While I was looking at topic and figuring the mention about some Translocator, I really did not see anything for A.I. at this point, and neither any AlternatePath more or less original. I'm not sure if I can do everything as supposed but probably at least a bit of Bot challenge is better than current stage of No CTF play - FLAGS don't seems reachable not even from 200 UU closer because are screwed for NO Reason (Bigger, Higher and Too Close to the wall
) and I've deleted PathNodes from Inventories because are useless + adding paths in empty spots - this type of design it's just ruining the game (using NsCTF3's basic testing feature), because it could be tested even using default UT's stuff but like I said 1000 times NO ONE is bother with doing a functionality simple test.
I did a few changes (some coronas) and at least 3 weapon types unpathed (just for combat situation) and... Routes/Options. 6 Bots are playing pretty aggressive and I've added some Nobile and Sweet actor for extra A.I. intelligence according to Translocation chapter mentioned because it was an utter VOID. Somewhere in a map with "semisolids for relaxing" topic I've done something different for A.I., but not like this, else both ways are suitable for my CTF needs.
I'll send you a PM after doing more tests and fine tuning...Edit:
Change: I've set path links to weaponry because I could see a "lazy" combat without having them as seeking goals, Now it should be fine. If you don't like TBooster MyLevel-ed there, remove it. See PM
If exist some BSP problems let me know... because I'll fix them. In my few basic tests I did not figure issues.