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[[caption-width-right:350:Urban Terror 4.1.1 (the current version is 4.2.019), map ut4_turnpike.]]

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[[caption-width-right:350:Urban Terror 4.1.1 (the current version is 4.2.019), 020), map ut4_turnpike.]]
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[[caption-width-right:350:Urban Terror 4.1.1 (the current version is 4.2.018), map ut4_turnpike.]]

to:

[[caption-width-right:350:Urban Terror 4.1.1 (the current version is 4.2.018), 019), map ut4_turnpike.]]
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The game is still being updated after thirteen years, currently receiving bug fixes and new features every month or so. Its long-awaited [[VaporWare next-generation version]], using a custom engine and all-new assets, has been in development for the past few years.

to:

The game is still being updated after thirteen years, currently receiving bug fixes and new features every month or so. Its long-awaited [[VaporWare next-generation version]], version]] will be using a custom engine [[http://www.unrealengine.com/ Unreal Engine 4]]; you can participate in discussion on the [[http://www.urbanterror.info/forums/forum/73-ue4-urban-terror-discussion/ UrT HD subforum]] and all-new assets, has been read developer diaries in development for the past few years.
[[http://www.urbanterror.info/news/blogs/ blogs section]].



* BodyArmorAsHitPoints: Averted. Vest only protects your torso and helmet your head, and neither one helps when you get hit in legs or arms or protects you against grenades.

to:

* BodyArmorAsHitPoints: Averted. Vest only protects your torso and helmet your head, and neither one helps when you get hit in legs or arms or protects you against grenades.grenades (let alone drowning).
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** Now unbroken to some extent, as the 4.1 master servers were turned off on New Years Day 2014, forcing everyone to switch to 4.2.
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None


* WhatCouldHaveBeen:
** 3.0 was going to be a complete overhaul, changing the theme to Cold War and differentiating the teams further (AK-103 was planned as the red team–only equivalent to M4 rather than a unique weapon on its own), replacing all player models with much higher-quality ones, and most importantly, doing away with game modes entirely — mappers were to script arbitrary missions for their maps. Extensive fluctuations in the all-volunteer development team resulted in all of this being scrapped.
** The successor to the 3.x series was going to be ''ET:UT'', a port to the free standalone ''Enemy Territory'' multiplayer component for ''ReturnToCastleWolfenstein''. Having started out promising, it stalled during development, but thankfully around that time id Software released the Quake 3 source code, saving the Mac and Linux players (''[=RtCW=]'' was Windows-only) and enabling the standalone version of today.
Is there an issue? Send a MessageReason:
None


* GoodBadBugs:
** Before walljumping, people would break the maps by Spas jumping — shooting someone standing on your head with the shotgun propelled them in the air.
** Players drown by taking damage for being underwater too long, but two people can heal each other faster than they take damage from drowning. This means that two people can heal each other and remain underwater indefinitely.



* ScrappyWeapon: As of 4.2.018, the MAC-11 is technically inferior to the [=MP5=] and [=UMP45=].
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* ScrappyWeapon: As of 4.2.018, the MAC-11 is technically inferior to the MP5 and UMP45.

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* ScrappyWeapon: As of 4.2.018, the MAC-11 is technically inferior to the MP5 [=MP5=] and UMP45.[=UMP45=].

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* AscendedGlitch:
** The possibility to put the pin back in and cancel the timer of a grenade was a bug, but unlike some other exploits this is a recognized and allowed technique everywhere and will probably never be fixed.
** Players drown by taking damage for being underwater too long, but two people can heal each other faster than they take damage from drowning. This has led to some maps with long underwater passages that require a partner and this glitch to use.

to:

* AscendedGlitch:
**
AscendedGlitch: The possibility to put the pin back in and cancel the timer of a grenade was a bug, but unlike some other exploits this is a recognized and allowed technique everywhere and will probably never be fixed.
** Players drown by taking damage for being underwater too long, but two people can heal each other faster than they take damage from drowning. This has led to some maps with long underwater passages that require a partner and this glitch to use.
fixed.



* GoodBadBugs: Before walljumping, people would break the maps by Spas jumping — shooting someone standing on your head with the shotgun propelled them in the air.

to:

* GoodBadBugs: GoodBadBugs:
**
Before walljumping, people would break the maps by Spas jumping — shooting someone standing on your head with the shotgun propelled them in the air.air.
** Players drown by taking damage for being underwater too long, but two people can heal each other faster than they take damage from drowning. This means that two people can heal each other and remain underwater indefinitely.
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Added DiffLines:

* ScrappyWeapon: As of 4.2.018, the MAC-11 is technically inferior to the MP5 and UMP45.

Added: 449

Changed: 203

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* AscendedGlitch: The possibility to put the pin back in and cancel the timer of a grenade was a bug, but unlike some other exploits this is a recognized and allowed technique everywhere and will probably never be fixed.

to:

* AscendedGlitch: The AscendedGlitch:
**The
possibility to put the pin back in and cancel the timer of a grenade was a bug, but unlike some other exploits this is a recognized and allowed technique everywhere and will probably never be fixed.fixed.
**Players drown by taking damage for being underwater too long, but two people can heal each other faster than they take damage from drowning. This has led to some maps with long underwater passages that require a partner and this glitch to use.
Is there an issue? Send a MessageReason:
None


* PressXtoDie: Done by typing /kill in the command console.

to:

* PressXtoDie: PressXToDie: Done by typing /kill in the command console.
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Added DiffLines:

* PressXtoDie: Done by typing /kill in the command console.
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Added DiffLines:

** Now unbroken to some extent, as the 4.1 master servers were turned off on New Years Day 2014, forcing everyone to switch to 4.2.
Is there an issue? Send a MessageReason:
Markup fixes


* BrokenBase/VideoGames: The current 4.2 version had a long and troubled history, having been cancelled altogether in favor of a complete remake (called HD) and then picked up again when HD took longer than expected. The result, while not quite an ObviousBeta, had a multitude of issues (for example nasty edge cases affecting stamina drain) that made many players declare 4.2 garbage and refuse to touch it to this day. Leagues upgraded quite early on, as soon as the most egregious issues were fixed, forcing competitive players to choose a side, while those pub players who like any of the unofficial mods have necessarily stayed on 4.1.

to:

* BrokenBase/VideoGames: [[BrokenBase/VideoGames Broken Base]]: The current 4.2 version had a long and troubled history, having been cancelled altogether in favor of a complete remake (called HD) and then picked up again when HD took longer than expected. The result, while not quite an ObviousBeta, had a multitude of issues (for example nasty edge cases affecting stamina drain) that made many players declare 4.2 garbage and refuse to touch it to this day. Leagues upgraded quite early on, as soon as the most egregious issues were fixed, forcing competitive players to choose a side, while those pub players who like any of the unofficial mods have necessarily stayed on 4.1.



* FlawlessVictory: In Team Survivor and Bomb a round win with no deaths merits a “Flawless” caption added to the announcement. Three wins in a row results in “* team is teh un-lose!”, and continued domination adds a particularly large “Coned!” text. The last one is a ShoutOut to an incident on [=QuakeCon=] 2002 when members of the PIT clan stole one of the traffic cones used to mark John Carmack’s parking spot and went around the convention putting it on people’s heads, “coning” them. [[note]]One of the many {{EasterEgg}}s on the map Sanctuary is a photo from this.[[/note]]

to:

* FlawlessVictory: In Team Survivor and Bomb a round win with no deaths merits a “Flawless” caption added to the announcement. Three wins in a row results in “* team is teh un-lose!”, and continued domination adds a particularly large “Coned!” text. The [[note]]The last one is a ShoutOut to an incident on [=QuakeCon=] 2002 when members of the PIT clan stole one of the traffic cones used to mark John Carmack’s parking spot and went around the convention putting it on people’s heads, “coning” them. [[note]]One (One of the many {{EasterEgg}}s on the map Sanctuary is a photo from this.[[/note]])[[/note]]

Added: 2077

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Additional entries and some typo fixes


* BrokenBase/VideoGames: The current 4.2 version had a long and troubled history, having been cancelled altogether in favor of a complete remake (called HD) and then picked up again when HD took longer than expected. The result, while not quite an ObviousBeta, had a multitude of issues (for example nasty edge cases affecting stamina drain) that made many players declare 4.2 garbage and refuse to touch it to this day. Leagues upgraded quite early on, as soon as the most egregious issues were fixed, forcing competitive players to choose a side, while those pub players who like any of the unofficial mods have necessarily stayed on 4.1.



* EasterEgg: Some death messages only display rarely, like “[=NewUrTPlayer=] [[FartsOnFire lit his/her own fart]]” when you blow yourself up with a grenade. Several older maps feature references to [[http://knowyourmeme.com/memes/coin-bird coinbird]] (an early meme).

to:

* EarlyInstallmentWeirdness: The 1.x series had no stamina or sprint, completely different HUD and menus, no secondary weapons, a flashlight (rather useless due to engine limitations)…
* EasterEgg: Some death messages only display rarely, like “[=NewUrTPlayer=] “[=New_UrT_Player=] [[FartsOnFire lit his/her own fart]]” when you blow yourself up with a grenade. Several older maps feature references to [[http://knowyourmeme.com/memes/coin-bird coinbird]] (an early meme).



* GameMod: Started out as a total conversion mod for Quake 3 and can still be run as such.
* GameWithinAGame: You can play Breakout of Snake while waiting for a respawn.

to:

* FlawlessVictory: In Team Survivor and Bomb a round win with no deaths merits a “Flawless” caption added to the announcement. Three wins in a row results in “* team is teh un-lose!”, and continued domination adds a particularly large “Coned!” text. The last one is a ShoutOut to an incident on [=QuakeCon=] 2002 when members of the PIT clan stole one of the traffic cones used to mark John Carmack’s parking spot and went around the convention putting it on people’s heads, “coning” them. [[note]]One of the many {{EasterEgg}}s on the map Sanctuary is a photo from this.[[/note]]
* GameMod: Started out as a total conversion mod for Quake 3 and can still be run as such.
such. From another angle there are various gameplay mods done by hex-editing the compiled [=QVMs=]; while the developers do not like these they only ask you to mark your modded server as such and keep all discussion off their forum.
* GameWithinAGame: You can play Breakout of or Snake while waiting for a respawn.respawn.
* GoodBadBugs: Before walljumping, people would break the maps by Spas jumping — shooting someone standing on your head with the shotgun propelled them in the air.



* HaveANiceDeath: The default kill/death messages describe your demise in a rather more detail than usual in that kind of games, whether it’s getting a lead enema or becoming a peppered steak. Most famously: [=NewUrTPlayer=] did the [[NotTheFallThatKillsYou lemming thing]].
* HealingPotion: Medkit allows you to heal other players to nearly full health regardless of their injuries. The process takes a bit of time though and you’re unable to shoot during this.
* HollywoodSilencer: Most of the weapons (except for Desert Eagle and Remington [=SR8=] sniper rifle) can use a silencer that reduces their firing sound to a nearly inaudible level.

to:

* HaveANiceDeath: The default kill/death messages describe your demise in a rather more detail than usual in that kind of games, elaborate detail, whether it’s getting a lead enema or becoming a peppered steak. Most famously: [=NewUrTPlayer=] “[=New_UrT_Player=] did the [[NotTheFallThatKillsYou lemming thing]].
thing]]”.
* HealingPotion: Medkit allows you to heal other players to nearly full health regardless of their injuries. The process takes does take a bit of time though and you’re unable to shoot during while doing this.
* HollywoodSilencer: Most of the weapons (except for Desert Eagle and Remington [=SR8=] [[SniperRifle sniper rifle) rifle]]) can use a silencer that reduces their firing sound to a nearly inaudible level.level. It does not affect the power of the weapon though.



* OneHitKill: The [=SR8=]. Regardless of whether you wear a helmet or kevlar vest, a shot in the head or torso deals 100% damage.

to:

* OneHitKill: The [=SR8=]. Regardless of whether you wear a helmet or kevlar vest, a shot in the head or torso deals 100% damage. Also the goomba stomp.



* StandardFPSGuns: And nothing more. However, unlike in most [=FPSes=], there's no rocket launcher (the grenade launcher ammo does not explode on impact either).

to:

* StandardFPSGuns: And nothing more. However, unlike in most [=FPSes=], there's no rocket launcher (the [[GrenadeLauncher grenade launcher launcher]] ammo does not explode on impact either).



* WhatCouldHaveBeen:
** 3.0 was going to be a complete overhaul, changing the theme to Cold War and differentiating the teams further (AK-103 was planned as the red team–only equivalent to M4 rather than a unique weapon on its own), replacing all player models with much higher-quality ones, and most importantly, doing away with game modes entirely — mappers were to script arbitrary missions for their maps. Extensive fluctuations in the all-volunteer development team resulted in all of this being scrapped.
** The successor to the 3.x series was going to be ''ET:UT'', a port to the free standalone ''Enemy Territory'' multiplayer component for ''ReturnToCastleWolfenstein''. Having started out promising, it stalled during development, but thankfully around that time id Software released the Quake 3 source code, saving the Mac and Linux players (''[=RtCW=]'' was Windows-only) and enabling the standalone version of today.



-->''Anyone need a medic?''

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-->''Anyone -->''“Anyone need a medic?''medic?”''

Added: 296

Changed: 9953

Removed: 1787

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A very large edit, see the discussion page for the full changelog


[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/urban-terror-4_1-new_4201.jpg]]
[[caption-width-right:350:Urban Terror 4.1.1 (the current version is 4.2.017), map ut4_turnpike.]]
''[[http://www.urbanterror.info/home/ Urban Terror]]'', or [=UrT=], is a [[FreewareGames freeware]] multiplayer FirstPersonShooter, "Hollywood realism" [[GameMod total conversion mod]] for ''VideoGame/QuakeIIIArena'' (nowadays mostly run on any of the forks of ioquake3, the open-source version of id Tech 3 which ''Quake III'' ran on). It's gameplay is explicitly characterized as "[[RuleOfFun Fun over realism]]" by the developers, featuring more or less realistic weaponry and completely unrealistic movement. It's often compared to ''VideoGame/{{Counter-Strike}}'' (both conversions came out roughly at the same time), either as a free alternative, or a rip-off. More correct would be comparison to ''Action [[VideoGame/QuakeII Quake 2]]'', as most of the developers at the time came from [=AQ2=], with the intent of creating fast-paced gameplay similar to the former. In fact, Urban Terror got its very name from a popular map in [=AQ2=].

Its long-awaited [[VaporWare next-generation version]], using an updated engine and all-new models, is currently in development with [[http://www.urbanterror.info/docs/170-urban-terror-hd-alpha/ public alpha]] available.

to:

[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/urban-terror-4_1-new_4201.jpg]]
[[caption-width-right:350:Urban Terror 4.1.1 (the current version is 4.2.017), 018), map ut4_turnpike.]]
''[[http://www.urbanterror.info/home/ Urban Terror]]'', or [=UrT=], ''[=UrT=]'', is a [[FreewareGames freeware]] multiplayer FirstPersonShooter, "Hollywood realism" “Hollywood realism” [[GameMod total conversion mod]] for ''VideoGame/QuakeIIIArena'' (nowadays mostly run on any of the forks of ioquake3, ''VideoGame/QuakeIIIArena''. Since 2007 it has been a de facto standalone game thanks to [[http://ioquake3.org/ ioquake3]], the open-source version of id Tech 3 which the ''Quake III'' ran on). It's 3'' egine. Its gameplay is explicitly characterized as "[[RuleOfFun “[[RuleOfFun Fun over realism]]" realism]]” by the developers, featuring more or less realistic weaponry and completely unrealistic movement. It's A [[http://www.youtube.com/watch?v=fIeyUrOXnWQ promo video from 2009]] gives a short overview of many of the features of the game.

It’s
often compared to ''VideoGame/{{Counter-Strike}}'' (both conversions came out roughly at the same time), either as a free alternative, alternative or a rip-off. More correct would be comparison Comparing it to ''Action [[VideoGame/QuakeII Quake 2]]'', as 2]]'' would be more correct since most of the original developers at the time came from [=AQ2=], ''[=AQ2=]'' with the intent of creating a similar fast-paced gameplay similar to the former. on a more modern engine. In fact, Urban Terror got its very name from a popular map in [=AQ2=].

''[=AQ2=]''. (No relation to the WarOnTerror which was still more than a year into the future when the first beta was released; the game has never featured terrorists of any kind.)

The game is still being updated after thirteen years, currently receiving bug fixes and new features every month or so.
Its long-awaited [[VaporWare next-generation version]], using an updated a custom engine and all-new models, is currently assets, has been in development with [[http://www.urbanterror.info/docs/170-urban-terror-hd-alpha/ public alpha]] available.
for the past few years.



* AcceptableBreaksFromReality: Many. For example, you can break your fall by grabbing a ledge or performing a WallJump, [[ViolationOfCommonSense no matter how high you're falling from.]] This is, of course, all for the RuleOfFun.
* AKA47 - Averted. All the weapons are named correctly.
* ArmorIsUseless: Played with. Kevlar vests and helmets can/will save your life and reduce damage from most weapons by a large amount, but if your opponents all have the [[OneHitKill SR8]], no amount of armor will save you.
* BlatantItemPlacement: None whatsoever. You'll spawn with your selected equipment, and the only way to change or complement it while you're still alive is to loot corpses.
** Averted with the so-called Deathrun maps, where one team tries to reach a stash of equipment and the other team tries to stop them.
* BodyArmorAsHitPoints: Averted. Kevlar protects your torso and helmet your head, but neither one helps you when you get hit in legs or arms.
** Rumor has it that some Kevlar pants may be coming in a future version.
* CharacterCustomization? Minimal: you can choose gender (four models for each) and armband color. There are also console commands for "funstuff", allowing things like horns, goggles and hats.
* ChunkySalsaRule: Headshots (except for the Beretta and Negev) are fatal without a helmet on. The player's headless body will slump down when this happens.
* ColorCodedMultiplayer: Player skins have changed a lot since the realistic-looking first versions, becoming brighter and more easily distinguishable. From 4.0 onwards, red (Red Dragons gang) and blue (SWAT) team wear orange and blue overalls, respectively.
* ConcealmentEqualsCover: In most cases. Due to engine limitations, all materials are either breakable (like glass) or completely impenetrable (although one can shoot through doors or very thin walls, if some of the target's hit mesh intersects with it).
* CriticalExistenceFailure: Players' ability to shoot accurately is not affected by them bleeding all over the place; however, being injured wreaks havoc with your stamina, and therefore, movement.
* EasterEgg: Some death messages only display rarely, like "[=PlayerX=] [[FartsOnFire lit his/her own fart]]" when a player steps on his/her own grenade.
* ExcusePlot: Not even that. Why are the (presumably) escaped convicts wielding the same weaponry as an elite SWAT team? And why are the [=SWATs=] using stuff like Kalashnikovs? For that matter, what are they doing in the middle of a desert or in a scene out of ''SavingPrivateRyan''? Who cares! Choose your equipment, spawn, and frag away.
* FacklerScaleOfFPSRealism: Listed under "other", which is telling.
* GameMod: Many players make custom maps, models, and textures. And if one is a skilled enough mapper or modeler, it is possible to join the development team.
* GoombaStomp: Called "curb stomp"; whenever you fall from a height that would normally injure you, landing on another player kills him instantly. Very difficult to pull off, but produces a rather satisfying ''plonk'' sound.
* HaveANiceDeath: [=PlayerX=] was sliced a new orifice by [=PlayerY=], [=PlayerX=] was torn apart by [=PlayerY=]'s crass AK, etc. Most famously: [=PlayerX=] did the [[NotTheFallThatKillsYou lemming thing]].
* HollywoodAcid: The slime that shows up in a few custom maps works like this.
* HollywoodSilencer: Most of the weapons (except for Desert Eagle and Remington SR-8 sniper rifle) can use a silencer that reduces their firing sound to nearly inaudible level. More realistically, it also improves accuracy and removes muzzle flash.
* HyperspaceArsenal: Averted. Player can actually carry less than an actual infantryman or special operative does (although, armament-wise, carrying a rifle, a submachinegun, ''and'' a pistol isn't exactly common in real life).
* InvisibleWall: Most of the maps now have rooftops and other high places clipped out to avoid excessive camping. Knowing where those walls are makes for some creative jumps.

to:

* AcceptableBreaksFromReality: Many. For example, you can break your fall by grabbing a ledge or performing a WallJump, [[ViolationOfCommonSense no matter how high you're falling from.]] This is, of course, all for the RuleOfFun.
* AKA47 -
AKA47: Averted. All the weapons are named correctly.
correctly (save for some minor inaccuracies like the Beretta 92G actually being 92FS Inox).
* ArmorIsUseless: Played with. Kevlar vests AscendedGlitch: The possibility to put the pin back in and helmets can/will save your life and reduce damage from most weapons by cancel the timer of a large amount, grenade was a bug, but if your opponents all have the [[OneHitKill SR8]], no amount of armor will save you.
* BlatantItemPlacement: None whatsoever. You'll spawn with your selected equipment, and the only way to change or complement it while you're still alive is to loot corpses.
** Averted with the so-called Deathrun maps, where one team tries to reach a stash of equipment and the
unlike some other team tries to stop them.
exploits this is a recognized and allowed technique everywhere and will probably never be fixed.
* BodyArmorAsHitPoints: Averted. Kevlar Vest only protects your torso and helmet your head, but and neither one helps you when you get hit in legs or arms.
** Rumor has it that some Kevlar pants may be coming in a future version.
arms or protects you against grenades.
* CharacterCustomization? BulletSparks: Most hard surfaces and even kevlar helmets spark very noticably.
* CharacterCustomization:
Minimal: you can choose gender (four models for each) [[PurelyAestheticGender your sex]], marginally different skins, and armband color. There are also console commands for "funstuff", “[[http://www.dswp.de/old/wiki/doku.php/tutorials:urban_terror:funstuff funstuff]]”, allowing things like horns, goggles and hats.
* ChunkySalsaRule: Headshots (except for the Beretta and Negev) are fatal without a helmet on. The player's headless body will slump down when this happens.
* ColorCodedMultiplayer: Player skins have changed a lot since the realistic-looking first versions, becoming brighter and more easily distinguishable. From 4.0 onwards, Nowadays the red (Red Dragons gang) and blue (SWAT) team indeed wear orange red and blue overalls, respectively.
by default (although in the latest version it’s possible to choose quite arbitrary combinations).
* ConcealmentEqualsCover: In most cases. Due to engine limitations, all materials are either breakable (like glass) or completely impenetrable (although one can shoot through doors or very thin walls, if some of the target's hit mesh intersects with target stands right next to it).
* CriticalExistenceFailure: Players' ability to You can shoot accurately is not affected by them bleeding all over the place; however, being perfectly fine until a bullet takes your last percent of health. (Being injured wreaks havoc with your stamina, and therefore, movement.
stamina though.)
* EasterEgg: Some death messages only display rarely, like "[=PlayerX=] “[=NewUrTPlayer=] [[FartsOnFire lit his/her own fart]]" fart]]” when you blow yourself up with a player steps on his/her own grenade.
grenade. Several older maps feature references to [[http://knowyourmeme.com/memes/coin-bird coinbird]] (an early meme).
* ExcusePlot: Not even that. Why are The earlier versions made a pretense that the (presumably) game is about mercenaries waging a shadow war, the default maps being what you’d expect (industrial and urban areas). The 4.0 release changed that to SWAT team and a criminal gang named Red Dragons (presumably freshly escaped convicts wielding from prison, as evidenced by their orange overalls). None of this has any relation to gameplay or the same weaponry as an elite SWAT team? And why are selection of weapons though, and one of the [=SWATs=] using stuff like Kalashnikovs? For that matter, what are they doing oldest default maps still in the middle of a desert or game in fact depicts a scene out of ''SavingPrivateRyan''? Who cares! Choose your equipment, spawn, and frag away.
from ''SavingPrivateRyan''…
* FacklerScaleOfFPSRealism: Listed under "other", “other”, which is telling.
* GameMod: Many players make custom maps, models, Started out as a total conversion mod for Quake 3 and textures. And if one is can still be run as such.
* GameWithinAGame: You can play Breakout of Snake while waiting for
a skilled enough mapper or modeler, it is possible to join the development team.
respawn.
* GoombaStomp: Called "curb stomp"; “curb stomp”; whenever you fall from a height that would normally injure you, landing on another player kills him instantly. Very difficult to pull off, but produces them instantly, producing a rather satisfying ''plonk'' sound.
sound. Very difficult to pull off and most likely to happen by accident, killing a teammate.
* HaveANiceDeath: [=PlayerX=] was sliced The default kill/death messages describe your demise in a new orifice by [=PlayerY=], [=PlayerX=] was torn apart by [=PlayerY=]'s crass AK, etc. rather more detail than usual in that kind of games, whether it’s getting a lead enema or becoming a peppered steak. Most famously: [=PlayerX=] [=NewUrTPlayer=] did the [[NotTheFallThatKillsYou lemming thing]].
* HollywoodAcid: HealingPotion: Medkit allows you to heal other players to nearly full health regardless of their injuries. The slime that shows up in process takes a few custom maps works like bit of time though and you’re unable to shoot during this.
* HollywoodSilencer: Most of the weapons (except for Desert Eagle and Remington SR-8 [=SR8=] sniper rifle) can use a silencer that reduces their firing sound to a nearly inaudible level. More realistically, it also improves accuracy and removes muzzle flash.
level.
* HyperspaceArsenal: Averted. Player can actually carry less than an actual infantryman or a special operative does (although, armament-wise, armaments-wise, carrying a rifle, a submachinegun, pistol, ''and'' a pistol isn't submachinegun or a shotgun isn’t exactly common in real life).
* InvisibleWall: Most of the maps now today have rooftops and other high places clipped out off to avoid excessive camping. Knowing where those walls are makes for some creative jumps.



* LavaIsBoilingKoolAid: The few maps that have lava in them play this trope straight.
* LeParkour: So very much. VideogamePhysics means that player can achieve very high speeds by just jumping in a certain way, and escape uninjured when hitting a wall. [[WallJump Walljumping]], strafe jumping and circle jumping (as well as so-called powersliding) can make the gameplay very fast and unpredictable, as good players can use completely unexpected routes to reach their destination in seconds. These features -- especially walljumping -- have spawned an unofficial jumpmode, where the only goal is to reach the other end of a particular creatively-built map.
* LoveItOrHateIt: "OMG [=GAY36=] NOOB!!1!" Heckler & Koch G36, being the only scoped automatic weapon in the game, is strongly associated with camping beginners.
** Also the Heckler & Koch PSG-1.
* MoreDakka: The Negev.
* NoScope: Possible to do with the G-36, PSG-1, or SR-8, but very difficult with the latter.
* NightVisionGoggles: Called "tactical goggles", these seem to use a combination of image intensifying and IR (people glow, and they allow you to see through smoke). Goggles since 3.x have active display, placing a rectangle around players and grenades. Infamous for being used by beginners, who then merrily proceed to teamkill (tacs' main disadvantage is that they overlay all players in the same color)[[note]]stay well away from the begoggled guy with a machinegun[[/note]].

to:

* LavaIsBoilingKoolAid: The few maps LaserSight: An [[GunAccessories item]] that have lava decreases the weapon spread. Very common in them play this trope straight.
competitive play; consciously keeping your crosshair away from where enemies might see the red dot is an important skill.
* LeParkour: So very much. VideogamePhysics means that player players can achieve very high speeds by just by jumping in a certain way, and escape uninjured when hitting smashing into a wall. [[WallJump Walljumping]], strafe jumping and circle jumping (as well as so-called powersliding) can make the gameplay very fast and unpredictable, as good players can use completely unexpected routes to reach their destination in seconds. These features -- especially walljumping -- have spawned an unofficial jumpmode, — gave rise to the jump mode where the only goal is to reach the other end of a particular creatively-built map.
* LoveItOrHateIt: "OMG [=GAY36=] NOOB!!1!" Heckler & Koch G36, being the only scoped automatic MagnetHands: It’s impossible to lose your weapon in regardless of the game, is strongly associated running, jumping, falling or kicking you engage in. Even your accuracy remains pretty much the same with camping beginners.
** Also the Heckler & Koch PSG-1.
* MoreDakka: The Negev.
* NoScope: Possible to do with the G-36, PSG-1, or SR-8, but very difficult with the latter.
most weapons.
* NightVisionGoggles: Called "tactical goggles", “tactical goggles”, these seem to use a combination of image intensifying tint everything green (or whatever color you prefer) and IR (people glow, and they allow you to see through smoke).smoke. The image does not become any brighter. Goggles since 3.x have active smart display, placing a rectangle around players and grenades. Infamous for being used by beginners, beginners who then merrily proceed to teamkill (tacs' — the main disadvantage of the goggles is that they overlay all players in the same color)[[note]]stay well away from the begoggled guy with a machinegun[[/note]].monochromatic glowing layer, meaning that you have to identify friendlies by their health bars that pop up when you aim at them.
* NoScope: The sniper rifles are extremely inaccurate when not zoomed in; as in many other shooters, a noscope kill is hard to pull off and never attempted deliberately.



* OneHitKill: The SR-8. Regardless of whether you wear a helmet or kevlar vest, a shot in the head or torso deals 100% damage. (Arms and legs take 50% damage from one SR-8 round.)
* RareGuns: The SR-8 is an experimental sniper rifle that never saw full production, whereas PSG-1's are very expensive in real life.
* RightHandedLeftHandedGuns: Except for SR-8 and Negev.
* RunDontWalk: Urban Terror is definitely one of those games where stealth is rarely needed.
** Not always. It depends on the map, the gametype and the current situation.
* ScrappyWeapon: The Ingram MAC-11.

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* OneHitKill: The SR-8. [=SR8=]. Regardless of whether you wear a helmet or kevlar vest, a shot in the head or torso deals 100% damage. (Arms and legs take 50% damage from one SR-8 round.)
damage.
* RareGuns: The SR-8 is [[http://en.wikipedia.org/wiki/Remington_SR-8 Remington SR-8]] was an experimental sniper rifle that never saw full production, whereas PSG-1's are very while [[http://en.wikipedia.org/wiki/Heckler_&_Koch_PSG1 H&K PSG1]] is ludicrously expensive in real life.
life. Desert Eagle (the most-used sidearm) was added quite early on for its high [[CoolGuns Hollywood quotient]].
* RightHandedLeftHandedGuns: Except for SR-8 [=SR8=] and Negev.
Negev. This was inherited from [=Action Quake 2=] — ejected casings flying across the screen added to the visual appeal.
* RuleOfCool and RuleOfFun: Most of what makes this game unique exists purely because of this, be it walljumping and sliding, safely breaking your fall by [[ViolationOfCommonSense grabbing a ledge]], or un-cooking a grenade by switching weapons…
* RunDontWalk: Urban Terror is definitely one of those games where stealth is rarely needed.
**
needed. Not always. It depends on to mention that running is actually quite slow compared to fully utilizing the map, the gametype and the current situation.
* ScrappyWeapon: The Ingram MAC-11.
LeParkour aspects (see above).



* ShortRangeShotgun: Horrible spread means that the shotgun is strictly close quarters-only weapon. Even then, using it effectively is difficult because buckshot isn't very effective against body armor, which [[ComplacentGamingSyndrome nearly everyone wears]].
* SoftWater: No matter what height you fall from, water will do no damage to you and save you from death.
* SprintMeter: Stamina is shown on your health meter; if you sprint for too long or jump too much, you'll start panting and eventually your movement slows to a crawl (and you can't jump higher than few centimeters).
* StandardFPSGuns: And nothing more. However, unlike in most [=FPSes=], there's no rocket launcher.
** Rumor has it that there may be a rocket launcher coming after the means of banning malicious players is improved. Most of the concern about it has to do with [[TeamKiller teamkillers]] blasting the ground in a spawnroom to TK a whole team worth of players.
* TeamKiller: Common, especially on some servers.
* TeleFrag: Rare, but happens occasionally when a player stands on another player's spawn point. "[=PlayerX=] tried to invade [=PlayerY=]'s personal space" is the death message for this.
* TheBladeAlwaysLandsPointyEndIn: Played straight when a player throws knives. Most people don't try this unless the server they are on has turned off grenades though.
* ThrowAwayGuns: Common, in order to avoid getting an empty gun when cycling through them.
* UtilityWeapon: The HE grenades and/or HK-69 can be this if a map has destructible walls.

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* ShortRangeShotgun: Horrible spread means that the shotgun is strictly close quarters-only weapon. Even then, using it effectively is difficult because buckshot isn't very effective good against body armor, armor which [[ComplacentGamingSyndrome nearly everyone wears]].
* SoftWater: No matter what height you fall from, water will do no damage to you and will save you from death.
* SprintMeter: Stamina is shown on your health meter; Your LifeMeter doubles as one; if you sprint for too long or jump too much, you'll you’ll start panting and eventually your movement slows to a crawl (and you can't can’t jump higher than few centimeters).
* StandardFPSGuns: And nothing more. However, unlike in most [=FPSes=], there's no rocket launcher.
** Rumor has it that there may be a rocket
launcher coming after the means of banning malicious players is improved. Most of the concern about it has to do with [[TeamKiller teamkillers]] blasting the ground in a spawnroom to TK a whole team worth of players.
(the grenade launcher ammo does not explode on impact either).
* TeamKiller: Common, especially on some servers.
* TeleFrag: Rare, but happens occasionally when a player stands on another player's spawn point. "[=PlayerX=] tried to invade [=PlayerY=]'s personal space"
While even most public servers have friendly fire enabled, an interesting twist is present in competitive wave CTF. Wave respawns mean that all dead players respawn at the death message for this.
* TheBladeAlwaysLandsPointyEndIn: Played straight when a player throws knives. Most people don't try this unless
same time; usually it’s more practical to kill your injured teammate as the server they are on has turned off grenades though.
timer is nearing zero rather than lose time and make yourself vulnerable by healing them.
* ThrowAwayGuns: Common, in order You always spawn with full equipment and by the time you run out of ammo the round is over or there are plenty of bodies to avoid getting loot. Dropping weapons avoids the problem of cycling to an empty gun when cycling through them.
* UtilityWeapon: The HE grenades and/or HK-69 can be this if a map has destructible walls.
at the worst possible moment.



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----* YourHeadASplode: The sniper rifles and Desert Eagle blow your head off unless you’re wearing a helmet. It’s pretty clean though, only resulting in some blood splatter.
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-->''Anyone need a medic?''
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* ScrappyWeapon: The Ingram MAC-11.

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* NightVisionGoggles. Called "tactical goggles", these seem to use a combination of image intensifying and IR (people glow, and they allow you to see through smoke). Goggles since 3.x have active display, placing a rectangle around players and grenades. Infamous for being used by beginners, who then merrily proceed to teamkill (tacs' main disadvantage is that they overlay all players in the same color)[[note]]stay well away from the begoggled guy with a machinegun[[/note]].

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* NightVisionGoggles. NoScope: Possible to do with the G-36, PSG-1, or SR-8, but very difficult with the latter.
* NightVisionGoggles:
Called "tactical goggles", these seem to use a combination of image intensifying and IR (people glow, and they allow you to see through smoke). Goggles since 3.x have active display, placing a rectangle around players and grenades. Infamous for being used by beginners, who then merrily proceed to teamkill (tacs' main disadvantage is that they overlay all players in the same color)[[note]]stay well away from the begoggled guy with a machinegun[[/note]].



* UtilityWeapon: The HE grenades and/or HK69 can be this if a map has destructible walls.

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* UtilityWeapon: The HE grenades and/or HK69 HK-69 can be this if a map has destructible walls.
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* UtilityWeapon: This can occur if a map has destructible walls or doors that are opened by damaging them.

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* UtilityWeapon: This The HE grenades and/or HK69 can occur be this if a map has destructible walls or doors that are opened by damaging them.walls.
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* UtilityWeapon: This can occur if a map has doors that are opened by damaging them.

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* UtilityWeapon: This can occur if a map has destructible walls or doors that are opened by damaging them.
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* UtilityWeapon: This can occur if a map has doors that are opened by damaging them.
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* KnifeFight: Happens occasionally. Some servers are dedicated to this.
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[[caption-width-right:350:Urban Terror 4.1.1 (the current version is 4.2.015), map ut4_turnpike.]]

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[[caption-width-right:350:Urban Terror 4.1.1 (the current version is 4.2.015), 017), map ut4_turnpike.]]
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[[caption-width-right:350:Urban Terror 4.1.1 (the current version is 4.2.013), map ut4_turnpike.]]

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[[caption-width-right:350:Urban Terror 4.1.1 (the current version is 4.2.013), 015), map ut4_turnpike.]]
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**Rumor has it that some Kevlar pants may be coming in a future version.
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[[caption-width-right:350:Urban Terror 4.1.1 (currently the latest version), map ut4_turnpike.]]

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[[caption-width-right:350:Urban Terror 4.1.1 (currently the latest version), (the current version is 4.2.013), map ut4_turnpike.]]


* ShortRangeShotgun: Horrible spread means that the shotgun is strictly close quarters-only weapon. Even then, using it effectively is difficult because buckshot isn't very effective against body armor, which [[PlayerPreferredPattern nearly everyone wears]].

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* ShortRangeShotgun: Horrible spread means that the shotgun is strictly close quarters-only weapon. Even then, using it effectively is difficult because buckshot isn't very effective against body armor, which [[PlayerPreferredPattern [[ComplacentGamingSyndrome nearly everyone wears]].
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* GameMod: Many players make custom maps. And if one is a skilled enough mapper or modeler, it is possible to join the development team.

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* GameMod: Many players make custom maps.maps, models, and textures. And if one is a skilled enough mapper or modeler, it is possible to join the development team.



** Also the Heckler & Koch PSG-1, which some players call [=PSGay=] or even Penis-Sucking Gaywad.

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** Also the Heckler & Koch PSG-1, which some players call [=PSGay=] or even Penis-Sucking Gaywad.PSG-1.
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* NightVisionGoggles. Called "tactical goggles", these seem to use a combination of image intensifying and IR (people glow, and they allow you to see through smoke). Goggles since 3.x have active display, placing a rectangle around players and grenades. Infamous for being used by beginners, who then merrily proceed to teamkill (tacs' main disadvantage is that they overlay all players in the same color)[[hottip:*:stay well away from the begoggled guy with a machinegun]].

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* NightVisionGoggles. Called "tactical goggles", these seem to use a combination of image intensifying and IR (people glow, and they allow you to see through smoke). Goggles since 3.x have active display, placing a rectangle around players and grenades. Infamous for being used by beginners, who then merrily proceed to teamkill (tacs' main disadvantage is that they overlay all players in the same color)[[hottip:*:stay color)[[note]]stay well away from the begoggled guy with a machinegun]].machinegun[[/note]].
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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/urban-terror-4_1-new_4201.jpg]]
[[caption-width-right:350:Urban Terror 4.1.1 (currently the latest version), map ut4_turnpike.]]
''[[http://www.urbanterror.info/home/ Urban Terror]]'', or [=UrT=], is a [[FreewareGames freeware]] multiplayer FirstPersonShooter, "Hollywood realism" [[GameMod total conversion mod]] for ''VideoGame/QuakeIIIArena'' (nowadays mostly run on any of the forks of ioquake3, the open-source version of id Tech 3 which ''Quake III'' ran on). It's gameplay is explicitly characterized as "[[RuleOfFun Fun over realism]]" by the developers, featuring more or less realistic weaponry and completely unrealistic movement. It's often compared to ''VideoGame/{{Counter-Strike}}'' (both conversions came out roughly at the same time), either as a free alternative, or a rip-off. More correct would be comparison to ''Action [[VideoGame/QuakeII Quake 2]]'', as most of the developers at the time came from [=AQ2=], with the intent of creating fast-paced gameplay similar to the former. In fact, Urban Terror got its very name from a popular map in [=AQ2=].

Its long-awaited [[VaporWare next-generation version]], using an updated engine and all-new models, is currently in development with [[http://www.urbanterror.info/docs/170-urban-terror-hd-alpha/ public alpha]] available.

----
!Tropes found in this game are:

* AcceptableBreaksFromReality: Many. For example, you can break your fall by grabbing a ledge or performing a WallJump, [[ViolationOfCommonSense no matter how high you're falling from.]] This is, of course, all for the RuleOfFun.
* AKA47 - Averted. All the weapons are named correctly.
* ArmorIsUseless: Played with. Kevlar vests and helmets can/will save your life and reduce damage from most weapons by a large amount, but if your opponents all have the [[OneHitKill SR8]], no amount of armor will save you.
* BlatantItemPlacement: None whatsoever. You'll spawn with your selected equipment, and the only way to change or complement it while you're still alive is to loot corpses.
** Averted with the so-called Deathrun maps, where one team tries to reach a stash of equipment and the other team tries to stop them.
* BodyArmorAsHitPoints: Averted. Kevlar protects your torso and helmet your head, but neither one helps you when you get hit in legs or arms.
* CharacterCustomization? Minimal: you can choose gender (four models for each) and armband color. There are also console commands for "funstuff", allowing things like horns, goggles and hats.
* ChunkySalsaRule: Headshots (except for the Beretta and Negev) are fatal without a helmet on. The player's headless body will slump down when this happens.
* ColorCodedMultiplayer: Player skins have changed a lot since the realistic-looking first versions, becoming brighter and more easily distinguishable. From 4.0 onwards, red (Red Dragons gang) and blue (SWAT) team wear orange and blue overalls, respectively.
* ConcealmentEqualsCover: In most cases. Due to engine limitations, all materials are either breakable (like glass) or completely impenetrable (although one can shoot through doors or very thin walls, if some of the target's hit mesh intersects with it).
* CriticalExistenceFailure: Players' ability to shoot accurately is not affected by them bleeding all over the place; however, being injured wreaks havoc with your stamina, and therefore, movement.
* EasterEgg: Some death messages only display rarely, like "[=PlayerX=] [[FartsOnFire lit his/her own fart]]" when a player steps on his/her own grenade.
* ExcusePlot: Not even that. Why are the (presumably) escaped convicts wielding the same weaponry as an elite SWAT team? And why are the [=SWATs=] using stuff like Kalashnikovs? For that matter, what are they doing in the middle of a desert or in a scene out of ''SavingPrivateRyan''? Who cares! Choose your equipment, spawn, and frag away.
* FacklerScaleOfFPSRealism: Listed under "other", which is telling.
* GameMod: Many players make custom maps. And if one is a skilled enough mapper or modeler, it is possible to join the development team.
* GoombaStomp: Called "curb stomp"; whenever you fall from a height that would normally injure you, landing on another player kills him instantly. Very difficult to pull off, but produces a rather satisfying ''plonk'' sound.
* HaveANiceDeath: [=PlayerX=] was sliced a new orifice by [=PlayerY=], [=PlayerX=] was torn apart by [=PlayerY=]'s crass AK, etc. Most famously: [=PlayerX=] did the [[NotTheFallThatKillsYou lemming thing]].
* HollywoodAcid: The slime that shows up in a few custom maps works like this.
* HollywoodSilencer: Most of the weapons (except for Desert Eagle and Remington SR-8 sniper rifle) can use a silencer that reduces their firing sound to nearly inaudible level. More realistically, it also improves accuracy and removes muzzle flash.
* HyperspaceArsenal: Averted. Player can actually carry less than an actual infantryman or special operative does (although, armament-wise, carrying a rifle, a submachinegun, ''and'' a pistol isn't exactly common in real life).
* InvisibleWall: Most of the maps now have rooftops and other high places clipped out to avoid excessive camping. Knowing where those walls are makes for some creative jumps.
* LavaIsBoilingKoolAid: The few maps that have lava in them play this trope straight.
* LeParkour: So very much. VideogamePhysics means that player can achieve very high speeds by just jumping in a certain way, and escape uninjured when hitting a wall. [[WallJump Walljumping]], strafe jumping and circle jumping (as well as so-called powersliding) can make the gameplay very fast and unpredictable, as good players can use completely unexpected routes to reach their destination in seconds. These features -- especially walljumping -- have spawned an unofficial jumpmode, where the only goal is to reach the other end of a particular creatively-built map.
* LoveItOrHateIt: "OMG [=GAY36=] NOOB!!1!" Heckler & Koch G36, being the only scoped automatic weapon in the game, is strongly associated with camping beginners.
** Also the Heckler & Koch PSG-1, which some players call [=PSGay=] or even Penis-Sucking Gaywad.
* MoreDakka: The Negev.
* NightVisionGoggles. Called "tactical goggles", these seem to use a combination of image intensifying and IR (people glow, and they allow you to see through smoke). Goggles since 3.x have active display, placing a rectangle around players and grenades. Infamous for being used by beginners, who then merrily proceed to teamkill (tacs' main disadvantage is that they overlay all players in the same color)[[hottip:*:stay well away from the begoggled guy with a machinegun]].
* OneBulletClips: Averted. When you reload, you lose the ammo left in the previous magazine.
* OneHitKill: The SR-8. Regardless of whether you wear a helmet or kevlar vest, a shot in the head or torso deals 100% damage. (Arms and legs take 50% damage from one SR-8 round.)
* RareGuns: The SR-8 is an experimental sniper rifle that never saw full production, whereas PSG-1's are very expensive in real life.
* RightHandedLeftHandedGuns: Except for SR-8 and Negev.
* RunDontWalk: Urban Terror is definitely one of those games where stealth is rarely needed.
** Not always. It depends on the map, the gametype and the current situation.
* SentryGun: Shows up in some maps with dedicated spawn rooms. Mr. Sentry mows down players of the opposing team as well as anyone trying to hide a CTF flag in a spawn room.
* ShortRangeShotgun: Horrible spread means that the shotgun is strictly close quarters-only weapon. Even then, using it effectively is difficult because buckshot isn't very effective against body armor, which [[PlayerPreferredPattern nearly everyone wears]].
* SoftWater: No matter what height you fall from, water will do no damage to you and save you from death.
* SprintMeter: Stamina is shown on your health meter; if you sprint for too long or jump too much, you'll start panting and eventually your movement slows to a crawl (and you can't jump higher than few centimeters).
* StandardFPSGuns: And nothing more. However, unlike in most [=FPSes=], there's no rocket launcher.
** Rumor has it that there may be a rocket launcher coming after the means of banning malicious players is improved. Most of the concern about it has to do with [[TeamKiller teamkillers]] blasting the ground in a spawnroom to TK a whole team worth of players.
* TeamKiller: Common, especially on some servers.
* TeleFrag: Rare, but happens occasionally when a player stands on another player's spawn point. "[=PlayerX=] tried to invade [=PlayerY=]'s personal space" is the death message for this.
* TheBladeAlwaysLandsPointyEndIn: Played straight when a player throws knives. Most people don't try this unless the server they are on has turned off grenades though.
* ThrowAwayGuns: Common, in order to avoid getting an empty gun when cycling through them.
* WallJump: One of the more universally useful elements of the game; see Le Parkour above for its applications.
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