Hey everyone, Welcome to Developer Briefing #24! This week we’re delving into how we’ve designed maps and match mechanics that give players different combat and strategic experiences each time they play them. How do we achieve this? By having the game change which sectors are active for contention each time a new round starts. More on that below… [h1][b]One map, multiple experiences[/b][/h1] To help explain how one level gives our players multiple battlefield experiences we’ve created a gif of Sainte-Marie-du-Mont’s map that highlights various combinations that you might encounter. [img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34012997/1636c90082ebd1814f7ceea07881683701ff9d88.gif[/img] As you can see the map is split into 15 sectors, or three lanes of five. Depending on which sectors are set active by the server you might have the majority of both teams fighting over one/two lanes or find them being spread across the map if the sectors are in a zig-zag formation. Each different sector scenario requires different approaches and tactics when it comes to troop deployment, armour usage and unit strategy. Do you focus on a blitzkrieg of the enemy from the front? Envelop the enemy with a wide flank? Send units to ambush the enemy and counter any wide pushes? The choice is yours. [h1]Not just a capture point[/h1] The nature of our sector mechanic also lends itself to creating entirely different combat experiences for our players each time they play the same map. Using Sainte-Marie-du-Mont as the example once again, you could end up fighting through open fields, hedgerows and farm buildings one match... [img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34012997/fa6d1477040a42110b0feba9442339c8adf97912.jpg[/img] Then the next time round you could be fighting in a more rural urban setting as you fight to capture the imposing Brecourt Manor compound... [img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34012997/4d39b48ea81ae0f7386e672d2c4e017b4879fe51.jpg[/img] Or even get into the middle of brutal building to building fighting in the town of Sainte-Marie-du-Mont itself! [img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34012997/93c7e8e67ed4e8cdd7bcefb5f0548d4b4fe0ef48.jpg[/img] This means that when you replay a map, you get an entirely different experience to the last few times you battled over it, after all, each map has [b]99 possible variants[/b]! This sector variety is applied to all current Hell Let Loose maps and will be included in all future ones too, giving our maps a fresh and exciting feel each time your boots hit the ground. [h1]Talking of maps…[/h1] The last closed beta before Hell Let Loose’s Early Access launch on June 6th is taking place between May 24th and May 27th. This will be the first time our snow covered Foy map will be playable and it’s unlike anything you’ve played so far! Whatever sectors you end up fighting over, you’d better hope that when you charge through the mist you don’t run into one of these… [img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34012997/0d1d04bb03fd0b83d4a46bd3477ff409e62950ff.jpg[/img] Hell Let Loose is available to Wishlist now: https://store.steampowered.com/app/686810/Hell_Let_Loose/ Follow Hell Let Loose on [url=https://twitter.com/hell_let_loose]Twitter[/url] Like Hell Let Loose on [url=https://steamcommunity.com/linkfilter/?url=https://www.facebook.com/HellLetLoose/]Facebook[/url]