That's good to hear. With the difficulties in trying to decompile the map to make changes, I don't think it would be worth the effort. Removing the music is still possible, I just have to delete the sound file from the .pk3 package. It won't play what it can't find.
I also ran through the map again and I think I was a bit premature in my assessment of the doors. It is not that they always open towards the players, but rather they open outwards from all the buildings. However, I think the Allies compound gates open inwards, probably because it they opened outwards, it would block the path/alleyway. Thankfully, there are two ramps that allow a player/bot to by-pass those doors.
I'm not sure how far along you are with the waypointing, but here's some suggestions/features of the map that you may want to include:
- the large, overhead crane is climbable on any of the support columns and would provide an excellent, if somewhat exposed and unprotected sniping position
- both checkpoint flags which are hidden behind barriers which must be destroyed (transformer on the Axis side and entrance to someother area on Allies side) can be covered/defended pretty well from a position on top of the fuel bunkers/tanks, which means this could be a good camping spot and location to control the map
- there are some quantities of ammo laying around the map, but I'm not sure if bots can benefits from these
- all the railways are "electrified", you may want to try having the bots jump across the tracks whenever possible, instead of walking over them
- it would be great if the bots could take advantage of the trains and trucks to use as cover/transportation, but I don't know if that's supported
- a possible workaround for the outward opening doors is to have the bot approach the door and open it, then have it move back like 5 meters before moving forwards and through the door
That's all I can think of right now, I'll post any new ideas I have later on.