Traction Wars Developer - Lead Level Designer
Some cool ideas there, Sturm, thank you!
As Hanni said further down here, it's something we can't set in stone for the time being but obviously some cool ideas that very well might work wonders.
Be sure to post those on our Official Forums as a Suggestion, so it's easier for us to take notes without it being totally drowned in comments here on IDB.
Quoted by VonMudra;
"Here's the deal on the holding of the mag. Yes, regulations wise, you were not supposed to hold it by the mag. Repetitive use as such could bend the mag feed lips, causing misfires.
HOWEVER, regulations and general orders do not equate to what was done in field. The shroud had a terrible tendency to heat up, and as anyone who has fired WW2 era weapons knows, that metal conducts heat and FAST. I have burned myself just firing 3 or 4 rounds out of my K98k, then accidentally picking it up by the un-protected balance point. If a couple rounds from a bolt action can do that, imagine what rapid fire from a SMG can do. The MP40 was no different, and still the soldiers held it by the mag area. They were far more concerned with not burning themselves every time they fired it, and with getting accurate shots (the mag grip offers better control), than with the rarity of having a mag misfire if you used it many times in that manner. So yes, there are photos of guys using it by the shroud (mostly training shots, when regulations would be enforced), but there are just as many of them using it by the magazine.
In the end, the magazine hold is more iconic, so we went with that."
Nothing wrong with some friendly competition, Serathis.
We're looking into adding variation to our characters, and rolled-up sleeves are just one of many, hehe.
Thank you for the kind words!
Everything is in-game, always!
We love it as well!
One never knows, haha!
The ability to drag your teammates to safety is just one of many different features we're looking at, especially when thinking about how we can make a medic both rewarding and fun. Being an educated medic myself I can promise you an authentic, fun and rewarding system for healing, that's both as true-to-life as possible and unique.
Also, we're a stand-alone game now and not a mod, hehe.
Thank you, Marth!
We're already looking at it, but truth be told - the Vanilla SDK particles isn't up to our standards, so we left them out of this video.
So don't you worry - it's already taken note of.
And thank you for the kind comments - our composers will love it!
Haha! Sorry, Call, I didn't have time to get the pack just yet!
It's a custom soundtrack, composed by [TWDEV]SwadianFC and [TWDEV]Callum Bigden I reckon.
That's really a nice comment there, Leon - thank you.
Yes, it's possible. You can control a lot with the Engine, and changing FoV is one of them.
Being that SAS got their slogan, and Traction Wars got this one perhaps?
But I get that it's similar and easily mistaken for being the SAS one, but fact is that it's our very own, with a small addition.
Depending on the server, I reckon you could see some of them staying at least.
But having 200 bodies laying around might be a little too much, haha!
Who said it was to be the SAS slogan?
Haha, made my day!
The trees (and generally every asset you see in our game) are made with professional 3D-modelling tools, such as 3ds Max, Maya or anything alike.
The specific trees are made with 3ds Max and their textures are made with Adobe Photoshop (or equivalent), bringing an otherwise pale and lifeless piece of clay, to a beautiful asset to populate the many sceneries players will fight over.
Mastering these tools through dedication and constant practice will ensure you a Library concisting of lifelike foliage and true-to-life assets.
Best of luck!
How's things going for you, Chris? I loved Wreckage, such a great composition!
Excellent idea, Arieas!
Is it the Captain Chris, from the Harbour?
We'll be adding other factions later on, and yes, a WWII game isn't anything without them, hehe.
I reckon you can expect them on a later stage I think.
Thank you, Arby!
This specific soundtrack was made by one of our talented Artists, Callum, but I'm uncertain whether or not he's named it yet.
The lighting is very good, but frankly; the lack of POM makes the textures uninteresting and pale.
Looks great, Danny!
Isn't this the same model as the one you were doing for Traction Wars?
We're discussing it actually, but there's no certainty just yet. If we'll cross-over, we'll announce this in a seperate News Update as well, so the Community will be the first ones to know.
Thank you Fur-Man!
The idea is great; having the possibility to showcase News Updates through videos, and something like a walk-through of the Development, could actually be quiet neat; thank you for the idea! I'll bring it up right away as something we could perhaps look into (if you all can bear with my Norwegian-accent, hehe).
Mainly to capture the intensity a level would perhaps have; it will help the Level Designer accomplish the specific "feel" that would be hard to research after (mainly combat-scenes that's this close).
Concepts would also make us have the opportunity to incorporate our own ideas and realize them through the Arts, like Concept Art, to check out how well they might work out for instance.
But don't you worry; we got our Researchers around as well, to feed the Level Designers and the Art-team, hehe.
I hope this answers your questions!
You're welcome, volcol!