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How to Install Urban Terror and Join a Server

Urban Terror looks like a realism shooter. Tactical vests, iron sights, bleeding wounds, a bandage you have to apply while somebody is trying to kill you.

SweetMask · 9 min read

Urban Terror looks like a realism shooter. Tactical vests, iron sights, bleeding wounds, a bandage you have to apply while somebody is trying to kill you. Then you watch a regular kick off a wall, slide across a floor on their back while shooting, and land on a roof you did not know was reachable.

The project's own slogan is "Fun Over Realism", and it means it. This is a game wearing the costume of a tactical shooter over the movement system of an arena one, and that combination is why people have been playing it for something like twenty years without anybody ever charging them for it.

Listings for it collect on the game's hub.

It is free, and it has always been free

There is no paid version. No premium edition, no deluxe pack, nothing to buy at any point. The game began as a modification for Quake III Arena and later became standalone on an open-source fork of that engine, so it needs nothing else installed to run.

Where you download it from is the project's own distribution. If you come across it on a store front, it is still free — the absence of a price is not a sale or a trial.

The install is small and it runs on hardware from any decade you like. There is no launcher, no account, no store overlay. For a game whose entire population lives on community servers, this matters more than it sounds: nothing about getting in depends on a company continuing to exist.

The movement is the skill ceiling

Everything interesting about playing this game well lives here.

Wall jumps. You can push off a wall in mid-air and change direction. Chained properly, this reaches places the level designer put there deliberately and that a new player will walk past for months without noticing.

Power slides. Sprint and go to ground, and you keep your speed while presenting a lower and faster-moving target. Sliding round a corner into a room is a legitimate entry technique rather than a stunt.

Sprint has a cost. Stamina limits how much of this you can do at once, which is what stops the game becoming pure movement.

New players lose fights they should win because they are standing still while the other person is not. That is the single largest gap between somebody who has played for a week and somebody who has played for a year, and closing it is a matter of practice on jump servers rather than of aim.

What actually happens when you get shot

The damage model is the other half of the design, and it is genuinely unusual.

Getting shot does not simply subtract health. You bleed, and you keep bleeding until you bandage yourself, which takes time you may not have and does not give the health back. A medkit restores health properly, and you only have one if you chose to carry it.

Damage is locational. A hit to the legs affects how you move, and a limping player in a game built on movement is a player who has lost most of their advantages. Watching someone slow down and knowing why is a real read.

The consequence is that surviving a fight is not the same as winning one. You can come out of an exchange alive, bleeding, without a medkit, unable to run properly, and functionally out of the round.

Loadouts: three slots and a lot of arguments

You pick a primary weapon, a sidearm, and a small number of gear items from a shared list. That list includes a vest, a helmet, a laser sight, a silencer, a medkit, spare ammunition, night vision. The limit means every choice costs you another one.

The arguments about this are eternal and they are the good kind. A medkit is insurance. Extra ammunition is the difference between winning three fights and winning two. A vest keeps you alive; a laser sight helps you not need to be. Nobody has ever agreed on the correct answer and that is a sign of a well-designed constraint.

The weapon list runs through the recognisable end of the 1990s and 2000s. The LR300 and the G36 are the workhorses. The AK-103 hits harder and slows you down for the privilege. Sniping means the SR8 or the PSG-1. The SPAS and the Negev exist for players with specific intentions. And there is a throwable knife, which a regular will eventually put in you purely for the insult.

Modes, and the ones people actually play

Team Survivor is the flagship: round-based, no respawning, last team standing. Everything above about bleeding and legs matters most here, because you cannot get a fresh body.

Capture the Flag is the other pillar and it is where the movement system is at its most obvious. A good flag runner in this game moves in ways that look like a bug.

Bomb is the one Counter-Strike players will recognise immediately.

Team Deathmatch, Free For All, Capture and Hold and Freeze Tag fill out the rotation. Freeze Tag is better than it sounds — killed players freeze in place and teammates thaw them, which turns every kill into a fight over a body.

Jump servers are a scene of their own. No combat at all: purpose-built maps that ask you to chain wall jumps and slides through a course against a timer, with a leaderboard attached. This is where people go to learn the movement, and it is worth an evening before you take the skills into a real match.

Maps worth learning

The official rotation has been stable for a very long time, which means the regulars know it completely and you will be playing against that knowledge.

ut4_turnpike and ut4_casa are the two everybody starts on. Turnpike is the tighter competitive one; Casa is the chaotic one that has probably been played more times than any other map in the game.

ut4_abbey, ut4_uptown, ut4_riyadh, ut4_algiers, ut4_prague, ut4_austria, ut4_kingdom and ut4_elgin make up most of the rest of what a server will run.

Learn one properly rather than eight vaguely. Knowing which windows can see you, and which walls can be jumped, is the whole game on a map you know — and it is why a regular beats a better shot who arrived twenty minutes ago.

Connecting

This is an id Tech 3 game underneath, so the process is the one that family has used since 1999 and the skills carry over to every other game on that engine.

Open the console. The key is the one under Escape on most layouts. If it does nothing, the setting to enable it is in the options.

Enter the connect command with an address. Take the whole thing including the port. A host running several servers on one machine has moved most of them off the conventional default, and an address without its port fails in a way that looks exactly like the server being offline. This is the most common self-inflicted failure in joining any community server, on any game.

Let custom content download. Servers running community maps will send them to you on the first join. Engines of this generation do this slowly unless the server has set up a proper download host, so the first connection to a server with a heavy custom rotation takes a while and every one after it does not.

The in-game browser exists and works. On a game this size, though, the more reliable route is to pick a server from a list and paste its address straight into the console — the hub is where listings collect, and how to find servers worth playing on covers what to look for.

Settings and configuration

Configuration lives in plain text files that a person can read and edit, which is one of the quiet advantages of this engine family. Anything you want to keep across sessions goes in a config file that runs at startup rather than in the one the game rewrites when it exits.

The network variables in id Tech 3 games have ancient defaults and the right values depend on the server. Ask the regulars rather than copying numbers from a guide written for a different game on the same engine — every community running something of this age has somebody who worked it out years ago. Tick rate explained covers what the server is doing with those numbers.

The community, and how it works

A free game with no publisher has a particular shape of community. There is no matchmaking, no rank that follows you around, and no company deciding what the game is. There are servers, and the people who run them decide.

That means house rules vary and are enforced socially. It means map voting is close to universal — how server voting works covers the mechanics — and it means the fastest way to enjoy this game is to pick two or three servers in your own timezone and keep going back until people know your name.

Populations concentrate. A handful of servers hold most of the players, they fill in their local evenings, and a browser checked at three in the afternoon tells you very little. Judging any game on this site from one midday refresh is how people conclude something is dead when it has a busy Saturday.

If you want to run one yourself, the barrier is low — the server software is free and the game is tiny. What hosting costs and where to host it cover the practical decisions, and for a game with this little bandwidth demand the answers are cheaper than you expect.

The rest of this engine's family

The console, the connect command, the plain-text configuration files — all of it transfers across every one of these.

Quake III Arena is where the engine came from and Quake Live is that game maintained for far longer. Wolfenstein: Enemy Territory is the other great free survivor of that family — given away at no cost, with its server software, and still populated two decades later for exactly that reason. Return to Castle Wolfenstein is its paid predecessor, and Soldier of Fortune II is the same engine turned towards locational damage.

If it is the round-based tactical structure rather than the movement that appeals, Counter-Strike 1.6 is the obvious comparison and has the largest community server population of anything on this site.

And to head off the abbreviation problem: Unreal Tournament is a different game on a different engine. Urban Terror is UrT. The two get confused constantly.

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JoinGG is a live directory of community game servers. Every listing is queried directly every fifteen minutes, so the player count you see was measured rather than reported by its owner, and each one carries a copyable connect address. Urban Terror servers are listed here, and every game on the site has its own hub. Player counts across every game are on the statistics page.

Common questions

Do you need to own Quake III Arena to play Urban Terror?
No, you do not need Quake III Arena or anything else installed to run the game. While it originally started as a modification for Quake III Arena, it later became a standalone game running on an open-source fork of that engine.
Why does joining an Urban Terror server report that it is offline?
Entering a server address without its port number causes a failure that looks identical to an offline server. When hosts run multiple servers on a single machine, they move them off the default port, so you must include the full address.
Does using a bandage restore your lost health in Urban Terror?
No, bandaging yourself only stops you from bleeding out and does not give any health back. Restoring your lost health properly requires using a medkit, which you only carry if you chose it as one of your gear items.
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urban terrorurbanterrorunreal engineid techcommunity serversserver browsermods
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SweetMask

Published · 9 min read

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