Urban Terror jump mode
What it is: Urban Terror is a free realistic shooter on the Quake 3 engine (ioquake3). Its
jump mode (gametype 9, g_gametype 9) turns off combat and adds timers, routes and save / load
positions. A community of mappers and servers (urtjumpmaps / UJM) has built hundreds of jump
maps for it. Airtime started here: ut43_icyjumps5d by Rambetter.
Movement#
Quake 3 air control plus UrT's additions (details: mechanics):
- Run 220 ups, sprint 340, jump velocity 270, friction 4, ground acceleration 5, air acceleration 1.
- Velocity is snapped to whole numbers every frame, which is why the jump apex is 72.65 units.
- Stamina: sprinting and jumping cost stamina.
g_staminasets the rules (2 = always full). Tired jumps are 202.5 ups. - Walljumps: +200 ups off near-vertical, non-slick walls while −450 < vz < 0, up to 3 per jump by default.
- Ledge grab, ladders, power slide (landing crouched above 300 ups).
- Slick / icy surfaces: no friction and no walljumps. Icy maps are built around them: drop-ins, bowls, pipes, slides.
Timing#
- Entities
ut_jumpstart,ut_jumpstopandut_jumpcancel, touched throughtrigger_multiple. - "type" = the route number (UrT players call routes "ways"). One map can have several routes, each with its own best time.
- You have to be
/readyfor the timer to run. Save / load only work when not ready, so practice and timed runs are separate. - Times use the server's level time, so run times are multiples of 50 ms at the default sv_fps 20.
- The UJM servers run Fliserv (custom server) with extra entities: run, speed and stamina
filters,
ut_jumpcheckpointand others.
Replays#
UrT demos record server snapshots (positions about every 50 ms), not inputs. They can be watched, but not re-simulated exactly. UJM collects them per map, named by route ("Way: …"). Airtime plays them as ghosts.
What we take#
- The physics, exactly, and the routes / ready / save rules as the default.
- The community's maps, demos and knowledge.
- Leets: one shared jump with exits for different speeds.
What we change#
- 50 ms timer steps become exact times from our own replays (tech/timing/clock.md).
- Checkpoints and splits as real features, not server extras.
- Our own replays: inputs instead of snapshots, so every time can be checked.