Archive for September, 2011

UPDATE- Version 2.1 on October 8, 2011!

Wednesday, September 28th, 2011

Well it’s that time again- time for another update Battle Grounds 2. This time it is BG2 version 2.1! The team has set the release date as

OCTOBER 8, 2011 at 12 AM Eastern US Time.

This version promises to be the best yet, and the Development Team has added a number of new features to the game. Here are the highlights:
Among the new features is a ticket-system game in the style of the popular Battlefield 1942 and Battlefield 2 series. This style of game allows a certain number of spawn tickets to each side, simulating reinforcements and adding a new layer of strategy to the game. Teamwork is vital, as capturing and holding ground drains your opponents and gives your team an advantage.

Another new feature is Klifsnider’s excellent map: Trenton. This map feature semi-urban terrain similar to the popular Townguard map, but with in a new, wintry environment. The map draws inspiration from the Battle of Trenton, which followed Washington’s crossing of the Delaware River in the Winter of 1776.

Long-time mapper Grantelbart has revamped the map Plateau, bringing back the old, open terrain fighting, but with new spawns and pathways. He also helped develop the new heads up display, that includes period artwork and themes, as well as a graphical meter showing score and balance of power between the teams.

Tjoppen has been hard at work on coding- bringing to life the tickets system and completely reworking the shooting physics of the game. Now flintlocks feature 0.10 second delay to simulate the speed of the flintlock ignition system. Projectiles travel in a path and at a velocity based on scientific data and testing of real 18th century weapons. Buckshot has been made more realistic and useful in-game. New Roob has also been instrumental in updating the code and fixing various bugs.

Veteran team member Steve has contributed a new Fowler to the game, a weapon of excellent craftsmanship and realism. This particular fowling piece simulates a homemade American gun featuring a mix of old musket parts and new parts. It fits beautifully with the rest of the weapons in the game.

The marksman’s rifles have also gained new iron sights that make them more realistic and useful for long-range shooting.

Movement speeds have been increased, bringing more action to the game. The stamina system has been rebalanced to prevent wounds and movements from bogging players down excessively. The new system is a big help to gameplay.

Special thanks to Forlorn Hope as well, who rejoined the team after serving in the US Navy in Afghanistan and lending organization to the effort. Also special thanks to Maverick for hosting and supporting the Dev Team 2.1 beta test server while we work through the bugs. Team member Agent has also spread the goodness of BG through an advertising campaign on Facebook. New traffic has increased.
STAY TUNED ON OCTOBER 8!

-Nathan Hale

10 Years of Battle Grounds

Saturday, September 17th, 2011

Welcome back to BGmod.com.

I know it may seem hard to believe, but this month marks the 10th anniversary of the first release of Battle Grounds. In those days, the game was based on the Half-Life engine. Originally the game was spearheaded by NegIon, who had been inspired by the movie “The Patriot”. Ben Banfield and NegIon, among others, put great efforts into the early beta, bringing it to release in September 2001. Reloads were automatic and very short. There was melee, but it was limited. Alternate fire on the muskets produced a different sound of firing rather than a bayonet attack. I, personally, enjoyed the game even in its earliest forms. I know many players and other Development team members did as well.
Even Mel Gibson and George Washington had their own classes.

As time went on the game improved and new maps were added, like bg_snowlake.

Other maps were deleted or repaired. On Bunkerhill, for example, players could exploit a hole in the map and get underneath the American spawn, killing people invisibly. New people joined and left, but the game remained. Improvements were made steadily and league play, Battle For the Colonies and Nations Cup all provided competition and the game continued to improve with the help of numerous, skilled team members.

In 2005, Battle Grounds 2 came to fruition thanks in large part to the work of coder Tjoppen and others on the team. For awhile, BG 1 and BG 2 were played side-by-side, as Battle Grounds 1.0F came to release. Gradually, BG 2 became the flagship offering and numerous historical improvements were added, as well as gameplay fixes. BG 2 is now rapidly approaching release of version 2.1. We will be entering our final round of beta tests shortly, and the team is now considering naming a date for release. It will be much sooner than many of you may think. Stay on the look out for updates regarding that. However, for now the BG Development team wishes to thank past members for their contributions and to thank the players who have made the past 10 years a success. We will continue to improve the game and look forward to making the future a success as well.

-Nathan Hale

Nations Cup

Thursday, September 15th, 2011

Just a quick post about a new skirmish tournament being held in Battlegrounds 2. In this tournament you do not play for a clan, you play for your country instead.

If you are interested you can check out their forums and sign up to participate.