hello moixie!
i've played a quick test against bots and here are some ideas i got while playing:
* all bots fight in the same area all the time (the narrow corridor). they don't traverse most parts of the map which is a shame. if you want to change this you might want to add some clusterportals and see if that works. you could also try and see if adding "item_botroam" to some of the unused areas of the map will change how the bots move around.
* the bots doesn't seem to be able to use the jumppad that goes from the bottom to the top floor, near a yellow armour. instead they teleport and then runs quite a long way to get to the player position. (set the gametype to team deathmatch. add one bot and tell him to follow you - then use the jumppad to see if he follows you around.)
* i would've liked to see at least the teleporters and jumppads in a different colour. sometimes it's hard to see the difference between a teleporter or a glass section in the wall. jumppads looking like pools of water are imo also a bit strange and if the colour was different they would be easier to spot.
* even though the bots can take the MH (i've tested) they fail pretty often - you might want to add a botclip of just a few units on both sides of the jump and see if they get better at it, i think it would be better.
* this doesn't affect gameplay but i would add some more space between the +5 health bubbles - they look a bit too tightly positioned (imo).
* spelling of the location "1rst floor"
* location near the shotgun on the first floor shows as "2nd floor" even though there's a location name called shotgun? maybe the location has gotten the wrong position? (this is not very important...)
* many of the spawns (yes, there are many and i like that!) are a bit uncomfortably angled when the player spawns. personally i prefer spawns that are placed either with a wall behind me or with a non-action area behind me. i hate when i spawn and die before i even can see who shot me. i also dislike spawns in doorways since it often blocks players that run around. and the viewangle upon spawns should imo also be directed towards the direction that the player is most interested in (action areas, pickups, teleporter exits etc).
here are some comments about the spawns:
* one spawn is on top of a RL, i would move this closer to the wall and change the angle towards the RL.
* RA spawn - move to the corner and change angle towards the RA.
* 2nd floor spawn near GL - change view so more of the doors are seen upon spawn.
* YA spawn - change angle so the YA is seen immediately (if it has spawned).
* spawn near RL & GL - change view so that the big room is seen in the view.
* one of the spawns at the bottom floor is directed towards the jumppad but if i spawn there i would like to see the shotgun instead.
* there's a spawn in the middle of the doorway between the shotgun and the RA - move this one to the wall and change the view?
* the spawn near the RG seem to be placed on top of the teleporter exit? move it sideways and change the view to show the RG, room and teleporter exit.
i think this map can get pretty fun and it should replace the old version of q3dm6 that was in openarena. the added parts are interesting and works pretty good. i look forward to the next version