Site Logo
  Site Map
 About the Webmaster
 UED2 Guide*
 UT Map Downloads
 Misc Downloads
 Homemade Pizza
 Links
 Main page


  UED Categories
 Basic Tutorials
 Advanced Tutorials
 Misc Info/Tutorials
 Simple DM Guide
 Tutorial Download

  Contact
Send eMail
  Updated
 15.Apr.2004


  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 brushes 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 squeeze 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 "always" 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.