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Vieil Armand - Public Playtest #1

Attention Soldier!


We're organizing another advance on the rocky trenches of Vieil Armand. Join us tomorrow as we fight over the sharp ridge lines and snow covered peaks on Vieil Armand for our next public playtest.

Up to 100 players will be able to join us for a total of two hours. This will help us greatly in identifying bugs and issues as well as collect your feedback.



Not all crashes have been resolved, but your attendance will help us isolate crashes and bugs that only appear in highly populated servers.

In order to access the playtest on Friday we will ask you to download a test build through Steam's beta branch. Standby for another announcement here for the information on how to download.

The test server will be live at 10 AM PST / 6 PM BST / 7 PM CEST on Friday, August 27th.

https://everytimezone.com/s/20aa3591

Fields of Battle: Vimy Ridge

Welcome Soldiers!


[previewyoutube][/previewyoutube]
During April of 1917 the four divisions of the Canadian Expeditionary Force fought together for the first time to claim their most celebrated military victory. In a combined assault from the Allied forces during the spring of 1917, the Battle for Arras saw the Canadian forces strike Vimy Ridge, a major strongpoint for the Germans, hoping to divert attention away from the French assault happening at the Aisne river to the south.

Despite several attempts by the French forces to claim the ridge line, the German Empire had remained in control since the start of the war, establishing strong defences of trench networks, underground chambers and machine gun bunkers ensuring their grip on the area remained strong.

The artillery barrages that preceded the assault have laid waste to the ground around Vimy Ridge with ruins and flooded shell holes making the advance harsh. No-man's-land is rife with barbed-wire and thick hedgerows that block paths ahead. Soldiers will need to ensure they analyse the ground before making the charge.

Tunnels have been dug throughout Vimy, often between large fortified positions, providing quick routes across the line. Seeking protection from the elevated position to the East, safety for the entente comes from deeply entrenched positions saving them from the enemy's sight.

Converting huge craters into fortified positions, engineers have helped establish staging areas across the front. Taking advantage of these shell holes not only allows armies to form up before the charge, but also find quick routes into immediate trenches leading onwards.

We’ve ensured our representation of Vimy recreates the sheer difficulty of attacking Pimple Hill, which has been reinforced with heavily defended positions. These areas have been well established by the German Empire, with intimidating bunker positions crowning the hill. Assaulting these positions will take coordination from all parts of the army, with the push undoubtedly requiring several attempts.

Breaking out of the other side of the ridge reveals the support system for the German frontline. The same effort has been applied here as the rest of the front - trench lines connect strategic positions that have been reinforced and prepared to repel infantry advances.

The artillery pit lies further back and provides a fortress-like defence. With bunkers overlooking the approach and a deep concrete basin, attacking forces will find it difficult trying to claim the area. A tunnel leads underneath the ridge and into the artillery pit, offering a shorter and safer route to attack if the open ground is too costly.

To the south is the Officer's Headquarters situated atop a hill, complete with bunker and lookout posts. Soldiers exploring the hilltop will find the entry points to the officer's living quarters with further supplies and equipment.

A path leads further back and down towards the field kitchen, erected to cater for the men positioned on the sector. Guarded by a watch tower the cooks prepare meals here for everyone, with soup trolleys ready to be taken to the men in the trenches.

Vimy village is the logistical base for the area, with improvised barricades and supply crates dotted around the buildings. A road and railway provided the routes of resupply, but an ambushed convoy and destroyed railway line be seen leading back to the frontline. Armies forced back to this position will have a desperate time trying to halt an advance and will need to find refuge anywhere they can.


Our level design team are extremely excited to see you join the battle for Vimy, with many on the team suggesting it could emerge as a new favourite within the community. Stay posted for upcoming news and announcements for Operation III: Canada's 100 days. See you in the trenches Soldier!

Spotlight: Level Design

Welcome Soldiers!


We have a new type of developer blog to share with you which will be taking a deep dive into certain areas and departments of development. With the standards on the project ever increasing the development team will be taking time out to explain some of the new techniques and creative direction that’s being explored for Beyond The Wire.

For this first instalment we’re going to focus on level design. The new maps coming in Operation III mark a visible progression in our level design process, resulting in maps that are not only more visually impressive but also deliver a better gameplay experience for players.

Our level designers have experimented with some new visual effects to add life to the Operation III maps. With the landscape of Vimy having suffered heavy barrages in the moments leading up to the advance, new types of burning trees can be seen where the recent explosions have ignited nature. While fire effects have been used on previous maps adding variety in these areas further cements the diversity seen across our maps.
Vimy Ridge Fire VFX
Vieil Armand also has some new effects present to add a cold edge to the atmosphere of the level. The breeze over the mountain brushes light snow from the cliff edges, immersing you into the chilly air of this snowy battlefield. Adding bits of polish such as this can help bring the map together and contribute more to the immersive environments.
Vieil Armand Snow VFX

Attempting to recreate the difficult and hazardous environment of the Western Front when certain paths were simply impassable, the team have introduced rows of thick, charred wooden stumps. With an aim to create some structure into the routes that armies use to advance, these thick branches have allowed us to create pathways that funnel infantry units into tight combat zones.

With Operation III opening up different areas of the war, various styles of trench systems are needed. Introducing new trench walls, depth variation and strong points, these unique visuals and combat spaces will add fresh experiences as well as building upon the intense trench warfare already seen on many of our maps.

In addition to new trench assets work has been done to bring life to the houses and farm lands that still stand. Adding decoration to the interior of civilian buildings helps bring history to the area, with furniture and table arrangements hinting at times before the war, while supplies and sleeping areas for armies can be found in barracks and under bunkers.



Finally, we wanted to close out with a word from our Creative Director!

Hello everyone,

Here at Redstone Interactive, we are all hard at work adding content, new features, and polishing systems on Beyond The Wire to make it the greatest World War 1 First Person Shooter ever made. It's not an easy task, but our team is passionate and full of talent and I have no doubt we will get to that goal.

This new format of development updates — that digs a bit deeper into the concept of each element we're adding or changing — will help share our vision with the World more clearly and with more transparency, and I'm happy we're able to do that! 

As we look forward to releasing Operation III, even if there's still much to be done, we're getting to a point where all parts of that vision are coming together and turning our ideas into something we can experience inside of the world of Beyond The Wire. 

These two new maps — Vimy Ridge and Vieil Armand — are the most beautiful, immersive and interesting levels we've done so far. This is the result of uncountable hours of sweat and hard work, and it really shows on the level design and flow, and also on the visuals and atmospheric feel. I'm proud of everyone in our team working on these maps, be it boots on the ground on Level Design and Art, or Programmers fixing bugs and implementing features, or Quality Assurance finding new bugs for us to fix and improving the experience! These new battle fields are a testament to how amazing our artists and level designers are, and also a great homage to the men who fought these battles in real life.




So strap on your boots and get ready, things are about to get muddy. The warscapes of Vimy Ridge and Vieil Armand await you, and Soldiers let me tell you, they won't go easy on you.

See you in the trenches!


- Bruno

Vimy Ridge - Public Playtest #3

Attention Soldier!


Today’s public playtest of Vimy Ridge is taking place in just under two hours!

The test server will be live at 10 AM PST / 6 PM BST / 7 PM CEST today.

You will get access to UNFINISHED content that contains BUGS and can lead to CRASHES.
The content you see is not representative of the version that will be released.

In order to access the test you will need to download the [public-testing] beta branch on the Beyond The Wire app through steam. Follow the instructions below to download the build. The test server will be on the regular Server Browser, please join at the start of the test.

Beta branch: public-testing
Download size: 3.6 GB

1. Open the steam app and open your game library. Right click on the Beyond The Wire app and select properties
2. Select the Beta menu
3. Check the dropdown box for the public-testing branch. Select this and close the menu, steam will begin to download the update.
4. Once the download is done, verify the file integrity of your game.

P.S.: If the test goes well we might take you all on a visit to Vieil Armand

See you in a short while!

Vimy Ridge Public Playtest: August 13

Attention Soldiers!


Attention Soldiers -We're organising another assault on Vimy tomorrow! We have found the root of the issue causing crashes and internal testing has shown some stability so we're opening up the public playtest again. Up to 100 players will be able to join us for a total of two hours starting at 10 AM PST.

In order to access the playtest on Friday we will ask you to download a test build through Steam's beta branch. Standby for another announcement here for the information on how to download.

The test server will be live at 10 AM PST / 6 PM BST / 7 PM CEST on Friday, August 13th.

https://everytimezone.com/?t=61146480,99c

In order to access the playtest on Friday we will ask you to download a test build through Steam's beta branch. Standby for an announcement in our official discord for the information on how to download.

Please join the official Beyond The Wire discord for instant communications on upcoming playtests and updates from the development team