features themes of contrasting areas throughout. Rock formations permeate the map alongside hilly areas of countryside and farmland.
Mortain - Environment Art
It brings the team great pleasure to finally release Update 15 and our new map, Mortain.
Since joining the project, the team at Expression Games have worked with our partners to deliver a map that offers a new and exciting world to experience in Hell Let Loose, while honouring the legacy that Black Matter had left for us.
Being our first map release, we wanted to gather feedback from the community early on, and as previously mentioned in other briefings, we cannot thank you all enough for supporting the PTEs that helped shape this map. Hell Let Loose has one of the most dedicated fanbases within online gaming, and although there have been some challenges bringing it to the standard previous Normandy maps have set, you have been instrumental towards its development and have made us accountable in creating quality gameplay and visuals.
Since the last PTE, the Environment Art team have been focused on fixing as many bugs and visual issues as possible for release, as well as incorporating some new dressing and polish. We have also supported Technical Art in producing some crucial optimisations, within Mortain and in particular textures across the game. We hope that these efforts mean you’ll enjoy the varied terrain and vast forestry of Mortain at its best performance yet.
To read the developer briefing from the PTE, which has additional details about Mortain Environment Art, Level Design and Front End Updates, click here.
During the last Mortain PTE, there was a known issue where aiming down sights caused noticeable discrepancies between LODs across the map, with foliage, in particular, losing shadows or changing silhouette significantly. This is an issue that is present across the game, however, due to the high contrast lighting used in Mortain, this was much more noticeable to the point where this was impacting gameplay, particularly with longer-range weaponry. There was a collaboration between Code, Technical Art and Environment Art to look into this issue, and a fix was finally found and implemented by Gage Griffiths - Senior Programmer at Expression Games.
The fix consists of two console commands that are run when you join a game within Mortain. To keep performance across Xbox Series S/X, PS5 and PC consistent, different values for these commands are set based on the platform.
Firstly, the density of foliage was scaled down slightly across the map. This was fine-tuned to ensure there is not a noticeable loss in visual quality, but enough to where we retain performance. The commands and values we used for this are:
PC - foliage.DensityScale 0.8
Console - foliage.DensityScale 0.65
Secondly, Unreal Engine uses a calculation based on how much of the screen a particular asset takes up, to determine what level of detail that asset renders. When you aim down sight, a tree appears larger on the screen so the game renders a high-detail version of it, but when you stop looking down sights the tree takes up less of the screen so a lower-detail version is rendered instead.
The fix essentially alters the distance from the player where the higher detail foliage would swap to a lower detail asset. These are not exact figures, but as an example, previously a tree may have been 10,000 triangles at 10 metres away, swapping to 5000 triangles at 20 metres. This has shifted so that the tree would still be 10000 triangles at 20 metres away, with the swap to 5000 triangles happening at 40 metres, meaning a tree has to be much further away before the lower detail asset is rendered.
The exact values we set are:
PC - foliage.LODDistanceScale 2
Console - foliage.LODDistanceScale 1.3
The results of our testing are extremely positive, and we hope that if you managed to play Mortain during a previous PTE you will notice that this is a huge improvement from before.
As this is an issue that has been in the game for a long time across all maps, and the results have been promising on Mortain, I can confirm that this is a fix that we are looking to implement across the entire game, which should improve foliage LOD issues on all maps. We are also confident that this would bring huge improvements to some urban maps, in particular, Stalingrad, as a large portion of the map including buildings are technically rendered as foliage, which was a performance-saving technique used by Black Matter.
Due to this being a game-wide change, we want to ensure there is adequate testing and feedback before it’s live across all maps, so Mortain will be the only map in Update 15 to support this change. However, if feedback is positive and the consensus is that assets are ‘popping’ less for players without performance impact, this is something we are eager to implement in a future update for all maps.
We have made every effort to ensure Mortain is ready for release, but if you experience any issues while playing, please don’t hesitate to give feedback through the appropriate discord channels or social media. The team frequently reads comments and shares videos with each other, so if there are any comments or issues you have surrounding the map we want to hear them.
Lastly, I’m pleased to share and hope you enjoy some final renders of Mortain. I’m incredibly proud of what the team has produced, and I hope these images showcase a new benchmark for content in Hell Let Loose going forward.
Ryan Thomason-Jones - Senior Environment Artist, Expression Games
Mortain - Technical Art
The Technical Art team have been fine-tuning the performance around the Mortain town area to accommodate the additional enterable buildings. This was a combination of LOD merging, forced distance culling and removing shadow casters on any object already in shadow. This was to ensure we retained the detail and storytelling of the interiors while reducing the cost of the extra detail.
Throughout the town, the Environment Art team made a wonderful set of modular destroyed building assets, creating a wide variety whilst keeping material and texture costs to a minimum. This, in turn, meant that we had smaller assets, however, this also increased the mesh draw calls, especially with shadow and occlusion checks. To address this as we did not want to create combined render meshes driving up the memory cost and with that texture cost, we created a series of shadow proxy assets that were lower in complexity and limited to one simple shader meaning a single shadow and occlusion call.
Many combinations of walls and buildings benefited from a Hierarchical Instanced Static Meshes pass, similar to that done with buildings in El Alamein (HISM is an instancing method that allows for better memory performance, supports LODs with good asset culling which results in better rendering performance).
On this map, we also limited the use of HLODs (Hierarchical LODs). One of the drawbacks to using HLODs extensively was increased memory overheads. This was limited to the town area and only used for medium-sized buildings.
In addition, the Technical Art team ensured that there were no unnecessary occlusion checks and unique assets, which were not adding to storytelling to save on mesh and texture memory.
To create a believable atmosphere for the destroyed part of town, we had to take into account the amount of dust that would be present in the air. However, adding a large number of dust particle effects can negatively impact performance due to overlapping translucent sprites creating overdraw.
To achieve the desired effect, we decided to create a fog to simulate the presence of thick dust around the buildings. Since using volumetric fog would cover the entire map, we opted for shader-based localized fog volumes instead. By placing a single volume over the destroyed area and adjusting the shader controls, we were able to control the fog's height, density, and colour. This approach helped to achieve the desired effect without the need for a large number of particles.
Although the fog worked well, it lacked movement. To fix this issue, we added a few variations of dust particles. However, we kept these fairly limited and added a couple of shader tricks to improve performance. The main shader trick we used was to scale the sprites down based on the player's distance from the effect, which reduced overdraw. Scaling the sprites down to nothing eliminated any render cost.
We also had to be mindful of when the player walks through the dust particles. Lots of large translucent sprites filling the screen could significantly impact performance. To tackle this problem, we used a similar method as the distance from the player. Only in this instance, we faded the alpha and scaled the particles as you moved through them, reducing the chance of frame drops. Having long sightlines with lots of particles could be costly. However, a combination of optimized VFX with a few shader tricks allowed us to create an area that looked heavy in dust with minimal impact on performance.
Technical Art team, Expression Games
Sainte-Marie-du-Mont - Map Updates
To coincide with the release of a Control Skirmish mode for Sainte-Marie-du-Mont, we looked into issues commonly brought up about the map as a whole across various community forums. Keeping in mind that the map is a fan favourite we chose to focus solely on the most impactful changes, those being to address the lack of enterable areas within the town and the inaccessible Brécourt Manor courtyard.
When tackling the updates to the town centre in Sainte-Marie-du-Mont, we started by focusing internal playtests on just that space. Utilising feedback from these playtests, along with community sentiment derived from various social media platforms, we were able to help find and improve the key problems on just those areas of the map.
Our biggest focus was on increasing the overall playable space around the town, helping to provide more routes into and out of the capture point. This increase in playable space also lends itself to creating more viable outpost/garrison placement options, and more flanking opportunities for attackers and defenders alike. Within these newly opened spaces, additional enterable buildings were placed to further increase the opportunities for attackers and defenders to seize the capture area around the church.
The above GIF showcases the reduction in blocking volumes throughout the town centre, in turn showing the extent of the newly opened space. These changes should not only improve navigation throughout the town but also help drastically reduce instances of being stopped from entering an area because of an invisible wall.
The following images show before and after shots of the four main quadrants of the town, North West, North East, South East and South West. The areas captured highlight the largest scale changes to the playable space, with new routes that lead directly into the town.
Kienan Southern - Junior Level Designer, Expression Games
The set-up for this Control Skirmish mode is focused around the Cattlesheds capture point from Warfare and Offensive, allowing us to capture a nice balance of spaces that should make both infantry and vehicle combat intense.
The bocages surrounding the Cattlesheds provide cover and routes into the capture point and the space within it provides engineers ample opportunity to bolster your team’s defences.
For tanks, the nearby open fields afford the space to bombard the opposition from a distance, or to act as support for the infantry pushing the objective.
Kienan Southern, Junior Level Designer - Expression Games
Also known as Eichenlaubmuster, this was one of the many types of camouflage patterns used by several divisions within the German forces. Often worn in the autumn, it is unique with its distinct colourisation.
For players, wishing to combine this uniform and match it with headwear of the same pattern, we would recommend using the Leopard Covered M42 helmet, already available, in-game.
Matt White - Creative Director, Expression Games.
Mortain has been a labour of love for the Environment Art team for some time. The reception during the previous PTE and the feedback following it has had a profound and positive effect on the map’s development. I would like to extend sincere thanks from us all, for the community rallying behind us as a development team and putting your faith in us to deliver a map that players want to play.
As mentioned in a previous dev briefing, focusing on your feedback from the last PTE, we have made significant changes within the town adding numerous enterable buildings to aid players in urban combat. Alongside this, we have introduced new structures within destroyed buildings, to offer new verticality and sight lines across Mortain’s town.
We have continued to take steps in optimizing the map and with great support from Technical Art, various changes across meshes, textures and shaders have been made to increase framerates on both PC and console.
During the last PTE, grass, hedge, and wheat culling happened much too early on. We have increased the draw distance of all foliage significantly, which should help to aid players hiding in tall grass and foliage. Due to the sheer performance impact of rendering thousands of blades of grass 300+ metres away, there may still be areas where at long distances foliage does not render as expected, but we are approaching this issue as a high priority and you should notice a significant improvement over the last PTE.
You may notice when playing Mortain, that upon aiming down sights, there can at times be a sudden change between LODs and shadows close to your camera. This is a known issue that is unfortunately visible across every Hell Let Loose map, but due to Mortain’s lighting being particularly bright with strong shadows, it’s much more apparent. We are actively investigating ways to combat this, however this is a long standing issue in the game and is tied to how LODs are handled at different FOVs. Although this issue won’t be fixed for the PTE, we hope that this doesn’t impact your experience of Mortain negatively.
I would like to extend a personal thank you to the QA and Community teams who diligently helped filter through feedback and helped give the Environment Art team and Level Design team a much clearer picture of how we can polish Mortain for this PTE. Although this isn’t the official release of Mortain, we are confident through their efforts and ours, that this version of Mortain will be an experience you enjoy and we can’t wait to hear your feedback both positive and constructive.
Ryan Thomason-Jones, Senior Environment Artist - Expression Games
To celebrate this PTE and release of Mortain, we have updated the main menu environment for the game to include a scene from one of the main streets in the town. With this being the first new map since Black Matter departed, we wanted to do something special with the theming, so decided to make the world black and white reminiscent of films and pictures from the past.
The new environment is significantly lighter than the previous scene performance wise, so console players in particular should find that the scene runs much smoother, and assets load in quicker on full release.
Adding to the wartime footage aesthetic, post process effects such as static and scanlines were added, along side some fantastic work from the audio team, who adapted the Hell Let Loose music to sound as though it was playing through a gramophone.
Although our primary objective is to make engaging and beautiful in-game maps, we hope that the next time you boot up Hell Let Loose, you immediately feel immersed and it adds to your experience of the game.
Ryan Thomason-Jones, Senior Environment Artist - Expression Games
First of all, I would like to express my gratitude to every player who took part in the previous Mortain PTE and provided feedback on the map. The Level Design team has taken the time to read every comment provided.
What was a clear takeaway from this is that the town of Mortain lacks a sufficient amount of enterable buildings. Having assessed the layout of the town, and taking into account optimization factors as well as sight lines, we have added more than 40 new enterable buildings, not just in the town, but across the entire map:
- More enterable buildings in the town around the Hotel De La Poste capture point
- The building at Les Aubrils Farm has been opened up
- Several buildings around Le Ferme Du Deschamps have also been opened up
- Other main design changes since the last PTE:
- The capture point “Le Hermitage Farm'' has been renamed to “Les Aubrils Farm” - this is a more thematic name for the region that we have captured
- The capture point “Farm of Bonvoisin” has been renamed to “Le Ferme Du Deschamps” - this is a more thematic name for the region that we have captured
- The capture point Southern Approach has received a cover pass
In addition, the Level Design and Environment Art team have been working on adding upper floors to the ruined buildings in the town. This creates additional opportunities and strategies for players to utilize the buildings more efficiently.
Carl Rutter, Senior Level Designer - Expression Games
For the Control Skirmish mode of Mortain, we decided on making the La Petite Chapelle Saint-Michel the active capture point to fight over. Not only does this sit well within the centre of the map to provide a balanced experience for both forces, but we also feel that it is the strongest capture point in tone and theme.
Mortain has the same rules as the other Control Skirmish maps, with 2 transport trucks, a medium tank and 2 sets of pre-placed nodes per force that allow players to jump straight into the action.
Carl Rutter, Senior Level Designer - Expression Games
Thanks to the feedback provided by various community members, time was taken to adjust and iterate on the Southern Approach capture point. The focus of this was to address the lack of clarity on what was being fought over, along with a general lack of cover.
To tackle this, we increased the overall defences in the area to help sell the ‘defence in depth’ theme of the capture point, along with adjusting the location and size of the hard capture area itself. These defensive improvements consisted of an increase to the trenches in the area, a pillbox, a supporting barbed wire ring around the point and the narrative addition of a fight already taking place here between armour units.
Kienan Southern, Junior Level Designer - Expression Games
To coincide with the release of a Control Skirmish mode for Sainte-Marie-du-Mont, we looked into issues commonly brought up about the map as a whole across various community forums. Keeping in mind that the map is a fan favourite we chose to focus solely on the most impactful changes, those being to address the lack of enterable areas within the town and the inaccessible Brécourt Manor courtyard.
To this end, a lot of time was put into opening up new routes and buildings within the town centre. Opening these areas should allow for a more 360-degree approach to the capture point, reducing bottlenecks for players moving towards the church and providing more safe havens for outposts and defensive/aggressive garrisons.
The addition of new enterable buildings also allows for more close-quarter gunfights, as well as vantage points for machine gunners to aid their squad's approach through the streets.
Kienan Southern, Junior Level Designer - Expression Games
The set-up for this Control Skirmish mode is focused around the Cattlesheds capture point from Warfare and Offensive, allowing us to capture a nice balance of spaces that should make both infantry and vehicle combat intense.
The bocages surrounding the Cattlesheds provide cover and routes into the capture point and the space within it provides engineers ample opportunity to bolster your team’s defences.
For tanks, the nearby open fields afford the space to bombard the opposition from a distance, or to act as support for the infantry pushing the objective.
Kienan Southern, Junior Level Designer - Expression Games