IT'S 2 decks with dm cybrosis between but since cybrosis had a lot of HOMING brushes  at the center -apperently the subtracts are homing ! around bio to sniper .So this is just basiclly 2 rooms are duplicated and then mirrored. WHy you think.Becasuse there at tons of good maps and see how this compares(whats left) to deck16 -this small part is superior and deck is to crowed even for 12 players with 2 pro's fragging the rest 10 player's.Now everyone will have room and pro's new experience and maybe fun. Yes the orginal plan was to combine cybrosis with deck to get tid of the Spawnraping Combo-dude that always was killing those that spawned at flak-upper.This happends every day at a server from UK that has "All Weapons" and I hope it's not the admin.In the orginal cybrosis][ there was a teleporter (from sniper/redeemer)that went to a place above where the jumpboots in cybrosis - this place now has a sniperifle ( ammo) and a redeemer.This is about all I can think of. Bots uses both decks elevators normally.For some reason is the likellyhood to spawn are much bigger in the cybrosis area- So you might find yourself spawning there 2/3?edit: 8.5/1 if you get fragged,bots 90% -at the end  of a match with 30 frag limit they might start spawning in deckareas ??.You might spawn first at deck- dont know why.Tried to fix bot get stucked on shield(s) - now less  chance ? .before 50 %? chance (normal), 1 bot will go around the same deck colleting powerups and not move to next? (Edit: with 2 bots and 1 stucked at shield -the one thats not stucked will return when his shield spawns thus not encounter the stucked) .Too many zones with both decks and cybrosis( which has more than 16 by itself and waterzones to that) Did connect the slimezones to eachother-hope it goes well but eg the damage might be actually less if 2 players or more are in the slime.dont know-why you think? with positive damage only 1?? player get it so here maybe only 1 player get dealed damage until he die then next or how its done-or first player get -40 damage then next player gets same damage- Anyway it will kill you unless you get up.Only used orginal directX3D renderdevice -not Open GL so I hope there is no further homing/visual corruption.The weapons added from cybr are pulse/shock bottom/top then next side  shock+ammo+jumpboots with Flak+ammo  bottom/top.Secret room with Redeemer/sniper cant be reached without jumpboots.Bot dont take redeemers.Only healthvials(orginal) as health in cybr-area.Botplay= bot spawns in middle(cybr) goes there to vials and next shield-rockets-boots-amp ,no shield there and they go for 3 vials and minigun and falls down and go to elevator with shock and then to ?cybr3 .The botplay should be as original decks+cybr noting altered   eg they should take same route and end at the same place.Last words due to botplay bad I made alterations but not on this but on cybr3b.This map plays fine but bots end up on one side in Teamplay,and this is the alterations about and will make the map different since it always does. Bugs 15/7 10 .Last change was adding the blockpaths to force bot using the main corridor in cybr + tubelights.                                                                 ----------------------
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