Bots are functional in this map, but they're not too keen about a few things.

First of all, there are two types of jumps that they do not understand.

1) The "express elevator" from the basement to the flagroom.

2) The jump from the flagroom to the tower.


I have some ideas about tricking the bots into understanding these jumps to
some extent, but it will require me either learning the .aas file format or
getting my hands on the source code to bspc.  I've been unable to get any
information about id releasing that file format or source code, and I'm tired
of waiting.  So I'm releasing the map as-is.  If at some point in the future
I can improve the bots' behavior on this map, I'll release an add-on pk3 file
with the new .aas file.

Note that bots can still find an exit from every area in the map, and they can
also find an entrance to every area except the tower.  To get into the tower
though, a bot has to spawn there (it can't figure out how to rocket jump up
there).


There are two other bot problems that are even less likely to be fixed.

First, I'm pretty sure that bots don't understand how to get through the tower
trapdoor, although I've seen them push the button.

Second, there are some simple walkway-to-walkway jumps that bots will not do.
For example, they refuse to jump to the flag platform as long as there's a route
to get there without jumping.  Which kinda sucks for the bots offensively.  They
also won't jump to the yellow armor in the flag room lobby (except for rocket
jumps).  I actually figured out a way to restructure the walkways so that they
would make that jump if you commanded them to, but it made the walkways a bit
odd for human players, and bots would still never do it on their own initiative.
Which means of course that bots on the enemy team would never do it at all, as
far as I could tell.  So I un-did the change.  When you're playing with bots,
just consider that yellow armor "yours" I suppose.


These issues mean that an all-bots team will be handicapped when playing against
a team that has a human player (more than usual).  This is not ideal, but I'm not
going to mangle my map to the degree that would be necessary to make the bots
happy.  If you want to play CTF against bots on this map, you can still have a
good game by adjusting other possible handicaps to compensate, like team size and
bot difficulty.  I also find that it's more fun if, when I'm the flag runner, I
avoid using the jump-to-tower as an escape route from the enemy flag room...
against bots that route is just way too easy, especially with small teams, since
they can neither follow you nor (apparently) predict where you will be going.


Bottom line: the map in general is just a little too complicated for the current
Q3 bot technology.  I may be able to improve the bot behavior at some future date.
But the real solution, of course, is to play with people instead of bots. :-)

