Factory Take and Hold
The first map from Tarkov ported to H3VR Take and Hold gamemode. Features 7 holds and 7 supply points!
By calafex
Last updated | a year ago |
Total downloads | 24289 |
Total rating | 14 |
Categories | Maps |
Dependency string | calafex-Factory_Take_and_Hold-1.1.1 |
Dependants | 5 other packages depend on this package |
This mod requires the following mods to function
README
Factory Take and Hold
The first map from Escape from Tarkov ported to the H3VR Take and Hold gamemode. Sandbox variant here.
I did not intend that to be a complete copy of the map from Tarkov but instead tried to use it as a great starting point for a good and realistic-looking environment. Thus, the map looks different: lighting is different, some stuff is missing, some I added or changed, but that's the point.
Features
- 7 hold points
- 7 supply points
- Nice graphics and high attention to detail
- Accurate colliders mostly and physical properties of objects (if something looks like it can be shot through, it probably is)
- Interactive environment: climbable objects, functional fire
- Dark and bright areas
- Both short- and long-range encounters
Known issues
- The performance can be bad at certain spots, especially when playing PMC Pete.
If you find more, let me know on Discord (calafex). Besides bugs I'd gladly accept any screenshots or locations of incorrectly placed stuff (junk floating a few cm over the ground, for example), invisible walls or something else that looks weird. Also if you know how to make the map more fun to play in Take and Hold (ideas for new holds/supplies, changes for existing) I can look at that too.
Special thanks
- VIP for giving me his colliders for props. Seriously, I can't thank you enough, that saved me days of work.
- NunSuperior's mapping tutorial
- Atlas package
- H3VR modding discord
- Battlestate Games
Changelog
1.1.1
- Added missing take'n'hold navblockers
- Added off mesh links at some places so sosigs will be able to reach you more effectively. This includes the hole in the wall of the 3rd floor of the office (sosigs couldn't go through, they were using the second floor door) and the area over the medical tent (previously completely unreachable for them)
- Fixed some occlusion culling issues
- Adjusted props' positions
- Partially fixed sosigs sometimes not going inside the locker room hold
1.1.0
- Major lighting changes: tweaked colors and intensity, disabled some wall lamps, added missing ceiling lamps, enabled physical falloff for everything and added sky light
- Substantially increased collider complexity of walls and windows, should fix some spots where the laser pointer was not visible
- Repositioned a billion of props again
- Added a couple of reflection probes
- Barrels with fire now deal damage and ignite flammable stuff (dynamite fuse, matches, sosigs...)
- Barbed wire now deals damage more consistently
- Barbed wire and fences now make a sound when something collides with them
- Some CPU optimization
- Fixed dead sosigs falling through the grated floor near two big ciscerns
- Removed the ability to ignite fuses by touching the grated floor with them
- Fixed an issue with the navmesh when sosigs couldn't get inside some rooms
- Added missing take'n'hold navblocker in one of the hangars hold (descend to tunnels)
1.0.1
- Removed the invisible floor blocking the tunnel entrance at one spot
- Adjusted some props' positions
- Added missing take'n'hold navblocker in locker room hold (hole in the floor)
- Changed occlusion culling settings, should generally improve performance and remove some artifacts
- Rebaked the lighting with a slightly lower texel count and reduced file size
- Cleaned the navmesh a bit
1.0.0
- Initial release