DM-512K-Thunderdome
Contrary to what the guy who made this map stated, the bot-pathing is more than adequate; he said it sucked. I think that's mainly as he overlooked a little thing.
Pickups & weapons are also an aspect of bot-pathing. Where the actual pathing may fail, the pickups around the map filled in the gaps nicely.
I had the bots play this map while I watched. They handled it beautifully, no hangups at all... and for the most part Batzarro owned it!
There's no music (Grrr!) which I didn't like. This map really need something fast paced with a killer beat. Also, I see a potential problem with the netting over the arena, in that it's not completely solid overall. There's a few gaps where you can get out of the arena near the top, which are admittedly hard to get to but as you can see from the 2nd screenshot above, the rockets coming down on the right side there, it's not impossible to get bounced that high.
DM-512k-Atrium
Just as a basic concept, I loved the map. I've got a serious weakness for HealPods, those energetic fields that if you can get into them it slowly restores you to peak health. It's a seriousy under-used aspect in UT-maps, I've got it on a couple DM, DOM, and CTF maps I've collected over the years.
This map has a ginormous HealPod field in the center, going up VERY high. As an added benefit, it also functions as a lift with no gravity when you get into it.
Nice music, space themed... orbiting a very familiar planet. Good music. Combat is mostly on the ground & 2nd level, very little but some the higher from there you get.
The only problem issue, and it's nt much of a issue at all, is on the raised arches around the edges.
Where the Skaarj is jumping down from, blasting a DispersionPistol? There's 8 of those little ledges with seeimingly no pathing on them. Once a bots on those they'll stay there unless they happen to see an enemy come into view. Bots will wander around on them, with what little space on them there is, so they tend to notice something to attack pretty quickly but if not... they're outta the game until then.
CTF-512K-RooftopRage_v1
A very simply CTF map, that looks more complicated when you 1st play it. It's like parkour for CTF.
There's a lot of paths if you go down into the building structure under each flag placement, and as the bots favor those areas, it took me a bit to find the simple way.
Instead of going down the stairs to the paths, jump off the roof at that corner, land on that path, hang a hard left and then right into the other team's base, grab their flag, then do the whole thing in reverse.
Very fun overall.
CTF-512K-Templeness
While this map has no music (Grrr!) it was refreshing in that the flag placement is right up front. Most CTF maps that have bases/temples/whatever you have to fight your way in to get to the flag, but here the flag is the first thing you see when you reach enemy territory. All the internal structures of the temple are behind the flags.
Very intense action if you have human players, on their own the bots don't leave their respective team areas.
Design wise, very nice. Weapons are leaned against walls at an angle rather than just rotating on the ground somewhere...
...and that's just a beautiful staircase. It angles to just the base of that opening there and then you run on up into it; doesn't look like it but you can.
This map might be ideal for a 1st use on any server, if you setup with a few bots and yourself, or just bots... as while you wait for human players to hop on and play the bots will not capture any flags on their own. Only real problem I had with it, other than the (Grrr!) no music, was the area where the sniper rifles are. You can't reach it without a translocator, and I tend to have those disabled in CTF... not that this is really a map that requires any sniping.
CTF-512K-Gravo
This is his original version, I haven't played his update to it yet.
Good intense play, and you SERIOUSLY need to watch your step. A platform in space with jump pads.
Actually the jump pads are kind of tricky around the flag, which is placed on a floating pedestal you can only reach by getting bounced to it.
The map has several jump pads, but the ones around the flag are tricky. You have to get on them dead center or you won't get the full bounce and you won't be going to the flag. Hitting them a little off to either side will also bounce you a little off more that way, which there's nothing but outer space to fall into and die.
CTF-512k-Courtyard
This map is fun with human players but while also fun to watch with only bots it will go on forever as, currently, the setup has bots grab the enemy flag but not leave the enemy base afterwards.
A mix of dark and bright lighting, both open and tight corridors; map seems weirdly named as most of the action doesn't happen in the courtyard.
There's a good sniping area to defend the base from inside each base, although the view from those places is more long-range based. You can't see very well once the enemy gets close to your base.
On the far right, base's left, is this one slightly awkward door.
The stairs aren't ideal, especially if you're on the run and forget. You can't run straight into that doorway, you have to run & jump. The stairs are too tall to just step on them in normal movement.