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Urban Terror



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Spreading Urban Cheer

in Urban Terror - posted Thursday, 21 December 2006 by FrozenSand
In every gaming community I have been a part of there was one thing we gamers wanted. The next release. While enjoying the current version of the game there was always talk, comments and many, many suggestions on how to improve the current game. The Urban Terror Community is no different. In fact, we (as a development team) are probably spoiled by our community as they are a very informed and supportive group. Not to mention good, skilled gamers.

Over the course of the last 18 months it has been some sort of rollercoaster ride. There were highs with announcements and anticipation, only to be told months later plans have changed. Unfortunately, that is how development goes sometimes. While we do control our own destiny (now as an LLC) we set out to fulfill a commitment many of us agreed to long ago. We set out to provide a "finished" version of Urban Terror. It is rare of a mod to last more than a few years. It is even more rare to have a mod be released as a finished product. Of course there are some exceptions. We don't see Urban Terror as an exception, we see it as an accomplishment of many years or work, long hours of development and more development, along with many testing cycles.

More Lavatubes

in Urban Terror - posted Saturday, 16 December 2006 by FrozenSand
Quite a response to the first look at the upcoming level, Lavatubes (ut4_lavatubes) created by TwoSeven, after posting news about some of the inner workings of the levels a few days ago. As promised, we are back to bring you some more screen shots of the level.

Developer Notes: ASE & Lavatubes

in Urban Terror - posted Monday, 11 December 2006 by FrozenSand
ASE and ut4_Lavatubes

I've spent a considerable amount of time messing around with the source to the Q3 map compiling tool, Q3map2. Bug fixing someone elses big and complex source tree isn't a whole lot of fun. I've eaten my vegetables though, so my "dessert" is that I've taken what I've fixed and built my own little showpiece map.

It's a quirky one-room terrain map called ut4_lavatubes, and it does alot of things differently then traditional brush-based q3 mapping.Probably the most immediate thing when you look at it is that it's really curvey compared to normal q3 maps. This is because the map is entirely constructed in a 3d modeling program (3dsmax) and exported into an '.ase' model.



3ds max -> Radiant

Living in Paradise

in Urban Terror - posted Saturday, 18 November 2006 by FrozenSand
The development team was recently contacted by Pablo Gil Fernandez, better known as eXKalibuR, the level designer behind such Urban Terror levels as Museum, Rucab, Half-Rucab, Com and especially Paradise. He contacted the team in order to "donate my editable maps (*.map) and permit you to edit and release them.

This is excellent news for gamers (mainly CTFers) in the Urban Terror Community who have been yearning and desiring a new and updated version of Paradise, due to some minor niggles with the level. While we are still in the process of acquiring the levels (.map files) we will be looking to update his outstanding work and pass it on to the community.

As eXKalibuR states, "in the end the most important thing to me is to share them to the UT community so that everyone can enjoy them again." And the development team could not agree more with this great news from eXKa. Stay tuned for more information and details on Paradise and his other Urban Terror levels.

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The 27 Days of Terror: Day 25 - Crenshaw

in Urban Terror - posted Tuesday, 31 October 2006 by FrozenSand
Life in the hood, through the eyes of |NV|S, developer of Crenshaw. While there were mixed feelings towards the original level, Crenshaw has undergone a big transformation in recent months. His level development has impressive with some of his first offerings when he managed his level design site, Section 8 Studios.



Gameplay on Crenshaw seemed to favor the CTF crowd due in part to its size and layout. In subsequent releases, there were some modifications to the level in order to ehance appearance, a feature which |NV|S is never short on, and improve gameplay.

The 27 Days of Terror: Day 24 - Tombs

in Urban Terror - posted Wednesday, 25 October 2006 by FrozenSand
During Urban Radio, a question was asked about what levels would be included in the upcoming version of Urban Terror. The tentative list included 22 levels 3 or 4 levels that were created by community level designers, who then gave the development team approval to test, redo and include in the release.



Since that time, our level designers have been quite busy, not only correct issues that have been brought to their attention by the QA Team, but also working on some new levels that have never been seen before. The last day we cover Prague by RabidCow, as one of those new offerings.

The 27 Days of Terror: Day 23 - Prague

in Urban Terror - posted Sunday, 15 October 2006 by FrozenSand
Along with many of the "older" levels that will be included with the new version of Urban Terror, our level designers have been hard at work creat some new offerings. In previous updates we have shown you levels like Thingley. This time around we come bearing gifts courtesy of RabidCow.



The level is called Prague after the capital city of the Czech Repbublic, a city also known as "city of a hundred spies" and the "golden city." RabidCow has been working and reworking this level since May and the final version has been distributed to the QA Team for final testing before the release. Comments such as, "looks real good and seems to have a good playability to it" echo through the gamers who have test played the level and given their feedback and input.
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The 27 Days of Terror: Day 22 - TwentySeven

in Urban Terror - posted Wednesday, 04 October 2006 by FrozenSand
A mod is just an idea and a development team is just a group with an idea, in order to bring that idea to life you need a competent and skilled coder. Over the 6 years that Urban Terror has been around the development team has been fortunate to have success with a string of quality coders from dokta8 (1.0) to Apoxol (2.0) and most recently HighSea and TwentySeven.

Like his predecessors before him TwentySeven brings a unique insight to the mod and the development team that has continued a string of successful releases. Many of the new features, such as power sliding were conceived by TwentySeven and acted upon without discussion. It is this sort of thinking and action that makes coders like TwentySeven very valuable to software development.

The 27 Days of Terror: Day 21 - RabidCow

in Urban Terror - posted Wednesday, 27 September 2006 by FrozenSand
Today we continue to look at Urban Terror through the eyes of a level designer, as we profile RabidCow. His contributions to the mod might go sight unseen to the naked as he has spent a considerable amount of time behind the scenes on applications related to level development. His talent never ceases to amaze when it comes to creating skyboxes, as evidenced by some of the more recent ones he has created using real world photographs and incorporating them into some levels.

RabidCow also has his hands involved in creating new Urban Terror levels, as well as helping to update and improve current levels that will take game play to the next level.Currently he is finishing up Prague, which has been undergoing testing, courtesy of the QA Team, as well as a new level called Oia, set in Greece.

The 27 Days of Terror: Day 20 - |NV|S

in Urban Terror - posted Tuesday, 26 September 2006 by FrozenSand
We, the development team, I guess I should I apoligize for the lack of news and attention to he web site and the community since early September. I had some computer issues that caused me to temporarily loose all access to my data stored in my RAID array. Fortunately, with some help from community members and a spare hard drive, I was able to gain access and retrieve all my data. So on with the days of terror.

Today is the first time we mention a team member who came to us from the outside. Now that is not unique in itself because this is originally how the team was started back in late 1999 and early 2000. But as development cycles roll on and the years go by, its a rare commodity to find such a "diamond in the rough" as we did when |NV|S took an interest in Urban Terror.

As a community member and level designer, he ran his own website, some might remember Section 8 Studios and his previous offerings to the Urban Terror community that were met with...mixed results. His "amateur" status led him into the world of professional development where he now resides work professional for EA Los Angeles a a "game designer" (previously was just a level designer).
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