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Urban Terror
Urban Terror
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Urban Terror
DevelopersFrozenSand, LLC, Silicon Ice Development
Engineioquake3
PlatformsLinux, Windows, Mac OS X, AmigaOS 4
ReleaseAugust 5, 2000 (Beta 1.0)
GenreFirst-person shooter
ModeMultiplayer

Urban Terror is a freeware multiplayer first-person shooter video game developed by FrozenSand. Originally a total conversion of id Software's Quake III Arena, FrozenSand released Urban Terror as a free standalone game in 2007 utilizing ioquake3 as the game engine.[1] While the game engine is licensed under the open-source GPL, Urban Terror's game code is closed source and its assets are freeware but not open content.

History

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Urban Terror started out in 1998 as a planned map pack for Quake III Arena, in which real world environments would be featured. It expanded from this idea to a full total conversion featuring realistic weapons and gameplay similar to Action Quake 2.[2] Development group Silicon Ice Development was formed in spring 2000 and was made of several international developers, many whom were familiar with modifying Quake III Engine games; hence progress was made quickly.[citation needed] When its first version, beta 1.0, was released at QuakeCon 2000, Urban Terror was the realism mod with the most features and graphics completed.[citation needed]

The development group changed its name from Silicon Ice Development to FrozenSand in 2006; version 4.0 released in January 2007 was the first to contain the FrozenSand logo.

FrozenSand began development on Urban Terror HD in 2009 and was set to release an alpha version in 2010 but soon abandoned the project and switched engines from idtech3 to Unreal Engine 4 due to licensing complications of idtech3.

On the 24th August 2016 FrozenSand was officially incorporated as the UK-based company FrozenSand Games Ltd which is the legal entity that owns the Urban Terror intellectual properties.

The most recent version, 4.3.4, was released on June 21, 2018.[3]

The development team are currently working on version 5, a total remake of Urban Terror using the Unreal Engine 5.

Gameplay

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Urban Terror is billed by FrozenSand as a "Hollywood tactical shooter."[1] It blends elements from games such as Quake III Arena, Unreal Tournament and Counter-Strike. The realism in the mod is introduced through a number of changes: The number of weapons and other gear that can be carried is limited. Damage is also more realistic than in Quake III Arena, based on dividing the player target into discrete areas.

Numerous game modes are featured, including classic first-person shooter modes such as Team Deathmatch, Capture the Flag, and Last Man Standing. Additionally, Urban Terror has a nonviolent "jump mode," in which players utilize the game's unique mechanics to progress through movement-based "jump maps" of varying difficulties.[4]

Mods

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Zombie Mode is a mod of the Survivor game mode in Urban Terror. Zombie mode consists of two teams Humans and Zombies. Humans are able to carry guns and zombies are only allowed a knife. The weapons in this mod only do low damage to zombie players. It takes up to 25 rounds for a single kill. The damage from sniper rifles is the highest at 30% and the heavy machine gun, Negev, only does 1%. All other guns damage somewhere within that range. Humans in most mods are allowed to carry 3 or fewer guns. Zombies only have a knife which does 66% damage or something less in regards to where the hit lands. Zombies have a fast knife which means it becomes proximity-instant kill weapon. The round is over when the 3-minute time limit expires or all players from one team die.[5]

See also

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References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Urban Terror is a freeware multiplayer first-person shooter video game that emphasizes tactical urban combat and skill-based movement mechanics. Developed initially by Silicon Ice Development and later maintained by FrozenSand, it originated as a total conversion modification for id Software's Quake III Arena in 2000 before evolving into a standalone title released on April 1, 2007, for Windows, with macOS and Linux versions following on December 22, 2007. Powered by the id Tech 3 engine, the game supports cross-platform play across Windows, Linux, and macOS without requiring registration, focusing on "fun over realism" in its Hollywood-style tactical shooter design. The gameplay centers on multiplayer modes exclusively, including Free-for-All, Team Deathmatch, Capture the Flag, Team Survivor, Follow the Leader, Capture and Hold, Bomb and Defuse, Last Man Standing, Freeze Tag, Gun Game, and InstaGib, with no single-player campaign. Players navigate urban environments using an advanced movement system featuring strafe jumping, circle jumping, ramp jumps, double-jumping, and sliding, which rewards precise control and speed while balancing arcade-like fluidity with tactical positioning. Combat involves realistic damage distribution across body areas like the head, torso, arms, and legs, with no health regeneration or pickups—players must use cover, teamwork, and weapon loadouts ranging from pistols and submachine guns to sniper rifles and grenades. A unique non-violent "Jump Mode" allows players to compete on specialized maps testing movement prowess through obstacles and tricks. Urban Terror has maintained a dedicated since its , with ongoing development and updates as recent as 2025, including new player models, animations, and map enhancements. It hosts competitive events like the Flawless Summer Cup and Spring Cup, fostering leagues and tournaments that highlight its enduring appeal in the FPS genre. The game's model, lack of monetization, and accessibility have contributed to its longevity, attracting players worldwide for both casual and competitive play.

History and Development

Origins as a Quake III Mod

Urban Terror originated in 1998 as a planned map pack for , developed by a team that would later formalize as Silicon Ice Development, with the initial focus on creating real-world urban environments to enhance the game's multiplayer experience. This concept quickly expanded beyond mere maps, evolving into a total conversion mod that emphasized tactical themes while retaining 's fast-paced movement and physics. The mod's development blended high-speed action with realism-inspired elements, aiming to deliver engaging multiplayer combat in contemporary city settings without sacrificing accessibility. In spring 2000, Silicon Ice Development was officially formed as an international team of modders experienced in modifications, taking over the project's leadership and steering its growth into a full-fledged mod. The team's efforts culminated in the release of Beta 1.0 on August 5, 2000, at 2000, where it debuted as one of the most feature-complete realism mods available, introducing core elements like a limited weapon selection—restricted to one primary weapon, one secondary, one sidearm, and basic gear—to promote strategic loadouts over arsenal overload. This beta also implemented body-part-specific damage, where injuries to limbs could impair movement, headshots were instantly lethal, and overall health degradation included bleeding mechanics requiring player intervention, setting Urban Terror apart from pure arena shooters. Silicon Ice Development continued iterating on the mod through subsequent betas, with versions up to Beta 2.1 released in 2001, refining these foundational features and expanding map variety to solidify its tactical focus. Early betas prioritized "fun over realism," balancing immersive urban combat with Quake III's inherent speed to foster a dedicated around team-based scenarios. By this point, the mod had established its identity as a hybrid of arcade action and simulated warfare, laying the groundwork for its enduring popularity within the Quake III ecosystem.

Transition to Standalone Game

In 2006, the development team behind Urban Terror, previously known as Silicon Ice Development, rebranded to FrozenSand to reflect its evolving structure as a focused on the project's future. This transition coincided with efforts to decouple the game from its origins as a mod, culminating in the release of version 4.0 on April 1, 2007, as the first standalone edition powered by the open-source ioquake3 engine and featuring the new FrozenSand branding. The full 4.1 update arrived on December 22, 2007, introducing enhancements such as improved graphics rendering and integrated anti-cheat measures via to maintain fair play in multiplayer environments. The standalone releases supported multiple platforms, including , Microsoft Windows, and Mac OS X, broadening accessibility beyond Quake III dependencies. Urban Terror maintained a freeware distribution model by layering its , closed-source assets—such as models, textures, and game logic—atop the GPL-licensed ioquake3 , ensuring the core technology remained freely modifiable while protecting creative content from open redistribution.

Version History and Future Plans

Following the transition to a standalone game in 2007, development continued with iterative updates to the core and features. In 2009, FrozenSand initiated the Urban Terror HD project, aiming to overhaul the game with a new for improved performance and visuals; an alpha version (0.1) was tested internally, incorporating updated weapons, player models, animations, and maps for benchmarking purposes. However, the project was abandoned later that year after id Software's acquisition by altered licensing terms, with much of the developed content repurposed for subsequent releases. Version 4.2 beta was released on August 3, 2012, introducing the Last Man Standing game mode, enhanced match mode functionality, improved hit detection, and updated player animations. It also implemented a new system requiring account registration, which bolstered cheat detection and ban enforcement through the Urban Terror Account (UAA) framework. The Bomb & Defuse mode, a team-based objective variant emphasizing tactical planting and defusing, was integrated as part of the expanded mode lineup in this version. To formalize ongoing support, FrozenSand Games Ltd was incorporated on , 2016, as a UK-based entity to manage , funding, and development resources for Urban Terror. The latest stable release, version 4.3.4, arrived on June 21, 2018, focusing on stability with key bug fixes such as resolving random crashes on specific maps like Eagle, correcting grenade mechanics during weapon switches, and fixing issues in Gun Game progression and mode logging. Minor optimizations included streamlining server info strings by removing unused variables and enhancing client command outputs for better performance. Post-2018, development shifted to version 5, codenamed Resurgence, built on Unreal Engine 5 for modern graphics, physics, and cross-platform compatibility. Initiated after the 4.3.4 release, the project features monthly progress updates shared via developer blogs, highlighting advancements like refined movement systems and asset integration. As of November 2025, internal screenshots demonstrate significantly improved visuals, including high-fidelity textures and lighting, alongside new features such as enhanced audio cues and modular map tools; community funding through platforms like Tipeee supports server maintenance, testing builds, and alpha phase preparations, with testing anticipated soon. A mapping plugin for Unreal Engine was released in early 2025 to enable community contributions ahead of alpha.

Gameplay Mechanics

Movement System

Urban Terror's movement system combines realistic physics with arcade-style acrobatics, enabling players to perform superhuman feats that enhance navigation through urban environments. Built on the engine, the system emphasizes momentum-based locomotion, where actions like sprinting and jumping build and preserve speed, including techniques such as double-jumping. This blend allows for fluid, high-velocity traversal, distinguishing the game from more grounded shooters by prioritizing skillful execution over simple point-and-shoot gameplay. Key techniques include circle , which boosts horizontal speed by combining sprinting with precise mouse-turned to accelerate beyond standard running velocity, often exceeding 600 Quake units per second and leaving a visible trail. jumping permits vertical and directional gains by rebounding off surfaces—players sprint or strafe toward a wall and jump to apply physics-based impulse, allowing up to three consecutive bounces for scaling obstacles or redirecting momentum. Power sliding adds tactical mobility by converting aerial speed into a low-profile slide; initiated by crouching mid-jump after sprinting or (requiring at least 300 units per second), it maintains momentum for bridging gaps or evading in tight spaces. These mechanics, rooted in the engine's physics simulation, enable acrobatic routes that reward precision without traditional aiming compensations, as high speeds demand predictive leading for projectiles in dynamic firefights. The stamina system governs these actions through a shared -stamina bar displayed on the HUD, which depletes during exertion such as sprinting, strafe jumping, or repeated slides, limiting sustained superhuman performance to introduce tactical depth. Damage from combat reduces the bar's maximum capacity—turning it partially red and grey to reflect lowered and available stamina—while exertion alone grays the bar without health loss; for instance, taking 50% damage halves effective sprint and jump endurance. Recovery occurs via rest (standing still or crouching for faster regeneration) or bandaging, which restores and thus stamina potential, with rates varying by activity—slower during movement and optimal when idle. This integration prevents unlimited chaining of techniques, balancing the system's arcade flair with realistic . Jump Mode serves as a dedicated practice environment for mastering these , where players navigate courses using jumps, slides, and grabs to reach endpoints as quickly as possible, often with disabled and infinite stamina options available via server settings. It emphasizes precision timing, route optimization, and technique chaining—such as sequencing circle jumps with wall rebounds—to achieve competitive times, fostering community maps designed for skill progression without combat distractions.

Combat and Damage Model

Urban Terror's combat system incorporates a realistic damage model that divides the player model into six distinct body areas: the head, , arms, and legs, with additional zoning for areas like the and . Damage values vary significantly by hit location, emphasizing precision aiming; for instance, strikes to the arms or legs can impair mobility by causing stumbling or reduced speed, while hits deplete health more gradually but contribute to overall vulnerability. This locational approach draws from modding techniques in , promoting tactical decision-making over arcade-style health regeneration. Headshots deliver instant lethality to unprotected players, reflecting a high-risk, high-reward dynamic that rewards accurate fire. The armor system provides layered protection primarily to the and can mitigate head damage when paired with a , absorbing incoming hits and preventing immediate ; however, repeated impacts degrade the armor's effectiveness over time, eventually allowing full damage penetration. Wounds from any unprotected hit trigger , which steadily drains at a rate of approximately 5% per second and couples with stamina depletion, limiting sprinting, jumping, and other strenuous actions until addressed. To counter these effects, players employ a bandaging mechanic that halts bleeding, mends mobility-impairing injuries like broken legs, and partially restores stamina and ; activation requires equipping a medkit or as a gear slot, finding cover, and committing several seconds without interruption, often signaled by an audible cue that risks detection. Ammunition is finite per magazine, with reloads discarding partial clips to enforce conservation. Players begin with a sidearm and , and can select up to two additional weapons, grenades, and up to three gear items (such as or medkit), with slot availability depending on weapon choices; players can drop weapons mid-match and pick up those from eliminated opponents to adapt loadouts. In game modes without respawns, such as certain objective-based variants, elimination becomes permanent, heightening the stakes of every engagement. The overall model fuses Quake III Arena's fluid, high-speed traversal—allowing evasive maneuvers during firefights—with Counter-Strike-inspired tactical restraint, such as deliberate positioning and ammo management, to create hybrid gameplay that balances aggression and caution. Maps may incorporate environmental factors like or , which reduce visibility and add layers to combat strategy by obscuring sightlines and complicating long-range engagements.

Weapons and Equipment

In Urban Terror, players are limited in their loadout to promote tactical decision-making, always starting with a sidearm and knife, along with up to two additional weapons, grenades, and up to three gear items depending on the number of weapons selected. is finite based on the loadout and can be supplemented by picking up weapons dropped by eliminated players. The arsenal spans melee weapons, pistols, submachine guns (SMGs), shotguns, rifles, light machine guns (LMGs), sniper rifles, and explosives, each with distinct fire modes, magazine sizes, and attachments like laser sights for improved accuracy or silencers for reduced visibility. Representative examples include the Colt M4 assault rifle, a versatile 5.56x45mm NATO weapon with 30-round magazines supporting semi-automatic, burst, and full-automatic fire, often paired with a laser sight or silencer for balanced mid-range engagements. The MP5K SMG, chambered in 9×19mm Parabellum with 30-round magazines and burst or full-automatic options, excels in close-quarters combat due to its controllability, though it features attachments like silencers for stealthy approaches. For sidearms, the Desert Eagle pistol delivers high-impact .50 AE rounds in 7-round magazines for semi-automatic fire, prioritizing power over capacity but lacking a silencer option. Melee combat relies on the KaBar knife, limited to five uses per life for slashing or throwing, emphasizing silent takedowns in tactical scenarios. Equipment options complement weapons by enhancing survivability and utility, with players able to select items like armor, medical supplies, or specialized tools alongside grenades. The helmet and vest provide partial protection against small-arms fire and bullets, absorbing impacts with trauma plates but offering limited defense against high-energy projectiles or explosives; the helmet specifically shields the head while leaving the face and neck vulnerable. Frag grenades (HE) serve for area denial, detonating after a 2.5-second fuse to lethal effect in a close radius, while medkits enable self-healing up to 80% health when activated, compared to 40% without them. Other utilities include extra ammunition to double magazine reserves for firearms (excluding grenades or knives), goggles for low-light navigation at the cost of a narrower , and silencers or sights as toggleable attachments that reduce noise or boost aiming precision, respectively. Weapon handling incorporates realistic , where recoil patterns require compensatory aiming—especially in sustained fire— and movement introduces sway that degrades accuracy, with stances like crouching or prone reducing spread for more precise shots. This system ensures that stance and motion directly influence ballistic performance, rewarding deliberate positioning over run-and-gun tactics.

Game Modes

Team-Based Modes

Team-based modes in Urban Terror emphasize cooperative play and objective completion in multiplayer matches, requiring players to coordinate strategies within urban environments to outmaneuver opposing s. These modes support balanced team sizes, typically up to 8 players per team on 16-player servers, promoting tight, tactical engagements over large-scale battles. Maps are crafted with realistic urban layouts—such as narrow streets, multi-level buildings, and chokepoints—to facilitate ambushes, cover usage, and objective defense, enhancing the realism of . Team Deathmatch (TDM) is a core elimination mode where two teams compete to accumulate the highest kill count, with each elimination contributing a point to the team's score. Matches conclude when a preset frag limit is reached or a expires, whichever occurs first, and players respawn at random locations on the map after a brief delay to maintain continuous action. This mode rewards aggressive positioning and team support in urban settings, where controlling key areas like rooftops or alleys can lead to kill streaks. Free-for-All (FFA) is a variant of deathmatch where individual players compete against each other without teams, aiming to achieve the highest personal frag count within the time or frag limit. Players respawn after , focusing on personal in chaotic urban environments. Team Survivor (TS) is a round-based mode where teams compete to eliminate all members of the opposing team without respawning during the round. The first team to win a set number of rounds or reach a capture limit (team wins) claims victory. It emphasizes tactical loadouts and positioning. Capture the Flag (CTF) involves two teams attempting to steal the enemy's from their base and return it to their own while simultaneously defending their from capture. Successful individual captures award 15 points to the team, while assisted team captures grant 10 points; the first team to reach the score limit or hold the most points at time's end wins. Players respawn after a short delay, allowing for repeated assaults and defenses, often leveraging the game's movement system for quick flag runs through cluttered cityscapes. Follow the Leader (FTL) is a team-based mode where one player per team is designated as the leader, and the objective is to eliminate the enemy leader while protecting your own. Rounds end upon leader death or time limit, with teams switching roles. Capture and Hold (CaH) requires teams to capture and hold multiple points on the map simultaneously to score. Points are awarded based on control time, with the team holding the most at round end or reaching a limit winning. Bomb & Defuse is a round-based objective mode divided into offensive and defensive halves, where one team (typically ) must plant a at one of two designated sites while the other () prevents the plant or defuses it if successful. The planting team earns 2 points for a successful plant and (even if all members are eliminated), while the defending team scores 2 points for stopping the plant or completing a defuse; additional points may be awarded for kills. Rounds end upon objective completion, team elimination, or time expiration, with no individual respawns until the round resets or a team is fully wiped. This mode demands precise coordination, such as coordinated plants or defuse watches, in maps featuring bomb sites within realistic structures like warehouses or apartments. Teams typically switch roles between rounds.

Individual and Specialty Modes

Urban Terror's individual and specialty modes provide solo-focused or asymmetric that prioritizes personal skill, survival, and creative challenges over coordinated team play. These modes allow players to engage in free-for-all competition or unique scenarios without reliance on teammates, fostering intense, self-reliant experiences on various maps. Last Man Standing (LMS) is a core individual mode structured as a free-for-all with limited lives, typically one per player per round. Participants compete to outlast opponents, with no respawning until the round concludes; the final survivor claims victory and earns 5 points toward the overall match score, which determines the winner after multiple rounds or a set frag limit. This setup emphasizes tactical positioning, , and precise combat decisions, as players must balance aggression with caution to avoid early elimination. Freeze Tag is an individual mode where players are frozen upon being hit and must be thawed by teammates or wait for the round to end. The last unfrozen player or team wins, encouraging evasion and quick movements. Gun Game (GG) challenges players to progress through a sequence of weapons by achieving kills, starting with pistols and advancing to heavier arms. The first to complete the weapon progression or reach a kill limit wins. InstaGib is a specialty mode using only the instagib , where a single hit kills. It focuses purely on movement and aim precision in fast-paced, one-shot death matches. Jump Mode shifts away from combat entirely, serving as a specialty challenge for mastering the game's advanced movement system. On purpose-built maps, players navigate obstacle courses using techniques like wall jumps, strafe jumps, and slides to achieve optimal routes, with competition centered on personal bests for time, height, or distance records; use and are disabled to focus purely on acrobatic precision and route optimization. For round-based modes, Urban Terror enforces a default 3-minute round limit via the g_roundtime server variable, preventing drawn-out stalemates and encouraging dynamic play, though administrators can adjust this for custom servers.

Reception and Community

Critical and Player Reception

Urban Terror received a nomination for the 2007 Mod DB Mod of the Year Award, where it was recognized for blending the fast-paced action of Quake III Arena with tactical elements, emphasizing strategic survival in team-based multiplayer scenarios. User reviews have generally praised the game's free-to-play model, which provides accessible entry without cost barriers, along with its innovative movement system that allows for fluid, acrobatic navigation enhancing tactical positioning. Reviewers on platforms like have highlighted its high replayability through diverse game modes and balanced weaponry, contributing to an average user score of 8.5 out of 10 based on 15 user reviews. However, some feedback notes a steep due to the precise required for effective play, as well as occasional critiques regarding hit detection inconsistencies in high-speed encounters. The game has been described as a "Hollywood tactical shooter," capturing a cinematic intensity through dynamic firefights and environmental interactions while prioritizing fun over strict realism, avoiding the grind associated with simulation-heavy titles. Urban Terror's lightweight design, powered by the ioquake3 engine with minimum of a 1.2 GHz processor and 256 MB RAM, enables smooth performance on older hardware, supporting its continued popularity into 2025. This enduring appeal is evident in active tournaments, such as the Flawless Summer Cup 2025 featuring 22 teams and ongoing server populations. As of November 2025, there are approximately 189 active servers with around 100 players online, according to trackers.

Community Engagement and Legacy

The Urban Terror community remains active through the official forums at urbanterror.info, where players discuss strategies, share configurations, and organize matches as of 2025. Regular multiplayer sessions continue on dedicated servers, with popular modes like drawing consistent participation, as evidenced by recent gameplay showcases on demonstrating populated servers and ongoing community events. To maintain fair play, the incorporates anti-cheat measures through the Urban Anti-Cheat (UAA) system hosted on urtadmins.com, which tracks and bans cheaters community-wide, supplemented by a game account system introduced in version 4.2 that enforces bans across servers. These tools support organized leagues such as the For The Win (FTW) gaming league, which historically ran multiple seasons focused on Team Survivor (TS), (CTF), and Bomb modes, fostering competitive play. The modding scene enhances replayability, with Zombie Mode standing out as the primary community-created modification; it adapts the Team Survivor mode into a survival challenge where one team wields limited weapons against knife-only "," popular on dedicated servers. An earlier High Definition (HD) mod project, initiated around 2009 to upgrade graphics and animations, was ultimately abandoned but influenced concepts in the forthcoming version 5, including repurposed assets like models and maps. The development team has released over 30 official maps, with additional community contributions expanding the total to dozens, all supported by volunteer mappers who continue to create content for the Quake III engine. As a free, mod-inspired originating from , Urban Terror's legacy lies in blending arcade action with tactical elements, influencing subsequent "Hollywood tactical shooters" that prioritize fun over strict realism, such as those emphasizing movement and coordination. The game's longevity stems from volunteer-driven efforts, including mappers and server hosts who sustain operations through tips and donations via the official site. While popularity dipped after 2012 due to competition from newer titles, elements persist in tournaments like the UTCS Spring 2025 event, with revivals sparked by anticipation for version 5 development.

References

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