Let's repeat the fun with some intense InstaGib CTF (Infinite Stamina and Wall Jumps)
Everyone is welcome! Join us on voice "General Chat" discordlogodiscord.me/urbangamers
Fun with Flags Halloween Edition is here! You love to be scared?! Come and play with us this Halloween night, if you dare! We’ll have a fun and scary special Halloween mapcycle. Get ready for some Trick or Treat! Date and time: 2021.10.31. 22:30 CEST (UTC+02:00) Server: /connect ns2.sexyurban.net Meet and greet us on Discord, use our voice channels and chat with us! discord.io/sexyurban
Although we do not support or recommend that server admins edit the logic of their servers, we cannot neglect the fact that the community loves some of these changes, so feel free to check out the Zombie modes!
|EsP| Zombie9: 184.108.40.206:28000 HyperZombie9: 220.127.116.11:27960 And there are probably more 🔥
"Flawless" , a new Urban Terror 5v5 competition platform is now live ! This competition is based on discord. The bot Alfred manages everything on the discord server (teams, roster, signups, scheduling, etc…).
What's the goal ? This is a brand new competition platform, our goal is to organize seasons periodically, as Clanbase did in the past and as Urban Zone still does today. However, we wanted to add our perspective to the competitive scene, that's why our competitions will be TS + CTF.
For us, to be elected as "the best team" you have to be challenged on the game modes that represent this game the most.
Team Survivor and Capture The Flag are the DNA of Urban Terror, and that's why we want to keep them both, and don't split them into two different leagues.
Moreover, we will try to stream as many games as we can, so follow us ! (we're still looking for some streamers to join our staff).
Urban Terror Championship Series - Fall 2021 is now live ! Sign up now ! [01/09 - 12/09] Just follow the instructions on our #welcome channel to be registered and create your team on our discord server : discord.gg/DBJjn3erzz
Then you'll find a channel called "Signup" to be part of the UTCS Fall 2021 (take a look in channel #rules before signing up)
To help mark twenty one years of Urban Terror, we are pleased to announce the release of the Urban Terror 5 Mapping Plugin for Unreal Engine 4.
The Plugin provides the necessary configuration changes to align functionality of the Engine with that of Urban Terror 5, and, a selection of custom Editor Assets (like Entities in Radiant) that provide Urban Terror 5 specific in-game features, such as, Player Spawns and CTF Flags. A demo Level is also provided, which shows and explains the use of each of the included assets.
For mappers who take the time to start developing maps for Urban Terror 5, to a good initial standard, we will host submissions for our QA Team to test and provide feedback, and subject to approval, membership on the QA Team as a Mapper, to enable offline solo, or online group testing, while the map is being developed.
The full list of assets in this beta release includes: Door, Container, Spline, Activate Trigger, Overlap Trigger, Random Trigger, Shoot Trigger, Media Manager, Material Manager, Animation Manager, Damage Volume, Location Volume, No Drop Volume, Jump Pad, Jump Timer, Teleport, CTF Flag, Player Start, and even an AI template with AI Rat example.
It has been a journey too for the FrozenSand team ... over 100 hobbyists and enthusiasts contributed to UrT's development. A lot of creative and unique souls have put their heart into UrT's DNA.
Though, not just the developers contributed creatively. There are over 1 600 maps and their variants in the widely used map repository UrT.li . And the enormous number is a proof that mappers for sure had been busy as well.
One nearly might forget about all the websites for clans and tournaments. Full of great art, articles and thriving community members on the forums. Or the modified game servers and other tools like B3 or Spunky. Every clan had created something extra just for their players.
And not just creatively, many picked up the server administration related chores. Helped to create a welcoming environment for the new players. That is a very important part as well.
But, when it comes to it. The greatest joy is from seeing a full server of players just enjoying the game. So while mentioning all of the different areas where people have contributed... it is more then fair to mention all of the players which prevailed and play UrT to this day. Since that is the reason why all of the folks above actually do what they do.
Some players might not have been around right from the start. So the next section is for you. Prepare for 4:3 screen ratio!!
The old UrT
To really reflect UrT's origins and early 2000s we've compiled some nice videos that should illustrate what UrT looked like in the past. Since in 2021 we perceive it a bit differently. But more on that later.
Jump through the videos, ignore the 2000s music and look for small changes and details like player skins, weapon models, radio call-outs ... etc. Let the nostalgia begin!
Also, it is interesting to listen to the original extended main menu music WHICH HAS LYRICS: reverbnation.com/markklem/song… (the best part starts around 5:45) 🎵... remember the name ... Urban Terror ...🎵
You might think: But the videos look very similar, what exactly is the big change? Keep in mind that the first version didn't have that complex movement as we have today. The videos are probably from 2.x so it looks more familiar, but not all aspects of the movement are present even there.
Urban Terror 4.X
The videos from the older version show how UrT felt and played.
Noticeably the players on this video have more tendency to move and this reflects how the UrT gameplay is like. The interesting part is that even a "little" features like wall jumping might change the way how players play the game.
Roughly throughout the first 10 years of UrT's existence, it was enhanced with sprinting, ledge climbing, wall jumping and sliding. These iconic moves weren't in the game right from the start.
And this trend continues to this day with the upcoming UrT 5 and its new features which enhance the UrT's movement formula. So to put it into other words... UrT is about adaptation and it always has been.
Wrapping it up...
To summarize this nostalgia rabbit hole, the past 21 years are telling a story about a long sprint rather than a race. It's a story about the legendary developers and the legendary community.
We are glad to be a part of this 21-year-old journey and we are looking forward to how the future will unveil.
Happy 21 y.o. 🎉 Don't drink too much.
PS: Check back tomorrow to find a special news post, we got a surprise for all mappers!
The forth and final instalment of Q&A feedback, happy reading...
Will maps from previous versions of URT be convertible to the new version? Maps from previous versions or Urban Terror will not be compatible with Urban Terror 5: Resurgence, however, there is a process that community mappers can use to convert their previous work into Unreal format which can be used as a base to build on; this process requires a lot of work, but does allow for layouts to be converted one to one.
Will we be able to create our own maps and release them? Members of the community will be able to continue creating their own maps for Urban Terror, a few examples of work-in-progress have been seen on the Discord #urt5-mapping thread, tools for creating maps are freely available, for example Blender and Unreal Engine. We've been working on a Mapping Plugin for Unreal Engine 4 which will provide all of the Urban Terror specific assets and features required for the map to function (spawns, flags, etc.), and it is currently being tested by the private alpha participants. A few of them are already working on custom maps for UrT5!
Will smoke nades work the same as in UrT4.3 with the gun flashes visible? Smoke nades will work the same as they do in Urban Terror 4.3.
What updates are planned for the game, like innovation / gameplay / game mode? We are experimenting with innovations in movement, and discussing options for new or altered game modes, but at this stage it is only ideas as we need to prioritize completing the base game first. Once the game is out, we plan to keep on improving it with regular releases. Thanks to Steam, the update mechanism for both servers and players will be extremely simple and will allow us to push updates frequently.
What is planned for the radio system? The radio system voices / commands will be the same as those in Urban Terror 4 initially, but we plan on adding new voices in the future; the system is also being reviewed to make it both higher quality and more streamlined.
Do you plan to do competitive things like UZ/NC As a development team, we will not be organising competitive leagues, though we will continue to support community organisation of leagues and events as we have done for the existing game over the years.
Will we get a stats function when the map ends and on a website? We do want to implement some stats tracking in the future. We're currently focusing on the core game mechanisms, but it is definitely in our long-term to-do list.
Will there be a Linux version released at the same time as the Windows version? The private alpha participants are already play-testing the Linux builds of the game, and we have game servers running on both Windows and Linux dedicated servers, so yes, a Linux version will be released at the same time as the Windows version :D
How will urt5 stand in terms of server mods, will this still be a thing? With regard to server mods, the code modifications seen in the current version will not be available, though we might expose more features to server bots that allow some extra modifications.
What is the requirement configuration for playing urt 5? The hardware requirements have not been finalized, one of the later process is optimizing the game and maps, but for now, if you are able to run Fortnite then you’re good to go.
Will there be bots? Will they have AI with brain? We do plan to have bots and other AI, although we’re still looking for an AI programmer. If you are among those beats, please reach out to us!
Will there be a permanent ban from the game, and will the old ban-list be continued? Server admins will be able to ban by Steam ID; it is also likely that the current IP ban list will be carried over.
I would like to buy the rights of this game, for what price are you willing to sell? The rights to the game are not for sale.
What will differentiate between urt 5 & urt 4, like cvars or sensitivity? Everything is different by default between UrT 4 & UrT 5, but we strive to implement compatible features and settings wherever it matters most (e.g. mouse sensitivity).
Will there be cosmetic customisation options? Custom cosmetic things like clan tag, weapons, dance, emote and so on, are absolutely something that we'd like to do eventually, but it is very far down our list of priorities for the game!
Will the new version have new administration features? For administration, we believe that the rcon system is extremely useful on a day-to-day basis, so we've ported it to UrT 5 and we plan to gradually improve it over time. Third party bots will still be able to fetch live information from the game too.
You can find the original question threads here; > Forums > Reddit
We hope you have found these questions and answers informative!
The third and penultimate instalment of Q&A feedback, happy reading...
Which maps are planned to be available on release? The actual list of maps that will be included when the game is officially released is not fixed, and will depend on what we have complete when the core game itself is ready; we currently have several Urban Terror 5 maps that are nearing completion and being tested by the private alpha participants: Algiers, Mykonos, Orbital, Skylines, Tohunga, Turnpike, Uptown and Uranus. There are also other maps being worked on which we will announce in due course! Both official and third party map development will be an ongoing process and hopefully there will be many new maps over the coming years!
Will there be any new weapons? New weapons will and are being created in addition to the original set, the final selection for the public release will also depend on community feedback. Names of weapons are 'made-up' to avoid copyright issues, if you have ideas for alternative names, feel free to post them on our Discord.
Would it be possible to publish a development roadmap? We do not have a fixed roadmap for development, as a team we know what we are aiming for, and as volunteers we work on our specific areas at different times, so the various aspects of the project are not always aligned. We are also flexible with features as we try new ideas or take feedback from the community.
When will it be possible to add to the Steam Wishlist? Steam's 'add to wish list' feature is something we will look at when we are at the right stage in development; a key requirement to kickstart a Steam page for a game is to release a gameplay trailer. We currently think that we need a bit more development and testing time to be able to create a satisfying trailer truly showing the game's potential. We are getting closer though! In the meantime, if you have some video editing skills or know the phone number of Mr Spielberg, please let us know. :)
Will it still be possible to jump with the back against a wall? It will absolutely still be possible to jump with the players back against a wall without the need to press the back key. You can see it in action in our Jump gameplay video: youtube.com/watch?v=NOMZdfRbsRI
Will there be vocal chat? We do want to implement voice chat in the future (at least for matchmode / matchmaking), and there are a number of options for it, but we haven't discussed that subject enough to give you an answer at the moment; we'll assess the possibilities in the coming months. We do already have working Discord integration to display game activity, that may provide one option for voice chat amongst others.
Will there be a 2v2 mode? It will be possible to have a 2v2 mode, it will be up to the server admin to specify.
Do you have any plans for reaching new players with UrT5? Reaching new players and 'getting the word out' will happen a lot by word of mouth; "A 20 year old game created by volunteers releases major new version" is quite a story which should have potential to reach many new players. The community can help a great deal by spreading that story :)
What about features that are realized with mods at the moment? Features that are currently realized with mods in UrT 4.3, for example infinite stamina and player count will be available for sure; Zombie mode is a larger special case, that will probably make it eventually but we cannot say for sure at this stage.
Can we still personalize the color of team identification using RGB? Personalizing the colors of team identification using RGB color will not be possible, but pre-sets similar to the current options will probably be included later in development.
Is the bullet spray pattern the same as urt 4? The style of recoil and bullet spread will remain almost identical to 4.x, the details and exact values might differ a little.
How will hit detection work, something like tickrate? How hit detection will work is a complex question, tickrate is only a tiny factor that goes into hit detection in a game like CS:GO. Initially hit detection will be client side with server side verification, and we'll probably rework the netcode and hit detection entirely at some point after open beta.
Will it have anti-toxicity? The best way to combat toxicity is to foster a positive environment; beyond that, we'll certainly aim to provide every possible tool to shield users from toxicity (e.g. muting players, disabling chat, and so on).
Will it have an honour system? There are no plans for an honour system at the moment, but once we have our own supporting framework in place behind the game itself, features like this will certainly be explored.
Will language translations be available We've not discussed the language translation subject too much internally, but it'd be nice. Our team is quite diversified and we speak quite a few different languages. It'd be a huge task to keep the translations up to date with frequent releases though, but, the Unreal Engine does provide some assistance with localisation.
Will you have different types of grenades? There are no specific plans regarding things like smoke grenade/vision, nocturne / flash grenade, decoy grenade etc. yet. Urban Terror is not a tactical shooter so this is not likely to be a priority, but we are always open to experiment with new features (and maybe provide them as options for custom servers).
You can find the original question threads here; > Forums > Reddit
Stay tuned for the next set of answers in the coming weeks!
Continuing from the first instalment of Q&A feedback, we hope you find the second instalment just as informative...
What maps are being worked on? When the game is released to the community, it will include a mix of original Urban Terror maps that have been re-made, and some maps that are completely new to Urban Terror 5. The official maps that are being re-made will, in most cases, have layouts as close to original as possible, though some may have been changed slightly based on feedback from play testing; the layout may also be different depending on the game mode. At the moment there are actually a lot of maps being worked on! It's crazy how a little team of mappers and modelers together can produce so many maps of high quality so fast. 18 maps are currently being worked on by the FS artists.
Have there been any weapon balance changes? Weapon balance and loadout have not been finalized, but it is likely they will be mixed-up quite a bit compared to Urban Terror 4; community feedback during beta testing will influence this.
Will there be more character diversity and inclusivity? With regard to character identity, we have plans to include iconic locales from around the globe, and character diversity of colour, ethnicity, and gender. At this stage, we have not made a decision to add user customizable characters and/or clothing, but it is an interesting option that we will consider at a later date. In general, game development is based more on community feedback as to desirable game enhancements over internal and subjective decisions.
When do you think we'll be able to play a kind of Beta/Alpha? When do we think you will be able to play a beta/alpha, well, we are continuously bringing more people into the private alpha testing team. The current stress tests have shown some weaknesses in the game optimization that we need to address before allowing a huge amount of players to try it out. The last thing we want is another 4.2.001-like release with servers crashing all over the place! It is fairly reasonable to assume that we will be able to do a public release of the game during 2021. No promises, but it is our target!
Did the wall running mechanic make it to the private Alpha? If so what was the general consensus? We still plan to include 'wall running' in the final release, it took some time for a few testers to get used to it, but overall the feedback is extremely positive; it might still be tweaked further before the game goes public, but so far so good. However, it is a material option along with grabbing and climbing that can be turned on or off, so it will be the map creator who will decide if wall running will be included in their map and which surfaces it will be applied to.
Will there be a Pinging system like in Apex? We did not have plans for a pinging system, but the question started a discussion internally, we really like the idea. We have already included the 'enemy spotted' radio call, pinging of some kind may make a nice addition.
Will we get events like retro UrT maps? Regarding events like retro maps and seasonal content, the ability to frequently update the game seamlessly will allow us to do such thing, yes. :) We cannot wait to do that kind of thing to be honest, they are very cool to do.
Will the game be available on streaming services? Streaming streaming services like Google Stadia and Nvidia GeForce Now are great for a lot of things, but not really for fast paced multiplayer 'twitch shooters'; For this reason we do not currently plan to use those services.
What about servers, how will that work? There will be a server system where anyone can create a server, similar to now. The server won’t need graphics requirements as it only runs the core game to coordinate the attached clients. RAM, CPU and network connection speed will be the key elements.
Can you bind/macro like UrT 4? We have planned to add something like the existing bind/macro feature at some point in the future.
Can we still disable/enable visual pollution? Being able to disable/enable fire/smoke impact, show zero visual pollution; this is to be determined, but visibility is important to us. Ideally all players are on an equal playing field with few visual distractions.
Will it still have an Auth system? Initially the authentication system (Auth) will be provided through Steam, this may change or be added to in the future.
Will it have a 'ranked' system? Ranked systems are planned, but might not happen for the initial release.
Do you plan to update your website? We do plan to update our website; By the way, we are looking for a website developer… let us know if you know one!
Will the interface have a report bug/idea function? It is unlikely the interface will have a bug reporting system, we considered the possibility to implement this feature for the private alpha but the idea didn't gain much traction internally. From experience we believe that it encourages low effort/low value feedback. The Discord and Forum are an easier place to report issues and we will open up our GitLab issue tracker to the public where you will be free (and encouraged!) to report bugs and to discuss ideas.
You can find the original question threads here; > Forums > Reddit
Stay tuned for the next set of answers in the coming weeks!
It's been one hell of a year, and in these times the team is incredibly grateful to share in this experience together, to channel our focus into creating UrT 5, and to find joy in playing and speaking with you, the Urban Terror community.
All of us at FrozenSand want to wish you the very best for 2021. A huge thanks to you, for your continued support, engagement and patience. And to our incredible QA testers, we send our love and appreciation for your invaluable help over the past year!
2020 - a blessing and a curse
Whilst quarantines undoubtedly suck, for UrT it was a blessing in disguise! With many of us suddenly presented with an abundance of free time, we've managed to grow the team, create regular updates and have made significant development progress on UrT5.
Today marks the 1 year anniversary of UrT5's private alpha launch! This year, with the help of the QA team, we are proud to say that we've done 16 QA releases with over 580 updates, including 249 bug fixes and 168 new additions. We hope this progress gives assurance to the ongoing hard work we are all giving to push UrT towards an eventual public alpha.
We currently have a staggering 14 maps in active development - recreations of classics such as Turnpike, Uptown and Orbital, as well as brand new maps such as 'Skylines'. The game has full jump-map support, and in our conversion testing, is nearly identically playable on imports of 4.3 maps.
UE4 presents a massive step in the ease of map creation, we have developed new tools this year enabling time-trial mode, and with expanded movement mechanics, UrT5 is looking to be an incredibly exciting step for all of you jumpers and map creators!
Great progress has also been made across the board - the optimisation of netcode, new weapon and player models, game optimisations, improvements in animations and core audio logic, further development and testing of our 3rd party mapping tools, and the optimisation of essential code for things like the player movement system.
2021 - LOOKING AHEAD
Next year, we will share more insight into the development process with you all. Expect to see live streams from our Twitch channel(go follow us!) by different members of FS, showcasing dev work on models, maps and audio. Further more, look forward to seeing an updated video of a populated alpha play-session, showcasing real, visceral, up-to-date UrT5 gameplay in action!
We often receive messages asking when the next round of QA testers will be accepted. At our current development stage, the feedback we receive from a small, focused group of testers is incredibly valuable and best suited for our current needs. However, over the next year, you can expect us to accept more alpha testers into this small group. Once core game-issues are ironed out, we will begin to expand into a much larger testing group to iterate on netcode, balance gameplay and gain more general feedback. When exactly this will happen is entirely dependant on the needs of our development process as the year progresses, but rest assured we will keep you all fully in the loop when positions open up.
We have high hopes for the upcoming year - the game is in a good stage of development, our momentum is high and the team is in a great place. However, as UrT is developed for free by volunteers, we rely entirely on the hard work of the team and the support of you the community. If you want to help bring UrT closer to public alpha, please consider supporting us to help cover development costs, or, if you or someone you know would like to join FS! we are always seeking new talent, and have numerous roles currently open, so don't be shy to get in touch.
That's all from us. Keep an eye out in the new year for the second round of Q&A answers!
So long 2020 - don't let the door hit you on the way out