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Urban Terror



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Follow Up: 20 Questions & 19 Answers

in Urban Terror - posted Tuesday, 29 November 2005 by FrozenSand
All the questions posted came from the community after our initial news post last week titled, '20 Questions & 19 Answers.' Due to the nature of some of the questions, there might not be an answer or only general information provided. At this point, development is still in the early stages and plans could change. Thanks to the community for their continued interest and support. So, without further delay here are the follow up questions.

The Future of Urban Terror

in Urban Terror - posted Tuesday, 22 November 2005 by FrozenSand
Urban Terror and the community has undergone many changes over the course of 5 years since our first release back in 2000 QuakeCon in Mesquite, Texas. The development team too, has changed over those years with many individuals working on the mod and providing their input, skills and talent to the game and community.

Worlds of Wonder

in Urban Terror - posted Saturday, 19 November 2005 by FrozenSand
For those who seem to still be under that proverbial rock, we ARE working on another release for Urban Terror...the Quake III variety. I am sure this is news that is long overdue, right? What started out as a rather small "update" continues to grow to behemoth size.



The level designers have been busy at work, updating, modifying, gussying up their levels. Some of the more notable levels that have received some sort of update have been Algiers and Austria from Tub. He is currently looking at supplementing the release with an updated version of Alps that was created by Flash. No word on futher work on Abbey (CTF). ShminkyBoy has been tweaking and toying with Suburbs, while newcomer, Riche has been putting his time into Thingley (which I know some have seen playing on the test server) and Elgin.



We have enlisted the assitance of Sinni who is doing some techincal work on Santuary (orginally done by Bar-B-Q). Would you believe there has been further work accomplished on Rommel? Yeah, seems BladeKiller cannot put it down. As RabidCow explains, "ok, that's been an exercise in pain...BK was having trouble compiling Rommel because the bridge kept getting sparklies and cracks that couldn't be fixed...I decided I would replicate it in [3D Studio] max...it's the same visually but the tris (296 compared to 880) are less than half, so its been worth it, all sparklies are gone!" There have been some other strucutal portions of Rommel rendered in Max, such as the large, curved pieces on the tower.

20 Questions & 19 Answers

in Urban Terror - posted Saturday, 19 November 2005 by FrozenSand
As we have eluded to a few times, we are still working on two separate development cycles. We still have some ?things? we want to implement for Urban Terror (for Quake III). Development has also been underway for some time on the ?demo? or new version of Urban Terror using some of what we created using the MX demo we worked on last year.

This Q&A session will focus on both prongs of development and will feature a ?Q3UT3? for the Quake III version and a ?UrT? for the new version. Ready for some answers?
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From Under the Rock

in Urban Terror - posted Friday, 18 November 2005 by FrozenSand
There have been many changes over the last 6-8 months in the Urban Terror Community. If you have been under a rock, we will quickly bring you up to date on development.

Alive and Kicking

in Urban Terror - posted Tuesday, 08 November 2005 by FrozenSand
The question has been poised numerous times, "Is Urban Terror dead?" In short, no the mod is not dead, the team did not go AWOL. Granted, the community is smaller than it once was, but there can still be games found on the Internet.

New Weapon Model

in Urban Terror - posted Tuesday, 20 September 2005 by FrozenSand
Here's a little update of one of the new weapons we have been working on. This is a Benelli M9 shotgun which is almost finished. The low poly model is by Lt1 and the high res is by Macgregor for the bump mapping. The skin is by BladeKiller.

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Urban Terror 24/7 Servers

in Urban Terror - posted Saturday, 30 July 2005 by FrozenSand
Few months back Wildcardz started a 24/7 Superman server. It has been really popular and after a few forum posts, I decided to expand on the number of servers. By request there are three 24/7 servers online now.

Superman (GOSU) - 69.13.126.150:27960
Superman (Non-GOSU) - 66.34.225.249:27962
Sands (Non-GOSU) - 66.34.225.249:24960

As always I am open for suggestions.

Enjoy.

Frozen Sand Help Wanted

in Urban Terror - posted Thursday, 14 July 2005 by FrozenSand
While Silicon Ice Development is no longer around, our new entity, Frozen Sand, LLC is. It is our goal is to expand the development of Urban Terror, therefore we're expanding our core team as well, we're recruiting for the following positions: character modeler, animator, map object modeler, texture artist, concept artist, sound effects & music, level designer and skinner.

UT + ET + MX = Frozen Sand

in Urban Terror - posted Thursday, 14 July 2005 by FrozenSand
Thanks in part to Midgetkiller (admin of the Map Depot), we have a new look web site for urbanterror.net. On behalf of Silicon Ice Development, we want to thank him for all the time and effort put in to creating the site. Also thanks to rashly of .:blam:. for updating the FAQ and finally to the community for providing their input and ideas on the Urban Terror Forums.

The website has not really changed too much, the look as been updated and we now have a PHP database, which should make archiving news a snap, along with providing more news quickly to the community. We also have a ?Submit News? tab that will allow you, the community to provide us with news. No more e-mailing, just submit and we will look it over and potential post your news. Hopefully the community will take advantage of this.

In May, 2004 a group of Silicon Ice Development members including Twentyseven, RabidCow, Bladekiller, HighSea and myself created a company called Frozen Sand, LLC. This company was a separate entity from SID, which was a team only in name. At the time of formation, we began working on a concept demo called Mercenary-X using Enemy Territory. It was our hopes we would present it to game companies and potentially secure contract work or the chance to work on our own unique game.

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