[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/urt-4-2-tvtropes_3542.png]]
[[caption-width-right:350:Firing [=LR300=] on ut4_turnpike, the single most popular map in the game.]]
''[[http://www.urbanterror.info/home/ Urban Terror]]'', commonly abbreviated as ''[=UrT=]'', is a [[FreewareGames freeware]] multiplayer FirstPersonShooter. Although it started out as a [[GameMod total conversion mod]] for ''VideoGame/QuakeIIIArena'', since 2007 it has been de facto a standalone game thanks to [[http://ioquake3.org/ ioquake3]], the open-source version of the ''Quake 3'' egine. Its gameplay is explicitly characterized as “Hollywood realism” and “[[RuleOfFun Fun over realism]]” by the developers, featuring more or less realistic weaponry and completely unrealistic movement. A [[http://www.youtube.com/watch?v=fIeyUrOXnWQ promo video from 2009]] gives a basic overview of the look and feel of the game.

Being one of the last survivors from the wave of realism mods from around the turn of the century, it’s often compared to ''VideoGame/{{Counter-Strike}}'' which started the craze. However, gameplay-wise it’s closer to the granddaddy of them all, ''Action [[VideoGame/QuakeII Quake 2]]'', and in fact many of the original developers came from the ''[=AQ2=]'' community with the intent of recreating similar gameplay on a more modern engine. (Apparently ''Urban Terror'' got its very name from a popular map in ''[=AQ2=]''.)

The game is still being updated after fourteen years, currently receiving bug fixes and new features every month or so. Its long-awaited [[VaporWare next-generation version]] will be using [[http://www.unrealengine.com/ Unreal Engine 4]]. ''Urban Terror HD'', as it’s called, has a [[http://www.urbanterror.info/forums/forum/73-ue4-urban-terror-discussion/ dedicated subforum]] and [[http://www.urbanterror.info/news/blogs/ developer diaries]] on the official website.

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.

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!Tropes found in this game are:

* AKA47: Averted. All weapons are named correctly (save for some minor inaccuracies like the Beretta 92G actually being 92FS Inox).
* 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.
* 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 (let alone drowning).
* [[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.
* BulletSparks: Most hard surfaces and even kevlar helmets spark very noticably.
* CharacterCustomization: Minimal: you can choose [[PurelyAestheticGender your sex]], marginally different skins, and armband color. There are also console commands for “[[http://www.dswp.de/old/wiki/doku.php/tutorials:urban_terror:funstuff funstuff]]”, allowing things like horns, goggles and hats.
* ColorCodedMultiplayer: Player skins have changed a lot since the realistic-looking first versions, becoming brighter and more easily distinguishable. Nowadays the red and blue team indeed wear red and blue 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 the target stands right next to it).
* CriticalExistenceFailure: You can shoot perfectly fine until a bullet takes your last percent of health. (Being injured wreaks havoc with your stamina though.)
* 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 “[=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).
* ExcusePlot: The earlier versions made a pretense that the 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 from prison, as evidenced by their orange overalls). None of this has any relation to gameplay or the selection of weapons though, and one of the oldest default maps still in the game in fact depicts a scene from ''SavingPrivateRyan''…
* FacklerScaleOfFPSRealism: Listed under “other”, which is telling.
* 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. [[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. (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. 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 or Snake while waiting for a respawn.
* GoombaStomp: Called “curb stomp”; whenever you fall from a height that would normally injure you, landing on another player kills them instantly, producing a rather satisfying ''plonk'' sound. Very difficult to pull off and most likely to happen by accident, killing a teammate.
* HaveANiceDeath: The default kill/death messages describe your demise in a rather elaborate detail, whether it’s getting a lead enema or becoming a peppered steak. Most famously: “[=New_UrT_Player=] did the [[NotTheFallThatKillsYou lemming thing]]”.
* HealingPotion: Medkit allows you to heal other players to nearly full health regardless of their injuries. The process does take a bit of time though and you’re unable to shoot while doing this.
* HollywoodSilencer: Most of the weapons (except for Desert Eagle and Remington [=SR8=] [[SniperRifle sniper rifle]]) can use a silencer that reduces their firing sound to a nearly inaudible level. It does not affect the power of the weapon though.
* HyperspaceArsenal: Averted. Player can actually carry less than an actual infantryman or a special operative does (although, armaments-wise, carrying a rifle, a pistol, ''and'' a submachinegun or a shotgun isn’t exactly common in real life).
* InvisibleWall: Most of the maps today have rooftops and other high places clipped off to avoid excessive camping. Knowing where those walls are makes for some creative jumps.
* KnifeFight: Happens occasionally. Some servers are dedicated to this.
* LaserSight: An [[GunAccessories item]] that decreases the weapon spread. Very common in 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 players can achieve very high speeds just by jumping in a certain way, and escape uninjured when 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 — gave rise to the jump mode where the only goal is to reach the other end of a particular creatively-built map.
* MagnetHands: It’s impossible to lose your weapon regardless of the running, jumping, falling or kicking you engage in. Even your accuracy remains pretty much the same with most weapons.
* NightVisionGoggles: Called “tactical goggles”, these tint everything green (or whatever color you prefer) and allow you to see through smoke. The image does not become any brighter. Goggles since 3.x have smart display, placing a rectangle around players and grenades. Infamous for being used by beginners who then merrily proceed to teamkill — the main disadvantage of the goggles is that they overlay all players in a 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.
* OneBulletClips: Averted. When you reload, you lose the ammo left in the previous magazine.
* 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.
* PressXToDie: Done by typing /kill in the command console.
* RareGuns: [[http://en.wikipedia.org/wiki/Remington_SR-8 Remington SR-8]] was an experimental sniper rifle that never saw production, while [[http://en.wikipedia.org/wiki/Heckler_&_Koch_PSG1 H&K PSG1]] is ludicrously expensive in real life. Desert Eagle (the most-used sidearm) was added quite early on for its high [[CoolGuns Hollywood quotient]].
* RightHandedLeftHandedGuns: Except for [=SR8=] and 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. Not to mention that running is actually quite slow compared to fully utilizing the LeParkour aspects (see above).
* 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 good against body 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: Your LifeMeter doubles as one; 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 (the [[GrenadeLauncher grenade launcher]] ammo does not explode on impact either).
* TeamKiller: 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 same time; usually it’s more practical to kill your injured teammate as the timer is nearing zero rather than lose time and make yourself vulnerable by healing them.
* ThrowAwayGuns: 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 loot. Dropping weapons avoids the problem of cycling to an empty gun at the worst possible moment.
* WallJump: One of the more universally useful elements of the game; see Le Parkour above for its applications.
* 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?”''