Dose is da man!

You know what rocks? When developers actually mention your mod in an interview, like Jim Dose of id Software did yesterday. There was an interview by Omega over at Quakeidge. Yeah, I know, oh boy, just another interview. No, not JUST another interview. Here is a short excerpt from the interview:

QG: With all of these mods coming out for Quake 3: Arena and Team Arena, have you been playing any of them? If so, which ones?

JD: Urban Terror, Rocket Arena, Target Q3, and Q3 Gridiron. There’s also a great version of Pong that really blows away the old Telstar version!

How cool is that? Pretty damn cool. So read the entire interview.

Talking to NRGizeR yesterday, it seems we is ready for the release of Urban Terror Beta 2. He is working on getting “many tutorials and sample maps” together which will help community level designers understand the necessary entities and func_’s which will come in handy for mapping for Urban Terror. I am sure everyone is looking forward to that. You should see these new tutorials around the release date of Urban Terror.

Thanks to IceStorm over at Ice Terminal for conducting a new interview with, myself. While some of the info is a bit dated, like the game modes, the answer are on par to what will be featured in Beta 2. Here is a sample of what you will see:

IceStorm: Looking at the Quake 3 mod, Urban Terror, what would you say set’s it apart from the rest?

Oswald: I think that any mod starts with a team that works together and is committed to the task at hand in our case, Urban Terror. Since Beta 1.0, we have added new team members who had something unique Silicon ice could benefit from. For example, WetWired and Apoxol. In terms of game play we have completely redesigned the game code, included new features, such as the HUD and stamina meter, new weapon and player models, along with a new damage system dubbed ARIES.

You can check out the entire interview over at Ice Terminal.

What’s the deal?

Okay, so it has been almost 3 years I have had The 6th Floor up and running and I continue to screw up my updates. Show you that I am still, only human. It seems the buzz over Urban Terror Beta 1.27 has plateaued, which is fine. The excitement and anticipation continues to grow for the Beta 2 release. Sorry, I cannot give any additional information as to the release date. I can tell you SID is continuing to improve the current features

I have seen some new shots of WetWired‘s upcoming level for Urban Terror and it will completely redefine what Urban Terror levels are about and raise the standard of quality. The only screen shot off ut_revolution was seen on Rubber Ducky. Click here to see it and don’t forget to turn off that annoying music!

More ridiculous accusations that games kill kids, as id Software was named in another suit, “Columbine Victims File $5B Suit, the AP story on the lawsuit reported on here last week (story), offers more information on the companies named in the $5 Billion lawsuit stemming from the Columbine school shooting, saying “Companies named in the lawsuit include Nintendo of America, Sega of America, Sony Computer Entertainment and Time Warner Inc., which is now AOL Time Warner, and ID Software Inc. and GT Interactive Software Corp., creators and publishers of the game ‘Doom.’” Todd Hollenshead, CEO of id Software responded, “As with the Kentucky litigation, their claims are utterly without merit and we will vigorously defend ourselves.” Check out whizperz of ITG and his editorial on how games continue to kill. My only comment, “It’s just too damn bad, people cannot distinguish between what is real and what is fantasy. Games, while contributing to this growing dilemma are NOT the main problem. Unfortunately, the media will continue to blow stories and comments like the id Lawsuit out of proportions and parents of kids will continue to listen and follow as if being led by a cult figure. Parents, its up to YOU to raise your kids!

Time permitting, I am going to get new reviews up for all the Beta 2 Urban Terror levels. Currently I am dividing my time between, rewriting the manual and FAQ, along with my daily moderating of the Urban Terror Forums. I will also go through and update the older reviews, such as Docks by BattleCow which has taken on a completely new look, thanks in part to the improved texturing.

There is a new site which has debuted on PlanetQuake and it belongs to Hellchick. Her site is Voxfeminae, which “adds the female element to the gaming community.” Caryn on her site, “In a nutshell, vox feminae is my own little repository of female vocal files to serve the map, mod, and model community. Because there are far fewer female gamers in this community, it’s harder to find female sounds for models and other projects. Since I’ve done a lot of those kinds of projects, I thought I’d set up shop to help do it.” Hellchick is the main female voice SID recruited to do the voices for Urban Terror. She has also been involved, vocally with numerous projects. So check out her site, voxfeminae.

More later, time to p1mp Urban Terror some more and give a few guided tours ingame. Later…

All the buzz

Yeah, bitch and complain all you want. I have been busy and it only seems to be getting worse as SID gets closer to releasing Beta 2 to the Quake III Community. Of course I cannot give any exclusive dates or information here…yet, but things are moving at a great pace. We have made big strides in the last week. With the completion of build_11, we look to finalized development on Beta 2.

With that said, you can look forward to awesome new environments on which to frag. We have brought you screen shots of some of the newly designed levels, like, ut_sands by NRGizeR, which is the first terrain level completed for Urban Terror. We will also feature levels which debuted in Beta 1, that have been completed retextured and tweaked, such as BattleCow‘s ut_docks. There is even an ultra-secret level being designed by WetWired which is bound to turn heads! OMFG! This map is like nothing you have ever experienced! Okay, so I am drooling over screen shots [which I cannot share].

Then we have Tub, level designer behind ut_village and ut_abbey. Here are some exclusive shots his latest and untitled creation which will debut in Beta 2:

[SHOT #1] | [SHOT #2] | [SHOT #3] | [SHOT #4]
[SHOT #5] | [SHOT #6] | [SHOT #7] | [SHOT #8]
Tub is also asking for some help, to name this level for Beta 2. It was originally titled ut_vdocks [village docks], but since it was so similar to ut_docks he decided to change it. We are now asking for your suggestions. Send you suggest to oswald@planetquake.com and title your e-mail: Tub’s Map. Who knows, you might just get mentioned in the credits.

A bit about the level from Tub, “It’s got about 7500 brushes, and has an area of about 7000×3850 units. In other words it’s big, and detailed.. Thanks Tub, this level should provide many hours of fun for Beta 2.

Are you a texture artist? Do you think you can make textures? Good, because I know you are all shaking your head no. Well, meet Spear[Nsn], who is working on an Urban Terror level. Check out his request for someone to help create textures for an upcoming bank level. I do recall some of his work from my days over at the AQMD. So help him out.

Time to give Warhammer at ISPGN some love, seeing he has been a loyal supporter of Urban Terror from nearly day one. GO check out the ISPGN Forums and be heard.

The Death Ray by Chris “Sven” Druckenmiller

04-23-01: The Death Ray

Welcome to this week’s episdoe of the Quake 2 Level of the Week, sponsered by PlanetQuake featuring a blast from the past, so to speak. This week’s review takes a page out of the 1930’s for those who ever wanted to build a backyard spaceship and zoom off to the planet, Mungo to battle the evil, Ming the Merciless. Thanks to Sven you can feel like Flash Gordon without every living the comfort of your computer as his latest level, The Death Ray is the prime setting for any Flash Gordon episode. So buckle up there young Flash and get ready to experience this week’s review.

Sven, on the concept of The Death Ray, “The general idea for a ’30s SciFi-themed map came to me in Nov. of 2000 while visiting the parents for Thanksgiving break…My ambition was to create a level that would make you feel like you were Flash Gordon and your opponents were Ming the Merciless’ evil minions…I finally just built the big laser cannon itself and that was a perfect start.” The rest as they say, “was history.” Coupled with the highest quality textures from PlanetQuake’s own, [H F X], this level represents a unique mapping experience, especially when it comes to 1 v 1 deathmatch.

The layout is what you would expect to see in a futuristic base, with narrow, sterile corridors traversing the complex, all of which seem to lead back to where you began. In the case of this level, you usually end up back at the ominous death ray. The level uses many jump pads, which allows for quick and easy elevation change, along with simple, yet effect ramps to access a few areas in The Death Ray.

The main feature of The Death Ray is infact a large weapon pointed towards the heavens which is discharging its deadly ray on some unsuspecting planet. While you can do absolutely nothing to stop it, it does make for a unique on which to build. The same can be said about the area beneath the death ray, which is home to the quad damage. The sign reads, “Power Discharge Switch: NEVER USE!” of couse our first inclination is to push it. Once the switch is throw [our button pushed], two yellow beams of pure energy are discharge, which criss cross over the quad, to help put the “DENIED” tag on those would be gamers who insist on hoarding this power up.

As mentioned earlier, the ambience is quite striking, thanks in part to the high quality textures of HFX. Finding good, quality textures is only half the battle, if you do not use the correctly and appropriately, then all is lost. Foruntanately that is not one of Sven‘s weaknesses. These textures in conjunction with the multi colored lighting provide a foundation for yet another example of how to create a level with true ambience. The only minor complaint is the texture used on death ray itself does not compare .

This week gameplay was not only limited to bots, but a real live opponant. Yet it always seemed I was the one on the receiving end of a rocket or riding the blue rail of death. Nevertheless, 1 v 1 deathmatch provided a fast playing level. As with the 4-6 bots in the game, most of the fragging took place on the upper levels, near the rail gun and rocket launcher which are virtually next to each other. “The weapon and item loadout is roughly the same as it has been for the [previous] levels so far,” says Sven. Yet gamers were able to navigate quickly between rail and rocket and control a majority of the map. Add to that the flak jacket and row of armor shards and you will see why controlling this area will work to your advantage.

The Death Ray is bound to remind you of your favortie science fiction story, but this time it is brought to life, thanks to Sven. This is a very balanced level which will suit the smallest of servers, and provide hours of action for a moderate sized group. As always I enjoy play testing and reviewing, such quality maps as the Quake 2 Community continues to provide. Now off you go to download, The Death Ray.

– Download: sventourney3.zip
– Author: Chris “Sven” Druckenmiller

Level of the Week Comments? Mail Oswald.

QuakeCon Coming…

Damn! Two days between posts, I am slacking off more and more it seems. That means one thing. Most of my time is being committed with Silicon Ice Development as we press toward our Beta 2 release for Urban Terror. So, bear with me as much as possible. If you have something of note or something that needs to be p1mped, then e-mail me

Let’s start with one of the more popular conventions held in honor of Quake. That’s right I am talking about the popular event know as QuakeCon 2001. While it is quickly approaching [Aug. 9-12 in Mesquite, Texas], Paul Jaquays of id Software is polling for ideas on seminars for QuakeCon. Last year, Silicon Ice Development took part in two seminars, one hosted by Team Reaction of JailBreak and QPong fame. The other was a roundtable discussion, in which John C. walked in and took part in. Very cool! So, if you think you can contribute a solid idea, check out this thread on the Quake3World Forums.

There is a new interview with BASiLiSK of Terrorstrike, which discusses their plans and future leagues. Check it out. That interview was made available by Urban Terror supporters over at Crossfire: Panadol, Darkness, Charbger and ChemicalBrotha! Also check out their new design on Crossfire as their bring you a comprehensive look at many of the top realism mods. Urban Terror included [yeah, I p1mped our mod].

I know this is a day old, but Graeme Devine at id Software updated his .plan file and talks a bit about the upcoming point release for Quake III. We’ve been working extremely hard to get it to you, and working with the mod community to get all the features into the point that you’ve asked for, and it’s all taking a little more time than we originally anticipated says Graeme. This relationship between mod development teams and a major software developer can on be a winning proposition for all involved. SID looks forward to the new point in order to take advantage of the new information it will include.