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 #18: Digging into the Detail (Part 1/3)

2 comments by [TWDEV]_General_Naga on Sep 19th, 2014

Hello everyone, I’m [TWDEV] Mars and I’m a Level Designer on the Traction Wars team. Welcome to the first section of our three-part level design blog. [TWDEV] Maniche, [TWDEV] RvtL and myself are Level Designers for Traction Wars and as part of this blog we will be focusing on how we have developed our showcase level Merville Battery.

The Merville Battery was designated as a severe threat to the landings at Sword Beach. It covered the mouth of the River Orne and was less than four miles from the eastern flank of Sword Beach where the British 3rd Infantry Division landed. Before the invasion the RAF and USAAF dropped 1000 bombs on the battery – only 2 hit the casemates, with no damage sustained. It was now down to Lieutenant Terence Otway of the 6th Airborne Division and his battalion consisting of 35 Officers and 750 men to put the guns out of action. But with many paratroopers scattered throughout Normandy only 150 men were available for the assault against a German garrison of 130 and so the British suffered a 50% casualty rate.

From a design standpoint, Merville provides us with a fantastic setting where players can engage in an environment which had significant importance to the landings at Sword Beach. Traction Wars has a unique focus on realism in nearly all aspects of the game and as Level Designers we want to provide players with an environment which is as true to life as possible. We want to put the player in the boots of a soldier facing the momentous challenge of attacking or defending the battery and work with their team to overcome the challenges which were faced over 70 years ago.

"Does the level fit with the aim of the game’s philosophy,
gameplay and realism?"

Before the development of a level, we first research which battles have a particular historical and military significance on the road to Caen from the initial D-Day landings. We then take a look at the geographical layout and what happened during the event such as troop movements, time of day, weather and military capacity. Does the level fit with the aim of the game’s philosophy, gameplay and realism? Will we be forced to funnel and guide players to specific locations, or can we have a natural battlefield where players can use teamwork and tactics to undertake their objectives? Are there any landmarks which will distinguish the level from others? These are the questions we ask before development. Being able to analyse such criteria will allow the team to make an informed decision and produce the best level possible for the game.


Once the level brief has been agreed, we spend a significant amount of time on detailed research which can be applied directly to the level. This can range from high-resolution aerial photographs taken just days before the assault on the battery to schematic drawings of the bunkers housing the 155mm guns. Historical aerial photography services such as NCAP and Géoportail combined with military maps used on the ground provides us with such a detailed range of information that we can achieve our vision of accurately creating a battlefield with a high amount of precision. If a player is taking fire from a machine gun nest or trying to navigate around a minefield, it is likely that the player is facing exactly the same issues the soldiers had during the assault. [TWDEV] Maniche, [TWDEV] RvtL and myself will put together all of our reference material to make a coherent gameplan to move forward with the level, involving many lengthy discussions and 'creative disagreements' to come up with something like this:


With the annotated aerial images placed in the Sandbox editor we can now start to whitebox the level. In this process no details are added to the level. We use only basic untextured shapes to create a simplified version of the map to provide a core understanding of the sense of scale and flow. By making very rough blocks we will then be able to analyse the whiteboxed level and ask questions such as how long does it take to run to the battery from the Allied spawn, is it clear where the player has to go, when is the first anticipated PvP contact and where will it be? As Level Designers we not only have accuracy in the forefront of our minds but also the flow and gameplay of the level. Thanks to CRYENGINE’s incredibly powerful toolset, this process is very fast to prototype, bring to a playable standard, to test and then iterate on our designs quickly. Once we have our whitebox completed our Lead Level Designer [TWDEV] Maniche will divide each area into layers. These layers allow us to not only optimise the level through layer streaming but also allows all of us to distinguish certain areas and work on the level at any given time.

Once this has been completed we can now start to take advantage of each of the Level Designer’s skills such as detailed ground textures, vegetation placement, gameplay design, lighting and terrain manipulation with [TWDEV] Maniche constantly overlooking the process as a whole and allocating work to make the level as good as it can be. You will hear more about this in our next blog, so stay tuned!

Next weekend some of our team will be attending the Eurogamer Expo (EGX) in London. If you are in the area look for us in the crowd. We'll be in the unmissable bright blue "Traction Wars" T-shirts. Come and say "Hi!"!


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Post comment Comments  (30 - 40 of 434)
Tufst1.1
Tufst1.1 Feb 11 2014, 11:43am says:

Quick question, this may sound dumb but is the game kinds like Planet Side but more WW2 based WW2?

+2 votes     reply to comment
Roughbeak
Roughbeak Feb 14 2014, 12:34pm replied:

Many have said it will be similar to Battlefield 2 mod: Forgotten Hope 2, but even better realism and accuracy.

+4 votes     reply to comment
Wulfburk12
Wulfburk12 Feb 17 2014, 9:08pm replied:

Nice :) Forgotten hope 2 is my favorite game of all time, cant wait for this!

+2 votes     reply to comment
balck
balck Apr 26 2014, 4:50am replied:

Can they make it more like Battlefield 1942, Fun? Instead of annoyingly frustrating in every way possible like Forgotten Hope 2?

+1 vote     reply to comment
Brainlaag
Brainlaag May 11 2014, 6:41am replied:

I hope they don't go for either. Both are terrible generic games by now and I've been dying to have an historically accurate and somewhat realistic/tactical game for a loooonngg time.

+1 vote     reply to comment
balck
balck May 17 2014, 9:49am replied:

Red Orchestra 2 or 1 are the ones you're looking for.

+1 vote     reply to comment
Brainlaag
Brainlaag May 19 2014, 11:05am replied:

Nope, while the RO has some realistic approaches (especially thanks to mods like Darkest Hour), RO2 failed miserable in that aspect and simply didn't incorporate proper tactical depth into the game (not to mention the historically inaccuracies). I was thinking more of something similar to OFP, Hostile Intent, SWAT or Raven Shield in terms of gamepace and team cohesion.

+2 votes     reply to comment
cinco
cinco May 28 2014, 6:28pm replied:

then you're stupid, because ww2 tactics weren't like that at all.

0 votes     reply to comment
Brainlaag
Brainlaag Jun 6 2014, 5:59am replied:

Reading and comprehension isn't your strong point ey? I'll repeat it for you: "I was thinking more of something similar to OFP, Hostile Intent, SWAT or Raven Shield in terms of GAMEPACE and TEAM COHESION.

Now, off to middle school boy!

+1 vote     reply to comment
Wulfburk12
Wulfburk12 May 9 2014, 5:01pm replied:

guess you never played PR have you? If you got that idea from FH2, which is more of a compromise between arcadey and a simulator... (PR being the latter and BF1942 the former)

+1 vote     reply to comment
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Traction Wars
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