Factory Take and Hold Night
The first map from Tarkov ported to H3VR Take and Hold gamemode. 7 holds, 7 supply points. Now in dark flavor!
About this mod Author’s original text
Factory Take and Hold - Night
The first map from Escape from Tarkov ported to the H3VR Take and Hold gamemode. Compared to the day version, I changed the main light source and disabled the majority of wall lights in open spaces so glowsticks and the moon are your main sources of light now. Additionally some clutter was removed because the lighting artifacts were very visible on it in poor lighting conditions.
Sandbox variant here, day Take and Hold variant here.
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.
- There are some lighting artifacts with certain object glowing in the darkness. I cannot fix this right now unfortunately.
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
1.0.0
- Initial release
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.
Install these first, or the mod will not work: