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Chapter One: Overlord

Traction Wars is a Free to Play, standalone WWII Realism Game utilising the CRYENGINE. It will offer a gaming experience that highlights realistic and historically accurate environments leading you through the battlefields of WWII. The first release "Overlord", will feature the early stages of the Normandy Campaign between the British and German Armies. From the infamous D-Day invasions through to the capture of Caen in the Summer of 1944, players will take part in some of the most fierce and bloody battles in history. Traction Wars will be released in a series of chapters, each expanding upon the previous. Chapter One: OVERLORD, is currently in development.

The following features will be included in the first release:

  • Two Nations (Britain and Germany)
  • Teamwork Orientated Gameplay
  • 20+ beautifully authentic WWII weapons
  • Squad & Command System
  • Balanced & Historically Accurate Class System
  • Historically accurate and detailed maps
  • Custom Interfaces and HUD
  • Original Soundtrack

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Blog RSS Feed Report abuse Latest News: Dev Blog #21: Digging into the Detail (3/3)

4 comments by [TWDEV]_General_Naga on Dec 9th, 2014

Hi everyone and welcome to the third and final piece in our “Digging into Detail” series. My name is [TWDEV] Maniche and I’m the Lead Level Designer here at Traction Wars as well as being part of “Sword” mapping team alongside [TWDEV] Mars and TWDEV [RvtL]. I’m here to bring you the final result of everything we’ve been blogging about over the last couple of weeks.

Today we’ll make use of everything Mars and RvtL have covered in part 1 & part 2 of the dev blogs and bring it all together into our finalised scene. I’ll go through each step along the way and give some examples of tricks we use.


I’ll start of with this empty area that you can see in front of you. In our first part by Mars we talked about how we make use of historical maps and references to pin-point exactly where buildings were located and position them accordingly. You may notice that the ground has already got a lovely grassy terrain texture, created using the steps RvtL discussed in second part.

Please note the images we are using for examples are work-in-progress or demonstration shots.


I start off by “white-boxing”. In other words, placing plain boxes to form the basic shapes of the agreed game-design. The concept is that the bigger boxes are buildings and smaller, thinner boxes are walls or fences. In the image above you can see both a wall on the right and a fence on the left. The wall provides great cover. While the fence provides only visual cover and allows other players to flank the position."


Then I like to place the larger objects, followed by the smaller objects which are key to the game-design element and the bigger trees/bushes. This all gives a better idea of how the scene could look allowing us to tweak the design at this early stage.

It’s important that we always white-box before beginning with the environmental element (small props, decals, plants etc..) so you end up with a properly balanced and thought through environment and game area. It helps to prevent time-consuming changes later in the process which are inevitable if we go straight into the detailing stage.

After that I like to hide the boxes to reveal the more complete scene. The next step is to layer paint in the details and especially give attention to areas where light and shadows will be cast.


The next few steps after this is pretty much straightforward. Since we’ve already established the game-design we now need to bring the level to life and look as natural as possible.

I strive for a look that feels believable. Giving the scene it’s own little background story really helps in the designing & placing of the environmental assets and doing all the details e.g. the little tool rack next to the ladder.

My story went along the lines of a small farming family barricading their house, to the best of their ability, to try to protect themselves from the imminent battle between the ever nearing Allies and Axis defenders. They might be making some window-shutters to protect the windows, moving unused furniture and garbage out of the house and so on. The concept of a story driven scene works well and this is just a fraction of what you as a level designer can do with it. Try it out!


That brings the final piece of the “Digging into Detail” blog series to a close. I hope you’ve enjoyed it. We’ll definitely be doing another series in the future. For those of you who also enjoy mapping, I hope you’ve learned more about our practices and picked up a few hints and tricks along the way.

We've got more updates in the pipeline so be sure to check-in again soon.



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Post comment Comments  (0 - 10 of 449)
47Rōnin
47Rōnin Dec 12 2014, 5:29pm says:

Greetings devs!

-Do you have a release date for the 1st Chapter?
-Will you introduce different setting/s?
-I really hope the game will be on par with RO2/RS in terms of realism, you can really immerse yourself in those games just because of the fact that you always need to be on your toes cause a bullet with your name is in anyones gun.
-I can't wait to try this game, I'm fed up with arcadish and comic shooters that are in the FPS market now.
-Keep up the good work, Cheers!!!

+2 votes     reply to comment
balck
balck Dec 14 2014, 4:59am replied:

Well, I'm not a developer, But I can echo what they have always been saying about the release date. They say: When It's Ready. Personally I find realism is good, In moderation. If it's just overpowered like you catch a bullet if you turn a corner and instantly get killed. Otherwise it's just plain frustrating and no fun. I find RO2 is bordering on that, But it isn't completely frustrating.

+2 votes     reply to comment
47Rōnin
47Rōnin Dec 14 2014, 10:50am replied:

Thanks for the reply! I'm coming from HnG and altough that game is fun, it's downright arcadish and I've kinda stopped playing it and found TW quite recently on HnG forum where a lot of people were buzzing about it. I took a look and since I don't have fast internet I could just read these posts and open a few images, I can say that I'm impressed with the amount of detail the weapons have, it trully is staggering. Regarding the realism part of your post I agree that Ro2/RS isn't your typical shooter, and the more you play the more you get familiar with the maps and the overall gameplay, you pick up a few tricks and get a lot more cautious.

+2 votes     reply to comment
cordenand
cordenand Dec 10 2014, 3:38am says:

I miss WW2 shooters its all modern do it all for you perks and gadgets crap with all full auto or fast semi auto weapons and reflex sights etc, best of luck to you guys.

+2 votes     reply to comment
cinco
cinco Dec 10 2014, 2:42am says:

ro 2 already did this. should have just made a west front mod

-2 votes     reply to comment
Gnostic
Gnostic Nov 13 2014, 9:23pm says:

This is amazing. Please keep going!

+2 votes     reply to comment
ItsJustCat
ItsJustCat Nov 13 2014, 9:23am says:

If you guys later on need somewhat translators or something, i can translate from German to English and the other way around (its my profession in real life too) :D

+2 votes     reply to comment
ShakesGaming
ShakesGaming Oct 26 2014, 6:36pm says:

Love seeing updates on this game...quality work as usual.

+4 votes     reply to comment
btwinch
btwinch Oct 21 2014, 12:57pm says:

Hey developers: I would love to pre-alpha, alpha, and beta test this!

+2 votes     reply to comment
Shrektacular
Shrektacular Sep 24 2014, 10:10am says:

I really really hope this gets finished ;_;

+3 votes     reply to comment
calgoblin
calgoblin Sep 26 2014, 6:45am replied:

Well, in a way it may never be finished, new updates and chapters are planned for the future. But yes, it will be playable for sure, it just takes longer as we develop it in our spare time.

+3 votes     reply to comment
Shrektacular
Shrektacular Sep 28 2014, 3:42pm replied:

Well the best game I've ever played is Project Reality and it's technically a mod that guys make in their free time/for free, so as long as there is motivation then that's a good sign

+1 vote     reply to comment
Roughbeak
Roughbeak Oct 1 2014, 9:57am replied:

Project Reality is awesome though, I like Forgotten Hope 2 better - mainly because of the time period (WW2). :)

+3 votes     reply to comment
Shrektacular
Shrektacular Oct 4 2014, 12:44am replied:

FH2 was great too, I just wish the PR had the WW2 mode put in it like how it has the Vietnam one too.

+2 votes     reply to comment
reptiledude
reptiledude Oct 19 2014, 10:37pm replied:

Don't know if you'll see this but...

Realitymod.com

+1 vote     reply to comment
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Traction Wars
Platform
Windows
Developer & Publisher
Traction Wars Team
Engine
CryENGINE 4
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Official Page
Tractionwars.com
Release Date
TBD
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Genre
First Person Shooter
Theme
Realism
Players
Multiplayer
Project
Indie
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[TWDEV] Maniche brings together everything seen before in the final part of our mapping series T.co T.co

Dec 7 2014, 8:01am

RT @General_Naga: We are experiencing temporary website downtime following a hardware upgrade carried out over night. Updates to follow whe…

Dec 3 2014, 2:35am

Lest we forget. T.co

Nov 12 2014, 7:30am

At the going down of the sun and in the morning, We will remember them. Lest we forget.

Nov 11 2014, 5:25am

[TWDEV] Rvtl continues with the second part of our Merville Battery mapping series... T.co T.co

Oct 26 2014, 5:01pm

RT @_shakespub_: Looking for an alternative to @heroesngenerals ...try @ForgottenHope2 and track @TractionWars

Oct 25 2014, 4:35pm

We talk about our recent visit to EGX London in our latest dev blog... T.co T.co

Oct 5 2014, 4:00am

We have TWO FREE EGX Expo Saturday tickets to give away! It's at Earls Court tomorrow afternoon, more info here... T.co

Sep 26 2014, 4:00pm

RT @_shakespub_: Stay tuned for 2nd "Shake's Broadcast" where I talk about @TractionWars , Homebrew from @copybugpaste , War of Rights and …

Sep 24 2014, 2:29pm

[TWDEV] Mars starts a series of mapping updates in this detailed look at Merville Battery... T.co T.co

Sep 21 2014, 2:01pm

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