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	<updated>2026-04-04T19:45:05Z</updated>
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	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Talk:Bot_design&amp;diff=8362</id>
		<title>Talk:Bot design</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Talk:Bot_design&amp;diff=8362"/>
		<updated>2023-06-17T12:28:26Z</updated>

		<summary type="html">&lt;p&gt;Freem: /* Should we keep bot personalities, or make all bots the same? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Should we keep bot personalities, or make all bots the same? ==&lt;br /&gt;
&lt;br /&gt;
freem: IMO it's WAY too early to have bot personalities. Bots are still in alpha status, and this only make things more complex to debug and maintain for no actual benefit.&lt;br /&gt;
&lt;br /&gt;
== How much randomness should be involved in a bot's behavior? ==&lt;br /&gt;
&lt;br /&gt;
freem: Randomness should only be used for actions that have &amp;quot;blur&amp;quot; or lack precision, like aiming or dodging. With developed enough AIs, they will give an illusion of randomness anyway.&lt;br /&gt;
&lt;br /&gt;
== How many details of bot configuration should be hard-coded, and how many should be exposed by cvars? ==&lt;br /&gt;
&lt;br /&gt;
freem: because bots are in alpha stage, we need to avoid hard-coded as much as possible, so that balancing things will not require a rebuild and upload. This will also facilitate solo gamers access to funnier games, as those cvars can easily have a GUI to control them.&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Talk:Bot_design&amp;diff=8361</id>
		<title>Talk:Bot design</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Talk:Bot_design&amp;diff=8361"/>
		<updated>2023-06-17T10:50:20Z</updated>

		<summary type="html">&lt;p&gt;Freem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Should we keep bot personalities, or make all bots the same? ==&lt;br /&gt;
&lt;br /&gt;
freem: IMO it's WAY too early to have bot personalities. Bots are still in alpha status, and this only make things more compl&lt;br /&gt;
&lt;br /&gt;
== How much randomness should be involved in a bot's behavior? ==&lt;br /&gt;
&lt;br /&gt;
freem: Randomness should only be used for actions that have &amp;quot;blur&amp;quot; or lack precision, like aiming or dodging. With developed enough AIs, they will give an illusion of randomness anyway.&lt;br /&gt;
&lt;br /&gt;
== How many details of bot configuration should be hard-coded, and how many should be exposed by cvars? ==&lt;br /&gt;
&lt;br /&gt;
freem: because bots are in alpha stage, we need to avoid hard-coded as much as possible, so that balancing things will not require a rebuild and upload. This will also facilitate solo gamers access to funnier games, as those cvars can easily have a GUI to control them.&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Talk:Bot_design&amp;diff=8360</id>
		<title>Talk:Bot design</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Talk:Bot_design&amp;diff=8360"/>
		<updated>2023-06-17T10:49:53Z</updated>

		<summary type="html">&lt;p&gt;Freem: /* How many details of bot configuration should be hard-coded, and how many should be exposed by cvars? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;freem:&lt;br /&gt;
&lt;br /&gt;
* Should we keep bot personalities, or make all bots the same?&lt;br /&gt;
* How much randomness should be involved in a bot's behavior?&lt;br /&gt;
* How many details of bot configuration should be hard-coded, and how many should be exposed by cvars?&lt;br /&gt;
&lt;br /&gt;
1: IMO it's WAY too early to have bot personalities. Bots are still in alpha status, and this only make things more complicated.&lt;br /&gt;
&lt;br /&gt;
2: Randomness should only be used for actions that have &amp;quot;blur&amp;quot; or lack precision, like aiming or dodging. With developed enough AIs, they will give an illusion of randomness anyway.&lt;br /&gt;
&lt;br /&gt;
3: because bots are in alpha stage, we need to avoid hard-coded as much as possible, so that balancing things will not require a rebuild and upload. This will also facilitate solo gamers access to funnier games, as those cvars can easily have a GUI to control them.&lt;br /&gt;
&lt;br /&gt;
== Should we keep bot personalities, or make all bots the same? ==&lt;br /&gt;
&lt;br /&gt;
freem: IMO it's WAY too early to have bot personalities. Bots are still in alpha status, and this only make things more compl&lt;br /&gt;
&lt;br /&gt;
== How much randomness should be involved in a bot's behavior? ==&lt;br /&gt;
&lt;br /&gt;
Randomness should only be used for actions that have &amp;quot;blur&amp;quot; or lack precision, like aiming or dodging. With developed enough AIs, they will give an illusion of randomness anyway.&lt;br /&gt;
&lt;br /&gt;
== How many details of bot configuration should be hard-coded, and how many should be exposed by cvars? ==&lt;br /&gt;
&lt;br /&gt;
freem: because bots are in alpha stage, we need to avoid hard-coded as much as possible, so that balancing things will not require a rebuild and upload. This will also facilitate solo gamers access to funnier games, as those cvars can easily have a GUI to control them.&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Talk:Bot_design&amp;diff=8359</id>
		<title>Talk:Bot design</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Talk:Bot_design&amp;diff=8359"/>
		<updated>2023-06-17T10:49:30Z</updated>

		<summary type="html">&lt;p&gt;Freem: /* How much randomness should be involved in a bot's behavior? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;freem:&lt;br /&gt;
&lt;br /&gt;
* Should we keep bot personalities, or make all bots the same?&lt;br /&gt;
* How much randomness should be involved in a bot's behavior?&lt;br /&gt;
* How many details of bot configuration should be hard-coded, and how many should be exposed by cvars?&lt;br /&gt;
&lt;br /&gt;
1: IMO it's WAY too early to have bot personalities. Bots are still in alpha status, and this only make things more complicated.&lt;br /&gt;
&lt;br /&gt;
2: Randomness should only be used for actions that have &amp;quot;blur&amp;quot; or lack precision, like aiming or dodging. With developed enough AIs, they will give an illusion of randomness anyway.&lt;br /&gt;
&lt;br /&gt;
3: because bots are in alpha stage, we need to avoid hard-coded as much as possible, so that balancing things will not require a rebuild and upload. This will also facilitate solo gamers access to funnier games, as those cvars can easily have a GUI to control them.&lt;br /&gt;
&lt;br /&gt;
== Should we keep bot personalities, or make all bots the same? ==&lt;br /&gt;
&lt;br /&gt;
freem: IMO it's WAY too early to have bot personalities. Bots are still in alpha status, and this only make things more compl&lt;br /&gt;
&lt;br /&gt;
== How much randomness should be involved in a bot's behavior? ==&lt;br /&gt;
&lt;br /&gt;
Randomness should only be used for actions that have &amp;quot;blur&amp;quot; or lack precision, like aiming or dodging. With developed enough AIs, they will give an illusion of randomness anyway.&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Talk:Bot_design&amp;diff=8358</id>
		<title>Talk:Bot design</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Talk:Bot_design&amp;diff=8358"/>
		<updated>2023-06-17T10:48:54Z</updated>

		<summary type="html">&lt;p&gt;Freem: /* Should we keep bot personalities, or make all bots the same? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;freem:&lt;br /&gt;
&lt;br /&gt;
* Should we keep bot personalities, or make all bots the same?&lt;br /&gt;
* How much randomness should be involved in a bot's behavior?&lt;br /&gt;
* How many details of bot configuration should be hard-coded, and how many should be exposed by cvars?&lt;br /&gt;
&lt;br /&gt;
1: IMO it's WAY too early to have bot personalities. Bots are still in alpha status, and this only make things more complicated.&lt;br /&gt;
&lt;br /&gt;
2: Randomness should only be used for actions that have &amp;quot;blur&amp;quot; or lack precision, like aiming or dodging. With developed enough AIs, they will give an illusion of randomness anyway.&lt;br /&gt;
&lt;br /&gt;
3: because bots are in alpha stage, we need to avoid hard-coded as much as possible, so that balancing things will not require a rebuild and upload. This will also facilitate solo gamers access to funnier games, as those cvars can easily have a GUI to control them.&lt;br /&gt;
&lt;br /&gt;
== Should we keep bot personalities, or make all bots the same? ==&lt;br /&gt;
&lt;br /&gt;
freem: IMO it's WAY too early to have bot personalities. Bots are still in alpha status, and this only make things more compl&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Talk:Bot_design&amp;diff=8357</id>
		<title>Talk:Bot design</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Talk:Bot_design&amp;diff=8357"/>
		<updated>2023-06-17T10:28:43Z</updated>

		<summary type="html">&lt;p&gt;Freem: Created page with &amp;quot;freem:  * Should we keep bot personalities, or make all bots the same? * How much randomness should be involved in a bot's behavior? * How many details of bot configuration sh...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;freem:&lt;br /&gt;
&lt;br /&gt;
* Should we keep bot personalities, or make all bots the same?&lt;br /&gt;
* How much randomness should be involved in a bot's behavior?&lt;br /&gt;
* How many details of bot configuration should be hard-coded, and how many should be exposed by cvars?&lt;br /&gt;
&lt;br /&gt;
1: IMO it's WAY too early to have bot personalities. Bots are still in alpha status, and this only make things more complicated.&lt;br /&gt;
&lt;br /&gt;
2: Randomness should only be used for actions that have &amp;quot;blur&amp;quot; or lack precision, like aiming or dodging. With developed enough AIs, they will give an illusion of randomness anyway.&lt;br /&gt;
&lt;br /&gt;
3: because bots are in alpha stage, we need to avoid hard-coded as much as possible, so that balancing things will not require a rebuild and upload. This will also facilitate solo gamers access to funnier games, as those cvars can easily have a GUI to control them.&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Bot_design&amp;diff=8356</id>
		<title>Bot design</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Bot_design&amp;diff=8356"/>
		<updated>2023-06-17T10:20:04Z</updated>

		<summary type="html">&lt;p&gt;Freem: bots should not compensate gameplay's weaknesses and should evolve with gameplay changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Generalities =&lt;br /&gt;
&lt;br /&gt;
The main situations we want bots to work in are:&lt;br /&gt;
&lt;br /&gt;
* In a game where a single user plays in a team against a team of bots (let's call this ''1v0'')&lt;br /&gt;
* In a game where a few users play against each others, with a considerable amount of bots on both teams (let's call this ''1v1, 2v2'', etc.)&lt;br /&gt;
* In a game where a considerable number of players team up to play against a horde of bots (let's call this ''PvE'')&lt;br /&gt;
* In a game where a single user (or few users) play against a considerably bigger number of other users (let's call this ''1v3'', etc.)&lt;br /&gt;
&lt;br /&gt;
In games where bots are a minority in both teams, bots are not that important. When playing PvE, the variations of bot skill are also not very important, as players can't feel like they got an unfairly weak ally.&lt;br /&gt;
&lt;br /&gt;
Bots are built from roughly 3 different &amp;quot;modules&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
* navigation, which is done with a combination of A* or Dijkstra and navmeshes;&lt;br /&gt;
* decision, which is done with the paradigm of behavior trees;&lt;br /&gt;
* computer vision, to complete what navmeshes can not provide;&lt;br /&gt;
&lt;br /&gt;
== Not a direct part of gameplay ==&lt;br /&gt;
&lt;br /&gt;
Bots are not a gameplay feature, they are only around to help making interesting games when there are not enough players around.&lt;br /&gt;
This means that it is ok for them to exploit gameplay's weaknesses, by doing things such as camping, like real players would do.&lt;br /&gt;
Bots' objective is to win the game, too, so they should avoid feeding at least at average and above skill levels.&lt;br /&gt;
&lt;br /&gt;
While they are not a direct part of the gameplay, they still need to &amp;quot;understand&amp;quot; game's rules as much as possible and adapt to gameplay changes. For this reason, generic changes should be preferred, in opposition to hard-coded trigger values (like 0.51's healScore or baseRushScore, and like current 0.54's GetEnemyPriority).&lt;br /&gt;
&lt;br /&gt;
== Non-cheating ==&lt;br /&gt;
&lt;br /&gt;
Bots should not perform any action that could not be performed by a non-bot client. Bots currently cheat in few cases, because of technical and historical reasons. However, this is un-desired status and considered as bugs (see details in next §). This property does take some care to maintain, as bot functions often act directly on sgame state rather than using client commands.&lt;br /&gt;
&lt;br /&gt;
It would be nice if additionally, bots only used ''information'' that could have been learned by a normal player. This is far from true in the current state: for example, bots have omniscience of the closest (in ghost distance) buildable of each type in the level, which also applies to friends and foes..&lt;br /&gt;
&lt;br /&gt;
When playing against bots, it should not ''feel'' like a bot is cheating, i.e. doing something that a human player could not have done. The bot should not have impossibly fast reaction times or seem like it's using an aimbot, triggerbot, etc.&lt;br /&gt;
&lt;br /&gt;
= Navigation =&lt;br /&gt;
&lt;br /&gt;
All bots should be able to reach any part of the map that does not require special training.&lt;br /&gt;
&lt;br /&gt;
== Computer vision ==&lt;br /&gt;
&lt;br /&gt;
Bots should be able to detect any enemy in their FoV. It would be nice to have bots not being too good at finding hidden buildables on the roof. This makes hiding eggs unfun and next to impossible in the current state. Unless they are placed outside of a navmesh, in which case bots are totally unable to discover them.&lt;br /&gt;
&lt;br /&gt;
To improve this and make bots feel more like human players, we should make bots:&lt;br /&gt;
* not automatically know the egg locations when rushing: https://github.com/Unvanquished/Unvanquished/pull/2683&lt;br /&gt;
* attack enemies that are visible but outside the navmesh&lt;br /&gt;
* for human bots, not be as great at spotting things vertically as they are with thing horizontally (like regular humans)&lt;br /&gt;
* maybe not discovering things always with the same reliability — but this would bring randomness.&lt;br /&gt;
&lt;br /&gt;
= Decision =&lt;br /&gt;
&lt;br /&gt;
== Bot levels ==&lt;br /&gt;
&lt;br /&gt;
For historical reasons, bots have a range of skills numbered from 1 to 9, all integers.&lt;br /&gt;
&lt;br /&gt;
Skill 1 is considered to be training dummies.&lt;br /&gt;
&lt;br /&gt;
Skill 5 should never be so strong that an average player can not kill it in duel, nor so weak than an average player considers the bot negligible.&lt;br /&gt;
&lt;br /&gt;
Skill 9 should be made as hard as possible.&lt;br /&gt;
&lt;br /&gt;
In some cases, bots currently cheat (they &amp;quot;smell&amp;quot; enemy buildings depending on some conditions) . This is because of technical limitations of the code infrastructure, but is not desired.&lt;br /&gt;
&lt;br /&gt;
= Bot personalities =&lt;br /&gt;
&lt;br /&gt;
In 2022 and early 2023, we did some experiments about giving each bot a personality. The idea was to have a number of skills that are valuable in playing. Each bot would receive its unique set of skills, by some random selection. That would make them different from each other.&lt;br /&gt;
&lt;br /&gt;
Some examples of &amp;quot;bot skills&amp;quot; we used are: various alien trick moves, the ability to aim better than other bots, smartly buying human equipment/weapons and using the human medkit.&lt;br /&gt;
&lt;br /&gt;
The pros of this approach:&lt;br /&gt;
&lt;br /&gt;
* Bots do not behave all the same. That makes them more difficult to predict.&lt;br /&gt;
* Bots simulate real users more accurately.&lt;br /&gt;
&lt;br /&gt;
The cons:&lt;br /&gt;
&lt;br /&gt;
* It is harder to balance bots against each other. We would have to test a significant subset of all possible combinations. This matters a lot in 1v1 or 2v2. It matters even more in 1v3.&lt;br /&gt;
* Users will discover what skills are more valuable. They can tweak the skills the bots on their team have, by voting to remove them and add them again until they hit a sweet spot.&lt;br /&gt;
&lt;br /&gt;
Those two cons should be mitigated by having sufficiently many skills and skills that have well adapted costs: that is by having costs reflect the skill's usefulness.&lt;br /&gt;
&lt;br /&gt;
== Distributing Skills over Bot Levels ==&lt;br /&gt;
&lt;br /&gt;
Let ''All'' denote the set of all bot skills. Let ''S1, S2, ..., S9'' denote the sets of skills given to each level from 1 to 9. We should aim for ''S1'' ⊆ ''S2'' ⊆ ... ⊆ ''S9'' = ''All''.&lt;br /&gt;
&lt;br /&gt;
As of May 2023, we have:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
All = {&lt;br /&gt;
    aim-barbs,&lt;br /&gt;
    aim-head,&lt;br /&gt;
    buy-modern-armor,&lt;br /&gt;
    fast-aim,&lt;br /&gt;
    feels-pain,&lt;br /&gt;
    flee-run,&lt;br /&gt;
    goon-attack-jump,&lt;br /&gt;
    goon-flee-jump,&lt;br /&gt;
    mantis-attack-jump,&lt;br /&gt;
    mantis-flee-jump,&lt;br /&gt;
    mara-attack-jump,&lt;br /&gt;
    mara-flee-jump,&lt;br /&gt;
    medkit,&lt;br /&gt;
    predict-aim,&lt;br /&gt;
    prefer-armor,&lt;br /&gt;
    safe-barbs,&lt;br /&gt;
    small-attack-jump,&lt;br /&gt;
    strafe-attack,&lt;br /&gt;
    tyrant-attack-run,&lt;br /&gt;
    tyrant-flee-run&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is also &amp;lt;code&amp;gt;movement, fighting&amp;lt;/code&amp;gt;, which seem to be a little mysterious.&lt;br /&gt;
&lt;br /&gt;
This table summarizes the proposed skills for each level:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Skills&lt;br /&gt;
|-&lt;br /&gt;
| S1&lt;br /&gt;
| {prefer-armor, medkit}&lt;br /&gt;
|-&lt;br /&gt;
| S2&lt;br /&gt;
| S1&lt;br /&gt;
|-&lt;br /&gt;
| S3&lt;br /&gt;
| S2 ∪ {strafe-attack}&lt;br /&gt;
|-&lt;br /&gt;
| S4&lt;br /&gt;
| S3&lt;br /&gt;
|-&lt;br /&gt;
| S5&lt;br /&gt;
| S4 ∪ {aim-barbs, feels-pain, flee-run, *-attack-jump, *-flee-jump, buy-modern-armor}&lt;br /&gt;
|-&lt;br /&gt;
| S6&lt;br /&gt;
| S5&lt;br /&gt;
|-&lt;br /&gt;
| S7&lt;br /&gt;
| S6 ∪ {aim-head, predict-aim, safe-barbs}&lt;br /&gt;
|-&lt;br /&gt;
| S8&lt;br /&gt;
| S7&lt;br /&gt;
|-&lt;br /&gt;
| S9&lt;br /&gt;
| S8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Current Questions =&lt;br /&gt;
&lt;br /&gt;
* Should we keep bot personalities, or make all bots the same?&lt;br /&gt;
* How much randomness should be involved in a bot's behavior?&lt;br /&gt;
* How many details of bot configuration should be hard-coded, and how many should be exposed by cvars?&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Bot_design&amp;diff=8355</id>
		<title>Bot design</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Bot_design&amp;diff=8355"/>
		<updated>2023-06-04T07:48:44Z</updated>

		<summary type="html">&lt;p&gt;Freem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Generalities =&lt;br /&gt;
&lt;br /&gt;
The main situations we want bots to work in are:&lt;br /&gt;
&lt;br /&gt;
* In a game where a single user plays in a team against a team of bots (let's call this ''1v0'')&lt;br /&gt;
* In a game where a few users play against each others, with a considerable amount of bots on both teams (let's call this ''1v1, 2v2'', etc.)&lt;br /&gt;
* In a game where a considerable number of players team up to play against a horde of bots (let's call this ''PvE'')&lt;br /&gt;
* In a game where a single user (or few users) play against a considerably bigger number of other users (let's call this ''1v3'', etc.)&lt;br /&gt;
&lt;br /&gt;
In games where bots are a minority in both teams, bots are not that important. When playing PvE, the variations of bot skill are also not very important, as players can't feel like they got an unfairly weak ally.&lt;br /&gt;
&lt;br /&gt;
Bots are built from roughly 3 different &amp;quot;modules&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
* navigation, which is done with a combination of A* or Dijkstra and navmeshes;&lt;br /&gt;
* decision, which is done with the paradigm of behavior trees;&lt;br /&gt;
* computer vision, to complete what navmeshes can not provide;&lt;br /&gt;
&lt;br /&gt;
== Non-cheating ==&lt;br /&gt;
&lt;br /&gt;
Bots should not perform any action that could not be performed by a non-bot client. Bots currently cheat in few cases, because of technical and historical reasons. However, this is un-desired status and considered as bugs (see details in next §). This property does take some care to maintain, as bot functions often act directly on sgame state rather than using client commands.&lt;br /&gt;
&lt;br /&gt;
It would be nice if additionally, bots only used ''information'' that could have been learned by a normal player. This is far from true in the current state: for example, bots have omniscience of the closest (in ghost distance) buildable of each type in the level, which also applies to friends and foes..&lt;br /&gt;
&lt;br /&gt;
When playing against bots, it should not ''feel'' like a bot is cheating, i.e. doing something that a human player could not have done. The bot should not have impossibly fast reaction times or seem like it's using an aimbot, triggerbot, etc.&lt;br /&gt;
&lt;br /&gt;
= Navigation =&lt;br /&gt;
&lt;br /&gt;
All bots should be able to reach any part of the map that does not require special training.&lt;br /&gt;
&lt;br /&gt;
== Computer vision ==&lt;br /&gt;
&lt;br /&gt;
Bots should be able to detect any enemy in their FoV. It would be nice to have bots not being too good at finding hidden buildables on the roof. This makes hiding eggs unfun and next to impossible in the current state. Unless they are placed outside of a navmesh, in which case bots are totally unable to discover them.&lt;br /&gt;
&lt;br /&gt;
To improve this and make bots feel more like human players, we should make bots:&lt;br /&gt;
* not automatically know the egg locations when rushing: https://github.com/Unvanquished/Unvanquished/pull/2683&lt;br /&gt;
* attack enemies that are visible but outside the navmesh&lt;br /&gt;
* for human bots, not be as great at spotting things vertically as they are with thing horizontally (like regular humans)&lt;br /&gt;
* maybe not discovering things always with the same reliability — but this would bring randomness.&lt;br /&gt;
&lt;br /&gt;
= Decision =&lt;br /&gt;
&lt;br /&gt;
== Bot levels ==&lt;br /&gt;
&lt;br /&gt;
For historical reasons, bots have a range of skills numbered from 1 to 9, all integers.&lt;br /&gt;
&lt;br /&gt;
Skill 1 is considered to be training dummies.&lt;br /&gt;
&lt;br /&gt;
Skill 5 should never be so strong that an average player can not kill it in duel, nor so weak than an average player considers the bot negligible.&lt;br /&gt;
&lt;br /&gt;
Skill 9 should be made as hard as possible.&lt;br /&gt;
&lt;br /&gt;
In some cases, bots currently cheat (they &amp;quot;smell&amp;quot; enemy buildings depending on some conditions) . This is because of technical limitations of the code infrastructure, but is not desired.&lt;br /&gt;
&lt;br /&gt;
= Bot personalities =&lt;br /&gt;
&lt;br /&gt;
In 2022 and early 2023, we did some experiments about giving each bot a personality. The idea was to have a number of skills that are valuable in playing. Each bot would receive its unique set of skills, by some random selection. That would make them different from each other.&lt;br /&gt;
&lt;br /&gt;
Some examples of &amp;quot;bot skills&amp;quot; we used are: various alien trick moves, the ability to aim better than other bots, smartly buying human equipment/weapons and using the human medkit.&lt;br /&gt;
&lt;br /&gt;
The pros of this approach:&lt;br /&gt;
&lt;br /&gt;
* Bots do not behave all the same. That makes them more difficult to predict.&lt;br /&gt;
* Bots simulate real users more accurately.&lt;br /&gt;
&lt;br /&gt;
The cons:&lt;br /&gt;
&lt;br /&gt;
* It is harder to balance bots against each other. We would have to test a significant subset of all possible combinations. This matters a lot in 1v1 or 2v2. It matters even more in 1v3.&lt;br /&gt;
* Users will discover what skills are more valuable. They can tweak the skills the bots on their team have, by voting to remove them and add them again until they hit a sweet spot.&lt;br /&gt;
&lt;br /&gt;
Those two cons should be mitigated by having sufficiently many skills and skills that have well adapted costs: that is by having costs reflect the skill's usefulness.&lt;br /&gt;
&lt;br /&gt;
== Distributing Skills over Bot Levels ==&lt;br /&gt;
&lt;br /&gt;
Let ''All'' denote the set of all bot skills. Let ''S1, S2, ..., S9'' denote the sets of skills given to each level from 1 to 9. We should aim for ''S1'' ⊆ ''S2'' ⊆ ... ⊆ ''S9'' = ''All''.&lt;br /&gt;
&lt;br /&gt;
As of May 2023, we have:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
All = {&lt;br /&gt;
    aim-barbs,&lt;br /&gt;
    aim-head,&lt;br /&gt;
    buy-modern-armor,&lt;br /&gt;
    fast-aim,&lt;br /&gt;
    feels-pain,&lt;br /&gt;
    flee-run,&lt;br /&gt;
    goon-attack-jump,&lt;br /&gt;
    goon-flee-jump,&lt;br /&gt;
    mantis-attack-jump,&lt;br /&gt;
    mantis-flee-jump,&lt;br /&gt;
    mara-attack-jump,&lt;br /&gt;
    mara-flee-jump,&lt;br /&gt;
    medkit,&lt;br /&gt;
    predict-aim,&lt;br /&gt;
    prefer-armor,&lt;br /&gt;
    safe-barbs,&lt;br /&gt;
    small-attack-jump,&lt;br /&gt;
    strafe-attack,&lt;br /&gt;
    tyrant-attack-run,&lt;br /&gt;
    tyrant-flee-run&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is also &amp;lt;code&amp;gt;movement, fighting&amp;lt;/code&amp;gt;, which seem to be a little mysterious.&lt;br /&gt;
&lt;br /&gt;
This table summarizes the proposed skills for each level:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Skills&lt;br /&gt;
|-&lt;br /&gt;
| S1&lt;br /&gt;
| {prefer-armor, medkit}&lt;br /&gt;
|-&lt;br /&gt;
| S2&lt;br /&gt;
| S1&lt;br /&gt;
|-&lt;br /&gt;
| S3&lt;br /&gt;
| S2 ∪ {strafe-attack}&lt;br /&gt;
|-&lt;br /&gt;
| S4&lt;br /&gt;
| S3&lt;br /&gt;
|-&lt;br /&gt;
| S5&lt;br /&gt;
| S4 ∪ {aim-barbs, feels-pain, flee-run, *-attack-jump, *-flee-jump, buy-modern-armor}&lt;br /&gt;
|-&lt;br /&gt;
| S6&lt;br /&gt;
| S5&lt;br /&gt;
|-&lt;br /&gt;
| S7&lt;br /&gt;
| S6 ∪ {aim-head, predict-aim, safe-barbs}&lt;br /&gt;
|-&lt;br /&gt;
| S8&lt;br /&gt;
| S7&lt;br /&gt;
|-&lt;br /&gt;
| S9&lt;br /&gt;
| S8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Current Questions =&lt;br /&gt;
&lt;br /&gt;
* Should we keep bot personalities, or make all bots the same?&lt;br /&gt;
* How much randomness should be involved in a bot's behavior?&lt;br /&gt;
* How many details of bot configuration should be hard-coded, and how many should be exposed by cvars?&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Bot_design&amp;diff=8354</id>
		<title>Bot design</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Bot_design&amp;diff=8354"/>
		<updated>2023-06-04T07:42:41Z</updated>

		<summary type="html">&lt;p&gt;Freem: made the non-cheating § more exact and more visible&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Generalities =&lt;br /&gt;
&lt;br /&gt;
The main situations we want bots to work in are:&lt;br /&gt;
&lt;br /&gt;
* In a game where a single user plays in a team against a team of bots (let's call this ''1v0'')&lt;br /&gt;
* In a game where a few users play against each others, with a considerable amount of bots on both teams (let's call this ''1v1, 2v2'', etc.)&lt;br /&gt;
* In a game where a considerable number of players team up to play against a horde of bots (let's call this ''PvE'')&lt;br /&gt;
* In a game where a single user (or few users) play against a considerably bigger number of other users (let's call this ''1v3'', etc.)&lt;br /&gt;
&lt;br /&gt;
In games where bots are a minority in both teams, bots are not that important. When playing PvE, the variations of bot skill are also not very important, as players can't feel like they got an unfairly weak ally.&lt;br /&gt;
&lt;br /&gt;
Bots are built from roughly 3 different &amp;quot;modules&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
* navigation, which is done with a combination of A* or Dijkstra and navmeshes;&lt;br /&gt;
* decision, which is done with the paradigm of behavior trees;&lt;br /&gt;
* computer vision, to complete what navmeshes can not provide;&lt;br /&gt;
&lt;br /&gt;
=== Non-cheating ===&lt;br /&gt;
&lt;br /&gt;
Bots should not perform any action that could not be performed by a non-bot client. Bots currently cheat in few cases, because of technical and historical reasons. However, this is un-desired status and considered as bugs (see details in next §). This property does take some care to maintain, as bot functions often act directly on sgame state rather than using client commands.&lt;br /&gt;
&lt;br /&gt;
It would be nice if additionally, bots only used ''information'' that could have been learned by a normal player. This is far from true in the current state: for example, bots have omniscience of the closest (in ghost distance) buildable of each type in the level, which also applies to friends and foes..&lt;br /&gt;
&lt;br /&gt;
When playing against bots, it should not ''feel'' like a bot is cheating, i.e. doing something that a human player could not have done. The bot should not have impossibly fast reaction times or seem like it's using an aimbot, triggerbot, etc.&lt;br /&gt;
&lt;br /&gt;
== Navigation ==&lt;br /&gt;
&lt;br /&gt;
All bots should be able to reach any part of the map that does not require special training.&lt;br /&gt;
&lt;br /&gt;
== Decision ==&lt;br /&gt;
&lt;br /&gt;
=== Bot levels ===&lt;br /&gt;
&lt;br /&gt;
For historical reasons, bots have a range of skills numbered from 1 to 9, all integers.&lt;br /&gt;
&lt;br /&gt;
Skill 1 is considered to be training dummies.&lt;br /&gt;
&lt;br /&gt;
Skill 5 should never be so strong that an average player can not kill it in duel, nor so weak than an average player considers the bot negligible.&lt;br /&gt;
&lt;br /&gt;
Skill 9 should be made as hard as possible.&lt;br /&gt;
&lt;br /&gt;
In some cases, bots currently cheat (they &amp;quot;smell&amp;quot; enemy buildings depending on some conditions) . This is because of technical limitations of the code infrastructure, but is not desired.&lt;br /&gt;
&lt;br /&gt;
==== Bot personalities ====&lt;br /&gt;
&lt;br /&gt;
In 2022 and early 2023, we did some experiments about giving each bot a personality. The idea was to have a number of skills that are valuable in playing. Each bot would receive its unique set of skills, by some random selection. That would make them different from each other.&lt;br /&gt;
&lt;br /&gt;
Some examples of &amp;quot;bot skills&amp;quot; we used are: various alien trick moves, the ability to aim better than other bots, smartly buying human equipment/weapons and using the human medkit.&lt;br /&gt;
&lt;br /&gt;
The pros of this approach:&lt;br /&gt;
&lt;br /&gt;
* Bots do not behave all the same. That makes them more difficult to predict.&lt;br /&gt;
* Bots simulate real users more accurately.&lt;br /&gt;
&lt;br /&gt;
The cons:&lt;br /&gt;
&lt;br /&gt;
* It is harder to balance bots against each other. We would have to test a significant subset of all possible combinations. This matters a lot in 1v1 or 2v2. It matters even more in 1v3.&lt;br /&gt;
* Users will discover what skills are more valuable. They can tweak the skills the bots on their team have, by voting to remove them and add them again until they hit a sweet spot.&lt;br /&gt;
&lt;br /&gt;
Those two cons should be mitigated by having sufficiently many skills and skills that have well adapted costs: that is by having costs reflect the skill's usefulness.&lt;br /&gt;
&lt;br /&gt;
== Computer vision ==&lt;br /&gt;
&lt;br /&gt;
Bots should be able to detect any enemy in their FoV. It would be nice to have bots not being too good at finding hiden buildables on the roof. This makes hiding eggs unfun and next to impossible in the current state. Unless they are placed outside of a navmesh, in which case bots are totally unable to discover them.&lt;br /&gt;
&lt;br /&gt;
To improve this and make bots feel more like human players, we should make bots:&lt;br /&gt;
* not automatically know the egg locations when rushing: https://github.com/Unvanquished/Unvanquished/pull/2683&lt;br /&gt;
* attack enemies that are visible but outside the navmesh&lt;br /&gt;
* for human bots, not be as great at spotting things vertically as they are with thing horizontally (like regular humans)&lt;br /&gt;
* maybe not discovering things always with the same reliability — but this would bring randomness.&lt;br /&gt;
&lt;br /&gt;
== Current Questions ==&lt;br /&gt;
&lt;br /&gt;
* Should we keep bot personalities, or make all bots the same?&lt;br /&gt;
* How much randomness should be involved in a bot's behavior?&lt;br /&gt;
* How many details of bot configuration should be hard-coded, and how many should be exposed by cvars?&lt;br /&gt;
&lt;br /&gt;
== Distributing Skills over Bot Levels ==&lt;br /&gt;
&lt;br /&gt;
Let ''All'' denote the set of all bot skills. Let ''S1, S2, ..., S9'' denote the sets of skills given to each level from 1 to 9. We should aim for ''S1'' ⊆ ''S2'' ⊆ ... ⊆ ''S9'' = ''All''.&lt;br /&gt;
&lt;br /&gt;
As of May 2023, we have:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
All = {&lt;br /&gt;
    aim-barbs,&lt;br /&gt;
    aim-head,&lt;br /&gt;
    buy-modern-armor,&lt;br /&gt;
    fast-aim,&lt;br /&gt;
    feels-pain,&lt;br /&gt;
    flee-run,&lt;br /&gt;
    goon-attack-jump,&lt;br /&gt;
    goon-flee-jump,&lt;br /&gt;
    mantis-attack-jump,&lt;br /&gt;
    mantis-flee-jump,&lt;br /&gt;
    mara-attack-jump,&lt;br /&gt;
    mara-flee-jump,&lt;br /&gt;
    medkit,&lt;br /&gt;
    predict-aim,&lt;br /&gt;
    prefer-armor,&lt;br /&gt;
    safe-barbs,&lt;br /&gt;
    small-attack-jump,&lt;br /&gt;
    strafe-attack,&lt;br /&gt;
    tyrant-attack-run,&lt;br /&gt;
    tyrant-flee-run&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is also &amp;lt;code&amp;gt;movement, fighting&amp;lt;/code&amp;gt;, which seem to be a little mysterious.&lt;br /&gt;
&lt;br /&gt;
This table summarizes the proposed skills for each level:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Skills&lt;br /&gt;
|-&lt;br /&gt;
| S1&lt;br /&gt;
| {prefer-armor, medkit}&lt;br /&gt;
|-&lt;br /&gt;
| S2&lt;br /&gt;
| S1&lt;br /&gt;
|-&lt;br /&gt;
| S3&lt;br /&gt;
| S2 ∪ {strafe-attack}&lt;br /&gt;
|-&lt;br /&gt;
| S4&lt;br /&gt;
| S3&lt;br /&gt;
|-&lt;br /&gt;
| S5&lt;br /&gt;
| S4 ∪ {aim-barbs, feels-pain, flee-run, *-attack-jump, *-flee-jump, buy-modern-armor}&lt;br /&gt;
|-&lt;br /&gt;
| S6&lt;br /&gt;
| S5&lt;br /&gt;
|-&lt;br /&gt;
| S7&lt;br /&gt;
| S6 ∪ {aim-head, predict-aim, safe-barbs}&lt;br /&gt;
|-&lt;br /&gt;
| S8&lt;br /&gt;
| S7&lt;br /&gt;
|-&lt;br /&gt;
| S9&lt;br /&gt;
| S8&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Bot_design&amp;diff=8353</id>
		<title>Bot design</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Bot_design&amp;diff=8353"/>
		<updated>2023-06-04T07:33:14Z</updated>

		<summary type="html">&lt;p&gt;Freem: /* Bot levels */ made SK9 goal more clear&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Generalities =&lt;br /&gt;
&lt;br /&gt;
The main situations we want bots to work in are:&lt;br /&gt;
&lt;br /&gt;
* In a game where a single user plays in a team against a team of bots (let's call this ''1v0'')&lt;br /&gt;
* In a game where a few users play against each others, with a considerable amount of bots on both teams (let's call this ''1v1, 2v2'', etc.)&lt;br /&gt;
* In a game where a considerable number of players team up to play against a horde of bots (let's call this ''PvE'')&lt;br /&gt;
* In a game where a single user (or few users) play against a considerably bigger number of other users (let's call this ''1v3'', etc.)&lt;br /&gt;
&lt;br /&gt;
In games where bots are a minority in both teams, bots are not that important. When playing PvE, the variations of bot skill are also not very important, as players can't feel like they got an unfairly weak ally.&lt;br /&gt;
&lt;br /&gt;
Bots are built from roughly 3 different &amp;quot;modules&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
* navigation, which is done with a combination of A* or Dijkstra and navmeshes;&lt;br /&gt;
* decision, which is done with the paradigm of behavior trees;&lt;br /&gt;
* computer vision, to complete what navmeshes can not provide;&lt;br /&gt;
&lt;br /&gt;
== Navigation ==&lt;br /&gt;
&lt;br /&gt;
All bots should be able to reach any part of the map that does not require special training.&lt;br /&gt;
&lt;br /&gt;
== Decision ==&lt;br /&gt;
&lt;br /&gt;
=== Bot levels ===&lt;br /&gt;
&lt;br /&gt;
For historical reasons, bots have a range of skills numbered from 1 to 9, all integers.&lt;br /&gt;
&lt;br /&gt;
Skill 1 is considered to be training dummies.&lt;br /&gt;
&lt;br /&gt;
Skill 5 should never be so strong that an average player can not kill it in duel, nor so weak than an average player considers the bot negligible.&lt;br /&gt;
&lt;br /&gt;
Skill 9 should be made as hard as possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bot personalities ====&lt;br /&gt;
&lt;br /&gt;
In 2022 and early 2023, we did some experiments about giving each bot a personality. The idea was to have a number of skills that are valuable in playing. Each bot would receive its unique set of skills, by some random selection. That would make them different from each other.&lt;br /&gt;
&lt;br /&gt;
Some examples of &amp;quot;bot skills&amp;quot; we used are: various alien trick moves, the ability to aim better than other bots, smartly buying human equipment/weapons and using the human medkit.&lt;br /&gt;
&lt;br /&gt;
The pros of this approach:&lt;br /&gt;
&lt;br /&gt;
* Bots do not behave all the same. That makes them more difficult to predict.&lt;br /&gt;
* Bots simulate real users more accurately.&lt;br /&gt;
&lt;br /&gt;
The cons:&lt;br /&gt;
&lt;br /&gt;
* It is harder to balance bots against each other. We would have to test a significant subset of all possible combinations. This matters a lot in 1v1 or 2v2. It matters even more in 1v3.&lt;br /&gt;
* Users will discover what skills are more valuable. They can tweak the skills the bots on their team have, by voting to remove them and add them again until they hit a sweet spot.&lt;br /&gt;
&lt;br /&gt;
Those two cons should be mitigated by having sufficiently many skills and skills that have well adapted costs: that is by having costs reflect the skill's usefulness.&lt;br /&gt;
&lt;br /&gt;
== Computer vision ==&lt;br /&gt;
&lt;br /&gt;
Bots should be able to detect any enemy in their FoV. It would be nice to have bots not being too good at finding hiden buildables on the roof. This makes hiding eggs unfun and next to impossible in the current state. Unless they are placed outside of a navmesh, in which case bots are totally unable to discover them.&lt;br /&gt;
&lt;br /&gt;
To improve this and make bots feel more like human players, we should make bots:&lt;br /&gt;
* not automatically know the egg locations when rushing: https://github.com/Unvanquished/Unvanquished/pull/2683&lt;br /&gt;
* attack enemies that are visible but outside the navmesh&lt;br /&gt;
* for human bots, not be as great at spotting things vertically as they are with thing horizontally (like regular humans)&lt;br /&gt;
* maybe not discovering things always with the same reliability — but this would bring randomness.&lt;br /&gt;
&lt;br /&gt;
== Non-cheating ==&lt;br /&gt;
&lt;br /&gt;
Bots should not perform any action that could not be performed by a non-bot client. This is believed to be true in the current state. This property does take some care to maintain, as bot functions often act directly on sgame state rather than using client commands.&lt;br /&gt;
&lt;br /&gt;
It would be nice if additionally, bots only used ''information'' that could have been learned by a normal player. This is far from true in the current state: for example, bots have omniscience of all buildables in the level.&lt;br /&gt;
&lt;br /&gt;
When playing against bots, it should not ''feel'' like a bot is cheating, i.e. doing something that a human player could not have done. The bot should not have impossibly fast reaction times or seem like it's using an aimbot, triggerbot, etc.&lt;br /&gt;
&lt;br /&gt;
== Current Questions ==&lt;br /&gt;
&lt;br /&gt;
* Should we keep bot personalities, or make all bots the same?&lt;br /&gt;
* How much randomness should be involved in a bot's behavior?&lt;br /&gt;
* How many details of bot configuration should be hard-coded, and how many should be exposed by cvars?&lt;br /&gt;
&lt;br /&gt;
== Distributing Skills over Bot Levels ==&lt;br /&gt;
&lt;br /&gt;
Let ''All'' denote the set of all bot skills. Let ''S1, S2, ..., S9'' denote the sets of skills given to each level from 1 to 9. We should aim for ''S1'' ⊆ ''S2'' ⊆ ... ⊆ ''S9'' = ''All''.&lt;br /&gt;
&lt;br /&gt;
As of May 2023, we have:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
All = {&lt;br /&gt;
    aim-barbs,&lt;br /&gt;
    aim-head,&lt;br /&gt;
    buy-modern-armor,&lt;br /&gt;
    fast-aim,&lt;br /&gt;
    feels-pain,&lt;br /&gt;
    flee-run,&lt;br /&gt;
    goon-attack-jump,&lt;br /&gt;
    goon-flee-jump,&lt;br /&gt;
    mantis-attack-jump,&lt;br /&gt;
    mantis-flee-jump,&lt;br /&gt;
    mara-attack-jump,&lt;br /&gt;
    mara-flee-jump,&lt;br /&gt;
    medkit,&lt;br /&gt;
    predict-aim,&lt;br /&gt;
    prefer-armor,&lt;br /&gt;
    safe-barbs,&lt;br /&gt;
    small-attack-jump,&lt;br /&gt;
    strafe-attack,&lt;br /&gt;
    tyrant-attack-run,&lt;br /&gt;
    tyrant-flee-run&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is also &amp;lt;code&amp;gt;movement, fighting&amp;lt;/code&amp;gt;, which seem to be a little mysterious.&lt;br /&gt;
&lt;br /&gt;
This table summarizes the proposed skills for each level:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Skills&lt;br /&gt;
|-&lt;br /&gt;
| S1&lt;br /&gt;
| {prefer-armor, medkit}&lt;br /&gt;
|-&lt;br /&gt;
| S2&lt;br /&gt;
| S1&lt;br /&gt;
|-&lt;br /&gt;
| S3&lt;br /&gt;
| S2 ∪ {strafe-attack}&lt;br /&gt;
|-&lt;br /&gt;
| S4&lt;br /&gt;
| S3&lt;br /&gt;
|-&lt;br /&gt;
| S5&lt;br /&gt;
| S4 ∪ {aim-barbs, feels-pain, flee-run, *-attack-jump, *-flee-jump, buy-modern-armor}&lt;br /&gt;
|-&lt;br /&gt;
| S6&lt;br /&gt;
| S5&lt;br /&gt;
|-&lt;br /&gt;
| S7&lt;br /&gt;
| S6 ∪ {aim-head, predict-aim, safe-barbs}&lt;br /&gt;
|-&lt;br /&gt;
| S8&lt;br /&gt;
| S7&lt;br /&gt;
|-&lt;br /&gt;
| S9&lt;br /&gt;
| S8&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Mods/deadbeef&amp;diff=8315</id>
		<title>Mods/deadbeef</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Mods/deadbeef&amp;diff=8315"/>
		<updated>2023-05-19T23:13:06Z</updated>

		<summary type="html">&lt;p&gt;Freem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:Mods]]&lt;br /&gt;
Deadbeef is a mod by freem, which have various aims, notably:&lt;br /&gt;
&lt;br /&gt;
* slower paced mod&lt;br /&gt;
* improved GUI/HUD&lt;br /&gt;
* AIs experimentations&lt;br /&gt;
* campaign and PvE scenarios&lt;br /&gt;
* theme-based rotations depending on month/week&lt;br /&gt;
* and probably other stuff I can't think about yet...&lt;br /&gt;
&lt;br /&gt;
Of course, many of those changes might land into to the official game, and the mod itself is still very young for a very huge goal. It will take time to be complete.&lt;br /&gt;
&lt;br /&gt;
I intend to make updates on the change history here, as it will be more convenient than maintaining an in-game changelog.&lt;br /&gt;
It will have a dedicated forum entry to notify of updates in a more accessible fashion, but experience proved me than those are also very hard to maintain.&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Mods/deadbeef&amp;diff=8314</id>
		<title>Mods/deadbeef</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Mods/deadbeef&amp;diff=8314"/>
		<updated>2023-05-19T23:10:41Z</updated>

		<summary type="html">&lt;p&gt;Freem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Deadbeef is a mod by freem, which have various aims, notably:&lt;br /&gt;
&lt;br /&gt;
* slower paced mod&lt;br /&gt;
* improved GUI/HUD&lt;br /&gt;
* AIs experimentations&lt;br /&gt;
* campaign and PvE scenarios&lt;br /&gt;
* theme-based rotations depending on month/week&lt;br /&gt;
* and probably other stuff I can't think about yet...&lt;br /&gt;
&lt;br /&gt;
Of course, many of those changes might land into to the official game, and the mod itself is still very young for a very huge goal. It will take time to be complete.&lt;br /&gt;
&lt;br /&gt;
I intend to make updates on the change history here, as it will be more convenient than maintaining an in-game changelog.&lt;br /&gt;
It will have a dedicated forum entry to notify of updates in a more accessible fashion, but experience proved me than those are also very hard to maintain.&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Mods/deadbeef&amp;diff=8313</id>
		<title>Mods/deadbeef</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Mods/deadbeef&amp;diff=8313"/>
		<updated>2023-05-19T23:09:26Z</updated>

		<summary type="html">&lt;p&gt;Freem: Created page with &amp;quot;Deadbeef is a mod by freem, which have various aims, notably:  * slower paced mod * improved GUI/HUD * AIs experimentations * campaign and PvE scenarios  Of course, many of th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Deadbeef is a mod by freem, which have various aims, notably:&lt;br /&gt;
&lt;br /&gt;
* slower paced mod&lt;br /&gt;
* improved GUI/HUD&lt;br /&gt;
* AIs experimentations&lt;br /&gt;
* campaign and PvE scenarios&lt;br /&gt;
&lt;br /&gt;
Of course, many of those changes might land into to the official game, and the mod itself is still very young for a very huge goal. It will take time to be complete.&lt;br /&gt;
&lt;br /&gt;
I intend to make updates on the change history here, as it will be more convenient than maintaining an in-game changelog.&lt;br /&gt;
It will have a dedicated forum entry to notify of updates in a more accessible fashion, but experience proved me than those are also very hard to maintain.&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Mods&amp;diff=8312</id>
		<title>Mods</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Mods&amp;diff=8312"/>
		<updated>2023-05-19T23:03:58Z</updated>

		<summary type="html">&lt;p&gt;Freem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Mods]]&lt;br /&gt;
Here is the page to lists mods.&lt;br /&gt;
&lt;br /&gt;
One can add a subpage for his own mod this way:&lt;br /&gt;
&lt;br /&gt;
* {{Subpage|Der Bunker}}&lt;br /&gt;
* {{Subpage|deadbeef}}&lt;br /&gt;
&lt;br /&gt;
Don't forget to also add the Mods category to the subpage!&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Coding_convention&amp;diff=8207</id>
		<title>Coding convention</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Coding_convention&amp;diff=8207"/>
		<updated>2023-04-21T23:50:37Z</updated>

		<summary type="html">&lt;p&gt;Freem: /* Refactoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the style guide for Unvanquished's and Daemon's source code.&lt;br /&gt;
&lt;br /&gt;
The first rule of style is to follow the style of the surrounding code. If there is a clear convention in the local region of code, continue to use it (with the possible exception of &amp;quot;Obsolete conventions&amp;quot; below). There are two broadly used style conventions, whose particularities are described in the &amp;quot;Quake style&amp;quot; and &amp;quot;New style&amp;quot; sections below.&lt;br /&gt;
&lt;br /&gt;
See also [[Reformatting the source]].&lt;br /&gt;
&lt;br /&gt;
== Spacing ==&lt;br /&gt;
&lt;br /&gt;
There is a space between a control structure keyword (e.g. &amp;lt;code&amp;gt;while&amp;lt;/code&amp;gt;) and the following &amp;lt;code&amp;gt;(&amp;lt;/code&amp;gt;, if applicable.&lt;br /&gt;
&lt;br /&gt;
The curly braces surrounding class, struct, and function definitions go on their own lines.&lt;br /&gt;
&lt;br /&gt;
Consider adding breaking the line if the line is longer than 100 characters (assuming tab width 4?).&lt;br /&gt;
&lt;br /&gt;
Control blocks without braces are discouraged. If you need an if followed by only one line use something like that:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre class=&amp;quot;green&amp;quot;&amp;gt;&lt;br /&gt;
if ( foo )&lt;br /&gt;
{&lt;br /&gt;
    bar;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Naming conventions ==&lt;br /&gt;
&lt;br /&gt;
* Function names (including member functions) and class names are &amp;lt;code&amp;gt;CamelCase&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Variable and function argument names are &amp;lt;code&amp;gt;camelCase&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Struct data members are &amp;lt;code&amp;gt;camelCase&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Class data members are &amp;lt;code&amp;gt;camelCase_&amp;lt;/code&amp;gt; (with a trailing underscore).&lt;br /&gt;
&lt;br /&gt;
Functions that are used by other files have a &amp;quot;namespace&amp;quot; of some kind, either a C++ namespace, or a prefix like &amp;lt;code&amp;gt;G_&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;FS_&amp;lt;/code&amp;gt;. Follow the style of the surrounding code.&lt;br /&gt;
&lt;br /&gt;
Functions that are only used within the same file are marked &amp;lt;code&amp;gt;static&amp;lt;/code&amp;gt; and need not have a namespace.&lt;br /&gt;
&lt;br /&gt;
== Other trivialities ==&lt;br /&gt;
&lt;br /&gt;
* When defining a type alias, use &amp;lt;code class=&amp;quot;green&amp;quot;&amp;gt;using A = B;&amp;lt;/code&amp;gt;, not &amp;lt;code class=&amp;quot;red&amp;quot;&amp;gt;typedef B A;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* Declare variables as close to the point of first use as possible.&lt;br /&gt;
&lt;br /&gt;
* Do not write &amp;lt;code&amp;gt;void&amp;lt;/code&amp;gt; in the parentheses of functions that take zero arguments.&lt;br /&gt;
&lt;br /&gt;
* Always use &amp;lt;code&amp;gt;override&amp;lt;/code&amp;gt; for member functions that override a virtual member function.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;struct&amp;lt;/code&amp;gt; is usually used for structures that have only public fields and no member functions. &amp;lt;code&amp;gt;class&amp;lt;/code&amp;gt; is usually used for structures that have at least one private member and at least one member function. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Do not add member functions to structs that have a large number of fields and a poorly defined scope of responsibility.&lt;br /&gt;
&lt;br /&gt;
== Quake style (legacy) ==&lt;br /&gt;
This style is found in files inherited from Tremulous (and often further from Quake 3).&lt;br /&gt;
&lt;br /&gt;
* There is always a space after &amp;lt;code&amp;gt;(&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;[&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;)&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;]&amp;lt;/code&amp;gt;, EXCEPT when the parentheses or brackets are empty&amp;lt;/code&amp;gt;.&lt;br /&gt;
* The curly braces &amp;lt;code&amp;gt;{ }&amp;lt;/code&amp;gt; of control structures always go on their own lines.&lt;br /&gt;
* File names are &amp;lt;code&amp;gt;snake_case.cpp&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Obsolete conventions ===&lt;br /&gt;
These conventions are often found in Quake-style files, but are '''discouraged''' even for new code in those files.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Function banner comments, like this:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;red&amp;quot;&amp;gt;/*&lt;br /&gt;
================&lt;br /&gt;
GL_TextureMode&lt;br /&gt;
================&lt;br /&gt;
*/&amp;lt;/pre&amp;gt;&lt;br /&gt;
There is no need to write the name of a function in a comment preceding it. Documentation about what the function does or how it is implemented is of course welcome.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; All local variables declared at the beginning of the function. This exists because old C compilers required variables to be declared at the beginning.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Vertical alignment in lists of function declarations or variable declarations, e.g.&lt;br /&gt;
&amp;lt;pre class=&amp;quot;red&amp;quot;&amp;gt;foo    varName;&lt;br /&gt;
foobar varName2;&amp;lt;/pre&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New style ==&lt;br /&gt;
This style is commonly found in the BSD-licensed files in Daemon.&lt;br /&gt;
&lt;br /&gt;
* No space after &amp;lt;code&amp;gt;(&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;[&amp;lt;/code&amp;gt;, nor before &amp;lt;code&amp;gt;)&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;]&amp;lt;/code&amp;gt;.&lt;br /&gt;
* The opening &amp;lt;code&amp;gt;{&amp;lt;/code&amp;gt; of a control structure goes on the same line as the &amp;lt;code&amp;gt;if&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;else&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;while&amp;lt;/code&amp;gt;/etc.&lt;br /&gt;
* File names are &amp;lt;code&amp;gt;CamelCase.cpp&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Assertions, self-documentation and dependency reduction ==&lt;br /&gt;
&lt;br /&gt;
* When a function takes a pointer as parameter, if this pointer should never be NULL, use an assertion to test it. (Or use a reference instead?) It helps at debugging, but also to document the code.&lt;br /&gt;
* When a function takes a pointer to a struct for read-only access, please mark it as a const pointer.&lt;br /&gt;
* If a function only needs a subpart of a struct, pass only that subpart (by example, if you only use gentity_t-&amp;gt;playerState_t, only give it a playerState_t*)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Refactoring ==&lt;br /&gt;
&lt;br /&gt;
when refactoring, if you need to guarantee elements to be accessed together, move them in sub-class. This will help keep consistency with old code while allowing to progressively modernize codebase.&lt;br /&gt;
New classes should have theirs own headers and implementation files (explicitly listed in the CMakeLists.txt), except if small.&lt;br /&gt;
&lt;br /&gt;
=== Function and API evolutions ===&lt;br /&gt;
&lt;br /&gt;
Some changes are usually desired, but might have bad side effects like performance cost or different behaviors. Here is a small list of those:&lt;br /&gt;
&lt;br /&gt;
* prefer &amp;lt;code&amp;gt;Str::IsEqual&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Str::IsIEqual&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;Q_stricmp&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;strcmp&amp;lt;/code&amp;gt;. Those need to size of the strings though, which might impact performances in a non negligible (and bad) way.&lt;br /&gt;
* prefer to use glm instead of the old Quake vector API (vec3_t, VectorCopy, VectorMA&amp;lt;/code&amp;gt;, etc) when possible. But keep in mind that &amp;lt;code&amp;gt;glm::normalize( v )&amp;lt;/code&amp;gt; will not handle cases where v have components values of zero.&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Bot_design&amp;diff=8204</id>
		<title>Bot design</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Bot_design&amp;diff=8204"/>
		<updated>2023-04-17T18:46:43Z</updated>

		<summary type="html">&lt;p&gt;Freem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= generalities =&lt;br /&gt;
&lt;br /&gt;
The main situations we want bots to work in are:&lt;br /&gt;
&lt;br /&gt;
* In a game where a single user plays in a team against a team of bots (let's call this ''1v0'')&lt;br /&gt;
* In a game where a few users play against each others, with a considerable amount of bots on both teams (let's call this ''1v1, 2v2'', etc.)&lt;br /&gt;
* In a game where a considerable number of players team up to play against a horde of bots (let's call this ''PvE'')&lt;br /&gt;
* In a game where a single user (or few users) play against a considerably bigger number of other users (let's call this ''1v3'', etc.)&lt;br /&gt;
&lt;br /&gt;
In games where bots are a minority in both teams, bots are not that important. When playing PvE, the variations of bot skill are also not very important, as players can't feel like they got an unfairly weak ally.&lt;br /&gt;
&lt;br /&gt;
Bots are built from roughly 3 different &amp;quot;modules&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
* navigation, which is done with a combination of A* or Dijkstra and navmeshes;&lt;br /&gt;
* decision, which is done with the paradigm of behavior trees;&lt;br /&gt;
* computer vision, to complete what navmeshes can not provide;&lt;br /&gt;
&lt;br /&gt;
== navigation ==&lt;br /&gt;
&lt;br /&gt;
All bots should be able to reach any part of the map that does not requires special training.&lt;br /&gt;
&lt;br /&gt;
== decision ==&lt;br /&gt;
&lt;br /&gt;
=== Bot levels ===&lt;br /&gt;
&lt;br /&gt;
For historical reasons, bots have a range of skills numbered from 1 to 9, all decimal.&lt;br /&gt;
&lt;br /&gt;
Skill 1 is considered to be training dummies, while skill 9 is considered as the *user* is the training dummy.&lt;br /&gt;
&lt;br /&gt;
Skill 5 should never be so strong that an average player can not kill it in duel, nor so weak than an average player considers the bot negligible.&lt;br /&gt;
&lt;br /&gt;
==== Bot personalities ====&lt;br /&gt;
&lt;br /&gt;
In 2022 and early 2023, we did some experiments about giving each bot a personality. The idea was to have a number of skills that are valuable in playing. Each bot would receive its unique set of skills, by some random selection. That would make them different from each other.&lt;br /&gt;
&lt;br /&gt;
Some examples of &amp;quot;bot skills&amp;quot; we used are: various alien trick moves, the ability to aim better than other bots, smartly buying human equipment/weapons and using the human medkit.&lt;br /&gt;
&lt;br /&gt;
The pros of this approach:&lt;br /&gt;
&lt;br /&gt;
* Bots do not behave all the same. That makes them more difficult to predict.&lt;br /&gt;
* Bots simulate real users more accurately.&lt;br /&gt;
&lt;br /&gt;
The cons:&lt;br /&gt;
&lt;br /&gt;
* It is harder to balance bots against each other. We would have to test a significant subset of all possible combinations. This matters a lot in 1v1 or 2v2. It matters even more in 1v3.&lt;br /&gt;
* Users will discover what skills are more valuable. They can tweak the skills the bots on their team have, by voting to remove them and add them again until they hit a sweet spot.&lt;br /&gt;
&lt;br /&gt;
== computer vision ==&lt;br /&gt;
&lt;br /&gt;
Bots should be able to detect any enemy in their FoV.&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Bot_design&amp;diff=8203</id>
		<title>Bot design</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Bot_design&amp;diff=8203"/>
		<updated>2023-04-17T18:42:35Z</updated>

		<summary type="html">&lt;p&gt;Freem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The main situations we want bots to work in are:&lt;br /&gt;
&lt;br /&gt;
* In a game where a single user plays in a team against a team of bots (let's call this ''1v0'')&lt;br /&gt;
* In a game where a few users play against each others, with a considerable amount of bots on both teams (let's call this ''1v1, 2v2'', etc.)&lt;br /&gt;
* In a game where a considerable number of players team up to play against a horde of bots (let's call this ''PvE'')&lt;br /&gt;
* In a game where a single user (or few users) play against a considerably bigger number of other users (let's call this ''1v3'', etc.)&lt;br /&gt;
&lt;br /&gt;
In games where bots are a minority in both teams, bots are not that important. When playing PvE, the variations of bot skill are also not very important, as players can't feel like they got an unfairly weak ally.&lt;br /&gt;
&lt;br /&gt;
Bots are built from roughly 3 different &amp;quot;modules&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
* navigation, which is done with a combination of A* or Dijkstra and navmeshes;&lt;br /&gt;
* decision, which is done with the paradigm of behavior trees;&lt;br /&gt;
* computer vision, to complete what navmeshes can not provide;&lt;br /&gt;
&lt;br /&gt;
= Bot levels =&lt;br /&gt;
&lt;br /&gt;
For historical reasons, bots have a range of skills numbered from 1 to 9, all decimal.&lt;br /&gt;
&lt;br /&gt;
Skill 1 is considered to be training dummies, while skill 9 is considered as the *user* is the training dummy.&lt;br /&gt;
&lt;br /&gt;
Skill 5 should never be so strong that an average player can not kill it in duel, nor so weak than an average player considers the bot negligible.&lt;br /&gt;
&lt;br /&gt;
== Bot personalities ==&lt;br /&gt;
&lt;br /&gt;
In 2022 and early 2023, we did some experiments about giving each bot a personality. The idea was to have a number of skills that are valuable in playing. Each bot would receive its unique set of skills, by some random selection. That would make them different from each other.&lt;br /&gt;
&lt;br /&gt;
Some examples of &amp;quot;bot skills&amp;quot; we used are: various alien trick moves, the ability to aim better than other bots, smartly buying human equipment/weapons and using the human medkit.&lt;br /&gt;
&lt;br /&gt;
The pros of this approach:&lt;br /&gt;
&lt;br /&gt;
* Bots do not behave all the same. That makes them more difficult to predict.&lt;br /&gt;
* Bots simulate real users more accurately.&lt;br /&gt;
&lt;br /&gt;
The cons:&lt;br /&gt;
&lt;br /&gt;
* It is harder to balance bots against each other. We would have to test a significant subset of all possible combinations. This matters a lot in 1v1 or 2v2. It matters even more in 1v3.&lt;br /&gt;
* Users will discover what skills are more valuable. They can tweak the skills the bots on their team have, by voting to remove them and add them again until they hit a sweet spot.&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Bot_design&amp;diff=8202</id>
		<title>Bot design</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Bot_design&amp;diff=8202"/>
		<updated>2023-04-17T18:33:37Z</updated>

		<summary type="html">&lt;p&gt;Freem: /* Bot levels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The main situations we want bots to work in are:&lt;br /&gt;
&lt;br /&gt;
* In a game where a single user plays in a team against a team of bots (let's call this ''1v0'')&lt;br /&gt;
* In a game where a few users play against each others, with a considerable amount of bots on both teams (let's call this ''1v1, 2v2'', etc.)&lt;br /&gt;
* In a game where a considerable number of players team up to play against a horde of bots (let's call this ''PvE'')&lt;br /&gt;
* In a game where a single user (or few users) play against a considerably bigger number of other users (let's call this ''1v3'', etc.)&lt;br /&gt;
&lt;br /&gt;
In games where bots are a minority in both teams, bots are not that important. When playing PvE, the variations of bot skill are also not very important, as players can't feel like they got an unfairly weak ally.&lt;br /&gt;
&lt;br /&gt;
= Bot levels =&lt;br /&gt;
&lt;br /&gt;
For historical reasons, bots have a range of skills numbered from 1 to 9, all decimal.&lt;br /&gt;
&lt;br /&gt;
Skill 1 is considered to be training dummies, while skill 9 is considered as the *user* is the training dummy.&lt;br /&gt;
&lt;br /&gt;
Skill 5 should never be so strong that an average player can not kill it in duel, nor so weak than an average player considers the bot negligible.&lt;br /&gt;
&lt;br /&gt;
== Bot personalities ==&lt;br /&gt;
&lt;br /&gt;
In 2022 and early 2023, we did some experiments about giving each bot a personality. The idea was to have a number of skills that are valuable in playing. Each bot would receive its unique set of skills, by some random selection. That would make them different from each other.&lt;br /&gt;
&lt;br /&gt;
Some examples of &amp;quot;bot skills&amp;quot; we used are: various alien trick moves, the ability to aim better than other bots, smartly buying human equipment/weapons and using the human medkit.&lt;br /&gt;
&lt;br /&gt;
The pros of this approach:&lt;br /&gt;
&lt;br /&gt;
* Bots do not behave all the same. That makes them more difficult to predict.&lt;br /&gt;
* Bots simulate real users more accurately.&lt;br /&gt;
&lt;br /&gt;
The cons:&lt;br /&gt;
&lt;br /&gt;
* It is harder to balance bots against each other. We would have to test a significant subset of all possible combinations. This matters a lot in 1v1 or 2v2. It matters even more in 1v3.&lt;br /&gt;
* Users will discover what skills are more valuable. They can tweak the skills the bots on their team have, by voting to remove them and add them again until they hit a sweet spot.&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Bot_design&amp;diff=8201</id>
		<title>Bot design</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Bot_design&amp;diff=8201"/>
		<updated>2023-04-17T18:31:46Z</updated>

		<summary type="html">&lt;p&gt;Freem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The main situations we want bots to work in are:&lt;br /&gt;
&lt;br /&gt;
* In a game where a single user plays in a team against a team of bots (let's call this ''1v0'')&lt;br /&gt;
* In a game where a few users play against each others, with a considerable amount of bots on both teams (let's call this ''1v1, 2v2'', etc.)&lt;br /&gt;
* In a game where a considerable number of players team up to play against a horde of bots (let's call this ''PvE'')&lt;br /&gt;
* In a game where a single user (or few users) play against a considerably bigger number of other users (let's call this ''1v3'', etc.)&lt;br /&gt;
&lt;br /&gt;
In games where bots are a minority in both teams, bots are not that important. When playing PvE, the variations of bot skill are also not very important, as players can't feel like they got an unfairly weak ally.&lt;br /&gt;
&lt;br /&gt;
= Bot levels =&lt;br /&gt;
&lt;br /&gt;
For historical reasons, bots have a range of skills numbered from 1 to 9, all decimal.&lt;br /&gt;
&lt;br /&gt;
Skill 1 is considered to be training dummies, while skill 9 is considered as the *user* is the training dummy.&lt;br /&gt;
&lt;br /&gt;
Skill 5 should never be so strong that an average player can not kill it in duel, nor so weak than an average player considers the bot useless.&lt;br /&gt;
&lt;br /&gt;
== Bot personalities ==&lt;br /&gt;
&lt;br /&gt;
In 2022 and early 2023, we did some experiments about giving each bot a personality. The idea was to have a number of skills that are valuable in playing. Each bot would receive its unique set of skills, by some random selection. That would make them different from each other.&lt;br /&gt;
&lt;br /&gt;
Some examples of &amp;quot;bot skills&amp;quot; we used are: various alien trick moves, the ability to aim better than other bots, smartly buying human equipment/weapons and using the human medkit.&lt;br /&gt;
&lt;br /&gt;
The pros of this approach:&lt;br /&gt;
&lt;br /&gt;
* Bots do not behave all the same. That makes them more difficult to predict.&lt;br /&gt;
* Bots simulate real users more accurately.&lt;br /&gt;
&lt;br /&gt;
The cons:&lt;br /&gt;
&lt;br /&gt;
* It is harder to balance bots against each other. We would have to test a significant subset of all possible combinations. This matters a lot in 1v1 or 2v2. It matters even more in 1v3.&lt;br /&gt;
* Users will discover what skills are more valuable. They can tweak the skills the bots on their team have, by voting to remove them and add them again until they hit a sweet spot.&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Get_started_easy&amp;diff=8005</id>
		<title>Get started easy</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Get_started_easy&amp;diff=8005"/>
		<updated>2022-09-17T16:11:17Z</updated>

		<summary type="html">&lt;p&gt;Freem: add game presentation and info about solo training&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The almost quicker way to play the game, and way to don't be frustrated.&lt;br /&gt;
&lt;br /&gt;
== Setting things up ==&lt;br /&gt;
&lt;br /&gt;
* Use the [https://unvanquished.net/download/ Unvanquished launcher] to install and run the game: '''[https://unvanquished.net/download/linux Linux]''', '''[https://unvanquished.net/download/windows Windows]''', '''[https://unvanquished.net/download/macos macOS]'''.&lt;br /&gt;
* Personalize your name, please. You can add [[Colours|colors]] too. &lt;br /&gt;
* Read and select a preset, choose a screen resolution, and test. The scenes with fire, flames, and aliens buildings need the most power rendering.&lt;br /&gt;
* Read and select a key binding preset, customize if needed. Write or memorize keys for : moving, crouch/claws, primary attack, secondary attack, jump, the '''medkit''' (very important!), action menu, grenade.&lt;br /&gt;
&lt;br /&gt;
[[File:2021-11-Start Interface.png]]&lt;br /&gt;
&lt;br /&gt;
# Where you can personalize your name;&lt;br /&gt;
# For graphics settings. The presets are easy to use, but these presets won't change the resolution screen, to change the resolution go to the Video tab from the graphics settings window;&lt;br /&gt;
# Choose a layout, change binding eventually, and write or memorize the important keys for '''Move''' and '''Abilities''', especially for the '''medkit'''!&lt;br /&gt;
# You are ready to choose and join a server.&lt;br /&gt;
&lt;br /&gt;
== Playing it ==&lt;br /&gt;
&lt;br /&gt;
=== Game presentation ===&lt;br /&gt;
&lt;br /&gt;
The objectives in this game are rather simple: there are 2 factions, but there's is only enough space for 1. So you need to destroy the other one.&lt;br /&gt;
To do that, you will need to build and defend base, so that you and your friends can destroy enemy's base.&lt;br /&gt;
Each faction have unique abilities, and to build buildings, you need to either spawn as a builder, or to equip (construction kit, CKit) or evolve as one (granger, advanced granged).&lt;br /&gt;
&lt;br /&gt;
The 2 factions are:&lt;br /&gt;
&lt;br /&gt;
* aliens, which rely on mobility (walking and jumping on walls and long jumps &amp;quot;pounce&amp;quot; notably), melee attacks and biological radar that allows them to sense their enemies from afar;&lt;br /&gt;
* humans, which are nimble and can leverage the power of technology to shoot their enemies from a safe distance;&lt;br /&gt;
&lt;br /&gt;
To destroy the enemy's base, it is likely you will need to improve your equipment or abilities.&lt;br /&gt;
To do that, you will need credits or evolution points that you get by destroying enemies and their ugly constructs, and to merit the trust of your faction, by building momentum that will widen your possibilities.&lt;br /&gt;
&lt;br /&gt;
You can find more details on the different factions this wiki: [[humans]] and [[aliens]].&lt;br /&gt;
&lt;br /&gt;
=== Solo training ===&lt;br /&gt;
&lt;br /&gt;
Before joining a server for more serious games, you might want to train yourself against artificial players (bots). For that, you can &amp;quot;Start a local/LAN game&amp;quot;. Currently, you can not add bots or configure said game before entering it, but you will be able to do changes and add bots by the main menu, when in-game.&lt;br /&gt;
For server configuration, including the skill of bots which will be added, you need to click on &amp;quot;Server Setup&amp;quot; under &amp;quot;Options&amp;quot;. You might have to scroll a bit to reach it, though.&lt;br /&gt;
Adding bots can be done either by clicking on the &amp;quot;Add an alien bot&amp;quot; or &amp;quot;Add a human bot&amp;quot; lines, or by &amp;quot;Server Setup&amp;quot;, by adjusting the &amp;quot;minimum team size&amp;quot; slider.&lt;br /&gt;
&lt;br /&gt;
=== Advice ===&lt;br /&gt;
* Invest time to read some [[Gameplay|Gameplay]] for the interface. '''Humans are easier to play for start'''. &lt;br /&gt;
* Don't feed enemies ('''do not die''' and '''do not build undefended structures'''). Because Unvanquished is not same as other FPS. Each kill/death or destroying buildings will change the &amp;quot;''momentum''&amp;quot; and this determine what human's equipment are available, or Alien's forms. Humans should stay in group.&lt;br /&gt;
* Beginners shouldn't builds, but can repairs if there is no bots. Because each building consumes build points (BP), they are precious. A building at wrong place can change the game issue.&lt;br /&gt;
* Don't worry, beginners dies often. Try your best. Use your '''medkit'''. &lt;br /&gt;
* Don't forget to use your '''medkit''', this can save you, and stop poisoning. Reload your '''medkit''' at the [[Medistation|Medistation]].&lt;br /&gt;
&lt;br /&gt;
Enjoy! It's a game.&lt;br /&gt;
&lt;br /&gt;
== About some servers ==&lt;br /&gt;
&lt;br /&gt;
[[Some servers]]&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=File:Levelshots-uranium124.jpg&amp;diff=7638</id>
		<title>File:Levelshots-uranium124.jpg</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=File:Levelshots-uranium124.jpg&amp;diff=7638"/>
		<updated>2022-07-27T15:13:09Z</updated>

		<summary type="html">&lt;p&gt;Freem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=File:Levelshots-Meep.jpg&amp;diff=7637</id>
		<title>File:Levelshots-Meep.jpg</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=File:Levelshots-Meep.jpg&amp;diff=7637"/>
		<updated>2022-07-27T15:10:21Z</updated>

		<summary type="html">&lt;p&gt;Freem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=File:Levelshots-sirius.jpg&amp;diff=7633</id>
		<title>File:Levelshots-sirius.jpg</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=File:Levelshots-sirius.jpg&amp;diff=7633"/>
		<updated>2022-07-20T19:53:48Z</updated>

		<summary type="html">&lt;p&gt;Freem: Freem uploaded a new version of File:Levelshots-sirius.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=File:Levelshots-procyon.jpg&amp;diff=7632</id>
		<title>File:Levelshots-procyon.jpg</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=File:Levelshots-procyon.jpg&amp;diff=7632"/>
		<updated>2022-07-20T19:52:00Z</updated>

		<summary type="html">&lt;p&gt;Freem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Maps&amp;diff=7631</id>
		<title>Maps</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Maps&amp;diff=7631"/>
		<updated>2022-07-20T19:51:27Z</updated>

		<summary type="html">&lt;p&gt;Freem: /* Gentrified Maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Maps]]&lt;br /&gt;
&lt;br /&gt;
There is an unofficial (but still led by one of unvanquished's fellow and main developpers) effort to port a number of tremulous maps [https://github.com/InterstellarOasis/InterstellarOasis/tree/master/src].&lt;br /&gt;
&lt;br /&gt;
You can also find a bunch of maps from tremulous [https://dl.unvanquished.net/mercenaries-guild/public_html/maps/].&lt;br /&gt;
Despite this link being on official's Unvanquished's server, those are *not* officially supported and require modifications to be played. If you are lucky, you can get them working (locally) by simply renaming them in your own unvanquished/pkg folder like this: {{code|map-${name}_${version}.dpk}}. Further improvement, needed to get bots working, is to repack them after having run daemonmap on the included .bsp.&lt;br /&gt;
And despite all this, there is no guarantee those will work, and even less that they'll be bug-free.&lt;br /&gt;
&lt;br /&gt;
Feel free to meet us on [https://unvanquished.net/chat/] to ask what needs to be done to have those more widely used by server owners!&lt;br /&gt;
&lt;br /&gt;
=Official Unvanquished Maps=&lt;br /&gt;
&lt;br /&gt;
These maps are distributed with the default installation&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name and Description&lt;br /&gt;
! Levelshot&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Antares'''&lt;br /&gt;
* Varied rooms and corridors&lt;br /&gt;
by Pevel&lt;br /&gt;
&lt;br /&gt;
{{Subpage|Antares}}&lt;br /&gt;
|[[File:antares.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Chasm'''&lt;br /&gt;
* Two route design&lt;br /&gt;
* Medium sized&lt;br /&gt;
* Outside area&lt;br /&gt;
by Supertanker&lt;br /&gt;
&lt;br /&gt;
{{Subpage|Chasm}}&lt;br /&gt;
|[[File:Levelshots-Snowstation-b4.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Forlorn'''&lt;br /&gt;
* Varied rooms and corridors&lt;br /&gt;
by EmperorJack&lt;br /&gt;
&lt;br /&gt;
{{Subpage|Forlorn}}&lt;br /&gt;
|[[File:Forlorn.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Parpax'''&lt;br /&gt;
* Medium sized&lt;br /&gt;
* Many branching paths&lt;br /&gt;
* Crawl spaces and piping&lt;br /&gt;
* Elevators&lt;br /&gt;
by Viech&lt;br /&gt;
&lt;br /&gt;
{{Subpage|Parpax}}&lt;br /&gt;
|[[File:Levelshots-Parpax_compressed.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Perseus'''&lt;br /&gt;
* Medium sized&lt;br /&gt;
by Pevel&lt;br /&gt;
&lt;br /&gt;
{{Subpage|Perseus}}&lt;br /&gt;
|[[File:Perseus.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Platform 23'''&lt;br /&gt;
* Symmetrical&lt;br /&gt;
* Replacement for ATCS&lt;br /&gt;
* Two route design&lt;br /&gt;
by EmperorJack&lt;br /&gt;
&lt;br /&gt;
{{Subpage|Plat23}}&lt;br /&gt;
|[[File:Levelshots-Plat23-b11.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Spacetracks'''&lt;br /&gt;
* Varied rooms, corridors and layers&lt;br /&gt;
* Many Elevators&lt;br /&gt;
* Crawl spaces&lt;br /&gt;
by Supertanker&lt;br /&gt;
&lt;br /&gt;
{{Subpage|Spacetracks}}&lt;br /&gt;
|[[ File:Levelshots-Spacetracks-r1.jpg |400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Station15'''&lt;br /&gt;
* Varied rooms and corridors&lt;br /&gt;
* Elevators&lt;br /&gt;
by Supertanker&lt;br /&gt;
&lt;br /&gt;
{{Subpage|Station15}}&lt;br /&gt;
|[[File:Levelshots-Station15-r1.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Thunder'''&lt;br /&gt;
* Very large&lt;br /&gt;
by EmperorJack&lt;br /&gt;
&lt;br /&gt;
{{Subpage|Thunder}}&lt;br /&gt;
|[[File:Levelshot-thunder.jpeg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Vega'''&lt;br /&gt;
* Large&lt;br /&gt;
by Ingar&lt;br /&gt;
&lt;br /&gt;
{{Subpage|Vega}}&lt;br /&gt;
|[[File:vega.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Yocto'''&lt;br /&gt;
* Vertical&lt;br /&gt;
by Pevel&lt;br /&gt;
&lt;br /&gt;
{{Subpage|Yocto}}&lt;br /&gt;
|[[File:Levelshot-Yocto-b1a.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Gentrified Maps=&lt;br /&gt;
&lt;br /&gt;
Maps that were born in Tremulous.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name and Description&lt;br /&gt;
! Levelshot&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''.:U.T:C.S:.'''&lt;br /&gt;
* Symmetrical&lt;br /&gt;
* Two route design&lt;br /&gt;
* Small&lt;br /&gt;
&lt;br /&gt;
{{Subpage|UTCS}}&lt;br /&gt;
| [[File:Levelshot-Utcs.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Arachnid 2'''&lt;br /&gt;
* Varied rooms, corridors and layers&lt;br /&gt;
* Crawl spaces and piping&lt;br /&gt;
* Medium sized&lt;br /&gt;
&lt;br /&gt;
{{Subpage|Arachnid}}&lt;br /&gt;
| [[File:Levelshots-Arachnid2.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Beyond Derelict'''&lt;br /&gt;
* Varied rooms, corridors and layers&lt;br /&gt;
* Crawl spaces&lt;br /&gt;
* Large&lt;br /&gt;
by Danny &amp;quot;Megabite&amp;quot; Marcus&lt;br /&gt;
&lt;br /&gt;
{{Subpage|Derelict}}&lt;br /&gt;
|[[File:Levelshots-Derelict.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|'''Karith Station 2'''&lt;br /&gt;
* Varied rooms, corridors and layers&lt;br /&gt;
* Outside area&lt;br /&gt;
* Crawl spaces&lt;br /&gt;
* Large&lt;br /&gt;
* Elevators&lt;br /&gt;
by Godmil&lt;br /&gt;
&lt;br /&gt;
{{Subpage|Karith}}&lt;br /&gt;
|[[File:Levelshots-Karith.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| '''Meep'''&lt;br /&gt;
* Varied rooms, corridors and layers&lt;br /&gt;
* Crawl spaces&lt;br /&gt;
* Medium sized&lt;br /&gt;
By Catalyc&lt;br /&gt;
&lt;br /&gt;
{{Subpage|Meep}}&lt;br /&gt;
|[[File:Levelshots-Meep.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Methane (beta 1)'''&lt;br /&gt;
* Large&lt;br /&gt;
* Vertically complex&lt;br /&gt;
by Ingar&lt;br /&gt;
&lt;br /&gt;
{{Subpage|Methane}}&lt;br /&gt;
|[[File:Levelshots-Methane-beta1.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Nano!'''&lt;br /&gt;
* Very Small&lt;br /&gt;
* Symmetrical&lt;br /&gt;
by Ingar&lt;br /&gt;
&lt;br /&gt;
{{Subpage|Nano}}&lt;br /&gt;
|[[File:Levelshots-Nano.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Nexus 6'''&lt;br /&gt;
* Varied rooms, corridors and layers&lt;br /&gt;
* Crawl spaces&lt;br /&gt;
* Medium sized&lt;br /&gt;
&lt;br /&gt;
{{Subpage|Nexus}}&lt;br /&gt;
|[[File:Levelshots-Nexus6.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Niveus : Outpost 652'''&lt;br /&gt;
* Varied rooms, corridors and layers&lt;br /&gt;
* Medium sized&lt;br /&gt;
&lt;br /&gt;
{{Subpage|Niveus}}&lt;br /&gt;
|[[File:Levelshots-Niveus.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Orion I - communication ship (beta 2)'''&lt;br /&gt;
* Varied rooms, corridors and layers with some vents&lt;br /&gt;
* Medium sized&lt;br /&gt;
by Xenom[GER]&lt;br /&gt;
&lt;br /&gt;
{{Subpage|Orion}}&lt;br /&gt;
|[[File:Levelshots-Orion.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Procyon - '''&lt;br /&gt;
* Varied rooms, corridors and layers and vents&lt;br /&gt;
* Large sized&lt;br /&gt;
by Ingar&lt;br /&gt;
&lt;br /&gt;
{{Subpage|Procyon}}&lt;br /&gt;
|[[File:Levelshots-procyon.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|'''Sirius - '''&lt;br /&gt;
* Varied rooms, corridors and layers&lt;br /&gt;
* Large sized&lt;br /&gt;
by Ingar&lt;br /&gt;
&lt;br /&gt;
{{Subpage|Sirius}}&lt;br /&gt;
|[[File:Levelshots-sirius.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|'''Tremor'''&lt;br /&gt;
* Medium sized&lt;br /&gt;
* Large rooms and corridors&lt;br /&gt;
* Crawl spaces (underground section)&lt;br /&gt;
by Vedacon&lt;br /&gt;
&lt;br /&gt;
{{Subpage|Tremor}}&lt;br /&gt;
|[[File:Levelshots-Tremor.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Uranium - '''&lt;br /&gt;
* Varied rooms, corridors and layers&lt;br /&gt;
* Small sized&lt;br /&gt;
by CoderNem&lt;br /&gt;
&lt;br /&gt;
{{Subpage|Uranium}}&lt;br /&gt;
|[[File:Levelshots-uraniums.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=community maps=&lt;br /&gt;
&lt;br /&gt;
Maps produced (and not already listed) by the community which are known to work for unvanquished, for both tremulous and unvanquished.&lt;br /&gt;
&lt;br /&gt;
Licences of images is the same as the map itself, this will be updated later.&lt;br /&gt;
This section have lot of things to do, including adding author's names, licencing informations, simple map descriptions, etc.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name and Description&lt;br /&gt;
! Levelshot&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|'''area3'''&lt;br /&gt;
|[[File:Levelshots-area3.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''atcshd'''&lt;br /&gt;
|[[File:Levelshots-atcshd.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''ctcs'''&lt;br /&gt;
|[[File:Levelshots-ctcs.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''dretchstorm'''&lt;br /&gt;
|[[File:Levelshots-dretchstorm.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''fortification'''&lt;br /&gt;
|[[File:Levelshots-fortification.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''hamunaptra'''&lt;br /&gt;
|[[File:Levelshots-hamunaptra.png|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''hangar28'''&lt;br /&gt;
|[[File:Levelshots-hangar28.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''jota'''&lt;br /&gt;
|[[File:Levelshots-jota.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''openfield'''&lt;br /&gt;
|[[File:Levelshots-openfield.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''peorongateb3'''&lt;br /&gt;
|[[File:Levelshots-peorongateb3.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''ptcs2'''&lt;br /&gt;
|[[File:Levelshots-ptcs2.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''rsmse'''&lt;br /&gt;
|[[File:Levelshots-rsmse.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''stahl'''&lt;br /&gt;
|[[File:Levelshots-stahl.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''terminus'''&lt;br /&gt;
|[[File:Levelshots-terminus.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''transit'''&lt;br /&gt;
|[[File:Levelshots-transit.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''uncreation'''&lt;br /&gt;
|[[File:Levelshots-uncreation.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''urbanp2'''&lt;br /&gt;
|[[File:Levelshots-urbanp2.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''usstremor'''&lt;br /&gt;
|[[File:Levelshots-usstremor.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=File:Levelshots-sirius.jpg&amp;diff=7630</id>
		<title>File:Levelshots-sirius.jpg</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=File:Levelshots-sirius.jpg&amp;diff=7630"/>
		<updated>2022-07-20T19:50:08Z</updated>

		<summary type="html">&lt;p&gt;Freem: Freem uploaded a new version of File:Levelshots-sirius.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=File:Levelshots-sirius.jpg&amp;diff=7629</id>
		<title>File:Levelshots-sirius.jpg</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=File:Levelshots-sirius.jpg&amp;diff=7629"/>
		<updated>2022-07-20T19:49:08Z</updated>

		<summary type="html">&lt;p&gt;Freem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=File:Levelshots-Derelict.jpg&amp;diff=7628</id>
		<title>File:Levelshots-Derelict.jpg</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=File:Levelshots-Derelict.jpg&amp;diff=7628"/>
		<updated>2022-07-20T19:44:44Z</updated>

		<summary type="html">&lt;p&gt;Freem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Maps&amp;diff=7445</id>
		<title>Maps</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Maps&amp;diff=7445"/>
		<updated>2022-06-05T23:44:15Z</updated>

		<summary type="html">&lt;p&gt;Freem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Maps]]&lt;br /&gt;
&lt;br /&gt;
There is an unofficial (but still led by one of unvanquished's fellow and main developpers) effort to port a number of tremulous maps [https://github.com/InterstellarOasis/InterstellarOasis/tree/master/src].&lt;br /&gt;
&lt;br /&gt;
You can also find a bunch of maps from tremulous [https://dl.unvanquished.net/mercenaries-guild/public_html/maps/].&lt;br /&gt;
Despite this link being on official's Unvanquished's server, those are *not* officially supported and require modifications to be played. If you are lucky, you can get them working (locally) by simply renaming them in your own unvanquished/pkg folder like this: `map-${name}_${version}.dpk`. Further improvement, needed to get bots working, is to repack them after having run daemonmap on the included .bsp.&lt;br /&gt;
And despite all this, there is no guarantee those will work, and even less that they'll be bug-free.&lt;br /&gt;
&lt;br /&gt;
Feel free to meet us on [https://unvanquished.net/chat/] to ask what needs to be done to have those more widely used by server owners!&lt;br /&gt;
&lt;br /&gt;
=Official Unvanquished Maps=&lt;br /&gt;
&lt;br /&gt;
These maps are distributed with the default installation&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name and Description&lt;br /&gt;
! Levelshot&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Antares'''&lt;br /&gt;
* Varied rooms and corridors&lt;br /&gt;
by Pevel&lt;br /&gt;
&lt;br /&gt;
{{Subpage|Antares}}&lt;br /&gt;
|[[File:antares.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Chasm'''&lt;br /&gt;
* Two route design&lt;br /&gt;
* Medium sized&lt;br /&gt;
* Outside area&lt;br /&gt;
by Supertanker&lt;br /&gt;
&lt;br /&gt;
{{Subpage|Chasm}}&lt;br /&gt;
|[[File:Levelshots-Snowstation-b4.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Forlorn'''&lt;br /&gt;
* Varied rooms and corridors&lt;br /&gt;
by EmperorJack&lt;br /&gt;
&lt;br /&gt;
{{Subpage|Forlorn}}&lt;br /&gt;
|[[File:Forlorn.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Parpax'''&lt;br /&gt;
* Medium sized&lt;br /&gt;
* Many branching paths&lt;br /&gt;
* Crawl spaces and piping&lt;br /&gt;
* Elevators&lt;br /&gt;
by Viech&lt;br /&gt;
&lt;br /&gt;
{{Subpage|Parpax}}&lt;br /&gt;
|[[File:Levelshots-Parpax_compressed.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Perseus'''&lt;br /&gt;
* Medium sized&lt;br /&gt;
by Pevel&lt;br /&gt;
&lt;br /&gt;
{{Subpage|Perseus}}&lt;br /&gt;
|[[File:Perseus.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Platform 23'''&lt;br /&gt;
* Symmetrical&lt;br /&gt;
* Replacement for ATCS&lt;br /&gt;
* Two route design&lt;br /&gt;
by EmperorJack&lt;br /&gt;
&lt;br /&gt;
{{Subpage|Plat23}}&lt;br /&gt;
|[[File:Levelshots-Plat23-b11.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Spacetracks'''&lt;br /&gt;
* Varied rooms, corridors and layers&lt;br /&gt;
* Many Elevators&lt;br /&gt;
* Crawl spaces&lt;br /&gt;
by Supertanker&lt;br /&gt;
&lt;br /&gt;
{{Subpage|Spacetracks}}&lt;br /&gt;
|[[ File:Levelshots-Spacetracks-r1.jpg |400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Station15'''&lt;br /&gt;
* Varied rooms and corridors&lt;br /&gt;
* Elevators&lt;br /&gt;
by Supertanker&lt;br /&gt;
&lt;br /&gt;
{{Subpage|Station15}}&lt;br /&gt;
|[[File:Levelshots-Station15-r1.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Thunder'''&lt;br /&gt;
* Very large&lt;br /&gt;
by EmperorJack&lt;br /&gt;
&lt;br /&gt;
{{Subpage|Thunder}}&lt;br /&gt;
|[[File:Levelshot-thunder.jpeg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Vega'''&lt;br /&gt;
* Large&lt;br /&gt;
by Ingar&lt;br /&gt;
&lt;br /&gt;
{{Subpage|Vega}}&lt;br /&gt;
|[[File:vega.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Yocto'''&lt;br /&gt;
* Vertical&lt;br /&gt;
by Pevel&lt;br /&gt;
&lt;br /&gt;
{{Subpage|Yocto}}&lt;br /&gt;
|[[File:Levelshot-Yocto-b1a.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Gentrified Maps=&lt;br /&gt;
&lt;br /&gt;
Maps that were born in Tremulous.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name and Description&lt;br /&gt;
! Levelshot&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''.:U.T:C.S:.'''&lt;br /&gt;
* Symmetrical&lt;br /&gt;
* Two route design&lt;br /&gt;
* Small&lt;br /&gt;
| [[File:Levelshot-Utcs.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Arachnid 2'''&lt;br /&gt;
* Varied rooms, corridors and layers&lt;br /&gt;
* Crawl spaces and piping&lt;br /&gt;
* Medium sized&lt;br /&gt;
| [[File:Levelshots-Arachnid2.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Karith Station 2'''&lt;br /&gt;
* Varied rooms, corridors and layers&lt;br /&gt;
* Outside area&lt;br /&gt;
* Crawl spaces&lt;br /&gt;
* Large&lt;br /&gt;
* Elevators&lt;br /&gt;
by Godmil&lt;br /&gt;
|[[File:Levelshots-Karith.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Methane (beta 1)'''&lt;br /&gt;
* Large&lt;br /&gt;
* Vertically complex&lt;br /&gt;
by Ingar&lt;br /&gt;
|[[File:Levelshots-Methane-beta1.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Nano!'''&lt;br /&gt;
* Small&lt;br /&gt;
* Symmetrical&lt;br /&gt;
by Ingar&lt;br /&gt;
|[[File:Levelshots-Nano.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Nexus 6'''&lt;br /&gt;
* Varied rooms, corridors and layers&lt;br /&gt;
* Crawl spaces&lt;br /&gt;
* Medium sized&lt;br /&gt;
|[[File:Levelshots-Nexus6.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Niveus : Outpost 652'''&lt;br /&gt;
* Varied rooms, corridors and layers&lt;br /&gt;
* Medium sized&lt;br /&gt;
|[[File:Levelshots-Niveus.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Orion I - communication ship (beta 2)'''&lt;br /&gt;
|[[File:Levelshots-Orion.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Tremor'''&lt;br /&gt;
* Medium sized&lt;br /&gt;
* Large rooms and corridors&lt;br /&gt;
* Crawl spaces (underground section)&lt;br /&gt;
by Vedacon&lt;br /&gt;
|[[File:Levelshots-Tremor.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=community maps=&lt;br /&gt;
&lt;br /&gt;
Maps produced (and not already listed) by the community which are known to work for unvanquished, for both tremulous and unvanquished.&lt;br /&gt;
&lt;br /&gt;
Licences of images is the same as the map itself, this will be updated later.&lt;br /&gt;
This section have lot of things to do, including adding author's names, licencing informations, simple map descriptions, etc.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name and Description&lt;br /&gt;
! Levelshot&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|'''area3'''&lt;br /&gt;
|[[File:Levelshots-area3.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''atcshd'''&lt;br /&gt;
|[[File:Levelshots-atcshd.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''ctcs'''&lt;br /&gt;
|[[File:Levelshots-ctcs.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''dretchstorm'''&lt;br /&gt;
|[[File:Levelshots-dretchstorm.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''fortification'''&lt;br /&gt;
|[[File:Levelshots-fortification.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''hamunaptra'''&lt;br /&gt;
|[[File:Levelshots-hamunaptra.png|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''hangar28'''&lt;br /&gt;
|[[File:Levelshots-hangar28.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''jota'''&lt;br /&gt;
|[[File:Levelshots-jota.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''openfield'''&lt;br /&gt;
|[[File:Levelshots-openfield.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''peorongateb3'''&lt;br /&gt;
|[[File:Levelshots-peorongateb3.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''ptcs2'''&lt;br /&gt;
|[[File:Levelshots-ptcs2.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''rsmse'''&lt;br /&gt;
|[[File:Levelshots-rsmse.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''stahl'''&lt;br /&gt;
|[[File:Levelshots-stahl.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''terminus'''&lt;br /&gt;
|[[File:Levelshots-terminus.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''transit'''&lt;br /&gt;
|[[File:Levelshots-transit.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''uncreation'''&lt;br /&gt;
|[[File:Levelshots-uncreation.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''urbanp2'''&lt;br /&gt;
|[[File:Levelshots-urbanp2.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''usstremor'''&lt;br /&gt;
|[[File:Levelshots-usstremor.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=0.52&amp;diff=7444</id>
		<title>0.52</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=0.52&amp;diff=7444"/>
		<updated>2022-06-05T20:55:14Z</updated>

		<summary type="html">&lt;p&gt;Freem: Add description for actions &amp;quot;buy&amp;quot; and &amp;quot;equip&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= List of v0.52 Behavior Tree Actions =&lt;br /&gt;
&lt;br /&gt;
==== activateUpgrade ====&lt;br /&gt;
&lt;br /&gt;
Use upgrade if possible.&lt;br /&gt;
Parameter is the upgrade to use.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
  action activateUpgrade( UP_MEDKIT )&lt;br /&gt;
&lt;br /&gt;
==== aimAtGoal ====&lt;br /&gt;
 { &amp;quot;aimAtGoal&amp;quot;,         BotActionAimAtGoal,         0, 0 }, &lt;br /&gt;
&lt;br /&gt;
==== alternateStrafe ====&lt;br /&gt;
 { &amp;quot;alternateStrafe&amp;quot;,   BotActionAlternateStrafe,   0, 0 }, &lt;br /&gt;
&lt;br /&gt;
==== buy ====&lt;br /&gt;
&lt;br /&gt;
Takes between 1 and 4 items to buy, then behaves the same way&lt;br /&gt;
as the action &amp;quot;equip&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== changeGoal ====&lt;br /&gt;
&lt;br /&gt;
Parameters:&lt;br /&gt;
&lt;br /&gt;
* vec3_t: position designed as new goal (mandatory)&lt;br /&gt;
&lt;br /&gt;
In code: BotActionChangeGoal&lt;br /&gt;
&lt;br /&gt;
==== classDodge ====&lt;br /&gt;
 { &amp;quot;classDodge&amp;quot;,        BotActionClassDodge,        0, 0 }, &lt;br /&gt;
&lt;br /&gt;
==== deactivateUpgrade ====&lt;br /&gt;
 { &amp;quot;deactivateUpgrade&amp;quot;, BotActionDeactivateUpgrade, 1, 1 }, &lt;br /&gt;
&lt;br /&gt;
==== equip ====&lt;br /&gt;
&lt;br /&gt;
Make the bot decide itself what to buy.&lt;br /&gt;
If desired equipment is same than what it have, the action&lt;br /&gt;
returns STATUS_FAILURE.&lt;br /&gt;
&lt;br /&gt;
If a change of equipment is desired, target the closer armory.&lt;br /&gt;
If it is disabled (destroyed, not powered) or if no armory exists,&lt;br /&gt;
the action returns STATUS_FAILURE.&lt;br /&gt;
If the armory can not be reached (navmesh), it is possible that&lt;br /&gt;
the action returns STATUS_FAILURE. **Not sure about this.**&lt;br /&gt;
&lt;br /&gt;
If the close armory can be used and reached, return STATUS_RUNNING&lt;br /&gt;
until the bot reach the armory and buys equipment. When the equipment&lt;br /&gt;
is bought, returns STATUS_SUCCESS.&lt;br /&gt;
&lt;br /&gt;
If armory's status changes while the bot tries to reach it, returns&lt;br /&gt;
STATUS_FAILURE.&lt;br /&gt;
&lt;br /&gt;
==== evolve ====&lt;br /&gt;
 { &amp;quot;evolve&amp;quot;,            BotActionEvolve,            0, 0 }, &lt;br /&gt;
&lt;br /&gt;
==== evolveTo ====&lt;br /&gt;
 { &amp;quot;evolveTo&amp;quot;,          BotActionEvolveTo,          1, 1 }, &lt;br /&gt;
&lt;br /&gt;
==== fight ====&lt;br /&gt;
 { &amp;quot;fight&amp;quot;,             BotActionFight,             0, 0 }, &lt;br /&gt;
&lt;br /&gt;
==== fireWeapon ====&lt;br /&gt;
 { &amp;quot;fireWeapon&amp;quot;,        BotActionFireWeapon,        0, 0 }, &lt;br /&gt;
&lt;br /&gt;
==== flee ====&lt;br /&gt;
 { &amp;quot;flee&amp;quot;,              BotActionFlee,              0, 0 }, &lt;br /&gt;
&lt;br /&gt;
==== heal ====&lt;br /&gt;
 { &amp;quot;heal&amp;quot;,              BotActionHeal,              0, 0 }, &lt;br /&gt;
&lt;br /&gt;
==== jump ====&lt;br /&gt;
 { &amp;quot;jump&amp;quot;,              BotActionJump,              0, 0 }, &lt;br /&gt;
&lt;br /&gt;
==== moveInDir ====&lt;br /&gt;
 { &amp;quot;moveInDir&amp;quot;,         BotActionMoveInDir,         1, 2 }, &lt;br /&gt;
&lt;br /&gt;
==== moveTo ====&lt;br /&gt;
 { &amp;quot;moveTo&amp;quot;,            BotActionMoveTo,            1, 2 }, &lt;br /&gt;
&lt;br /&gt;
==== moveToGoal ====&lt;br /&gt;
 { &amp;quot;moveToGoal&amp;quot;,        BotActionMoveToGoal,        0, 0 }, &lt;br /&gt;
&lt;br /&gt;
==== repair ====&lt;br /&gt;
 { &amp;quot;repair&amp;quot;,            BotActionRepair,            0, 0 }, &lt;br /&gt;
&lt;br /&gt;
==== resetStuckTime ====&lt;br /&gt;
 { &amp;quot;resetStuckTime&amp;quot;,    BotActionResetStuckTime,    0, 0 }, &lt;br /&gt;
&lt;br /&gt;
==== roam ====&lt;br /&gt;
 { &amp;quot;roam&amp;quot;,              BotActionRoam,              0, 0 }, &lt;br /&gt;
&lt;br /&gt;
==== roamInRadius ====&lt;br /&gt;
 { &amp;quot;roamInRadius&amp;quot;,      BotActionRoamInRadius,      2, 2 }, &lt;br /&gt;
&lt;br /&gt;
==== rush ====&lt;br /&gt;
 { &amp;quot;rush&amp;quot;,              BotActionRush,              0, 0 }, &lt;br /&gt;
&lt;br /&gt;
==== say ====&lt;br /&gt;
&lt;br /&gt;
Make the bot say something.&lt;br /&gt;
&lt;br /&gt;
Arg 1: text to say &lt;br /&gt;
Arg 2: whom to say it to&lt;br /&gt;
&lt;br /&gt;
Arg 2's possible values:&lt;br /&gt;
&lt;br /&gt;
* SAY_ALL: say text to everyone on server&lt;br /&gt;
* SAY_ALL_ADMIN: say text to admins present on map&lt;br /&gt;
* SAY_TEAM: say text to the team&lt;br /&gt;
* SAY_RAW: logs only, should not be used since bots are clients&lt;br /&gt;
&lt;br /&gt;
Following values may not be handled (unsure):&lt;br /&gt;
&lt;br /&gt;
* SAY_PRIVMSG&lt;br /&gt;
* SAY_TPRIVMSG&lt;br /&gt;
* SAY_AREA&lt;br /&gt;
* SAY_AREA_TEAM&lt;br /&gt;
* SAY_ADMINS&lt;br /&gt;
* SAY_ADMINS_PUBLIC&lt;br /&gt;
* SAY_ALL_ME&lt;br /&gt;
* SAY_TEAM_ME&lt;br /&gt;
* SAY_DEFAULT&lt;br /&gt;
&lt;br /&gt;
Values extracted from `enum saymode_t`, in `Unvanquished/src/shared/bg_public.h`. Please edit this to add more details, or even more examples.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
  action say( &amp;quot;hello world&amp;quot;, SAY_ALL )&lt;br /&gt;
&lt;br /&gt;
==== strafeDodge ====&lt;br /&gt;
 { &amp;quot;strafeDodge&amp;quot;,       BotActionStrafeDodge,       0, 0 }, &lt;br /&gt;
&lt;br /&gt;
==== suicide ====&lt;br /&gt;
 { &amp;quot;suicide&amp;quot;,           BotActionSuicide,           0, 0 },&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Map_Layouts&amp;diff=7439</id>
		<title>Map Layouts</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Map_Layouts&amp;diff=7439"/>
		<updated>2022-05-15T09:54:14Z</updated>

		<summary type="html">&lt;p&gt;Freem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note: this page is just a dumping of useful informations to create an alternative layout which can be used either by vote or by rotation. Note that the server must have access to the layout for this to work.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;/devmap MAPNAME&amp;lt;/code&amp;gt;: required to use most of the commands&lt;br /&gt;
* &amp;lt;code&amp;gt;/g_instantBuilding&amp;lt;/code&amp;gt;: makes building instant, and removes the cooldowns before next building&lt;br /&gt;
* &amp;lt;code&amp;gt;/noclip&amp;lt;/code&amp;gt;: allows the user to travel through walls and ignore gravity&lt;br /&gt;
* &amp;lt;code&amp;gt;/devteam [a|h]&amp;lt;/code&amp;gt;: spawn where you are as either naked human with CKit or adv granger&lt;br /&gt;
* &amp;lt;code&amp;gt;/give momentum&amp;lt;/code&amp;gt;: give your team maximum momentum, so that you're not limited by momentum for now (it will still decrease with time). Specific number can be provided. Negative number removes stuff.&lt;br /&gt;
* &amp;lt;code&amp;gt;/give bp&amp;lt;/code&amp;gt;: give your team a lot of BP. Specific number can be provided. Negative number removes stuff.&lt;br /&gt;
* &amp;lt;code&amp;gt;/layoutSave LAYOUTNAME&amp;lt;/code&amp;gt;: saves the layout with the name LAYOUTNAME&lt;br /&gt;
* &amp;lt;code&amp;gt;/layoutLoad LAYOUTNAME&amp;lt;/code&amp;gt;: loads the layout with the name LAYOUTNAME&lt;br /&gt;
* &amp;lt;code&amp;gt;/cg_drawBBox 1&amp;lt;/code&amp;gt;: allows one to see the collisions of the buildings&lt;br /&gt;
&lt;br /&gt;
If you want test bots with alternative IA, like one on SK servers, you must follow these steps:&lt;br /&gt;
* If you never already loaded a map on SK server, you must load any map on any SK server first. This will download extrapack files.&lt;br /&gt;
* /set fs_extrapaks mod-betterai&lt;br /&gt;
* /bot fill 5 a 9 will load 5 alien bots with level 9 (level is 1 to 9)&lt;br /&gt;
* /bot fill 5 h 9 will load 5 human bots with level 9 (level is 1 to 9)&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Map_Layouts&amp;diff=7435</id>
		<title>Map Layouts</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Map_Layouts&amp;diff=7435"/>
		<updated>2022-05-08T13:43:13Z</updated>

		<summary type="html">&lt;p&gt;Freem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note: this page is just a dumping of useful informations to create an alternative layout which can be used either by vote or by rotation. Note that the server must have access to the layout for this to work.&lt;br /&gt;
&lt;br /&gt;
* /devmap MAPNAME: required to use most of the commands&lt;br /&gt;
* g_instantBuilding: makes building instant, and removes the cooldowns before next building&lt;br /&gt;
* /noclip: allows the user to travel through walls and ignore gravity&lt;br /&gt;
* /devteam [a|h]: spawn where you are as either naked human with CKit or adv granger&lt;br /&gt;
* /give momentum: give your team maximum momentum, so that you're not limited by momentum for now (it will still decrease with time). Specific number can be provided. Negative number removes stuff.&lt;br /&gt;
* /give bp: give your team a lot of BP. Specific number can be provided. Negative number removes stuff.&lt;br /&gt;
* /layoutSave LAYOUTNAME: saves the layout with the name LAYOUTNAME&lt;br /&gt;
* /layoutLoad LAYOUTNAME: loads the layout with the name LAYOUTNAME&lt;br /&gt;
* /cg_drawBBox 1: allows one to see the collisions of the buildings&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Map_Layouts&amp;diff=7434</id>
		<title>Map Layouts</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Map_Layouts&amp;diff=7434"/>
		<updated>2022-05-08T13:00:58Z</updated>

		<summary type="html">&lt;p&gt;Freem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note: this page is just a dumping of useful informations to create an alternative layout which can be used either by vote or by rotation. Note that the server must have access to the layout for this to work.&lt;br /&gt;
&lt;br /&gt;
* /devmap MAPNAME: required to use most of the commands&lt;br /&gt;
* g_instantBuilding: makes building instant, and removes the cooldowns before next building&lt;br /&gt;
* /noclip: allows the user to travel through walls and ignore gravity&lt;br /&gt;
* /devteam [a|h]: spawn where you are as either naked human with CKit or adv granger&lt;br /&gt;
* /give momentum: give your team maximum momentum, so that you're not limited by momentum for now (it will still decrease with time). Specific number can be provided. Negative number removes stuff.&lt;br /&gt;
* /give bp: give your team a lot of BP. Specific number can be provided. Negative number removes stuff.&lt;br /&gt;
* /layoutSave LAYOUTNAME: saves the layout with the name LAYOUTNAME&lt;br /&gt;
* /loayoutLoad LAYOUTNAME: loads the layout with the name LAYOUTNAME&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Map_Layouts&amp;diff=7433</id>
		<title>Map Layouts</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Map_Layouts&amp;diff=7433"/>
		<updated>2022-05-08T13:00:08Z</updated>

		<summary type="html">&lt;p&gt;Freem: dump of stuff to create or modify a map layout&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note: this page is just a dumping of useful informations to create an alternative layout which can be used either by vote or by rotation. Note that the server must have access to the layout for this to work.&lt;br /&gt;
&lt;br /&gt;
/devmap MAPNAME: required to use most of the commands&lt;br /&gt;
g_instantBuilding: makes building instant, and removes the cooldowns before next building&lt;br /&gt;
/noclip: allows the user to travel through walls and ignore gravity&lt;br /&gt;
/devteam [a|h]: spawn where you are as either naked human with CKit or adv granger&lt;br /&gt;
/give momentum: give your team maximum momentum, so that you're not limited by momentum for now (it will still decrease with time). Specific number can be provided. Negative number removes stuff.&lt;br /&gt;
/give bp: give your team a lot of BP. Specific number can be provided. Negative number removes stuff.&lt;br /&gt;
/layoutSave LAYOUTNAME: saves the layout with the name LAYOUTNAME&lt;br /&gt;
/loayoutLoad LAYOUTNAME: loads the layout with the name LAYOUTNAME&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Making_and_modding&amp;diff=7432</id>
		<title>Making and modding</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Making_and_modding&amp;diff=7432"/>
		<updated>2022-04-29T20:19:13Z</updated>

		<summary type="html">&lt;p&gt;Freem: /* Categories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overviews=&lt;br /&gt;
* [[Technical Documentation]] for the game and engine&lt;br /&gt;
* [[Engine]] feature summary&lt;br /&gt;
* [[Filesystem]] and packaging details.&lt;br /&gt;
&lt;br /&gt;
=Categories=&lt;br /&gt;
Each category contains links to guides and reference material for both beginners and more experienced artists.&lt;br /&gt;
&lt;br /&gt;
* [[Mapping]]&lt;br /&gt;
* [[Map Layouts]]&lt;br /&gt;
* [[UI Design]]&lt;br /&gt;
* [[Texture creation|Texturing]]&lt;br /&gt;
* [[Modeling]]&lt;br /&gt;
* [[Music and sounds]]&lt;br /&gt;
&lt;br /&gt;
See also [[Tools]] and [[Formats]].&lt;br /&gt;
&lt;br /&gt;
See {{dmak}} for a way to build tools required to build the assets and some important editors.&lt;br /&gt;
&lt;br /&gt;
=Tutorials=&lt;br /&gt;
&lt;br /&gt;
* [[Modifying paks]] for how to test changes to an existing game package&lt;br /&gt;
* [[Making an awesome Mod]] build and use a custom mod&lt;br /&gt;
* [[Hosting one's own awesome Mod]] configure server to host and distribute previously done mod&lt;br /&gt;
&lt;br /&gt;
=Publishing or Contributing to Unvanquished=&lt;br /&gt;
&lt;br /&gt;
The {{forums}} are the best place to reveal and show-off your work.&lt;br /&gt;
&lt;br /&gt;
* [[Contributing/Artists|Guidelines]]&lt;br /&gt;
* [[Filesystem|Packaging]] assets for distribution&lt;br /&gt;
* Translating&lt;br /&gt;
* [[Data licenses]]&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Making_and_modding&amp;diff=7431</id>
		<title>Making and modding</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Making_and_modding&amp;diff=7431"/>
		<updated>2022-04-29T20:18:42Z</updated>

		<summary type="html">&lt;p&gt;Freem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overviews=&lt;br /&gt;
* [[Technical Documentation]] for the game and engine&lt;br /&gt;
* [[Engine]] feature summary&lt;br /&gt;
* [[Filesystem]] and packaging details.&lt;br /&gt;
&lt;br /&gt;
=Categories=&lt;br /&gt;
Each category contains links to guides and reference material for both beginners and more experienced artists.&lt;br /&gt;
&lt;br /&gt;
* [[Mapping]]&lt;br /&gt;
* [[Map Modifications]]&lt;br /&gt;
* [[UI Design]]&lt;br /&gt;
* [[Texture creation|Texturing]]&lt;br /&gt;
* [[Modeling]]&lt;br /&gt;
* [[Music and sounds]]&lt;br /&gt;
&lt;br /&gt;
See also [[Tools]] and [[Formats]].&lt;br /&gt;
&lt;br /&gt;
See {{dmak}} for a way to build tools required to build the assets and some important editors.&lt;br /&gt;
&lt;br /&gt;
=Tutorials=&lt;br /&gt;
&lt;br /&gt;
* [[Modifying paks]] for how to test changes to an existing game package&lt;br /&gt;
* [[Making an awesome Mod]] build and use a custom mod&lt;br /&gt;
* [[Hosting one's own awesome Mod]] configure server to host and distribute previously done mod&lt;br /&gt;
&lt;br /&gt;
=Publishing or Contributing to Unvanquished=&lt;br /&gt;
&lt;br /&gt;
The {{forums}} are the best place to reveal and show-off your work.&lt;br /&gt;
&lt;br /&gt;
* [[Contributing/Artists|Guidelines]]&lt;br /&gt;
* [[Filesystem|Packaging]] assets for distribution&lt;br /&gt;
* Translating&lt;br /&gt;
* [[Data licenses]]&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Coding&amp;diff=5649</id>
		<title>Coding</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Coding&amp;diff=5649"/>
		<updated>2022-01-09T13:22:23Z</updated>

		<summary type="html">&lt;p&gt;Freem: /* Navmesh handling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game ==&lt;br /&gt;
* [[Getting the source]]&lt;br /&gt;
* [[Compiling the source]]&lt;br /&gt;
* [[Using Unvanquished from git]]&lt;br /&gt;
* [[Development environments]]&lt;br /&gt;
* [[External resources]]&lt;br /&gt;
&lt;br /&gt;
== Source code ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Game:&lt;br /&gt;
* [[Main_Page|Unvanquished]], game: [https://github.com/Unvanquished/Unvanquished source], [https://github.com/Unvanquished/Unvanquished/issues bug tracker]&lt;br /&gt;
* [[unvanquished_src.dpkdir]], main package: [https://github.com/UnvanquishedAssets/unvanquished_src.dpkdir source], [https://github.com/UnvanquishedAssets/unvanquished_src.dpkdir/issues bug tracker]&lt;br /&gt;
&lt;br /&gt;
Engine:&lt;br /&gt;
* [[Engine|Dæmon]], engine: [https://github.com/DaemonEngine/Daemon source], [https://github.com/DaemonEngine/Daemon/issues bug tracker]&lt;br /&gt;
* CBSE-Toolchain, code generator for component-based gamelogic: [https://github.com/DaemonEngine/CBSE-Toolchain source], [https://github.com/DaemonEngine/CBSE-Toolchain/issues bug tracker]&lt;br /&gt;
&lt;br /&gt;
Assets:&lt;br /&gt;
* UnvanquishedAssets, asset repository registry: [https://github.com/UnvanquishedAssets source registry]&lt;br /&gt;
* UnvanquishedTestAssets, test asset repository: [https://github.com/UnvanquishedAssets/UnvanquishedTestAssets source]&lt;br /&gt;
* UnvanquishedBranding, icons, banners, and more: [https://github.com/Unvanquished/UnvanquishedBranding source]&lt;br /&gt;
&lt;br /&gt;
Sub-projects:&lt;br /&gt;
* Updater/launcher: [https://github.com/Unvanquished/updater source], [https://github.com/Unvanquished/updater/issues bug tracker]&lt;br /&gt;
* Master server: [https://github.com/Unvanquished/unvanquished-master source], [https://github.com/Unvanquished/unvanquished-master/issues bug tracker]&lt;br /&gt;
&lt;br /&gt;
Asset authoring tools:&lt;br /&gt;
* NetRadiant gamepack: [https://github.com/Unvanquished/unvanquished-mapeditor-support source], [https://github.com/Unvanquished/unvanquished-mapeditor-support/issues bug tracker]&lt;br /&gt;
* NetRadiant &amp;amp; q3map2, level editor and compiler: [https://gitlab.com/xonotic/netradiant source], [https://gitlab.com/xonotic/netradiant/issues bug tracker] (hosted at Xonotic)&lt;br /&gt;
* [[Tools/Daemonmap|DaemonMap]], navmesh generator: [https://github.com/DaemonEngine/daemonmap source], [https://github.com/DaemonEngine/daemonmap, bug tracker]&lt;br /&gt;
* [[Tools/Chameleon|Chameleon]], level retexturing tool: [https://github.com/DaemonEngine/Chameleon source], [https://github.com/DaemonEngine/Chameleon/issues bug tracker]&lt;br /&gt;
* [[Tools/Sloth|Sloth]], material generator: [https://github.com/DaemonEngine/Sloth source], [https://github.com/DaemonEngine/Sloth/issues bug tracker]&lt;br /&gt;
* [[Tools/Urcheon|Urcheon]], asset builder and packager: [https://github.com/DaemonEngine/Urcheon source], [https://github.com/DaemonEngine/Urcheon/issues bug tracker]&lt;br /&gt;
* [[Tools/Crunch|Crunch]], texture compressor: [https://github.com/DaemonEngine/crunch source], [https://github.com/DaemonEngine/crunch/issues bug tracker] (following Unity upstream)&lt;br /&gt;
&lt;br /&gt;
Obsolete projects:&lt;br /&gt;
* [[Osavul]], server browser: [https://github.com/Unvanquished/Osavul source], [https://github.com/Unvanquished/Osavul/issues bug tracker] (dormant project)&lt;br /&gt;
* [[Tools/Archipelago|Archipelago]], remapper (dead project)&lt;br /&gt;
&lt;br /&gt;
== New Documentation ==&lt;br /&gt;
* [[Compatibility]] (on ensuring interoperability between the various software components)&lt;br /&gt;
* [[Coding/Cvars|Creating Cvars]]&lt;br /&gt;
&lt;br /&gt;
==Documentation (Possibly outdated)==&lt;br /&gt;
* [[Technical Documentation]] has overviews, links and tips for getting started with the source&lt;br /&gt;
* [[Engine]]&lt;br /&gt;
* [[UI Implementation]]&lt;br /&gt;
* [[GSoC idea list]]&lt;br /&gt;
* [[List future ideas etherpad]]&lt;br /&gt;
* [[Lua in the UI]]&lt;br /&gt;
&lt;br /&gt;
==Contributing==&lt;br /&gt;
&lt;br /&gt;
* [[Coding convention]]&lt;br /&gt;
* [[Contributing/Code|Contributing code]]&lt;br /&gt;
&lt;br /&gt;
==Launch several clients for debug purpose==&lt;br /&gt;
&lt;br /&gt;
To lunch several clients, for debug purpose or cheating, or.. more fun (and more CPU usage...), you can use this way:&lt;br /&gt;
&lt;br /&gt;
# create a folder somewhere,&lt;br /&gt;
# Create and go to the directory : '''mkdir -p toto ; cd toto''' (here we named it ''toto'' but you can choose another name),&lt;br /&gt;
# launch the client via daemon, like in Linux : '''~/.local/share/unvanquished/base/daemon -homepath .'''&lt;br /&gt;
# change configuration and player name.&lt;br /&gt;
&lt;br /&gt;
If you plan to duplicate the folder, remove the publickey ''pubkey'' in the folder.&lt;br /&gt;
&lt;br /&gt;
To disallow mouse capture, use the command in console '''/set in_mouse 0'''&lt;br /&gt;
&lt;br /&gt;
To move the windows on common Linux desktop, you may use ''win_key'' and ''left_click''.&lt;br /&gt;
&lt;br /&gt;
== External resources ==&lt;br /&gt;
&lt;br /&gt;
Stuff kept here for future reference, stuff to improve, etc&lt;br /&gt;
&lt;br /&gt;
=== Navmesh handling ===&lt;br /&gt;
&lt;br /&gt;
Slides and demo code of a talk in which someone presented a way to get covers and jump links handled: http://digestingduck.blogspot.com/2011/07/paris-gameai-conference-2011-slides-and.html&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Coding&amp;diff=5648</id>
		<title>Coding</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Coding&amp;diff=5648"/>
		<updated>2022-01-09T13:21:36Z</updated>

		<summary type="html">&lt;p&gt;Freem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game ==&lt;br /&gt;
* [[Getting the source]]&lt;br /&gt;
* [[Compiling the source]]&lt;br /&gt;
* [[Using Unvanquished from git]]&lt;br /&gt;
* [[Development environments]]&lt;br /&gt;
* [[External resources]]&lt;br /&gt;
&lt;br /&gt;
== Source code ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Game:&lt;br /&gt;
* [[Main_Page|Unvanquished]], game: [https://github.com/Unvanquished/Unvanquished source], [https://github.com/Unvanquished/Unvanquished/issues bug tracker]&lt;br /&gt;
* [[unvanquished_src.dpkdir]], main package: [https://github.com/UnvanquishedAssets/unvanquished_src.dpkdir source], [https://github.com/UnvanquishedAssets/unvanquished_src.dpkdir/issues bug tracker]&lt;br /&gt;
&lt;br /&gt;
Engine:&lt;br /&gt;
* [[Engine|Dæmon]], engine: [https://github.com/DaemonEngine/Daemon source], [https://github.com/DaemonEngine/Daemon/issues bug tracker]&lt;br /&gt;
* CBSE-Toolchain, code generator for component-based gamelogic: [https://github.com/DaemonEngine/CBSE-Toolchain source], [https://github.com/DaemonEngine/CBSE-Toolchain/issues bug tracker]&lt;br /&gt;
&lt;br /&gt;
Assets:&lt;br /&gt;
* UnvanquishedAssets, asset repository registry: [https://github.com/UnvanquishedAssets source registry]&lt;br /&gt;
* UnvanquishedTestAssets, test asset repository: [https://github.com/UnvanquishedAssets/UnvanquishedTestAssets source]&lt;br /&gt;
* UnvanquishedBranding, icons, banners, and more: [https://github.com/Unvanquished/UnvanquishedBranding source]&lt;br /&gt;
&lt;br /&gt;
Sub-projects:&lt;br /&gt;
* Updater/launcher: [https://github.com/Unvanquished/updater source], [https://github.com/Unvanquished/updater/issues bug tracker]&lt;br /&gt;
* Master server: [https://github.com/Unvanquished/unvanquished-master source], [https://github.com/Unvanquished/unvanquished-master/issues bug tracker]&lt;br /&gt;
&lt;br /&gt;
Asset authoring tools:&lt;br /&gt;
* NetRadiant gamepack: [https://github.com/Unvanquished/unvanquished-mapeditor-support source], [https://github.com/Unvanquished/unvanquished-mapeditor-support/issues bug tracker]&lt;br /&gt;
* NetRadiant &amp;amp; q3map2, level editor and compiler: [https://gitlab.com/xonotic/netradiant source], [https://gitlab.com/xonotic/netradiant/issues bug tracker] (hosted at Xonotic)&lt;br /&gt;
* [[Tools/Daemonmap|DaemonMap]], navmesh generator: [https://github.com/DaemonEngine/daemonmap source], [https://github.com/DaemonEngine/daemonmap, bug tracker]&lt;br /&gt;
* [[Tools/Chameleon|Chameleon]], level retexturing tool: [https://github.com/DaemonEngine/Chameleon source], [https://github.com/DaemonEngine/Chameleon/issues bug tracker]&lt;br /&gt;
* [[Tools/Sloth|Sloth]], material generator: [https://github.com/DaemonEngine/Sloth source], [https://github.com/DaemonEngine/Sloth/issues bug tracker]&lt;br /&gt;
* [[Tools/Urcheon|Urcheon]], asset builder and packager: [https://github.com/DaemonEngine/Urcheon source], [https://github.com/DaemonEngine/Urcheon/issues bug tracker]&lt;br /&gt;
* [[Tools/Crunch|Crunch]], texture compressor: [https://github.com/DaemonEngine/crunch source], [https://github.com/DaemonEngine/crunch/issues bug tracker] (following Unity upstream)&lt;br /&gt;
&lt;br /&gt;
Obsolete projects:&lt;br /&gt;
* [[Osavul]], server browser: [https://github.com/Unvanquished/Osavul source], [https://github.com/Unvanquished/Osavul/issues bug tracker] (dormant project)&lt;br /&gt;
* [[Tools/Archipelago|Archipelago]], remapper (dead project)&lt;br /&gt;
&lt;br /&gt;
== New Documentation ==&lt;br /&gt;
* [[Compatibility]] (on ensuring interoperability between the various software components)&lt;br /&gt;
* [[Coding/Cvars|Creating Cvars]]&lt;br /&gt;
&lt;br /&gt;
==Documentation (Possibly outdated)==&lt;br /&gt;
* [[Technical Documentation]] has overviews, links and tips for getting started with the source&lt;br /&gt;
* [[Engine]]&lt;br /&gt;
* [[UI Implementation]]&lt;br /&gt;
* [[GSoC idea list]]&lt;br /&gt;
* [[List future ideas etherpad]]&lt;br /&gt;
* [[Lua in the UI]]&lt;br /&gt;
&lt;br /&gt;
==Contributing==&lt;br /&gt;
&lt;br /&gt;
* [[Coding convention]]&lt;br /&gt;
* [[Contributing/Code|Contributing code]]&lt;br /&gt;
&lt;br /&gt;
==Launch several clients for debug purpose==&lt;br /&gt;
&lt;br /&gt;
To lunch several clients, for debug purpose or cheating, or.. more fun (and more CPU usage...), you can use this way:&lt;br /&gt;
&lt;br /&gt;
# create a folder somewhere,&lt;br /&gt;
# Create and go to the directory : '''mkdir -p toto ; cd toto''' (here we named it ''toto'' but you can choose another name),&lt;br /&gt;
# launch the client via daemon, like in Linux : '''~/.local/share/unvanquished/base/daemon -homepath .'''&lt;br /&gt;
# change configuration and player name.&lt;br /&gt;
&lt;br /&gt;
If you plan to duplicate the folder, remove the publickey ''pubkey'' in the folder.&lt;br /&gt;
&lt;br /&gt;
To disallow mouse capture, use the command in console '''/set in_mouse 0'''&lt;br /&gt;
&lt;br /&gt;
To move the windows on common Linux desktop, you may use ''win_key'' and ''left_click''.&lt;br /&gt;
&lt;br /&gt;
== External resources ==&lt;br /&gt;
&lt;br /&gt;
Stuff kept here for future reference, stuff to improve, etc&lt;br /&gt;
&lt;br /&gt;
=== Navmesh handling ===&lt;br /&gt;
&lt;br /&gt;
http://digestingduck.blogspot.com/2011/07/paris-gameai-conference-2011-slides-and.html&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=File:Levelshots-hangar28.jpg&amp;diff=5612</id>
		<title>File:Levelshots-hangar28.jpg</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=File:Levelshots-hangar28.jpg&amp;diff=5612"/>
		<updated>2021-12-05T00:55:18Z</updated>

		<summary type="html">&lt;p&gt;Freem: Freem uploaded a new version of File:Levelshots-hangar28.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=File:Levelshots-hangar28.jpg&amp;diff=5611</id>
		<title>File:Levelshots-hangar28.jpg</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=File:Levelshots-hangar28.jpg&amp;diff=5611"/>
		<updated>2021-12-05T00:51:50Z</updated>

		<summary type="html">&lt;p&gt;Freem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Maps&amp;diff=5610</id>
		<title>Maps</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Maps&amp;diff=5610"/>
		<updated>2021-12-05T00:51:27Z</updated>

		<summary type="html">&lt;p&gt;Freem: /* community maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Official Unvanquished Maps=&lt;br /&gt;
&lt;br /&gt;
These maps are distributed with the default installation&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name and Description&lt;br /&gt;
! Levelshot&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Antares'''&lt;br /&gt;
* Varied rooms and corridors&lt;br /&gt;
by Pevel&lt;br /&gt;
|[[File:antares.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Chasm'''&lt;br /&gt;
* Two route design&lt;br /&gt;
* Medium sized&lt;br /&gt;
* Outside area&lt;br /&gt;
by Supertanker&lt;br /&gt;
|[[File:Levelshots-Snowstation-b4.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Forlorn'''&lt;br /&gt;
* Varied rooms and corridors&lt;br /&gt;
by EmperorJack&lt;br /&gt;
&lt;br /&gt;
[[Map_Forlorn|Map Forlorn]]&lt;br /&gt;
|[[File:Forlorn.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Parpax'''&lt;br /&gt;
* Medium sized&lt;br /&gt;
* Many branching paths&lt;br /&gt;
* Crawl spaces and piping&lt;br /&gt;
* Elevators&lt;br /&gt;
by Viech&lt;br /&gt;
|[[File:Levelshots-Parpax_compressed.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Perseus'''&lt;br /&gt;
* Medium sized&lt;br /&gt;
by Pevel&lt;br /&gt;
|[[File:Perseus.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Platform 23'''&lt;br /&gt;
* Symmetrical&lt;br /&gt;
* Replacement for ATCS&lt;br /&gt;
* Two route design&lt;br /&gt;
by EmperorJack&lt;br /&gt;
|[[File:Levelshots-Plat23-b11.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Spacetracks'''&lt;br /&gt;
* Varied rooms, corridors and layers&lt;br /&gt;
* Many Elevators&lt;br /&gt;
* Crawl spaces&lt;br /&gt;
by Supertanker&lt;br /&gt;
&lt;br /&gt;
|[[ File:Levelshots-Spacetracks-r1.jpg |400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Station15'''&lt;br /&gt;
* Varied rooms and corridors&lt;br /&gt;
* Elevators&lt;br /&gt;
by Supertanker&lt;br /&gt;
&lt;br /&gt;
[[Map_Station15|Map Station15]]&lt;br /&gt;
|[[File:Levelshots-Station15-r1.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Thunder'''&lt;br /&gt;
* Very large&lt;br /&gt;
by EmperorJack&lt;br /&gt;
|[[File:Levelshot-thunder.jpeg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Vega'''&lt;br /&gt;
* Large&lt;br /&gt;
by Ingar&lt;br /&gt;
|[[File:vega.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Yocto'''&lt;br /&gt;
* Vertical&lt;br /&gt;
by Pevel&lt;br /&gt;
|[[File:Levelshot-Yocto-b1a.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Gentrified Maps=&lt;br /&gt;
&lt;br /&gt;
Maps that were born in Tremulous.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name and Description&lt;br /&gt;
! Levelshot&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''.:U.T:C.S:.'''&lt;br /&gt;
* Symmetrical&lt;br /&gt;
* Two route design&lt;br /&gt;
* Small&lt;br /&gt;
| [[File:Levelshot-Utcs.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Arachnid 2'''&lt;br /&gt;
* Varied rooms, corridors and layers&lt;br /&gt;
* Crawl spaces and piping&lt;br /&gt;
* Medium sized&lt;br /&gt;
| [[File:Levelshots-Arachnid2.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Karith Station 2'''&lt;br /&gt;
* Varied rooms, corridors and layers&lt;br /&gt;
* Outside area&lt;br /&gt;
* Crawl spaces&lt;br /&gt;
* Large&lt;br /&gt;
* Elevators&lt;br /&gt;
by Godmil&lt;br /&gt;
|[[File:Levelshots-Karith.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Methane (beta 1)'''&lt;br /&gt;
* Large&lt;br /&gt;
* Vertically complex&lt;br /&gt;
by Ingar&lt;br /&gt;
|[[File:Levelshots-Methane-beta1.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Nano!'''&lt;br /&gt;
* Small&lt;br /&gt;
* Symmetrical&lt;br /&gt;
by Ingar&lt;br /&gt;
|[[File:Levelshots-Nano.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Nexus 6'''&lt;br /&gt;
* Varied rooms, corridors and layers&lt;br /&gt;
* Crawl spaces&lt;br /&gt;
* Medium sized&lt;br /&gt;
|[[File:Levelshots-Nexus6.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Niveus : Outpost 652'''&lt;br /&gt;
* Varied rooms, corridors and layers&lt;br /&gt;
* Medium sized&lt;br /&gt;
|[[File:Levelshots-Niveus.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Orion I - communication ship (beta 2)'''&lt;br /&gt;
|[[File:Levelshots-Orion.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Tremor'''&lt;br /&gt;
* Medium sized&lt;br /&gt;
* Large rooms and corridors&lt;br /&gt;
* Crawl spaces (underground section)&lt;br /&gt;
by Vedacon&lt;br /&gt;
|[[File:Levelshots-Tremor.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=community maps=&lt;br /&gt;
&lt;br /&gt;
Maps produced (and not already listed) by the community which are known to work for unvanquished, for both tremulous and unvanquished.&lt;br /&gt;
&lt;br /&gt;
Licences of images is the same as the map itself, this will be updated later.&lt;br /&gt;
This section have lot of things to do, including adding author's names, licencing informations, simple map descriptions, etc.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name and Description&lt;br /&gt;
! Levelshot&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|'''area3'''&lt;br /&gt;
|[[File:Levelshots-area3.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''atcshd'''&lt;br /&gt;
|[[File:Levelshots-atcshd.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''ctcs'''&lt;br /&gt;
|[[File:Levelshots-ctcs.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''dretchstorm'''&lt;br /&gt;
|[[File:Levelshots-dretchstorm.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''fortification'''&lt;br /&gt;
|[[File:Levelshots-fortification.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''hamunaptra'''&lt;br /&gt;
|[[File:Levelshots-hamunaptra.png|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''hangar28'''&lt;br /&gt;
|[[File:Levelshots-hangar28.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''jota'''&lt;br /&gt;
|[[File:Levelshots-jota.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''openfield'''&lt;br /&gt;
|[[File:Levelshots-openfield.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''peorongateb3'''&lt;br /&gt;
|[[File:Levelshots-peorongateb3.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''ptcs2'''&lt;br /&gt;
|[[File:Levelshots-ptcs2.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''rsmse'''&lt;br /&gt;
|[[File:Levelshots-rsmse.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''stahl'''&lt;br /&gt;
|[[File:Levelshots-stahl.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''terminus'''&lt;br /&gt;
|[[File:Levelshots-terminus.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''transit'''&lt;br /&gt;
|[[File:Levelshots-transit.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''uncreation'''&lt;br /&gt;
|[[File:Levelshots-uncreation.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''urbanp2'''&lt;br /&gt;
|[[File:Levelshots-urbanp2.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''usstremor'''&lt;br /&gt;
|[[File:Levelshots-usstremor.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=File:Levelshots-hamunaptra.png&amp;diff=5609</id>
		<title>File:Levelshots-hamunaptra.png</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=File:Levelshots-hamunaptra.png&amp;diff=5609"/>
		<updated>2021-12-05T00:49:44Z</updated>

		<summary type="html">&lt;p&gt;Freem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Maps&amp;diff=5608</id>
		<title>Maps</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Maps&amp;diff=5608"/>
		<updated>2021-12-05T00:49:31Z</updated>

		<summary type="html">&lt;p&gt;Freem: /* community maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Official Unvanquished Maps=&lt;br /&gt;
&lt;br /&gt;
These maps are distributed with the default installation&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name and Description&lt;br /&gt;
! Levelshot&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Antares'''&lt;br /&gt;
* Varied rooms and corridors&lt;br /&gt;
by Pevel&lt;br /&gt;
|[[File:antares.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Chasm'''&lt;br /&gt;
* Two route design&lt;br /&gt;
* Medium sized&lt;br /&gt;
* Outside area&lt;br /&gt;
by Supertanker&lt;br /&gt;
|[[File:Levelshots-Snowstation-b4.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Forlorn'''&lt;br /&gt;
* Varied rooms and corridors&lt;br /&gt;
by EmperorJack&lt;br /&gt;
&lt;br /&gt;
[[Map_Forlorn|Map Forlorn]]&lt;br /&gt;
|[[File:Forlorn.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Parpax'''&lt;br /&gt;
* Medium sized&lt;br /&gt;
* Many branching paths&lt;br /&gt;
* Crawl spaces and piping&lt;br /&gt;
* Elevators&lt;br /&gt;
by Viech&lt;br /&gt;
|[[File:Levelshots-Parpax_compressed.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Perseus'''&lt;br /&gt;
* Medium sized&lt;br /&gt;
by Pevel&lt;br /&gt;
|[[File:Perseus.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Platform 23'''&lt;br /&gt;
* Symmetrical&lt;br /&gt;
* Replacement for ATCS&lt;br /&gt;
* Two route design&lt;br /&gt;
by EmperorJack&lt;br /&gt;
|[[File:Levelshots-Plat23-b11.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Spacetracks'''&lt;br /&gt;
* Varied rooms, corridors and layers&lt;br /&gt;
* Many Elevators&lt;br /&gt;
* Crawl spaces&lt;br /&gt;
by Supertanker&lt;br /&gt;
&lt;br /&gt;
|[[ File:Levelshots-Spacetracks-r1.jpg |400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Station15'''&lt;br /&gt;
* Varied rooms and corridors&lt;br /&gt;
* Elevators&lt;br /&gt;
by Supertanker&lt;br /&gt;
&lt;br /&gt;
[[Map_Station15|Map Station15]]&lt;br /&gt;
|[[File:Levelshots-Station15-r1.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Thunder'''&lt;br /&gt;
* Very large&lt;br /&gt;
by EmperorJack&lt;br /&gt;
|[[File:Levelshot-thunder.jpeg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Vega'''&lt;br /&gt;
* Large&lt;br /&gt;
by Ingar&lt;br /&gt;
|[[File:vega.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Yocto'''&lt;br /&gt;
* Vertical&lt;br /&gt;
by Pevel&lt;br /&gt;
|[[File:Levelshot-Yocto-b1a.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Gentrified Maps=&lt;br /&gt;
&lt;br /&gt;
Maps that were born in Tremulous.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name and Description&lt;br /&gt;
! Levelshot&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''.:U.T:C.S:.'''&lt;br /&gt;
* Symmetrical&lt;br /&gt;
* Two route design&lt;br /&gt;
* Small&lt;br /&gt;
| [[File:Levelshot-Utcs.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Arachnid 2'''&lt;br /&gt;
* Varied rooms, corridors and layers&lt;br /&gt;
* Crawl spaces and piping&lt;br /&gt;
* Medium sized&lt;br /&gt;
| [[File:Levelshots-Arachnid2.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Karith Station 2'''&lt;br /&gt;
* Varied rooms, corridors and layers&lt;br /&gt;
* Outside area&lt;br /&gt;
* Crawl spaces&lt;br /&gt;
* Large&lt;br /&gt;
* Elevators&lt;br /&gt;
by Godmil&lt;br /&gt;
|[[File:Levelshots-Karith.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Methane (beta 1)'''&lt;br /&gt;
* Large&lt;br /&gt;
* Vertically complex&lt;br /&gt;
by Ingar&lt;br /&gt;
|[[File:Levelshots-Methane-beta1.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Nano!'''&lt;br /&gt;
* Small&lt;br /&gt;
* Symmetrical&lt;br /&gt;
by Ingar&lt;br /&gt;
|[[File:Levelshots-Nano.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Nexus 6'''&lt;br /&gt;
* Varied rooms, corridors and layers&lt;br /&gt;
* Crawl spaces&lt;br /&gt;
* Medium sized&lt;br /&gt;
|[[File:Levelshots-Nexus6.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Niveus : Outpost 652'''&lt;br /&gt;
* Varied rooms, corridors and layers&lt;br /&gt;
* Medium sized&lt;br /&gt;
|[[File:Levelshots-Niveus.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Orion I - communication ship (beta 2)'''&lt;br /&gt;
|[[File:Levelshots-Orion.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Tremor'''&lt;br /&gt;
* Medium sized&lt;br /&gt;
* Large rooms and corridors&lt;br /&gt;
* Crawl spaces (underground section)&lt;br /&gt;
by Vedacon&lt;br /&gt;
|[[File:Levelshots-Tremor.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=community maps=&lt;br /&gt;
&lt;br /&gt;
Maps produced (and not already listed) by the community which are known to work for unvanquished, for both tremulous and unvanquished.&lt;br /&gt;
&lt;br /&gt;
Licences of images is the same as the map itself, this will be updated later.&lt;br /&gt;
This section have lot of things to do, including adding author's names, licencing informations, simple map descriptions, etc.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name and Description&lt;br /&gt;
! Levelshot&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|'''area3'''&lt;br /&gt;
|[[File:Levelshots-area3.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''atcshd'''&lt;br /&gt;
|[[File:Levelshots-atcshd.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''ctcs'''&lt;br /&gt;
|[[File:Levelshots-ctcs.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''dretchstorm'''&lt;br /&gt;
|[[File:Levelshots-dretchstorm.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''fortification'''&lt;br /&gt;
|[[File:Levelshots-fortification.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''hamunaptra'''&lt;br /&gt;
|[[File:Levelshots-hamunaptra.png|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''jota'''&lt;br /&gt;
|[[File:Levelshots-jota.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''openfield'''&lt;br /&gt;
|[[File:Levelshots-openfield.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''peorongateb3'''&lt;br /&gt;
|[[File:Levelshots-peorongateb3.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''ptcs2'''&lt;br /&gt;
|[[File:Levelshots-ptcs2.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''rsmse'''&lt;br /&gt;
|[[File:Levelshots-rsmse.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''stahl'''&lt;br /&gt;
|[[File:Levelshots-stahl.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''terminus'''&lt;br /&gt;
|[[File:Levelshots-terminus.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''transit'''&lt;br /&gt;
|[[File:Levelshots-transit.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''uncreation'''&lt;br /&gt;
|[[File:Levelshots-uncreation.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''urbanp2'''&lt;br /&gt;
|[[File:Levelshots-urbanp2.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''usstremor'''&lt;br /&gt;
|[[File:Levelshots-usstremor.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Maps&amp;diff=5607</id>
		<title>Maps</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Maps&amp;diff=5607"/>
		<updated>2021-12-05T00:45:55Z</updated>

		<summary type="html">&lt;p&gt;Freem: /* community maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Official Unvanquished Maps=&lt;br /&gt;
&lt;br /&gt;
These maps are distributed with the default installation&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name and Description&lt;br /&gt;
! Levelshot&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Antares'''&lt;br /&gt;
* Varied rooms and corridors&lt;br /&gt;
by Pevel&lt;br /&gt;
|[[File:antares.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Chasm'''&lt;br /&gt;
* Two route design&lt;br /&gt;
* Medium sized&lt;br /&gt;
* Outside area&lt;br /&gt;
by Supertanker&lt;br /&gt;
|[[File:Levelshots-Snowstation-b4.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Forlorn'''&lt;br /&gt;
* Varied rooms and corridors&lt;br /&gt;
by EmperorJack&lt;br /&gt;
&lt;br /&gt;
[[Map_Forlorn|Map Forlorn]]&lt;br /&gt;
|[[File:Forlorn.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Parpax'''&lt;br /&gt;
* Medium sized&lt;br /&gt;
* Many branching paths&lt;br /&gt;
* Crawl spaces and piping&lt;br /&gt;
* Elevators&lt;br /&gt;
by Viech&lt;br /&gt;
|[[File:Levelshots-Parpax_compressed.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Perseus'''&lt;br /&gt;
* Medium sized&lt;br /&gt;
by Pevel&lt;br /&gt;
|[[File:Perseus.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Platform 23'''&lt;br /&gt;
* Symmetrical&lt;br /&gt;
* Replacement for ATCS&lt;br /&gt;
* Two route design&lt;br /&gt;
by EmperorJack&lt;br /&gt;
|[[File:Levelshots-Plat23-b11.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Spacetracks'''&lt;br /&gt;
* Varied rooms, corridors and layers&lt;br /&gt;
* Many Elevators&lt;br /&gt;
* Crawl spaces&lt;br /&gt;
by Supertanker&lt;br /&gt;
&lt;br /&gt;
|[[ File:Levelshots-Spacetracks-r1.jpg |400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Station15'''&lt;br /&gt;
* Varied rooms and corridors&lt;br /&gt;
* Elevators&lt;br /&gt;
by Supertanker&lt;br /&gt;
&lt;br /&gt;
[[Map_Station15|Map Station15]]&lt;br /&gt;
|[[File:Levelshots-Station15-r1.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Thunder'''&lt;br /&gt;
* Very large&lt;br /&gt;
by EmperorJack&lt;br /&gt;
|[[File:Levelshot-thunder.jpeg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Vega'''&lt;br /&gt;
* Large&lt;br /&gt;
by Ingar&lt;br /&gt;
|[[File:vega.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Yocto'''&lt;br /&gt;
* Vertical&lt;br /&gt;
by Pevel&lt;br /&gt;
|[[File:Levelshot-Yocto-b1a.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Gentrified Maps=&lt;br /&gt;
&lt;br /&gt;
Maps that were born in Tremulous.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name and Description&lt;br /&gt;
! Levelshot&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''.:U.T:C.S:.'''&lt;br /&gt;
* Symmetrical&lt;br /&gt;
* Two route design&lt;br /&gt;
* Small&lt;br /&gt;
| [[File:Levelshot-Utcs.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Arachnid 2'''&lt;br /&gt;
* Varied rooms, corridors and layers&lt;br /&gt;
* Crawl spaces and piping&lt;br /&gt;
* Medium sized&lt;br /&gt;
| [[File:Levelshots-Arachnid2.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Karith Station 2'''&lt;br /&gt;
* Varied rooms, corridors and layers&lt;br /&gt;
* Outside area&lt;br /&gt;
* Crawl spaces&lt;br /&gt;
* Large&lt;br /&gt;
* Elevators&lt;br /&gt;
by Godmil&lt;br /&gt;
|[[File:Levelshots-Karith.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Methane (beta 1)'''&lt;br /&gt;
* Large&lt;br /&gt;
* Vertically complex&lt;br /&gt;
by Ingar&lt;br /&gt;
|[[File:Levelshots-Methane-beta1.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Nano!'''&lt;br /&gt;
* Small&lt;br /&gt;
* Symmetrical&lt;br /&gt;
by Ingar&lt;br /&gt;
|[[File:Levelshots-Nano.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Nexus 6'''&lt;br /&gt;
* Varied rooms, corridors and layers&lt;br /&gt;
* Crawl spaces&lt;br /&gt;
* Medium sized&lt;br /&gt;
|[[File:Levelshots-Nexus6.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Niveus : Outpost 652'''&lt;br /&gt;
* Varied rooms, corridors and layers&lt;br /&gt;
* Medium sized&lt;br /&gt;
|[[File:Levelshots-Niveus.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Orion I - communication ship (beta 2)'''&lt;br /&gt;
|[[File:Levelshots-Orion.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Tremor'''&lt;br /&gt;
* Medium sized&lt;br /&gt;
* Large rooms and corridors&lt;br /&gt;
* Crawl spaces (underground section)&lt;br /&gt;
by Vedacon&lt;br /&gt;
|[[File:Levelshots-Tremor.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=community maps=&lt;br /&gt;
&lt;br /&gt;
Maps produced (and not already listed) by the community which are known to work for unvanquished, for both tremulous and unvanquished.&lt;br /&gt;
&lt;br /&gt;
Licences of images is the same as the map itself, this will be updated later.&lt;br /&gt;
This section have lot of things to do, including adding author's names, licencing informations, simple map descriptions, etc.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name and Description&lt;br /&gt;
! Levelshot&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|'''area3'''&lt;br /&gt;
|[[File:Levelshots-area3.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''atcshd'''&lt;br /&gt;
|[[File:Levelshots-atcshd.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''ctcs'''&lt;br /&gt;
|[[File:Levelshots-ctcs.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''dretchstorm'''&lt;br /&gt;
|[[File:Levelshots-dretchstorm.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''fortification'''&lt;br /&gt;
|[[File:Levelshots-fortification.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''hamunaptra'''&lt;br /&gt;
|[[File:Levelshots-hamunaptra.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''jota'''&lt;br /&gt;
|[[File:Levelshots-jota.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''openfield'''&lt;br /&gt;
|[[File:Levelshots-openfield.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''peorongateb3'''&lt;br /&gt;
|[[File:Levelshots-peorongateb3.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''ptcs2'''&lt;br /&gt;
|[[File:Levelshots-ptcs2.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''rsmse'''&lt;br /&gt;
|[[File:Levelshots-rsmse.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''stahl'''&lt;br /&gt;
|[[File:Levelshots-stahl.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''terminus'''&lt;br /&gt;
|[[File:Levelshots-terminus.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''transit'''&lt;br /&gt;
|[[File:Levelshots-transit.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''uncreation'''&lt;br /&gt;
|[[File:Levelshots-uncreation.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''urbanp2'''&lt;br /&gt;
|[[File:Levelshots-urbanp2.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''usstremor'''&lt;br /&gt;
|[[File:Levelshots-usstremor.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Maps&amp;diff=5606</id>
		<title>Maps</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Maps&amp;diff=5606"/>
		<updated>2021-12-05T00:42:23Z</updated>

		<summary type="html">&lt;p&gt;Freem: /* community maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Official Unvanquished Maps=&lt;br /&gt;
&lt;br /&gt;
These maps are distributed with the default installation&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name and Description&lt;br /&gt;
! Levelshot&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Antares'''&lt;br /&gt;
* Varied rooms and corridors&lt;br /&gt;
by Pevel&lt;br /&gt;
|[[File:antares.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Chasm'''&lt;br /&gt;
* Two route design&lt;br /&gt;
* Medium sized&lt;br /&gt;
* Outside area&lt;br /&gt;
by Supertanker&lt;br /&gt;
|[[File:Levelshots-Snowstation-b4.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Forlorn'''&lt;br /&gt;
* Varied rooms and corridors&lt;br /&gt;
by EmperorJack&lt;br /&gt;
&lt;br /&gt;
[[Map_Forlorn|Map Forlorn]]&lt;br /&gt;
|[[File:Forlorn.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Parpax'''&lt;br /&gt;
* Medium sized&lt;br /&gt;
* Many branching paths&lt;br /&gt;
* Crawl spaces and piping&lt;br /&gt;
* Elevators&lt;br /&gt;
by Viech&lt;br /&gt;
|[[File:Levelshots-Parpax_compressed.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Perseus'''&lt;br /&gt;
* Medium sized&lt;br /&gt;
by Pevel&lt;br /&gt;
|[[File:Perseus.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Platform 23'''&lt;br /&gt;
* Symmetrical&lt;br /&gt;
* Replacement for ATCS&lt;br /&gt;
* Two route design&lt;br /&gt;
by EmperorJack&lt;br /&gt;
|[[File:Levelshots-Plat23-b11.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Spacetracks'''&lt;br /&gt;
* Varied rooms, corridors and layers&lt;br /&gt;
* Many Elevators&lt;br /&gt;
* Crawl spaces&lt;br /&gt;
by Supertanker&lt;br /&gt;
&lt;br /&gt;
|[[ File:Levelshots-Spacetracks-r1.jpg |400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Station15'''&lt;br /&gt;
* Varied rooms and corridors&lt;br /&gt;
* Elevators&lt;br /&gt;
by Supertanker&lt;br /&gt;
&lt;br /&gt;
[[Map_Station15|Map Station15]]&lt;br /&gt;
|[[File:Levelshots-Station15-r1.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Thunder'''&lt;br /&gt;
* Very large&lt;br /&gt;
by EmperorJack&lt;br /&gt;
|[[File:Levelshot-thunder.jpeg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Vega'''&lt;br /&gt;
* Large&lt;br /&gt;
by Ingar&lt;br /&gt;
|[[File:vega.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Yocto'''&lt;br /&gt;
* Vertical&lt;br /&gt;
by Pevel&lt;br /&gt;
|[[File:Levelshot-Yocto-b1a.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Gentrified Maps=&lt;br /&gt;
&lt;br /&gt;
Maps that were born in Tremulous.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name and Description&lt;br /&gt;
! Levelshot&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''.:U.T:C.S:.'''&lt;br /&gt;
* Symmetrical&lt;br /&gt;
* Two route design&lt;br /&gt;
* Small&lt;br /&gt;
| [[File:Levelshot-Utcs.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Arachnid 2'''&lt;br /&gt;
* Varied rooms, corridors and layers&lt;br /&gt;
* Crawl spaces and piping&lt;br /&gt;
* Medium sized&lt;br /&gt;
| [[File:Levelshots-Arachnid2.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Karith Station 2'''&lt;br /&gt;
* Varied rooms, corridors and layers&lt;br /&gt;
* Outside area&lt;br /&gt;
* Crawl spaces&lt;br /&gt;
* Large&lt;br /&gt;
* Elevators&lt;br /&gt;
by Godmil&lt;br /&gt;
|[[File:Levelshots-Karith.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Methane (beta 1)'''&lt;br /&gt;
* Large&lt;br /&gt;
* Vertically complex&lt;br /&gt;
by Ingar&lt;br /&gt;
|[[File:Levelshots-Methane-beta1.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Nano!'''&lt;br /&gt;
* Small&lt;br /&gt;
* Symmetrical&lt;br /&gt;
by Ingar&lt;br /&gt;
|[[File:Levelshots-Nano.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Nexus 6'''&lt;br /&gt;
* Varied rooms, corridors and layers&lt;br /&gt;
* Crawl spaces&lt;br /&gt;
* Medium sized&lt;br /&gt;
|[[File:Levelshots-Nexus6.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Niveus : Outpost 652'''&lt;br /&gt;
* Varied rooms, corridors and layers&lt;br /&gt;
* Medium sized&lt;br /&gt;
|[[File:Levelshots-Niveus.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Orion I - communication ship (beta 2)'''&lt;br /&gt;
|[[File:Levelshots-Orion.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Tremor'''&lt;br /&gt;
* Medium sized&lt;br /&gt;
* Large rooms and corridors&lt;br /&gt;
* Crawl spaces (underground section)&lt;br /&gt;
by Vedacon&lt;br /&gt;
|[[File:Levelshots-Tremor.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=community maps=&lt;br /&gt;
&lt;br /&gt;
Maps produced (and not already listed) by the community which are known to work for unvanquished, for both tremulous and unvanquished.&lt;br /&gt;
&lt;br /&gt;
Licences of images is the same as the map itself, this will be updated later.&lt;br /&gt;
This section have lot of things to do, including adding author's names, licencing informations, simple map descriptions, etc.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name and Description&lt;br /&gt;
! Levelshot&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|'''area3'''&lt;br /&gt;
|[[File:Levelshots-area3.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''atcshd'''&lt;br /&gt;
|[[File:Levelshots-atcshd.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''ctcs'''&lt;br /&gt;
|[[File:Levelshots-ctcs.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''dretchstorm'''&lt;br /&gt;
|[[File:Levelshots-dretchstorm.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''fortification'''&lt;br /&gt;
|[[File:Levelshots-fortification.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''jota'''&lt;br /&gt;
|[[File:Levelshots-jota.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''openfield'''&lt;br /&gt;
|[[File:Levelshots-openfield.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''peorongateb3'''&lt;br /&gt;
|[[File:Levelshots-peorongateb3.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''ptcs2'''&lt;br /&gt;
|[[File:Levelshots-ptcs2.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''rsmse'''&lt;br /&gt;
|[[File:Levelshots-rsmse.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''stahl'''&lt;br /&gt;
|[[File:Levelshots-stahl.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''terminus'''&lt;br /&gt;
|[[File:Levelshots-terminus.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''transit'''&lt;br /&gt;
|[[File:Levelshots-transit.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''uncreation'''&lt;br /&gt;
|[[File:Levelshots-uncreation.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''urbanp2'''&lt;br /&gt;
|[[File:Levelshots-urbanp2.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''usstremor'''&lt;br /&gt;
|[[File:Levelshots-usstremor.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Maps&amp;diff=5605</id>
		<title>Maps</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Maps&amp;diff=5605"/>
		<updated>2021-12-05T00:39:37Z</updated>

		<summary type="html">&lt;p&gt;Freem: /* community maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Official Unvanquished Maps=&lt;br /&gt;
&lt;br /&gt;
These maps are distributed with the default installation&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name and Description&lt;br /&gt;
! Levelshot&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Antares'''&lt;br /&gt;
* Varied rooms and corridors&lt;br /&gt;
by Pevel&lt;br /&gt;
|[[File:antares.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Chasm'''&lt;br /&gt;
* Two route design&lt;br /&gt;
* Medium sized&lt;br /&gt;
* Outside area&lt;br /&gt;
by Supertanker&lt;br /&gt;
|[[File:Levelshots-Snowstation-b4.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Forlorn'''&lt;br /&gt;
* Varied rooms and corridors&lt;br /&gt;
by EmperorJack&lt;br /&gt;
&lt;br /&gt;
[[Map_Forlorn|Map Forlorn]]&lt;br /&gt;
|[[File:Forlorn.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Parpax'''&lt;br /&gt;
* Medium sized&lt;br /&gt;
* Many branching paths&lt;br /&gt;
* Crawl spaces and piping&lt;br /&gt;
* Elevators&lt;br /&gt;
by Viech&lt;br /&gt;
|[[File:Levelshots-Parpax_compressed.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Perseus'''&lt;br /&gt;
* Medium sized&lt;br /&gt;
by Pevel&lt;br /&gt;
|[[File:Perseus.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Platform 23'''&lt;br /&gt;
* Symmetrical&lt;br /&gt;
* Replacement for ATCS&lt;br /&gt;
* Two route design&lt;br /&gt;
by EmperorJack&lt;br /&gt;
|[[File:Levelshots-Plat23-b11.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Spacetracks'''&lt;br /&gt;
* Varied rooms, corridors and layers&lt;br /&gt;
* Many Elevators&lt;br /&gt;
* Crawl spaces&lt;br /&gt;
by Supertanker&lt;br /&gt;
&lt;br /&gt;
|[[ File:Levelshots-Spacetracks-r1.jpg |400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Station15'''&lt;br /&gt;
* Varied rooms and corridors&lt;br /&gt;
* Elevators&lt;br /&gt;
by Supertanker&lt;br /&gt;
&lt;br /&gt;
[[Map_Station15|Map Station15]]&lt;br /&gt;
|[[File:Levelshots-Station15-r1.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Thunder'''&lt;br /&gt;
* Very large&lt;br /&gt;
by EmperorJack&lt;br /&gt;
|[[File:Levelshot-thunder.jpeg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Vega'''&lt;br /&gt;
* Large&lt;br /&gt;
by Ingar&lt;br /&gt;
|[[File:vega.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Yocto'''&lt;br /&gt;
* Vertical&lt;br /&gt;
by Pevel&lt;br /&gt;
|[[File:Levelshot-Yocto-b1a.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Gentrified Maps=&lt;br /&gt;
&lt;br /&gt;
Maps that were born in Tremulous.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name and Description&lt;br /&gt;
! Levelshot&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''.:U.T:C.S:.'''&lt;br /&gt;
* Symmetrical&lt;br /&gt;
* Two route design&lt;br /&gt;
* Small&lt;br /&gt;
| [[File:Levelshot-Utcs.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Arachnid 2'''&lt;br /&gt;
* Varied rooms, corridors and layers&lt;br /&gt;
* Crawl spaces and piping&lt;br /&gt;
* Medium sized&lt;br /&gt;
| [[File:Levelshots-Arachnid2.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Karith Station 2'''&lt;br /&gt;
* Varied rooms, corridors and layers&lt;br /&gt;
* Outside area&lt;br /&gt;
* Crawl spaces&lt;br /&gt;
* Large&lt;br /&gt;
* Elevators&lt;br /&gt;
by Godmil&lt;br /&gt;
|[[File:Levelshots-Karith.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Methane (beta 1)'''&lt;br /&gt;
* Large&lt;br /&gt;
* Vertically complex&lt;br /&gt;
by Ingar&lt;br /&gt;
|[[File:Levelshots-Methane-beta1.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Nano!'''&lt;br /&gt;
* Small&lt;br /&gt;
* Symmetrical&lt;br /&gt;
by Ingar&lt;br /&gt;
|[[File:Levelshots-Nano.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Nexus 6'''&lt;br /&gt;
* Varied rooms, corridors and layers&lt;br /&gt;
* Crawl spaces&lt;br /&gt;
* Medium sized&lt;br /&gt;
|[[File:Levelshots-Nexus6.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Niveus : Outpost 652'''&lt;br /&gt;
* Varied rooms, corridors and layers&lt;br /&gt;
* Medium sized&lt;br /&gt;
|[[File:Levelshots-Niveus.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Orion I - communication ship (beta 2)'''&lt;br /&gt;
|[[File:Levelshots-Orion.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Tremor'''&lt;br /&gt;
* Medium sized&lt;br /&gt;
* Large rooms and corridors&lt;br /&gt;
* Crawl spaces (underground section)&lt;br /&gt;
by Vedacon&lt;br /&gt;
|[[File:Levelshots-Tremor.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=community maps=&lt;br /&gt;
&lt;br /&gt;
Maps produced (and not already listed) by the community which are known to work for unvanquished, for both tremulous and unvanquished.&lt;br /&gt;
&lt;br /&gt;
Licence of images is the same as the map itself, this will be updated later.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name and Description&lt;br /&gt;
! Levelshot&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|'''area3'''&lt;br /&gt;
|[[File:Levelshots-area3.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''atcshd'''&lt;br /&gt;
|[[File:Levelshots-atcshd.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''ctcs'''&lt;br /&gt;
|[[File:Levelshots-ctcs.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''dretchstorm'''&lt;br /&gt;
|[[File:Levelshots-dretchstorm.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''fortification'''&lt;br /&gt;
|[[File:Levelshots-fortification.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''jota'''&lt;br /&gt;
|[[File:Levelshots-jota.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''openfield'''&lt;br /&gt;
|[[File:Levelshots-openfield.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''peorongateb3'''&lt;br /&gt;
|[[File:Levelshots-peorongateb3.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''ptcs2'''&lt;br /&gt;
|[[File:Levelshots-ptcs2.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''rsmse'''&lt;br /&gt;
|[[File:Levelshots-rsmse.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''stahl'''&lt;br /&gt;
|[[File:Levelshots-stahl.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''terminus'''&lt;br /&gt;
|[[File:Levelshots-terminus.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''transit'''&lt;br /&gt;
|[[File:Levelshots-transit.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''uncreation'''&lt;br /&gt;
|[[File:Levelshots-uncreation.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''urbanp2'''&lt;br /&gt;
|[[File:Levelshots-urbanp2.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''usstremor'''&lt;br /&gt;
|[[File:Levelshots-usstremor.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=File:Levelshots-fortification.jpg&amp;diff=5604</id>
		<title>File:Levelshots-fortification.jpg</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=File:Levelshots-fortification.jpg&amp;diff=5604"/>
		<updated>2021-12-05T00:38:34Z</updated>

		<summary type="html">&lt;p&gt;Freem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=File:Levelshots-jota.jpg&amp;diff=5603</id>
		<title>File:Levelshots-jota.jpg</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=File:Levelshots-jota.jpg&amp;diff=5603"/>
		<updated>2021-12-05T00:38:23Z</updated>

		<summary type="html">&lt;p&gt;Freem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=File:Levelshots-rsmse.jpg&amp;diff=5602</id>
		<title>File:Levelshots-rsmse.jpg</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=File:Levelshots-rsmse.jpg&amp;diff=5602"/>
		<updated>2021-12-05T00:38:19Z</updated>

		<summary type="html">&lt;p&gt;Freem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=File:Levelshots-openfield.jpg&amp;diff=5601</id>
		<title>File:Levelshots-openfield.jpg</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=File:Levelshots-openfield.jpg&amp;diff=5601"/>
		<updated>2021-12-05T00:38:14Z</updated>

		<summary type="html">&lt;p&gt;Freem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Freem</name></author>
	</entry>
</feed>