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.

Urban Terror. The Real Deal?

While I was not around when the concept for Urban Terror was originally conceived, I was a few months late to the party, but was able to become a member of the development team prior to the end of 1999. I have experienced much in the lifetime of Urban Terror and honestly I never thought I would be talking about it in 2008. Who would think a game concept from a teenager would see so much success in the future.

The future. Success. Just how successful has Urban Terror been? We were invited by id Software to Quakecon in 2000 and 2001 in order to show off our work on the game, as well as host a few round table presentations for gamers to attend. We met personally with members of id Software including Kevin Cloud, Robert Duffy and Marty Stratton. After the 2000 event, myself and Sam, aka dokta8 were invited by Activision to their Santa Monica offices to talk about the future of Urban Terror. Both of these events were the proverbial “feather in the cap” sort of experiences.

The Activision meeting would have been more productive IF we actually went in with the idea there was going to be a future for the game. Unfortunately, in 2000 the developers were really nothing more than enthusiasts who enjoyed developing the game as a hobby. Looking back, we probably did more harm than good for any future the game could potentially have.

The mod has been featured in worldwide publications from the UK, France and here in the US, as well as some of the newspapers and countless web sites wanting interviews. Again, a taste of success, but nothing that really put more then a temporary spotlight on what we had achieved.

Urban Terror was never as successful as Counter-Strike, then again very few games will EVER reach that status again, especially coming from the mod scene. It makes me wonder, the tenure we have with Urban Terror, the strong community support and now the ability to play Urban Terror without paying for Quake III, why are developers/publishers not taking notice?

In reality Urban Terror is a small fish in a big ocean, a REALLY big ocean. We have seen many retail games come and go with success so short lived it makes your head spin. Maybe I shoulder the responsibility as Project Coordinator/Public Relations saying I have not met expectations that were set. Of course, we were not incorporated until a few years ago, when Urban Terror was already established and the founders of FrozenSand, LLC now have a direction and goal they want to pursue.

That goes back to the question, why is Urban Terror not getting noticed? Part of it stems from the aging Quake III engine,we definitely had some good use out of the engine, but maybe we should start looking for a new, next generation engine to move the game to.

Urban Terror has never been heavy on the artistic side. With that said, I take nothing away from BladeKiller or the others who have spent years, countless hours and a lot of blood, sweat and tears to get the game looking like it does. But the fact is, developers and publishers want a game heavy in art assets. This is something we did hear when our demo was played by some professional developers.

Over the years we have concentrated more on game play, which you think would play a prominent role among developers, but I can’t think of any game I come back to other then Urban Terror because of the game play. This is echoed by gamers in the community, some who leave and return version or years later because of the game play. Now, if we were heavy on the art assets, would Urban Terror get the notoriety it deserves?

Nothing is ever just handed to you on a golden platter. We have been given nothing, but earned everything over the years. Our hard work, effort and commitment to Urban Terror, the community and most importantly to our fellow development team members makes us thankful for the success we have achieved. Who knows, maybe with v4.x release series we will be able to promote the game more heavily and possibly get some developers/publishers/bags of money interested in what we have to offer, not only in the game but as a development team.

Friends of Terror

It is still hard to believe there is a group of dedicated individuals who have the desire and make the effort to keep Urban Terror alive. The fact we still have a very strong and dedicated community is a contributing factor to the longevity and success of the game.

I have been fortunate over those years to meet (yes, face to face) with many individuals on different levels as it relates to Urban Terror, from the invite to Quakecon in 2000 and 2001, to LAN parties in NoCal, SoCal and Colorado Springs and an appearance on TechTV (when it was around). There have been closed door, sit down meetings with Activision and id Software, which was more of a “wow factor” for me at the time since we did not know where we wanted to take Urban Terror.

If I knew then, what I know now, Frozen Sand (at the time, Silicon Ice Development) could be mentioned being on par with Splash Damage. Those guys had their shit together! They also had an amazing group of talented individuals. Not saying our development team hasn’t, because we have had over the years many contribute to the game.

Meeting gamers, executives, sponsors and personalities alike have been some of the best memories I have had. I mention this because I was able to meet Lt1 (aka Rob Bergman) last night, as he flew into NoCal for some training. Now, it’s not often that an opportunity arises, which will have gamers come in contact with each other, let alone team members. Remember, outside of meeting INVIS, BladeKiller and RabidCow I have not met the other talent on our team. But we have all worked together for nearly 4 years (if memory serves me correct).

It’s always interesting to put an alias to face, face to a voice and a voice to the online persona. I flashback to Quakecon 2001 when I was employed by TsN and our station was covering the event. I wanted to meet WarWitch, who at the time covered RtCW and was just an amazing announcer, complete with an entire online persona. With his voice, I expected something other than I got. Here stands a short, maybe 5′-5″ guy with a dark ponytail. Really blew my mental image of him, but nonetheless a great person and top class shoutcaster!

LAN parties are always interesting, especially when they were Urban Terror specific. Now I attended a weekly LAN in SoCal and Urban Terror was still rather new, but when our group made the transition to Quake III Arena, we played it every weekend. I did attend the .223 LAN in NoCal in 2003, which was also the first time I met Hottlipz face to face (little did I know we would marry a year later), along with many gamers from .223 and some other local Urban Terror players.

A few larger LANs featured Urban Terror and I was fortunate enough to attend those as well. Once in Los Angeles, where I was on hand to award the winner a custom Urban Terror case that was specially designed and constructed in Australia. I was also fortunate enough to attend EverLAN in Colorado Springs a few years, once when they did use an older version of Urban Terror.

Again, it is the people who make the game. I could sit here and rattle off a list of people who I have met and known over the years. I would love to have the time to go on a world tour just for Urban Terror. I know it sounds silly (Oh, remind me to talk about my East Coast trip!), but I think it would be a great time! I am sure there are enough gamers worldwide, I could shack up with, drink beer with and game with that could easily fill one month of travel.

The itinerary would include a trip south to Los Angeles and a stop by the GGL offices, where Epileptic Gaming transmits from, because djWheat is still Inside the Game. From there it would be on to Phoenix, Arizona to hook with Blankz, also of iTG. You can blame him for getting me involved in shoutcasting, thus the reason I can’t say Euro names correctly. I would fly to Colorado and check in with Spellbinder, because he has been a long time friend. This would be a coordinated trip to stop in Mesquite, Texas for Quakecon and countless people I know at that event including: Evil John, Tapper, Precious Death, the guys at id Software, especially Robert and of course, just to keep the list short Splash Damage.

The East Coast swing would include a stop to visit with Ghozt, AGBD and Fragging Newby. Hopefully we could find MFDoom, yes the now married Doomy and Capt. Porno. I went shooting with these guys and hung out with them years ago and it was one of the most memorable trips. Especially when you don’t know dick about some guy who goes by ‘A Giant Black Dude.’ Maybe a quick stop over in Florida to kick the shit out of BasiLisK.

The European tour would start with a stop in Portugal, why? Because I still feel they are the best community of gamers going for Urban Terror (yeah flame me, then fuck off, it’s my website and my opinion). From there it would be on to England to see Dick Dastardly and his flatmate, Qster and lord know who else we would find in and around the UK.

A trip would not be complete with traversing he frozen tundra of Sweden, Denmark and Finland (sorry Norway!). Definitely stop by House Valhalla! Many in the Danes and Swedes on the list who have been supporters for many years. A tour of the Rhine, well, Germany to meet Warbird (aka Wolfseye), since he has become a good friend.

An intersting stop would be Slovania, because of SLOfaca, Blaz especially and many of his countrymen have been wonderful to cover and talk to over the years. The Netherlands would mark one of the final stops, to meet “Whoa Keeley” or woekele. I need to forgive my lack of knowledge, but I would want to hook up with J0E and Preat of FROServers.com. Then again I would hope J0E is not nekked getting into the shower.

I could go on and on about the names, faces and places. But it would be an endless cycle. It has been many years and gamers come and go, but it is interesting to note how many names return to Urban Terror saying something like, “this is the only game I come back to play.” Hopefully this sort of comment is typical through out the community. It has been one helluva ride over the years and hopefully there is more in store for our community and us, as a development team.

Parting shot, I must apologize for not mentioning dokta8, Sam Hinton, one of the original coders. He was a big influence on me, a great friend and the one who got me involved.

Terror de Urban

Wow! It was one of the best weeks every for Urban Terror! Hard to compare to a real event like Quakecon, which was amazing in its own right. But this was different. The team is a much closer group of individuals in the past. That does not take away the development work of previous team members. Maybe it is the interaction and how we work together as a team, some together or nearly 5 years!

The release was something special in its own right. Coming off one of our longest development cycles we wanted to make sure everything was right. Was it? Of course not. There were issues pre-release and now post release. Even during the release we were a bit tardy with the files to the host FTPs, which in turn made the files about 30 minutes late. But hey, it’s close enough for government work.

The community support for the release was amazing! We had over 250+ gamers in each of the #urbanterror channels on Quakenet and ETG, along with some 450+ watching the pre-release party on Stickam Video and another 100+ tuned in on the radio side. We applaud the community for their turn out and I believe we have impressed the majority of the gamers with the release. But there is still that small percentage, of which I won’t rant about now.

The past week has been spent in support of the Urban Terror release. Many are still working tirelessly at updating files, talking to community gamers, playing the game and answering questions. This is just part of that “cycle” I spoke about during Urban Radio last weekend. Of course you would NEVER find this sort of support from a development team if this were a retail project bound for the shelves. It’s unfortunate, but I guess when money dictates actions and money dictates getting a good looking game released as opposed to a well playing game…

Anyway, big props to the Urban Terror community for coming through and believing in the development team. I know many had their doubts that A) this release would happen and B) it would cause this sort of noise to bring gamers back into the community.

One last note, while at Easter dinner last night, I had the pleasure of downloading, installing and starting ioUrbanTerror.exe (used in conjunction with the mod files). Folks, if you just follow the directions, you will have NO PROBLEMS! Yes, it is that simple of an install, easier than it was with the mod files, as I had to restart three times on my own machine with the mod installer.

More *unofficial* Urban Terror news you can shake a stick at!

For the Urban Terror Community it has been a long…very long time coming, but the past 5 days have been a proverbial whirlwind of excitement. The community, well most of them except for a few asshats, have come alive and are really looking forward to our ’27 Days of Terror’ and the impending release. Of course, you must remember to ignore those asshats who will try to ruin everyone’s fun. Not going to happen this time, remember if you don’t like it, GO AWAY! Is that asking too much?

I am already beat and I have only provided four updates. I have the remainder of the ’27 days’ organized, so there should not be any interruption during this month. Although, my parents come into town on Monday, August 14, so there might be a day or two I miss. But fret not, if we miss a day, it just gives you a few extra days in which to catch up…haha. I don’t believe we will miss a beat, but that is my excuse if we do.

I am hoping there is enough interest from clans that we could start a new league as part of the Global Gaming League. This league has owns Clanbase and has a controlling interest in the gaming radio station, Inside the Game, of which I am employeed at. I have already spoke to the powers that be and with enough clans we could get a new North American league started that could eventually compete head to head with the Clanbase EuroCup. GGL calls their the AmeriCup. Some of this is just food for thought, but it could be a great idea, as we have many talented individuals who have organized and administered leagues with the OGL, STA, CAL and TWL.

While I cannot speak about “details” our business is making steps in the right direction. Not sure when, or if we will publicly comment on what we intend to do with our company or Trademark, ‘Urban Terror’ in the near future. But rest assured the base community we have established would definitely have a vested interest in future development. Urban Terror for Quake III Arena has provided us a great footing on which to move. Hopefully our future ventures will have us moving forward.

I still compare are development team to that of Splash Damage, although we are about 3 years behind them in terms of our planning and organization. I don’t believe when Sam ‘dokta8’ Hinton and I had a meeting at Activision after Quakecon 2000, we figured that Urban Terror would still be active 6 years later, or the development team would incorporate into an LLC. Actually, I am the only surviving member from 2000, but we were not looking “long term” in our early years unlike the “Q3F development team.”

I recall both of our development teams received a tour of the id Software offices and then sat down with Graeme Devine, Robert Duffy and others discussing our current project we were working on. While we did not have much in terms of presentation material, it was still neat to rub elbows with the big boys. the Q3F Team showed off a demo and provided them a presentation to id Software. Then again Paul ‘Locki’ Wedgewood is someone I really look up to and respect.

So, while Frozen Sand, LLC is playing catch up, you are never too late. We did spend some unproductive time during the life cycle of Urban Terror. We did announce a port to Enemy Territory, of which we decided to cancel for development reason. We followed that up with the ‘MX’ demo, which provided us some neat tech stuff and input/feedback from industry insiders. That also killed nearly 2 years of development on Urban Terror. But nothing is ever lost, not even that time. We did make some great progress, some of which may be seen in future development we do.

I believe I can speak for those on our development team that we are looking forward to the upcoming Urban Terror release. While I cannot say it will be perfect, we would love to put the “finishing touches” on a already great mod that has outlived its expected lifetime.