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We recently had the opportunity to sit down
and chat with DOKTA8, OSWALD, and SWEETNUTZ from the Urban Terror mod team.
(PCShooter)
What is your name and primary job on the
Urban Terror team?
[OSWALD]:
My named is Oswald and I am the Project
Coordinator and also responsible for the
Public Relations work for Urban Terror
[DOKTA8]:
My
name is Dokta8 and I’m the leader of the
Coding Team.
[SWEETNUTZ]:
I'm
SweetnutZ, my primary job for Q3UT is to
create/work with the graphic identity of
Urban Terror, interface menus and media
advertisements.
(PCShooter)
Can
you give us an overview of what Urban Terror
is all about?
[DOKTA8]:
Urban Terror is loosely based around team
combat in conventional urban settings.
The main aim of the game is to give
FPS players a game that is fun and fast, but
also mixed in with a generous amount of
realism.
[SWEETNUTZ]:
Urban Terror is about having fun in a real
life setting. We have no locked concept at
the moment such as Side A vs. Side B. That
will change however in beta 3.0 as we work
towards more defined mission types. For now,
our goal was to create a fairly fast paced
but fun realism game, without laying too
heavily on either un-realism or realism.
Emphasis on fun over realism.
(PCShooter)
What
are you trying to accomplish with this mod?
Also, are you trying to have
something totally different from anything
else in the mod community?
[OSWALD]:
To the untrained eye or uninformed gamers,
Urban Terror probably looks like another
"realism clone." But Silicon Ice
is attempting to emphasis the "fun over
realism" aspect, since this is what will
keep gamers interested and coming back for
more. From my past experience in different
mod communities, I feel our approach and
interaction with the community is somewhat
unique. While we do have the final say to
the direction of the mod, we do communicate
our actions and plans for upcoming features
to the mod. We really do not have anything
to hide from our community and I think this
is an aspect you do not find in many
communities.
[DOKTA8]:
I
guess we’re trying to mix the fun that we
felt from mods like Action Quake 2 with some
of the more sophisticated features in more
recent mods and games from the realism
genre.
The two major influences are Action
Quake 2 and Counterstrike (and we’re not
ashamed of that).
But at the end of the day I guess
we’d like people to see us as offering a
new game that offers an alternative style of
game play to Counterstrike.
[SWEETNUTZ]:
I think
some of our new and unique features will
really interest people. With our advanced
hit detection and particle systems, our
ledge climbing and totally kickass user
interface. I say the last part totally
unbiased. Completely unbiased.
(PCShooter)
Many
say this mod is more realistic than the
standard Q3 game, is this a fair assumption?
[DOKTA8]:
I certainly hope so!
We’ve worked hard to put together a
highly sophisticated hit location system
we’ve dubbed the “ARIES” (anatomical
ray intersection and extrapolated severity)
hit detection system that allows us to
accurately determine where a player gets
wounded.
We spent hours tweaking weapon
physics so they’d “feel” right, and
we’ve tried.
[SWEETNUTZ]:
Most
definitely. Urban Terror has many real world
elements, in fact most. We concentrated on
reality with game play considerations.
(PCShooter)
What
tools did you use to create such a realistic
mod?
[DOKTA8]:
A
variety.
The code team uses the Microsoft
Visual C++ coding environment.
The player models were designed and
animated in 3D Studio Max, and the weapon
models were developed in lightwave.
I believe all the texture artists
used Adobe Photoshop.
[SWEETNUTZ]:
I used a
variety of tools, from pencil/pen/paper on
original concepts, to Adobe Photoshop and Illustrator
for more final versions. I also learned and
used Quake3 Team Arena .menu and .shader
scripting languages for the interface menus.
(PCShooter)
What
are the different multiplayer games
incorporated into this mod?
[DOKTA8]:
We
have a number of different game play modes.
My favorite is Follow the Leader.
In this mode, one person on each team
is selected randomly to be a “leader”
for the round.
Each side has a flag to protect, like
in CTF, but only the leader can touch an
enemy flag. Your team gets 3 points if your leader reaches the flag, 2
points if you defeat the other team while
you leader is alive, and 1 point for
defeating the enemy team with you leader
dead.
For
the next major release we are working on a
project that should provide the community
with a few really interesting new ways of
playing the game.
(PCShooter)
What
are the differences between Urban Terror and
other mods?
[OSWALD]:
These days, being truly different is an
increasing challenge. While the basic ideas
and genre of Urban Terror being similar to
many other mods, I feel our interaction and
dedication to our community is something
special. We really want to make Urban Terror
a community based mod. While Silicon Ice
Development is the driving force behind the
development, it is the community who will be
the true judge of its success.
[DOKTA8]:
One
of our main differences is our community.
We have a strong and supportive
community who we talk to a lot in forums and
in IRC.
We like to get feedback about the mod
and we try to answer everyone’s questions,
and implement as many workable suggestions
as we can.
We like to think the community drives
our development.
[SWEETNUTZ]:
Well,
Urban Terror is obviously different from
non-realism mods in that you
play in a real world setting with real world
firearms. From other realistic mods, you
will have to play it for yourself and
decide. A good deal of thought was put into
making the game play unique and different
then
what anyone had ever played before.
(PCShooter)
Will
there be any single player missions in the
next beta release?
[DOKTA8]:
No,
we don’t have any plans for single player.
(PCShooter)
Are
there any new things you’re working on for
the next beta release, maps, models, etc.?
[DOKTA8]:
Well,
we just did a MAJOR release that added new
everything.
The next release will probably add a
couple more weapons and a new game play
mode. New
maps are going to be released in a map pack
well before then, and there’ll also be
numerous small patches.
[OSWALD]:
Beta 2 was out best effort yet on Urban
Terror. While the next major release will be
Beta 3, we are concentrating our efforts on
a patch that will be released within the
coming weeks. The focus of this patch is
mainly bug fixes. Thanks to community input
and further team play, we have run into a
few nasty bugs that are causing some issues
with Beta 2. The patch will be Beta 2.1,
watch out web site for more details.
[SWEETNUTZ]:
With
beta 2.1 we are concentrating on bug fixes
and a few weapon tweaks to satisfy the
masses, plus 4-5 new maps. With 3.0 we will
talk more about that as we near it, but
right now we are mainly discussing the
direction we would like to take for new game play
modes, maps and weapons.
(PCShooter)
What
are your thoughts and opinions on the mod
community as a whole?
[OSWALD]:
When it comes to the Urban Terror Community,
the support has been excellent! There are
those die hards who have stuck together with
us since Beta 1, along with many who have
more recently entered into the community.
Regardless, without a supportive and
interactive gamers, Urban Terror would cease
to exist.
[DOKTA8]:
We
love the community.
Without them, we simply would never
have got to even first beta stage. It’s really the community that makes the mod scene
possible.
[SWEETUTZ]:
I think
the mod community is fairly strong right
now, there are a ton of quality game
conversions out there. I am a little unsure
of the possibility of mods becoming more and
more professional, and whether that is good
for the mod community however. As the bar is
raised, more and more GOOD mods could
potentially be left behind as they lack
either support from game creators, or the
advertisement press of gaming sites. Early
beta's appear to almost exclusively be
compared to final products of other mods
now, which I do not believe is a good thing.
(PCShooter)
How
long has this mod been in development and
are you pleased with the outcome so far?
[OSWALD]:
The mod was start back in September, 1999
but Bot Killer, who began working on a third
party map pack that would support Quake III.
The project would include new real world
maps and machine guns only. Seeing as this
was a "realistic" a weapon that
Quake III features. The mod has really taken
off with the release of Beta 2. The
development team is very pleased with the
outcome to this point. There were some
doubts with the less than average release of
Beta 1 back in August, 2000. We have made
great strides to improve the overall
experience of Urban Terror.
[DOKTA8]:
We’ve
been working on the mod for some 18 months.
I wasn’t really happy with the 1.x
betas because they weren’t very
professional or sophisticated.
I mean, they were fun, but our goal
was to get the game out there so the
community could be involved with its
development, warts and all.
[SWEETNUTZ]:
Since the very
first work on the mod had started, it has
been just under a year and a half since pre
1.0. Last august we premiered Beta 1.0 at
Quakecon to a good reception. We did not
start on the 2.0 project cycle until around
the new year however, so to go from 1.0 to
2.0 in the time we did is actually pretty
good considering it was a full code
re-write, along with completely new
graphics/models/skins.
(PCShooter)
In
your opinion, is the quake engine limiting
what you can create for Urban Terror?
[DOKTA8]:
Not
at all.
The engine is very sophisticated.
Okay, so you use anything for long
enough and you start thinking about new
features you’d like to add to the engine,
but we have not really hit any substantial
walls.
The main issue for us is that the
basic Quake3 game was designed as a shooter.
Thing like elevators and other
similar detail just weren’t in the basic
game, so we’ve had to code a lot from
scratch.
[SWEETNUTZ]:
Every
engine is limiting to a degree. So yeah in
some aspects, it is partially limiting. But
in other areas I find the Quake3 engine to
provide avenues of development I never would
have even considered or thought of, had
other limitations not been there. Part of
any development process is knowing the
limits, pushing what you can and improvising
in other areas. What's funny is I thought
the engine was more limiting then it really
was at the beginning of development because
I was still learning what could be done. Now
that I look back, it really does almost
everything I could want it to do.
(PCShooter)
Is
there anything else you would like to say to
the mod community?
[OSWALD]:
I would like to recognize our growing
community and pay them a wealth of gratitude
and thanks, for where they have put Urban
Terror within the mod community. We are very
excited about the prospects for the future
and look forward to continued interaction
and support.
[DOKTA8]:
If
you’re into realism mods and you haven’t
played Urban Terror yet, give us a go.
If you’re one of the regular
players already hooked who have shot us up
to the second most popular Quake 3 mod, then
you know we love you already!
[SWEETNUTZ]:
Just to
spread the word to all your friends about
Urban Terror - and to keep being friendly. I
really enjoy the Urban Terror community in
general, they are smart, informed and
quality people. It is my sincere hope that
if we grow larger in numbers that this
attitude will stay.
Thank
you for your time.
We really appreciate you taking the
time for this interview and wish you the
best of luck in the future.
Visit
their
website
@ www.urbanterror.net
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