Tobruk is a map in Hell Let Loose. Tobruk is a map based on the Second Battle of Tobruk. Announced in a map teaser and released in Update 17.
Tobruk is the third map to be made since the departure of Black Matter, the original developers of Hell Let Loose.
Historical Summary[]
The summary from December 19th, 2024.
"In early 2025, we leave the intense snow and freezing conditions of Elsenborn Ridge and land at the frontlines of the Axis capture of Tobruk, also known as the Fall of Tobruk and the Second Battle of Tobruk. Tobruk was a deep-water port and therefore a key strategic objective of the North Africa campaign, it was involved in one of the longest sieges of British history. Our new map, is set within the successful Axis offensive and assault on Tobruk at the end of Operation Venezia and will feature the game’s British Eighth Army and DAK forces." - HLL Dev Team.
The summary from February 15th, 2025.
"The Second Siege of Tobruk was a short lived battle set in Tobruk - Libya that saw the capitulation of the British defenses, within a single day. Set on 20th June of 1942, the Second Siege of Tobruk featured the successful campaign of the Deutsche Afrika Korps against the British 8th Army, as the harsh summer sandstorms rolled in. Aside from the close-quarters combat of the city proper, the map also features various caves, aptly named the 'Desert Rat Caves' after the defenders of Tobruk, who were often referred to as the 'Rats of Tobruk'." - HLL Dev Team
Map Rationale[]
The map is said to feature the following:
- A desert map that is different to El Alamein yet feels cohesive in nature
- An opportunity to provide players with new fighting experiences including: caves, creeks, accessible rooftops and the overall blend of urban and rural areas
- A map that incorporates dense urban areas but does not restrict vehicles/armor
- A map that has diverse Capture Point themes that contrast each other yet remain thematically cohesive overall
- British Eighth Army and DAK forces.
Capture Points[]
All descriptions are taken from PTE U17 Announcement.
Guard Room[]
Starting with the North West of the map, we have the Guard Room Capture Point. This German Capture Point features a bespoke building that was repurposed into a storage space for the upcoming assault, rocky terrain, reinforced buildings and a variety of verticality. As with all Capture Points here, vehicle access is not limited and is aided with the addition of a long open main road and branching dirt pathways.
Tank Graveyard[]
This desolate wasteland known as the Tank Graveyard Capture Point, is the result of a previous German armored assault attempt on Tobruk which ended in defeat. Now all that remains are the artillery craters and tanks from both factions that lay in ruin. From dead tanks and large craters, to clouds of smoke and exposed rock formations, players have a variety of cover options to aid their advance. Though the result of the terrain proves vehicle navigation to be trickier, the winding paths and deeper terrain provide cover for vehicles for strategic attacks.
Division Headquarters[]
At the South West of the map we have the German makeshift base, the Division Headquarters Capture Point. This Capture Point was a staging ground for the German Forces’ assault on the city. With large rock formations, enterable tents and trench networks, players of all role types are offered a variety of cover.
West Creek[]
The next Capture Point revolves around a terrain feature new to Hell Let Loose, desert creeks. With a blend of rocky terrain, sparse foliage and various depths of the creek’s bed, the addition of this themed topology creates unique and interesting gameplay that provides players with the opportunity to utilise different tactics. Though the creek spans roughly 4 sectors in length, the West Creek Capture Point focuses on the widest part of the creek and its surrounding compound and focuses heavily on the more natural elements of the map.
Albergo Ristorante Moderno[]
Towards the center of the map we have a Capture Point that contributes to the dense urban area, Albergo Ristorante Moderno. Whether you’re using the accessible rooftops to utilise the high ground, or using the planks connecting them as a pathway to reach further into the city, the rooftops in the Albergo Ristorante Moderno Capture Point provides players with a fighting experience new to Hell Let Loose.
King Square[]
Making up the other half of the dense urban area, the King Square Capture Point mostly comprises second-story buildings and encourages close-quarters battle in the lower courtyard areas. This is a direct contrast to its counterpart Albergo Ristorante Moderno which mainly features single-storey buildings to aid rooftop fighting. We have not limited vehicle access in these urban areas, but instead, have provided many roads and alleys to account for all playstyles. So whether you’re infantry on foot or armour in tanks, this area caters for all play styles.
Desert Rat Caves[]
Another Capture Point that provides players with a new gameplay experience is the Desert Rat Caves. As the name suggests, this area will allow players to participate in close-quarter battles within a small cave system. This area is full of verticality and does not limit vehicle access in most areas. Players will be able to walk and climb into the caves, offering flanking abilities and other strategies to tactically advance.
Church Grounds[]
In the heart of Tobruk, we have the Church Grounds Capture Point, which focuses on the area surrounding the church. We decided to not have the church itself in the hard cap to help mitigate against spawn camping, however, the church is fully accessible, including the spire to retain that Hell Let Loose gameplay that appears in other maps.
Admiralty House[]
Near Tobruk’s harbour, we have the Admiralty House, a large structure that saw a collapse of its western wing after a devastating airstrike. Though the building itself is non-enterable, players will be able to scale the building’s rubble or utilise the facades and walkways in order to take the risk of its exposed rooftop vantage point.
Abandoned Ammo Cache[]
One of the key attributes of the Abandoned Ammo Cache Capture Point, include the mixture of open desert road for flanking opportunities, and a warehouse that features towering ammo crates both inside and outside to provide strategic cover.
8th Army Medical Hospital[]
The 8th Army Medical Hospital Capture Point has many enterable buildings for close quarters battle and rooftop access for long range attacks and interesting crossfire opportunities. There are open courtyards to aid tactical advancements, and many flanking opportunities for vehicles.
Supply Dump[]
This Capture Point provides a lot of verticality with 4 large two storey apartment buildings. Though the apartments are non-enterable, the apartment's walkways are accessible, with stairs to the second storey too. The Supply Sump Capture Point provides a variety of sightlines in all directions and an open courtyard space that allows vehicle access and large towering cover to either attack or help defend the apartment buildings.
Road to Senussi Mine[]
The next Capture Point is the Road to Senussi Mine. This area features a long open desert road and plenty of verticality from the watch tower, large sand mounds, sand dunes, rock formations and tunnels. The Capture Point tells the story of the British Army who would load supplies onto mine carts, and transport them through the tricky desert landscape with relative ease and speed.
Makeshift Aid Station[]
The Makeshift Aid Station Capture Point provides a variety of tactical advantages with the tents and the wide open approach for vehicular assaults. The road networks and dirt track paths also offer the players flanking opportunities.
Cargo Warehouse[]
The Cargo Warehouses Capture Point features large enterable warehouses that allow for close quarters combat and also vehicle access. There are also off-road opportunities and a variety of areas that provide flanking opportunities.
Gallery[]
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