I finished the UDK Deathmatch Church level. We had to add weapon and health pickup points, a lift and 14 spawn points so that we could all play the levels in class against each other and give feedback.
I was very happy with the design and thought that there was plenty of corridors and spaces to run around in. Both indoors and outdoors. I even added some fences to make sure the players didn't fall off some of the higher outside ledges.
I added all the required spawn points and pickups. I also added a lift, which was quite annoying when working out the Kismet for it. I never realised the functionality of a lift was quite that difficult. I finally made sure that the finished level had all the lighting and paths built correctly.
It was then time to lock and load. We had a few issues getting the Deathmatch to allow us all to join and play but this was largely due to the college network not playing. A few restarts and expletives later and off we went. We did 2 x 5 minutes rounds of each others levels with first to 8 kills (I think).
Got to say at this point... I am absolutely rubbish at UT Deathmatch, much to the amusement of the rest of the guys. I was lucky to get more that (-1) most of the time and 99% of the time was at the bottom of the leader board....... Bothered :P
Feedback:
The feedback I got from the rest of the group was that firstly, the general design was good but the scale was off. It hadn't occurred to me that as I was building it, even though I'd imported the correct static mesh of a player into and also kept play testing, that you always saw it from first person perspective and because of this you never see what other players look like running around in it. As such, you had to run quite far to actually get anywhere. There was a comment that "I ran around for ages before I even saw anyone". I did make sure that the spawn points were distributed around the whole level but because of the scale it was too far. I may try to scale down the whole level to see if it works better.
Another point was that there just weren't enough weapon and health pickup points. I completely agree with this. I quite happily just made sure I put one of each in and most of them on the top level. It became quite clear that this just wasn't enough. That's a relatively easy fix though.
Another issue was the lift. It wasn't obvious that the lift was there as all you could see were 4 bolts in the floor. As you walk over the centre, the lift shot you up to the third floor. It probably would have been better to make it more obvious the lift was where it was. Also there is a issue where the player gets stuck when they try to walk of the lift at the top. The player gets stuck in a groove and just gets shifted over the end into the abyss. Not a good feature but I'm not sure how to sort this one. More time needed I think.
One point that I noted is that the door mechanisms didn't work correctly. They were meant to open when the player came in range and then close after the player went out of range but they just stayed open. I'll have to look at the Kismet for them me thinks.
All in all, I thought the feedback was constructive and it's things I can go back and fix.
I'm very happy with the design overall though and will definitely sort the issues and get other people to try it out. ;o)