Oh... well, if we speak about playing trashy things I decided to make them a bit extended and funny.
First Credits goes at Mr. Loathsome for that cute thing called SwarmSpawn and which I was renting as an internal class for a sort of TeamGamePlus (exactly, it's visible in Browser as a normal stock TDM).
And ?
And this "TDM" uses all inventories available in UT, old weapons, UT stock weapons, and even some creatures as configured in INI which belongs to internal "SS" which has little love here and there (nvm). These monsters actually (Skaarj was a goal) intend to attack all Players from both teams. So it's a war where the teams works to gain score as usual, but they have to watch at monsters too. Monsters seems to not cause major errors, Bot is reacting properly as I could see.
As for a bigger map, where you cannot see where are the rest of enemies, you can use <mutate myenemy> command (if map has good paths) to get a route to... some enemy.
Mod works more smoother with XC_Engine (it's not advertising - it's the pure truth) as longs as "SS" swarmspawner uses all sort of tweaks which might feel a bit laggy at a moment. In future I think I'll do some research if things can be moved faster.
Anyway I have added some "stock-type" Skaarj (weapons added and stuff) in purpose to check how do works all tweaks.
In maps with small places aka DM-AcidPit we might see tiny flaws at Skaarj and "PawnControl" will attempt to recover Skaarj, else it won't be invulnerable or causing whatever stupid things. In maps with a decent space around it's possible to see "PawnControl" telling nothing.
This is NOT a MUST HAVE as long as the soup between Old Weapons and UT Weapons was never a good thing. For this reason it's used another sort of player class in purpose to reduce "ClientBullshitState not found" called by Original TournamentPlayer which is not sanitized. Purpose can be pure educational or small fun around different A.I.
You can do a check about what I did right here >>> currently is V3
[attachment=0]NsTDM3.zip[/attachment]
I believe Weapons dropped by monster killed won't really bug you.
And I think I've added DistanceLightning tweaking inside, tiny changes at stuff are operated as well. Also I think this game-type is ruining bullshit idea with weapons bStatic because of noob mapping and it allows some replacement, and some pickups are moved in spot where InventorySpot is located showing how a Bot can see pickups, and I think XC_Engine can participate at firing old weapons. Any idea used here can be ported anywhere because Source-Code is there.