Urban Terror: Close the Door

Since leaving the development team and Urban Terror, nearly 2 years ago I have yet to return to online gaming. The motivations for my departure and retirement were purely personal. For me, I had gone as far as I could with development as it was quite clear the game would never flourish as I had hoped for during the early years.

It’s quite rare I even bring the name, Urban Terror up because it’s a part of my past and I have moved on, leaving the community, the web sites and activities to others in order to cultivate. I still have an informal tie to the community as I continue to hold the rights to the domain name.

I happened upon a conversation today with an individual who is still around the community and as I understand it, the community and the game are not the same. I can’t speak to that, but can only surmise the problems plaguing the community/game now. While I never had a direct hand in any development, it was the community who drove the game to the success it had upon my departure.

Of course the development team was at the core of the community, with talented individuals leaving their mark and moving on. The early years were truly the “best of times” for me personally. Being courted by id Software, visiting their offices, participating in Quakecon, jet setting to Los Angeles for E3, being featured on Tech TV are just some of the highlights I take with me. Of course those days are all in the past and rarely do I even cast a glance at the newest PC games on the market because it’s “more of the same.”

With that said, there is still something to say about those individuals who continue to support the game after so many years. I have a few individuals in mind who, through thick and thin stuck it out with the development team. Not sure if I were on the outside looking in, like I was with Action Quake II if I could have continued for nearly 10 years even with a game I enjoyed

Being in the rare position I was, between the community and the game I had a unique perspective and seemed to get opinions from everyone. For many, I was the voice/face/name of Urban Terror, but never did I attempt to take credit. While I was involved, I left the real development/design to the talented individuals that knew how to code a feature, or create a model, uvwrap it and skin it. I was highly impressed with those who were level designers, but that was not my calling.
Unfortunately, it was “never quite good enough” for some. The worst place to be the day of a point release was on the community support forums. This was my domain, a place I controlled and supported and nurtured from the beginning. It was a unique feeling creating a community from virtually nothing to a strong community of supporters we had when I departed. I was amazed at the success and the ride I had been privy to.

Maybe my departure gave rise to someone with new ideas and new blood to bring something into the community to improve the game. While some may disagree I took a lot with me the day I left. Much of the unwritten history left with me. Many gigabytes of files continue to reside on my archived hard drives that will most likely never be accessed again.

Most of all I remember the people, behind every alias, either in game, via e-mail or on IRC there is a person. I was fortunate enough to meet a small percentage of these people over the years. The strongest bonds were between the long standing development team members. The same can be said for the long time supporters in the community, the people I entrusted files or hosting to. There were some great people behind the scenes who rarely got a mention. Maybe they hosted files or ran a web site or always put in a word of praise to the community, game or development team. While I will probably never communicate with these individuals again, they were a special part of the community and one of the things I held close though out my tenure.

Often times I was referred to as, “not a developer” because I did not provide any content for the game. While that is a true statement, it could not be further from the truth. I was a development team member and played an integral role that was often overlooked. Many individuals involved couldn’t or wouldn’t do what I did over the course of 10 years. While not the most important aspect of the game or community, I brought Urban Terror to life though the use of shoutcasting, when online gaming radio stations were still in their infancy.

My use of the radio medium introduced a new dimension to online gaming that was rarely seen previously. I attempted to stress the importance of the community, wanting feedback and information from supporters in order to strengthen the radio show on a weekly basis. By far, the most important portion of the show, aside from my bad, 80’s music was the development team update. This was sometimes a futile attempt to provide up to the minute information about development.

The second part of this new medium was acting as a commentator during online matches. I spent many hours a week dedicated to my radio shows and broadcasts. It would have been enough to just cover the match, but our community was something special and they deserved more. I had a pre and post game report, as well as commentary and sometimes guest casters on air.

This, to me was my calling for the game and it went a long way in the community. Yet some failed to see the connection. In the end I was burned out, tired. Maybe it was the years of abuse I took never really striking back or going off, unless completely necessary. A few examples spring to mind. When I initially got involved I wanted to see this development through to a defined end. For me, that will never happen as I dropped everything in a blink of an eye and walked away, never to return.

But, as I said early on the friendships you make will last a lifetime. The memories remain, but may fade as years go by. For the most part these were good times, never great, but good enough to keep you going for just a bit longer. Hopefully those involved now have an idea of where the game came from and of those who came before.

“That level looks old!”

I was just reminiscing using the “way back machine” perusing the news I wrote while I was the Head Monkey at the AQMD (Action Quake Map Depot) back in 1999-2000. I can still remember receiving the e-mail from Death Magnet telling me he was stepping down and was handing the “reins of power” over to me. LOL.

While I cannot find the exact day, I still vividly remember the day I stepped down from the AQMD because I felt I was not fulfilling my position as the Head Monkey and my interests were moving to Quake III, in search of the “next action.” That turned out to be Urban Terror and my time and work at the AQMD became history.

A part of me wanted to leave the AQMD because the Quake 2 engine was getting dated and levels were looking old. Even new levels were retreads of old ideas and very few level designers were bringing something new to the table in terms of development. I guess I can’t fault them, but why anyone would spend months working on a level that will be tossed in an ever growing pile of already “official” AQ2 levels was beyond me. I guess each individual had their reasons.

Just the other day I had an ill feeling when I looked at some new images of a level in development for Urban Terror. Just like the day I left the AQMD, that feel returned, when the first thought was “that level looks old.” Now, I know the Quake III engine is dated, just as Urban Terror is. But even with this engine it is possible to up the level of quality before releasing a level.

Some level designers have stated they won’t spend the time taking their level to the proverbial, “next level” for numerous reasons. First, it’s too much work. Okay, I’ll give you that reason, to a point. Level design and development is nothing but work. Why half ass your work? Part of level development is improving and learning, working with techniques that will improve your skills and level. I don’t understand releasing a level that looks like it’s from 2000, when it’s 2008.

Second, there is always a chance your level will not be played. The reasons vary; FPS, poor layout or game play, or those asshats who just say, “it sucks” without reason, just to name a few. While many level designers understand this before diving head first into their levels, some don’t. After spending months and months, possibly even years on a level that last thing you want it no one playing your level. But to admit defeat before you even start is setting yourself up for failure.

I know the “basics” of level design, but I am no expert when it comes to what some in the Urban Terror Community create. I will cite INVIS, who is a consummate professional, maybe too much so when it comes to his levels. He understands level design from the inside out, knows the elements and how to construct them to create a successful and good looking level. WetWired was another Urban Terror level designer who was able to accomplish the same thing.

These are just two examples, but they worked at a different level than most other level designers. Their time, effort and persistence usually paid off. While I don’t mean to characterize other level designers as failures, I would like them to take a look at what levels have all the elements that make up a successful level. Above all other is game play, but this isn’t something that “just happens” this is something that is planned from day one. You can’t happen upon game play, you must create it.

While game play does reign supreme and is the foundation on which to build, you cannot ignore the other factors when level designing. I am hoping that some level designers understand what makes the good levels good and try to learn why another level not so good. Don’t only push the Quake III engine, but push yourself to rise above the mediocrity we see creeping into the levels that are played in Urban Terror.

Cheaters and Leakers

Who are the worst sort of people in a gaming community? I think we can all agree that anyone who tries to dissuade other gamers from having fun and enjoying gaming are asshats. It is quite unfortunate that this lower class of gamer will never go away. In fact over the 12 years I have been gaming, starting at a local LAN and attending some larger events, this class of gamer has only increased in size and intensity.

I can honestly say from my days of Quake 2, to Action Quake 2 and more recently MOHAA and Urban Terror I have never cheated, this includes loading up an aimbot, “just to check it out.” Some would claim that if you aren’t cheating then you aren’t trying” or “it’s only cheating if you get caught.” Well, regardless of your reasoning…err…excuse once a cheater always a cheater. Unless you happen to change your online alias and take on a new personality that moniker of ‘cheater’ will stick with you. We have seen this time and time again in the Urban Terror Community. Blue (jackass) Venom anyone?

I am beginning to think an even lower class of gamer are those gamers who claim to support a game and its community who leak illegally obtained files. Being involved in development since 1999 this has always been a problem. Now, I will lay a portion of the blame on the development team for not having good quality control (not QA Team) when it came to testing the mod prior to a release. Originally, we provided ALL (including server files) to testers. Needless to say this was setting the development team up for failure.

Over the years we got better when the control of our files, but never to the point where there was not a leak for a major release. Beta 2.0 was one of the worst offenders, but again I lay a portion of the blame on the team, but more so on those gamers we thought we could trust. In the online world you cannot trust anyone!

Gamers are always wanting to make a name for themselves and sometimes how they do it is cause for concern. Personally, I don’t want to hear excuses as to why, I just want justice. While we cannot completely police the leak, we do try and make the best out of a bad situation. Thankfully we have some in our community who do come to our defense and help do the policing.

Why gamers think they are above the community or even the development team amazes me. I guess these are the same gamers who do nothing but bitch and complain about the game, but continue to play it. Guess that makes sense, make enough noise and you might get noticed. Oh, was that a g-line from IRC? LOL.

Regardless, these two bottom dwellers, the cheater and the leaker will never go away…unfortunately. They can be contained, but never complete exterminated. Just remember, you are not above the community or the development team. Hopefully you will think twice about hosting files on your personal website or downloading, “just to try it out” because in the end you are no better if you succumb to these sort of gamers.

Clanbase Newsie?

As if I don’t have enough to do already with what little “free time” I have, I sent in an application to Clanbase after they posted looking for members to join their news team. I have an interview set up this morning (08PST/17CET) when I get home from work. In the past I have written for Planetquake back in 2000 and 2001 reviewing Quake II levels. Prior to that I was the “Head Monkey” in charge of the Action Quake Map Depot, where I was hired on after the reviews I wrote for The 6th Floor, when the site was devoted to Action Quake 2.

Since that time, I have tried to keep sharp when it comes to putting fingers to keyboard by posting news at Inside The Game as well as providing news and development notes for Urban Terror since 2000! I feel I am qualified to hold a position as a member of the news team with my previous experience and background.

I thought this would be a great opportunity since Inside The Game and Clanbase are both owned by the Global Gaming League. I have nothing but praise for Clanbase, for the way they conduct business and run their league. Hopefully the GGL will see similar success in the future, as they try to emulate the success that Clanbase has in Europe, over here in North America.To be honest, I am rather devoid of good, quality news topics. I was scanning the news wires last night, but there was nothing earth shattering to discuss. So, we will see what becomes of this interview. I do know I have many supporters at Clanbase, from Urban Terror, current and past to Medal of Honor, which I have just started supporting at Inside The Game.

Also, somewhat off topic, but thanks to djWheat I am now video capable at Inside The Game. What does that mean? It means I can provide streaming media for Urban Radio, Just Push Play and any game that I cover. For example, let’s use MOHAA, there is no TV program, like GTV. So using this technology you could actually watch the match live, as I provide commentary. I am more interested in using it for Urban Radio. Just what the community wants, to see my ugly mug on their WMP for 2 hours. Hahaha. Anyway, I think this is great news for anyone who is a gamer, as I take the next step in casting.

I am in the final stages of testing and configuring the audio. Figures that the audio would be giving me issues. The video is golden, was using it earlier in the week, streaming to the Internet and watching my stream on my wife’s machine. Hopefully by the weekend we will be ready to broadcast our first event.

Do you have what it takes?

Our interviews with the Urban Terror mappers continue this week. Recently we added, the following Silicon Ice Development mappers to our Interview Section: BattleCow, Bot Killer, The Riddle and WU. Give them a read and get inspired!Maybe you have noticed that the Action Quake 2 information is slowly beginning to go the way of the dinosaur here at The 6th Floor. Sorry A-Team! But look at it this way, you laid the foundation for many other realism mods. Thanks! On that note, you can check out the new Help Section for answers to any further questions. The same can be said for the Links Section. It even includes the new Urban Terror button to place on your site! While you are at it, grab The 6th Floor button also.Next on the agenda of reorganization, working on the required files, editors, tools and tutorials to get you started on your way to mapping heaven for Q3 and specifically, Urban Terror. There is an overwhelming amount of information out there, which could possibly deter someone from wanting to begin. I will help to wade through all the muck and help sort it all out.Not much news out of the Silicon Ice Development camp. The word came down from dokta8 and GottaBeKD, they have implemented ‘func_breakable’ in the Urban Terror code, which will allow for breakable glass. We have heard the mappers are quite excited about this new feature! He coders themselves were so excited they decided to throw rocks and play around in a glass for countless hours. Sounds like they need to be put in a white, padded room. Keep up the good work guys!