Here on the first take with no edits to be seen, its alwase nice to see general changes to take and hold alwase keeps the meta fresh. You know what else alwase keeps it fresh, The C7A1 and C7A2 Canadian rifles
Edit 1 there where none before this. You were talking about putting an object in the lobby. What about a big tree sprouting through the middle, gives lots of options for cover and wierd fight angles
I love that Anton made a level that makes me feel like I'm in Black Mesa, Shadow Moses, and Aperture all at the same time. Can't wait to do some Flaccid Stead and Gordon Freemeat runs when this releases ❤️🔥
@JoeKataldo Out of all the sectors Anton has shown so far, my favorite has got to be this one, the government sector. I found myself headbopping to it the most XD
For the lobby maybe you should hang some centerpiece from the ceiling, it would fit in a 'lobby/reception' type of room but also block the sightlines from the high ground making it harder/easier to hold depending on your positioning.
I am very excited for this level, but seriously Anton don't beat yourself up about the time frame! We all understand that development takes time, and you've done a LOT of work to overhaul T&H with this coming update! It genuinely looks like it's a major refresh that I'm going to want to deep dive into, and makes me wish I had a better HMD for tracking so I could enjoy it just *that* much more. Either way, it's gonna be a fantastic patch and I think everyone will be happy to play it when it comes. Until then, take care of yourself and make sure not to stress yourself out *too* much :)
This exactly! i am very hype for the new level, but the real treasure is the devlog runs anton has dropped along the way. Honestly, if he one day retires from defining VR shooters as a genre to playing them, i'd love to watch him play T&H or something lol
That background music at the start of the hold is so perfect. It reminds me of Abe's Oddysee/Exoddus or even Metal Gear Solid, it has the same "one little man against massive odds, trying to bring down the giant" feel to it. It's amazing.
That wounded SOSIG making a knife charge on his knees at about the 19-minute mark was pretty great. Not the first time I've seen that but the first time it's been slow enough to appreciate,
My main reason for not playing Take & Hold more often is just the lack of variety in the existing map, but some of the firefights in this new map look awesome, super looking forward to this!
For lobby I suggest giant hanging vines or other greenery? I think thatll add alot of color to the room without conflicting too much with the rest of gov sector. Plus it'll fill in all the negative space towards the ceiling
This is the most genuinely hyped for something I have been in a while, just the fact that there’s gonna be the scale of Northest Dakota (if maybe a little smaller) and the CQC of the classic hallways is just so exciting to me
My VR broke a couple years or so ago and I haven't been able to get a new setup since then but I've been following your updates since forever and god I'm so excited to return to h3vr 😅 AHHHHHHHHH
Same, my headset kicked the bucket a year or so ago and haven't been able to justify getting a new one yet, but I still watch the devlogs every week because I love seeing Anton's passion and hard work make this game better and better.
God the music, its just... mmmmmmmmmm hng, so gooood you know what else is so good? the C7A1 and C7A2 rifles, I wonder if anyone else has suggested those.
@18:50 May I suggest a brutalist chandelier in the center, hanging low and blocking some angles in the middle of the room? Maybe like a concrete pillar with smaller concrete pillars that stick out from it like multiple H shaped branches off the center column.
The layouts of the new hold rooms are all so awesome looking I can’t wait to try them out. Idk how feasible it is but I think a water feature, like water fall or something that could be shot through but not easy to see through would be cool for the lobby. I can’t wait to see the hidden section
Level looks incredible and the music is top notch-- props to both Anton and Joe :) eventually I'll find myself enough money to be able to play this game myself
Do they? I thought even the old crates looked better, it's nitpicking since it doesn't matter much, but I wonder if most people think the new crates are nicer, too.
Should make it so that if you shoot a vending machine it drops a random item like either healing items, a magazine of a random ammo type for one of your guns, a token or a junk item
The player in me is really excited about the ability to unlock a category, though the "designer" in me worries it might result in fewer "interesting" runs, since I'm not going to be forced to use categories I'm not as excited about or familiar with. Maybe I might get better at bolt-actions if I'm forced to use them?
This kind of reminds me of Receiver, in a way, but with hundreds of times more content. Seeing as Wolffire have no intention to make Receiver with a VR mode, I think I'm going to enjoy the pants off of this.
I thought we were done with that sorry crap! I refuse to accept your apology, perfection should not be rushed and for something you and your team have poured your hearts in to. I would rather hear that I have to wait even longer then your projections then hear that anyone was stressed because they are trying to make a schedule. Anton to you are all that are working on this thank you all.
Fantastic work as always Anton! Here’s an idea for balancing the Irises: as the iris gets more and more damaged and loses its rings, the damage it does goes down as well. Just a thought!
At some point you should experiment with holds that require a hack or puzzle to start. So you have to take out the sosigs in the hold room. Perhaps in the later holds or even further into unlimited just to change the pace and throw a curveball.
Hey Anton here is an idea for the Lobby. Maybe some benches and a GIANT statue in the middle. You added statues in the halls but imagine a huge one in the lobby. seems like something the "Government" section would have.
In case you didn't find the iris issue, from watching the video it really looks like the hold 'blast' is breaking them in a very wrong way. That final hold really makes it apparent as they were functioning fine right up until you tapped the orb
On the missing something from Lobby: maybe some kind of vertical art installation suspended in the centre. Blocks different line of sights depending on position, and you could throw climbing handholds on it for shenanigans.
On the lobby obstacle, it made me think how would dynamic obstacles work with the sosigs and such, like a floating spinning cube in the middle that goes up and down.
Chandelier in the lobby. If it's big enough and in the right spot, it can cut off some sightlines from the second level and fills the empty space overhead. Something to match the brutalist aesthetic, so not a traditional crystal chandelier. Maybe like a bunch of glass cubes or something. I'm not an architect or an interior decorator, lol, so I may be getting the terminology wrong.
just a couple of idea's, could do a Meatmas themed Take and Hold scene for meatmas, since you've been working on it for so long, and also would love to see a Vickers or Maxim Machine gun, either emplacements or somethings like that, those'd be sweet, thanks for the devlog Anton! keep up the good work!
Rarely seeing a bit of construct debris floating around while i'm navigating the new map could be a spicy addition. Like, it got me to jump, but, if its just a couple of rings, it will be easily identifiable as broken after you get a better look at it
Maybe some of the hazards in the coridors etc could be made to work in the hold phase, most targets you can ignore for a bit, could be a cool thing to have to prioritise
New unlock feature instead of rerolls seems cool and the map looks awesome. cant wait to see it. its awesome that you actively work with the modding community to make sure everything works unlike some game devs who seem to hate their community.
The firefights in this new level look amazing but it got me thinking about enemy variety and how cool it would be if there were more sosigs with differing levels of priority (past armor types) and design akin to halo's covenant. An example scenario could be little mini sosigs (grunts) that carry small arms but come in groups of 5 to 6 commanded by the standard sosig (elites) with medium armor and a stronger weapon, while thin jerky stick (jackals) snipers provide cover fire. It may be out of the scope for this update but it would be neat to see.
Praise Anton! I really dig the new "unlock" thing with the constructor! Also curious since I can't remember if it was in one of the dev logs I watched while dead tired, I noticed the clip pistol you had could be topped off mid mag, wasn't that a new feature you added, the ability to lock a bolt open to use clip guides while the gun is still loaded? Or was it just specific to that pistol?
2:15 it just struck me that a subtle knock-on effect of adding additional environmental threats that cannot be taken out with bad roll starter weapons, is that the high scores are yet further biased to those who "save scum" spawning until they get a decent first weapon.
Love the soundtrack here, if anyone else played Sly Raccoon for the PS2 I hope this made you think of the overworld music for the swamp level as much as it did for me.
Oh Wow this is getting amazing, you said you wanted to put something obstructive on Lobby, How about some Banners hanging down like something from Citizen Kane, but with giant sausages, Something obstructive from the passageway, but being unable to stop bullets
I can't imagine Anton playing with a mod like Mag Boop or Stovepipe. I feel like it would fuel too many run enders for him to have fun with it. Meanwhile, me and everyone else using Stovepipe are masochists.
Hey anton, perhaps for lobby add something hanging from the ceiling in the middle of the room. on the lower level it would be possible to shoot under it but it would force the player to move about more as it would block sight lines across the higher floors.
i don't know if it's the right place to say that but a devlog seems apropriate, was playing the new character earlier, the competitive one, and -maybe- when you spawn with with the what's-its-name tube shooty (the single shot KS23) -maybe- it souldn't come with non damaging rounds, ofc you can use the effect to beatup the sossig with your baton but sometime holds point are out of mele reach and due to sosigun ammo you cas easily softlock yourself, anyway eager to test the new T&H map when it's pushed up to experimental !
Lobby could have a giant golden statue or as other comments have said a tv column and resting areas like tables or vending/newspaper stands.... maybe a melon stall so we get lots a bits every where
Lobby needs one of those shitty government chandoleirs they have in city halls. But undulating and brutalist and a robot a i that is obviously watching you
Those disabled Irises gave me an idea. How about adding a randomly located surveillance checkpoint that a player can infiltrate to disable security for the current take phase?
Kind of unrelated to the video, but I would love to see some variation of a meat fortress themed take and hold character, it would be extremely difficult if you decided to keep the soldiers and demomen in this hypothetical update, but you could replace them with less armored versions of themselves wielding shotguns and pistols, maybe some all rounders or whatever, the soldier and demo models could be replaced with the open fortress mercs, and engineers would act as shotgunners in the early waves, then build sentries later on? Changes could be made to a lot more classes: Scout would have a pistol and would run slower and spawn in the early waves Soldier would be an armored shotgun enemy, possibly equipped with a rocket launcher in the late waves Pyro would use a flare gun or flamethrower Demoman would be a melee enemy with some sort of sword Heavy would be a like the juggernaut of the competitive mode, wielding a minigun to suppress you Engineer would be an early wave shotgunner, acting on later waves with a sentry gun Medic would heal his teammates I guess Sniper could use the SMG, or the sniper rifle in patrols Spy could be a skirmisher, shooting you with his revolver and going "invisible"
Anton, have you seen Our Own Devices video on Commonwealth training rifles? Lots of pretty .22 plinkers! Also, is the Ross Mk 3 rifle in H3? If it isn't, it should be, it has an amusing reputation
Could you scale up one of the hotdog statues that spawn in the main government sector corridor and use that as the centrepiece in the Lobby hold room? And if it's not too bad performance-wise, have it as a massive destructible element?