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Urban Terror is a realistic FPS, however the movement mechanics of the game are exaggerated and allow for bunnyhopping and walljumps.
The key elements to the layout design of Tohunga was to implement jumps of various difficulty and risk, to allow for different movements throughout the map.
This includes CTF jumps, flank jumps and even quick scope angles from spawn.
Players are also punished for not making these jumps correctly as they land in the open with no cover, quickly needing to readjust their position else leading themselves to a swift death.
The lighting and texturing also aids the player as it is set with a different texture colour palette than most other maps. I strayed away from using more blue/grey urban concrete and brick tones and opted for a more yellow/green tone, which has been greatly appreciated by the competitive community allowing player models(Red vs Blue) to be easily seen and recognisable across the map
A video shoutcast of this map is available here https://youtu.be/sLQJHz_xvv4?t=1731
This is a shoutcast of the semi-final between France and Portugal (20 minute Team Survivor match).
An alternative shoutcast can be viewed here https://youtu.be/Pwh-dXXBf2A?t=220
This is a shoutcast of the quarter-final between France and USA (20 minute CTF match)
Please consider these 2 videos as a gameplay showcase, rather than a visual showcase.
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As seen above for the gametype Team Survivor the layout enables 5v5 teams to split up into 3 main pathways, which then give the player crucial decisions to make on what they do next. The introduction of multiple spawnsets allows for different tactics and encounters by playing the map from different angles every round, enhancing replayability. Multiple spawnsets were a common thing at the time, however they were often used as a way to add variablilty to rollout timing from the same spawn location. This was the first competitive map that had both spawnsets at diagonally opposing ends of the map.
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Some routes allow the player to decide to take an alternative path(green path), whereas other routes (marked as X) give the player a choice to either advance on a position(more risk, but allows for flanks) or hold the position (defend a potential flank).
Implemented into the layout design are designated routes for players opting to use the sniper, however this is limited to only 1 main route so that this player isn’t overpowering the players who opt for an automatic weapon.
I had also designed the passageways to be precise lengths for grenade throws at various angles, which was a massive assist to help bring down players on the opposite team with precise timing, this actually changed the element on how competitive Urban Terror was played, as grenades were not as popular in competitive Team Survivor until after this map was released, due to gear selection restraints in Urban Terror teams would previously have 2 medics and then players that weren't playing medic would often opt for the laser over throwables.
I only learned of how this map shifted the meta when I returned to the scene years later.
In 2018 Frozen Sand (the development team of Urban Terror) reached out to me requesting permission to officially port this map to their upcoming release Urban Terror: Resurgence - I happily obliged, though the conversion has been conducted by my good friend John Stevenson (owner of custommapmakers.com and the lead level designer for Urban Terror).








