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Deathmatch tutorial Part 7 - Final words
If you have completed part one through six you have just created a very, very small one on one deathmatch level to be played in UT. It has been made for learning purpose only and not for playability. (I gather you have noticed that). If we focus on layout and design the level itself is really lame.
First of all we only use five cube shaped rooms for the entire level.
Two small rooms connecting with a large room.
As you can see this will only allow players one route to each
side of the level which is not a good solution.
A level like this should allways have alternative routes to make
it alot more playable.
In the large room we created a waterpit. In this level there is no
actual reason for it to be there.
It use more processing time then it is useful.
There is no item at the bottom and it is too easy to avoid falling inside.
(If we made a lava pit instead it would be a little bit better but still
no good enough).
As you can see the layout should allways be logical and preferable connect
with more than one way in and out.
(This applies mostly to DM levels).
Using the texture and the fire is probably the best choice in a level
like this.
But, the way the texture is cut when we created the passage ways to connect
all rooms looks bad. Should not be like that.
A solution would be to create an archway that cut alot better.
Textures that is cut in half will almost allways look dum.
On the other hand, alot of 256x256 textures may look good even if they
are cut in half.
And to the last, bots.
Bots play as good as they can on this level.
Might have tweaked the pathnodes a bit to squeezed more out of the bots.
In a level like this it is very difficult.
With this final word I have simply evaluated this tutorial level to let
you get a direction of how levels should be.
Keep in mind that playability allways comes before looks and details.
I hope this tutorial has been useful for you.
If you have any question don't hesitate to contact me.
End of this DM tutorial.