Urban Terror For Quake 3 Revealed
nukem996 writes "The Silicon Ice development team has just released Urban Terror 3.0 Beta, a great realistic team-based urban warfare Quake III total conversion." The 322mb download includes "...completely new code for lag compensation, hit detection, physics... and a fully integrated UI", and there are multiple download mirrors listed on the official site, plus a BitTorrent link from Filerush.com - good to see there's still some quality Quake III mods, even after Epic's financial inducements to mod Unreal Tournament instead.
How am I supposed to moderate when there are no posts?
It's amazing just how much life can be added to a game by making it mod-friendly. A game like Quake 3, after a few years like this can still have enough wind to carry a following in add-ons.
I guess it doesn't always work though. Consider games like Freedom Force. FF had a nice Python interface, and yet I didn't see a single mod out there for it (not that I looked especially hard).
It's good to see independent developers getting started too. I haven't played this latest release, but I remember downloading and playing a bit of this a while ago. It was really quite polished, even back then. If these guys want to get into the industry, it's a good way to go about it.
Refuse to make a statement in your sig!
I'm surprised that this mod gets so much publicity while the excellent TrueCombat seems to get less.
I think quite a few people have worked on both mods, and I prefer TrueCombat.
They released a new version recently:
http://www.truecombat.com/
It has a more realistic feel IMO, and I think the models are better. It doesn't have lots of maps though. They even seem to have removed a few maps from the most recent version (unless I am mistaken) that's a shame because some of the old maps were really good, I can't see why they did that.
True about picking weapons, there is no bidding. False about switching. You can drop one of your weapons and pick up a weapon that has been left by a fragged player. You also inherit their weapons attribs (shooting mode and ammo). Any changes you make to your "start" setup will not come into effect until you respawn. There is usually what you are looking for laying around the battlefield. There are limitations in what is available as a primary and secondary weapon. The new setup makes it visually more like paintball though (very distinct team markings). This goes a little against the idea that you are shooting for blood. If I went into combat I would wear the minimum of identifiers and rely on comms and battlefield awareness to keep friendly fire at a minimum. But that's just me. That would be an interesting attribute option to add, limiting weapon selection. I would want that as an option however, not required. These are pick up games though, so how to define who controls resources to decide who can pick what weapons and how the resources are acquired, etc. Sounds like it slows down starting the game, plus how do you let someone in midstream? Neat idea though. The rules could probably be worked out somehow.