DB-TheWarehouse beta
Moderators: Jay2k1, DavidM, The_One
DB-TheWarehouse beta
Since I have uploaded the beta (which should be available to download soon), I thought I would just post this problem thread now. I would prefer that you don't post unless you have actually played the beta. I want to be positive of whether there is something wrong with the gameplay of the map or not. I would like to have any problems ironed out for the final release (which will have goal events, the radar, and bot pathing). Please feel free to point out any bugs that I may have missed.
Last edited by Armagon on 29-05-2003 09:52, edited 1 time in total.
Well I got to beta test this map with a few friends, and we played enough for me to notice a couple of things.
1. The goals ARE too tall. I will shorten them.
2. The center platform size is fine.
3. The skybox wasn't working in the beta. I have fixed this, and it won't be a problem in the final release.
1. The goals ARE too tall. I will shorten them.
2. The center platform size is fine.
3. The skybox wasn't working in the beta. I have fixed this, and it won't be a problem in the final release.
It's up at UT2003 HQ. The link to Armagon's DB-The Werehouse (Beta)
: http://www.ut2003hq.com/pafiledb/pafile ... le&id=2017
I only had time to give it a quick look. One thing I did notice was that the ball can get stuck on the window ledge. It was a long wait for a reset. Your volume only blocks pawns.
Good begining. I wish you would have added some bot pathing. I know the AI sucks, but it's hard to get a feel for the gameplay of the map without them or a server playing your map.
I give it a better look later. Welcome to level design.
: http://www.ut2003hq.com/pafiledb/pafile ... le&id=2017
I only had time to give it a quick look. One thing I did notice was that the ball can get stuck on the window ledge. It was a long wait for a reset. Your volume only blocks pawns.
Good begining. I wish you would have added some bot pathing. I know the AI sucks, but it's hard to get a feel for the gameplay of the map without them or a server playing your map.
I give it a better look later. Welcome to level design.
Last edited by Twigstir on 30-05-2003 11:07, edited 1 time in total.
This is the other warehouse:
http://www.4cows.net/4cows/deathballmaps/mapdetails.php?id=15
btw - add your map
http://www.4cows.net/4cows/deathballmaps/mapdetails.php?id=15
btw - add your map

Well I'm leaving the bot pathing til last. That's still one thing I haven't read up on yet, so I'll be looking at the tutorials when I am ready to do them. As for getting the ball stuck up on the window sill, you must have been TRYING to get it up there. That window ledge is so narrow, I didn't know it was even possible. 
I did try briefly putting a blocking volume for the ball in there, but I found it made predicting the course of the ball harder, because I was expecting it to impact against the glass every time, when it just hit air.

I did try briefly putting a blocking volume for the ball in there, but I found it made predicting the course of the ball harder, because I was expecting it to impact against the glass every time, when it just hit air.
Last edited by Armagon on 30-05-2003 20:35, edited 1 time in total.
I must have been lucky with the stuck ledge.
Bot pathing for your map will be easy and quick to do. When your ready, follow the Deathball mapping guide for the DB-goal, shootspots, and player starts:http://www.deathball.net/mapping/ . Then just add pathnodes. Look at November or LegoFan for spacing. With your grid at 16, both maps have the nodes about 4 squares apart. I have mine set at 2 squares apart. You don't have to line them up on the grid at all if you don't want to. However, many deathball maps do line the nodes up on the grid. Remember to add the pathnodes in the Perspective Viewport and adjust them in the Top Viewport. This tutorial is all you need : http://www.planetunreal.com/architecton ... art9.html.
The man himself, Steven Polge, has a tutorial that you should read for additional information : http://unreal.epicgames.com/ut2ai.htm
One other good tutorial is : http://www.leveldesigner.com/index.php? ... doc&ID=172
Hope the above info helps.
Bot pathing for your map will be easy and quick to do. When your ready, follow the Deathball mapping guide for the DB-goal, shootspots, and player starts:http://www.deathball.net/mapping/ . Then just add pathnodes. Look at November or LegoFan for spacing. With your grid at 16, both maps have the nodes about 4 squares apart. I have mine set at 2 squares apart. You don't have to line them up on the grid at all if you don't want to. However, many deathball maps do line the nodes up on the grid. Remember to add the pathnodes in the Perspective Viewport and adjust them in the Top Viewport. This tutorial is all you need : http://www.planetunreal.com/architecton ... art9.html.
The man himself, Steven Polge, has a tutorial that you should read for additional information : http://unreal.epicgames.com/ut2ai.htm
One other good tutorial is : http://www.leveldesigner.com/index.php? ... doc&ID=172
Hope the above info helps.
Last edited by Twigstir on 30-05-2003 20:27, edited 1 time in total.
Mine is called DB-TheWarehouse, the other is just DB-Warehouse.
But I will be fixing it up for 1.7 once it comes out. I already have done post sounds, now I just need the spectator cams which I can't do til I get the new Deathball.u file. Once I've finished all that I shall release it as DB-TheWarehouse][.
But I will be fixing it up for 1.7 once it comes out. I already have done post sounds, now I just need the spectator cams which I can't do til I get the new Deathball.u file. Once I've finished all that I shall release it as DB-TheWarehouse][.
Last edited by Armagon on 13-06-2003 14:24, edited 1 time in total.
This is the final version for DB 1.6:
http://www.ut2003hq.com/pafiledb/pafile ... le&id=2175
As I said before, I will be updating it and renaming it for 1.7 as DB-TheWarehouse][.
http://www.ut2003hq.com/pafiledb/pafile ... le&id=2175
As I said before, I will be updating it and renaming it for 1.7 as DB-TheWarehouse][.