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calafex-Factory_Take_and_Hold-1.1.0 icon

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
Date uploaded a year ago
Version 1.1.0
Download link calafex-Factory_Take_and_Hold-1.1.0.zip
Downloads 4532
Dependency string calafex-Factory_Take_and_Hold-1.1.0

This mod requires the following mods to function

nrgill28-Atlas-1.0.0 icon
nrgill28-Atlas

The next generation of mapping tools for H3VR

Preferred version: 1.0.0

README

Factory Take and Hold

The first map from Escape from Tarkov ported to the H3VR Take and Hold gamemode. 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 works differently, 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.
  • Regenerating nodes can be a tricky target inside big, open holds.

If you find more, let me know on Discord (calafex#2105). 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

1.1.0

  • 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