Deathball mapping tutorial
There is a lot of special stuff you
need to add to a DB, let's start.
First think you gotta do is, load the
deathball.u file into your classes browser.
Put the (happy little) ball into
your map
It's under
NavigationPoint/jumpdest/jumpspot/gameobjective/xBombSpawn

Startpoints
There are 3 different startpoints

Every team needs one
Centerplayerstart.
That's where one player of the team starts that was scored
against. It has to be close to the ball, so make sure that the team has the
ball.
One Goalplayerstart, one player starts there, it should be in the goal.
Normalplayerstarts, thats where all
other players start, and where you start when you get killed during play.
Up
to you where you place them.
Teamnumbers need to get set.
0 =
RED
1 = Blue
Zones
There are 4
different zones, BUT we don't use zones, they are so bsp and lighting
unfriendly. We use volumes.
First the 2 halfs. 1 half is selected in the next pic.

The Penalty zone:

The Keeper zone:

The Goalzone:
It's a goal as
soon as the ball touches this volume, so make it a bit behind the line, or it
will also count as goal when the ball is still on the line.

Make sure you got appropriate lines
on the ground for each zone.
Then apply your builder brush to it.
Right
click the volume button, and select "DB_Volume"

This makes your brush turn into a volume. Now open its properties:

Again enter the number of the team
that owns this zone:
0 = RED
1 =
Blue
From the dropdown menu choose which zone it is. Teamzone is half...
Blocking Volume:
To prevent that you run with the ball into your own goal (which happens quite often and is very annoying, place a BlockingVolume In your goal (Select it from the same place as the DB_Volume).

Now you have to setup up WHICH team will be blocked by it:
Enable "bClassBlocker".
As
Blocked Classes select "DB_PawnRed" or "DB_PawnBlue" from the dropdown menu.
That's the team what will be blocked by it.

Ball Reseter
To prevent long ball reset times when it's kicked out of the stadium, you gotta surround your stadium with "Physics Volumes" like in this pic:

But it still doesn't work: To make the ball reset as soon as it touches the volume, you gotta set bDestructive to true.

Make the bots know where the goals are
First you need a DB_Goal actor, you
find it here:
Place it right in the middle of the
goal.
Open its properties and change the DefenderTeamIndex to the team that
owns the goal.

0 = RED
1 = Blue
Now we need shootspots for the bots:

Put the RedShootSpot into the BLUE goal, and the other way around.

Here I put in 3 spots, so the bots shots aren't too predicatable, because they have 3 spots to choose from.
The Radar
Now it becomes a bit
difficult.
To make a radar, change to the topview, use a big grid setting
(256 or so)
Now 'print' screen, and paste it into your graphic
proggie.
Well, then you have something like this. Now cut out exactly 16x16 boxes (in this case).
Then it looks like this:

Now scale the picture to 512x512 or 256x256 or so, you know.
Next you need to turn on the grid of your graphic proggie. In photoshop it works like this:

Now configure your grid:

Choose a power of 2, like 32 or 16, then you get your grid applied to the Unrealed one, and it looks like this:

By holding shift you can now paint
on the grid. For painting small stuff like the zones and the goal you better
make the grid smaller (8 or so).
Here a work in progress pic:

In the end it can look like this:

Now you need to add the radarinfo actor to your map:

Doesn't matter where you place
it.
Now you gotta find out at which worldunit the top, left, right and bottom
of your pic is.
To make life easier you just center the pitch, so the middle of the radar pic is the middle of the map, then all units are the same, like in this example:

To find out what
unit it is, just put an actor there. And in it's properties check
movement/location. Only X and Y matter here. Z is uninteresting.
How to import the file into Unrealed and make it translucuent? RevbillyG made a tut here, called "Idiots guide to radar texuring".
As Radarmaterial use your radar texture. You need to use it on a translucuent shadar, otherwise it will be quite ugly ingame...

GoalEvent
The
fireworks that happen when you score in the Cube maps....
When the Blueteam
scores, an event called "BlueEvent" will be triggered when the ball enters the
goal, and it will be tirggered again when the match restarts (to turn the
fireworks on and off). When red team scores "RedEvent" will be
triggered.
There is a second
event called "BlueEvent1" and "RedEvent1" which will only be triggered
once.
Use whatever you need. (since Version 1.1)
You can use all kinds of effects
there.
Other events (since
Version 1.1)
When someone gets killed "foul" gets triggered.
A successfull
pass thats received in the enemy half triggers "pass".
Intercept a pass
triggers "pass" too.
(Thats how I let the crowd sounds play using
DB_Specialevents)
Adding goal posts (since Version 1.2)
Goal posts for the vicinity radar in the middle of the screen are marked by DB_RadarObjectPost actors (located in the actor browser under Actor >> Info >> ReplicationInfo >> DB_RadarObject). Just place them inside the posts of your map and you're done. Z axis dont matter, only X and Y.
Ok folks, that's it!
The rest is just like in other
maps....noding etc.
There will be new actors in a newer version. I'll add
them in another color.
This tutorial is for 1.0 or newer
It doesnt work
with 0.9