Maps For Bots
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2faced
Ctf8()2
Mechanical Pain
Nwxctf
Prwrctf1
Surge
Xmasdm98
2faced by Cyberdemon is a symetrical, fast-flowing map for CTF action. A lot of fun!
CTF8()2 is a big maze-like CTF map by Dru that has been converted for use with the CTF Bot. It's an interesting ctf map that is pretty spread out, yet the bots navigate it well.The layout is somewhat maze-like, but if you follow your teammate bot, he will lead you right to the blue flag.
Mechanical Pain by Rick Clark is a Doom2 conversion of his Unreal map of the same name, & has some beautiful textures. It is genuine Doombot-tested (says so right in the txt), & it is indeed very bot-friendly. The only door is to the exit, & of course we don't want those bots running for the exit.
NWXCTF is 3 maps from Dan Twomy's NowhereX dm pack that have been converted for CTF use. Map01 is actually map09 from NowhereX. It is very small for 4 players, & so the frag rate is quite insane. Map02 is actually map05 from NowhereX. This one gives you slightly more breathing room, & it's actually my favorite of the three. Map03 is actually map06 from NowhereX. This one is actually the roomiest of the bunch, but it still quite a fragfest. It's not extremely balanced due to the location of certain weapons & powerups, but haven't you seen Heartbreak Ridge? Adapt, soldier.
Prwrctf1 is Prower's contribution to the CTF scene. It's pretty good, though Prower indicates that the bots don't get the flags quickly enough. It's still fun, & making your getaway with the enemy flag while running backwards & shooting at your pursuers is quite a blast!
Surge is somewhat of a paradox. Extremely simple layouts (too simple sometimes, IMO) like you find in Horizon, but with that Gothic DM2 feel in the attention to detail. These maps are almost entirely based upon the tried-&-true square-with-crossovers layout, like what you see in GothicDM2 map01. In testimony to their small size & simple layouts, they were all cranked in a couple hours apiece. With a few exceptions, these maps are about total carnage for 2 players, not hide-& seek. BTW, do you like the face that Ricrob has on his rants page? Well, you'll be seeing a lot of it on just about every map in this wad. :-P Of course, I only care about how they handle bots, so here goes (NOTE: Doombot 2.21 was used in testing this pwad):
MAP01
The
bot moves well, & doesn't get stuck.
MAP02
The
bot gets stuck every time, like it was told to go stand in the corner--weird.
MAP03
The
bot moves well, doesn't get stuck--& when it gets ahold of the bfg,
look out. Lots of pillars by the alcoves get you hung up & cause rl
suicides sometimes. Once you get the feel for it, I'm sure it's cake.
MAP04
The
same corner sticking as in map02--too bad, because this is a nice looking
level.
MAP05
The
bot moves well, & uses plasma to good effect. Take him out with a shotgun.
MAP06
Hey,
the bot jumps now! Oh, yeah, I have the beta w/ ctf support...sorry. The
bot strafes against the walls in the narrow side passages & gets hung
up. It stands a better chance fighting in the open area.
MAP07
The
bot gets stuck every time at the foot of the stairs in the middle--forget
this one.
MAP08
A
good, point-blank, shotgun dance. The bot does well.
MAP09
Do
you like to respawn facing a wall & get shot in the back before you
can turn around? Then this map is for you. The bot does a great job of
shooting you in the back again & again, & it does move well, I
guess--I saw the wall mostly.
MAP10
Another
good shotgun dance, with more elbow room. The bot does well.
MAP11
This
map looks very cool, but it has doors over the respawns, which automatically
makes this map a no-go for the non-door-opening Doombot.
MAP12
This
one is a good chase, though the bot moves very predictably. A nice variety
of weapons.
MAP13
The
biggest map so far--lots of open space makes for some good chases, though
this big map needs more than 2 players The bot is pretty predictable &
easy to pick off in the open. The lack of crossover in the central tower
seemed kind of frustrating, but overall well done.
MAP14
A
big square room, the BFG is in the center. Other weapons in the corners.
No cover. If it weren't for the lighting, which is very well done, I would
guess that this level took about 2 minutes to make. The bot of course does
well in a layout this simple.
MAP15
This
is a good-looking level. The bot navigates it very well, jumping up onto
ledges (oops--sorry) & such.
MAP16
This
level looks good, but the bot quickly gets stuck on the pillars.
MAP17
This
level looks good, but the bot quickly gets stuck at the foot of the stairs.
MAP18
This
level looks good, but the bot occasionally gets stuck in the corners. But
it can go a while without getting stuck, & this level has a good layout
for more players.
MAP19
A
square with a crossover, but replacing the interior walls with lava pits.
The fiery lava is cool (heheh oxymoron), & the bot moves well, but
the fighting gets routine pretty quickly.
MAP20
Pretty
fast, & the bot loves to loop through those teleporters. I personally
found the teleporters to be pretty disorienting until I went with the flow,
ran through the loop, & keep firing. There's a rhythm to this one that
is set to the beat of the teleporter metronome.
MAP21
This
level was like shooting fish in a barrel. The bot will spawn, make a beeline
to the waffle, & get stuck.
MAP22
Plasma
o'plenty & fast action in this one. The bot moves well, & the locations
of many of the respawns are pretty cool (quite hot actually).
MAP23
Beautiful,
just beautiful. It's a fun level, with some realistic snow on the ground.
The bot does just fine, & jumps over the fence quite ably (soon he
will for you, too).
MAP24
Another
shotgun dance, with a rl in the middle. The bot occasionally gets stuck
against a pillar, but it does well otherwise. The layout looked good, but
was a bit too simple for my tastes
MAP25
The
bot moves well through this good-looking level, but it can't get at the
BFG or the secrets, which detracts from this map for bot use.
MAP26
The
classic square with a crossover--again. It works great, though.
MAP27
A
bizarre combination of catwalks & ladders that will make you feel like
a frog hopping over those walls. Not surprisingly, the bot gets stuck on
the catwalks, but it hops over the ladders pretty well.
MAP28
Looks
great, & the bot plays well. Unfortunately, the switch & lift guarantee
that you will be the only one using the plasma gun.
MAP29
The
classic square with a crossover, opened up a bit, with a few height changes.
The bot does great.
MAP30
Another
square with a crossover, but stretched out & made to look like sewer
pipes. Looks quite good, & the bot does well.
MAP31
The
best square with a crossover of this bunch IMO. The textures & lava
are well done, & the bot plays it great.
MAP32
Looks
great, but the pit & lifts really limit the bot to running around in
the pit. Too bad.
XmasDM98 by Sir Robin initially got a choke rating when I tested it with the 2.21 Doombot (it got stuck in the moat), but with the 2.3 version, the bots handle this map better. This map has a nice wintery feel, especially if you use the snowman skin with it. This map can be found at Sir Robin's page.