• Welcome to the Vanguard Community

    These forums date back to the game's origins as the Crysis mod Traction Wars. Over the years the game and internet habits have evolved and discord.gg/vanguardww2 is now the principle home of the community.

    The team continue to read and reply to posts here, but we can be contacted more quickly on Discord.

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  1. M

    News Update #60: State of Game III

    With 2016 behind us and 2017 stretching out ahead it's a time to sit back and reflect on the last year for the team and the project. The past year has been a successful one for the development of the game. In recent months the team has been working on what we have dubbed ‘Overltord-lite’, a...
  2. M

    Guest Writer: Teamwork and Tactics Part 2

    As Traction Wars is a Second World War game, I thought I'd look at where these real world tactics may have some application in a virtual battlefield. There are some obvious differences in these environments, the most obvious being that death or injury in the virtual world is often frustrating...
  3. M

    Guest Writer: Teamwork and Tactics

    This week, we invited guest writer, Kruger, to discuss at military tactics. Kruger is currently serving in the military and has had a life long interest in all things to do with warfare. A few years ago I started looking into how the modern infantryman fights a battle. I was very much into...
  4. M

    Community Questions #8

    This week MaverickFM debuted on our Official Traction Wars Discord Channel in the search for questions and got inundated! Here are some of the answers: Bipods and/or weapon resting Our Programmer, Ownage, has been working on a prototype of this system and we envisage will be tested internally...
  5. M

    Dev Blog #32: Lumière

    This week, Guillaume has taken some time out of his hectic schedule to tell us what he has been up to with the game's lighting: In a previous lighting dev blog, we talked about how the lighting will affect the gameplay of Traction Wars. This time, we are going deeper into the technology and...
  6. M

    Dev Blog #31: Developer Interview - Volcol

    This week we sat down and had a chat with one of our senior 3D Artists and former Lead Artist, James 'Volcol' Chilton. 1. How did you get involved with TW? I applied to TW a fair while back, and actually went through two trials - succeeding with my second. Having always had an interest in...
  7. M

    Dev Blog #30: State of the Game II

    In our last update we reported on “DevCon” and the team’s associated visit to TankFest 2016. In this blog we are going to take a brief look at what’s been going on behind the scenes in recent weeks. CRYENGINE 5 We have virtually completed the migration of our code, maps and substantial asset...
  8. M

    Community Questions #6

    As promised, this week our devs have found the time in their hectic calendars to answer some of the questions put forward by the community. Q1. Will weapons have different firemodes? Yes. The starting point for all our weapon coding is historical fact so if a weapon had different firemodes then...
  9. M

    Merville Battery

    This week we are looking at the history behind our second map, Merville Battery. The British capture of Merville Battery took place in the hours before the Normandy Landings on 6th June 1944. Merville Battery was targeted as the Allies believed that the guns stationed at Merville would have a...
  10. M

    Dev Blog #28: Developer Interview - calgoblin

    This week I had a catchup with Calgoblin, our Lead Composer and Sound Artist. 1. What brought you to TW? I was initially sourced out by [TWDEV] hannibaldinski, I think through IndieDB. As I was joining the project Traction Wars was shifting from a mod to being a full standalone game, which meant...
  11. M

    Community Update #8: Gnome Hunt

    After the announcement of 3dception audio in Traction Wars in our last update we decided to do something a bit silly for April Fools day. We've taken a short break from development to hide a total of 20 gnomes in the four screenshots below. Can you find them all? [/URL]
  12. M

    News Update #58: 3Dception Announced

    Focused on realism and historical integrity, constructing audio for Traction Wars does create some problems. Each gun must sound accurate and be as immersive as possible all on a zero budget. When the game moved to Cryengine EaaS, it created an opportunity to completely rework the audio...
  13. M

    Dev Blog #27: Developer Interview - Maniche

    This week we are continuing our series of developer interviews; this week its the turn of our Lead Level Designer, Maniche![INDENT] How did you get involved with TW? I was casually modding back in the day for myself; I started out creating small maps with the Valve Hammer Editor, before...
  14. M

    Community Questions #5

    Following our State of the Game update at the beginning of the month this week we thought we would answer some of the questions submitted since by the community. Q1. Will different weapon calibers have different performance? Yes! We are doing our best to relate real-world statistics of...
  15. M

    News Update #57: State of the Game

    With the winter holidays a distant memory and an exciting year ahead, I thought it would be a good time to talk a little about where the game is in development. Over the last six months, we’ve been working hard to implement as many of the core gameplay features as we can into the internal...
  16. M

    Dev Blog #26: Light Fantastic

    In this development blog by [TWDEV] Guillaume we are going to give you a closer look at the lighting and the associated technologies used in Traction Wars to see how they will affect the gameplay. After the feedback of the Pegasus Bridge Video, which showcased both day and night lighting, it...
  17. M

    Dev Blog #25: Developer Interview - VonMudra

    In this week's post, we thought we would continue with our series of Dev interview. This week its our scholarly researcher VonMudra! What drew you to get involved with Traction Wars and what is your role within the team? "Fuchs, the other researcher on the team, knew me through the Forgotten...
  18. M

    Community Questions #4

    Following our last update looking into some of the details behind the squad system and player classes, this week we picked some of the questions submitted to us from the community. Q1. How is ammo counted? How the player’s ammunition count is displayed depends on the weapon in use. It is...
  19. M

    News Update #56: Road to OVERLORD (Part 3/3)

    Following our discussion on some of the design behind the game in Part 2, in this update we continue our in-depth look at the mechanics which will give Traction Wars its unique and authentic gameplay experience. Squads Each team is divided into squads of eight players known as a “Section”...
  20. M

    Dev Blog #24: Developer Interview - Mars

    We've had a busy fortnight here at Traction Wars, but you will be glad to hear I managed to pin Mars down for a few minutes for the second of our developer interviews: What attracted you to Traction Wars? “Like everyone else on the team, I had an interest in WWII and video games. I started...
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