WWI Source: Fight in the rain soaked trenches or charge over No Man’s Land to battle in the War to End All Wars. Use authentic weaponry to conquer the enemy, call in artillery strikes to take out enemies en masse, or use chemical warfare to disable your opponents! WWI Source is the first and only World War I game to be developed for Steam. All the current WWI mod teams (‘The Trenches 2’, ‘Fields of Horror’, ‘WWI Source’) have united to develop the best World War I game to the Steam community, using the latest Source engine. Please visit the official website for more information on WWI Source and the team.

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Blog RSS Feed Report abuse Latest News: Christmas update - Going in-depth: Artillery in 2.0

12 comments by ashton93 on Dec 23rd, 2014

Artillery was the main cause of battlefield injuries and deaths during The First World War. In fact over half of the battlefield injuries on the frontlines happened because of shellfire, whether it was a stray round or a massive barrage before a large attack. Both the Germans and the British were known for using artillery to weaken up defenses in the enemy lines before a large-scale attack occurred; sometimes several million rounds of artillery-fire were fired in hope of softening up the enemy, with mixed results. Artillery was truly the weapon that the soldiers in the trenches feared the most, seeing as it could hit you at any given time without any warning.

As the war went on, scientists and arms-manufacturers looked at other ways in order to make artillery even more deadly. Experiences from the front in 1915 had shown that gas attacks were largely effective against massed enemy troops, but there were issues when it came to actually deploying the gas. Wind-direction would often cause the gas to drift in the wrong directions, and gas could very often be seen by the enemy before it hit them, making it easier for them to prepare for what was about to come. The solution to this “problem” was to pack gas inside artillery-shells. Gas could now hit the enemy right in their trenches without any warning, and the weapon got a whole lot deadlier.

Seeing as both artillery and artillery gas-attacks were very dangerous, feared and powerful weapons in the First World War, we want to portray them that way in WW1: Source too. This is how we have changed the actual artillery-mechanic from 1.13b.

Previously the officer had the opportunity to send 3 artillery strikes in a life, and whether he chose normal artillery or gas was his own choice. This mechanic made the artillery more of an annoyance than a fearful weapon seeing as it struck so often. To change this up in 2.0 we have reworked the system. The officer is still the one in charge of sending artillery-strikes with his trusty binoculars
or telescope, depending on what team you’re on.

Each team now has an “artillery-timer” (which can be changed via a console command) of a default of 5 minutes (meaning there is a cooldown of 5 minutes between each barrage). This means each team can send one barrage every 5 minutes, and you can still choose between normal artillery and gas. An artillery-strike is now marked with a small flare on the ground, giving both the sending team and “receiving” team an indication of where a strike will hit. The Germans have a red flare, while the British have a blue flare. As the flare dies down, you will hear the actual guns roar in the background, and then the barrage hits with large force. The barrage is mightier than it was in 1.13b. It is more concentrated, has a larger explosive force and with the addition of our ballistics, shrapnel now gets sent flying all over the map. Our particle effects makes the artillery an awesome but scary sight, they were produced by the kind contributor Valdis “Vman” Matas.

Gas attacks are now more dangerous, as it takes longer for you to get your mask on, and the hit detection for the actual gas has been improved from 1.13b. Fighting with your mask on is not something you want to do at all; it might actually be wiser to retreat. This makes artillery not only an offensive weapon, but also a defensive one. A team can block off an area for the map to prevent the enemy team from reaching it with full effect.

We mentioned ballistics, this changes our artillery drastically. The artillery is now a much more powerful weapon with much more reach, but seeing as it’s such a situational, powerful and random weapon (when it comes to the shrapnel) it should be used sparingly. Artillery and gas have their own unique shrapnel-trajectories too; normal artillery has a much more level trajectory, and the shrapnel reaches further. Gas however has a more vertical trajectory and a shorter one, making it harder to cut down infantry with it. You might find yourself unlucky, so it’s often better to take cover than to watch the strike happen. (The red lines show where the shrapnel is going in the following pictures)

Thank you for reading through this, and we hope you found it interesting! Until next time, take care, have a nice Christmas and a happy new year!

The WW1: Source Development team

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WWI Source 1.13b full Installer

WWI Source 1.13b full Installer

Sep 17, 2010 Full Version 68 comments

So here it is the next release of WWI Source First of all I would like to thanks all the players that have kept the WWI Source community alive over the...

WWI Source 1.12b Patch

WWI Source 1.12b Patch

Feb 28, 2010 Patch 7 comments

OK here is the first patch for WWI Source this is not meant to be a update but more a patch to address some of the issues people are experiencing. But...

WWI Source Beta 1

WWI Source Beta 1

Feb 12, 2010 Full Version 21 comments

Download for Beta 1 of WWI Source..........................................

Post comment Comments  (1320 - 1330 of 1,510)
iGuy
iGuy Dec 14 2009, 4:51pm says:

I think your animations need more work the bolt animations feels all wrong and you should put more than one hand on the pistol

0 votes     reply to comment
sol09 Creator
sol09 Dec 14 2009, 5:05pm replied:

If you cared to read any of the news posts you'll see we do NOT have a full time animator and are currently searching for one. Everything is a WIP and once we get a full time animator most of this stuff will be redone. Please get in contact if you can help.

+3 votes   reply to comment
FuzzyMcDoodle
FuzzyMcDoodle Dec 14 2009, 2:37pm says:

Some things I don't understand about the new video...

Why is it that people are running around. WW1 was about the trenches. You stayed in your trench, fired at the attackers, then when they retreated, you ran towards them. It just looks too open and everyone running around...

And the trenches... First I thought they were hills but those are the trenches. They're freakin' huge! Trenches were really, really small. Are you sure you have your research right?

All bad things aside, it is coming along nicely.

+2 votes     reply to comment
RustySpannerz
RustySpannerz Dec 14 2009, 5:45pm replied:

Yeah, I think the mapping could be worked on, but everything else looks really good!

+1 vote     reply to comment
sol09 Creator
sol09 Dec 14 2009, 3:37pm replied:

1.In real ww1 months upon months were spent sitting in trenches doing **** all. It does NOT make an interesting mod. The style of battle you talked about can be employed when you own your own ww1s server but there is nothing hard coded forcing that.
2. Not all trenches -- take a look at some images of the Paschendaele battlefield.

+1 vote   reply to comment
cm7900
cm7900 Dec 14 2009, 2:08pm says:

Great progress.

+1 vote     reply to comment
HAILCOMMUNISM
HAILCOMMUNISM Dec 7 2009, 12:43pm says:

@sin of chaos

its going to be a lot harder to go rambo with a bolt action rifle,so im betting that teamwork will involve a lot of coordinating fire.

mad minute, anyone?

+2 votes     reply to comment
wickit
wickit Dec 12 2009, 7:05am replied:

rambo mode will not work at all on this !! :)

+1 vote     reply to comment
sin0fchaos
sin0fchaos Nov 28 2009, 6:28pm says:

In WWI, armies would charge as one, and defend as one
How will you guys influence teamwork because like every great game there a few rambos who think its cool to fight on their own.

+1 vote     reply to comment
sol09 Creator
sol09 Nov 28 2009, 8:12pm replied:

Cheers for the history lesson but as with any mod -- it will not be 100% realistic to how the battles were really fought, but a representation within the limitations of a HL2 mod. Obviously server admins will have the ability to enforce their own restrictions on attacking and defending but nothing in the actual code will "Force" you to play by any rules.

+1 vote   reply to comment
sin0fchaos
sin0fchaos Dec 4 2009, 9:30pm replied:

Hey dont you play bg2
22nd Clan?

+1 vote     reply to comment
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Released Feb 9, 2010
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Highest Rated (9 agree) 7/10

no servers :/

Jun 27 2011, 11:48am by gamefreak42

Lowest Rated (3 agree) 5/10

I don't mean to bring you down, but I found this mod pretty dreadful in its current state. Your attempt at realism by forcing the player to "pull the bolt" every time you shoot is annoying but I guess some people will like it. The Officers' ability to drop toxic gas and artilery is terrible. It's very frustrating to get killed randomly, and it adds nothing of value to the gameplay. The biggest problem I had when playing was really the red effect when you get hit. It paints nearly your entire screen…

Dec 1 2010, 8:48am by Petzi

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