First of all, I want to point out the reason I began to play Urban Terror, ‘cause it supports the discussion on realism. All thoughts in this article are my personal opinion. That means you’re allowed to disagree obviously, but it would be not much of an interesting world out there if we all think the same. So don’t flame me, but reply with applying seriousness to Devlin.
I was damn tired of those rocket-dances in Quake 3 Arena. After the famous Action Quake 2, we were ready for something new. First I started out helping the guys at Urban Warfare. Yes, you read it right, there was a realism mod like UT and they got out a beta first. Trouble was, there was a big lack of decent maps, and the MP5 you were holding, was as big as China, shall we say. Your Browning high power pistol was floating somewhere in front of you, so I made them a holding hand quickly.
But ok, there was a beta and it was playable. You had the same features as UT now, but in a simplified way. They made a big mistake with their second beta release by taking out the bandaging option. So it was reduced again to Quake 3 with modern weapons. My hope for an AQ2 successor sunk like a rock in the ocean. They still struggle today, when they decided to merge with another mod team, and working today under the name of ‘Modern Combat’. It think that name change has it obvious reasons.
So we bumped into Urban Terror. We were impressed by seeing weapon animations, and they were good. Realistic I would say. When I began playing the beta and further updates, my interests in working on a mod again began to come back to life. So I started mapping 3 months ago, and with the comments and idea’s of my good friend KaZ, we popped out our first public map called Kriegerhorn.
As Kaz and I came from Action Quake 2 our first level was received by the SID guys pretty harsh. First a little offended, later a little more understanding and finally fully understanding their comments, our new approach towards mapping began to take shape and found it’s result in the Japanese Gardens. The total time too fully learn what we can do today we’ve learned in those last three months. You can say we’re pretty quick at it, but remember we had some experience in modeling and buildings, since Kaz and I were both studying architecture and having a lot of knowledge with Photoshop does come in handy.
So what does it take to be a good mapper? We do not know, and we probably never find out. But our efforts will point that way. We decided to take our mapping to a higher level by keeping the focus on reality. That’s what Urban Terror was all about, right? And what happened? We bumped into some limitations and bugging editors. But what was more frustrating? As a mapper turns his efforts in making good texturing and lightning, which makes a map “realistic”, we noticed everyone played UT using vertex lighting. And when you think you’re safe hiding in the dark, some “vertex” player puts a bullet in your head. Thank you sir! Can I have another?!?!?
I think a lot of you played Half-Life. With it’s superb game play, the characters still walk a little like, with a broom up their @#%$. And cups (small objects) looked like they were stepped on. There is nothing to speak bad about in Half-Life, Opposing Force or Team Fortress Classic. But there’s something to say about Counter-Strike. I find the game play laggy and there are too many cheating players. What do you expect, on an engine of 3 years old? I think CS will become extinct when Team Fortress 2 arrives. Those Valve guys did a splendid job 3 years ago and they will do so again (the extended poly models in characters, but id tried this too). At that moment the “Half-Life fanatics” have their new realism and say bye bye to Counter-Strike. But remember, I’m lousy at predicting the future.
Back to the Quake 3 engine. By it’s flexible and surprising way of texturing (by using shaders) was a complete eye opener. In the Japanese Gardens, we watched carefully how the map would look in vertex lighting. And yes, we managed to get some “dark” areas.
But realism cannot be found in shader files, as most of it’s functions do not show up in vertex lighting. But what was still there was id’s map objects: sharp, smooth and detailed, even at gun point. (Map objects do not show up in Half-Life, and thus not in CS). So it was those map objects we use today to give our maps the realistic touch. Ever tried to make a hanging lamp with brushes? Ever tried to make a bottle with brushes? You’ll see that it won’t work. Another good fact of map objects is they don’t fully eat up your FPS, and thus keeping you map smooth playing.
But a bad fact appears. Most people don’t have 3D Studio Max or a related program. And they can’t model. Since then I’ve started to make those normal day objects. In our Chicago map. We made lamps, a faucet, bottles and cans and dug up some cars from 3rd parties. And what happened? The map started to look “real”, without using 10000’s of brushes.
Since this rant is getting pretty long, I will cease to stop bragging about realism in maps. Some is possible, some not. Lesson number one: Think before starting to map. Draw sketches, collect textures and sounds, make map objects and visit your public library for pics that may inspire you. (For J-Gardens I looked up books about, yes, Japanese Gardens). Some tips from my side to 3rd party mappers:
- Don’t be lazy to make your own map objects, they make detail.
- Don’t use brushes to make very small objects.
- Use shaders in a creative way (footstep sounds on different materials)
- Post out some beta’s, and implement the comments. Sometimes they have an idea which makes you map suddenly real.
- Dark is not necessarily bad, terrorist strike at dark. But do not make it that dark, so players start finally using the flash light item all the time.
- Avoid big flat surfaces. Give buildings some profile and timpani. Look at the new map, Venice to get my idea.
- Realistic texturing, watch the latest Reykjavik level. A digi-cam does miracles. But watch light-levels between those textures.
- Proportions. I know players sometimes get stuck, but a door the size of a garage doors isn’t “realistic”. Use \cg_thirdperson 1 to test proportions.
- Watch vertex lighting, How does you map look in it? Or does it totally rely on lightmap lightning to look good (I know a lot of “cold” levels.)
- I made some trees. Someone else hopefully some bushes. Sprites are out of the age of Duke Nukem, and don’t fit a realism mod like urban terror.
- Hopefully we’ll have some smoke in beta2. Rain and snow will always keep giving difficulties. Watch for a solution.
Finally I would like to say to all the mappers out there, I will share all my map objects with the release of Beta 2. and mail me if you need a special one. I can make one for you if you don’t have the time. Because Urban Terror should approach reality and it supplies us with that specific game play not that CS or other mods can provide.