From my own personal experience, UNF Gold has better bot support as they are the only ones that can use special skills and deployables (though overtime the SG placements are a bit too predictable IMHO). All the other class mods (WF, UeF...) do have bot support but they are just like the plain UT ones and don't do anything special. Still good for a UT style game though...
[snip]
UNF only uses their own maps, but you can get the CTF2UNF mod by BACON which lets you use CTF maps. I don't know where it's available now but it should be on some web site. And you'll have to start that gametype from XMaps...
In a brief moment of vanity last August I
Googled "CTF2UNF" and was surprised to actually get a hit: this thread. So, it's now the following June and I am
finally getting around to replying...
First of all, what's up, MadDog? How's the UnrealScripting going? I remember giving you a few pointers way back when. You worked on Weapons Factory and Unreal Fortress: Evolution, didn't you? I think you and BullDog were, like, my most enthusiastic beta testers, so it's no surprise to see you
still singing CTF2UNF's praises...
Secondly, Ghoulz, you're not the same Ghoul/Ghoulz/Ghoulag/Ghoulaquer/etc. from Unreal Fortress and #POPGWAP on QuakeNet, are you? I'm guessing not.
Thirdly, MrMadDog is correct. CTF2UNF let you play Unreal Fortress on both CTF
and DOM maps, though I don't remember what exactly it did on DOM maps; I think it gave you the option of converting them to two-team Capture The Flag (with the two Domination points that were furthest apart being converted to flag bases) or two-team One Flag (with the two Domination points that were furthest apart being converted to capture points and the remaining Domination point becoming the flag base). It also allowed you to customize the UNF rules and gameplay on any map, in ways such as...
- Select from multiple flag return modes:
- Fortress: A flag is returned when a predetermined amount of time elapses without being touched by an enemy player
- Capture The Flag: Same as Fortress rules, except a flag is also returned when it is touched by a friendly player
- Carry The Flag: Same as Fortress rules, except a flag is also returned when a friendly player carries it back to their flagbase
- Select from Unreal Fortress or (the much prettier) Unreal Tournament flag models
- Optionally give a speed boost or penalty to a player holding a flag, configured separately for friendly and enemy flags
- Optionally allow an enemy flag to be captured by touching it to the friendly flag (drop-capping)
- Optionally prevent certain classes from being able to hold flags at all
- Select whether you can capture an enemy flag when your flag has been taken (UNF rules) or if your flag must be returned first (UT rules)
- Select whether a flag can be captured at the capture point, flagbase, or both
- Optionally swap the locations of the flag base and capture points for each team (ie on 2Forts the flag base would be on the roof and the capture point would be in the basement)
- Numerous other tweaks, enhancements, and bug fixes to standard UNF that I can't really recall all these years later
Some of the above features didn't work so well with bots. If I remember correctly, bots
were able to navigate CTF maps properly, it's just they didn't build sentries or place claymores or anything like that since those UNF navigation points need to be defined by the map-maker. I still have all the source code and some archived builds, albeit in a yet-to-be-organized state (this was back when I thought "source control" was a batch file that zipped up your source code every time you compiled it).