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Other good practice for aiming is to get the tr_walkway map (I don't know if my tr_walkway_rc2 is older or newer than current tr_walkway). But make sure you put it in the proper current path. The initial part of the path differs on different operation systems, but once you find the Steam directory, under that maps (.bsp files) now go into SteamApps/common/Team Fortress 2/tf/maps/ (or backslashes \ for Windows). If you put it in the right place you can access it by clicking the [ + ] button in the Servers button.
Offline Practice expert-level bots, for instance:
- Pretty decent aim, even with projectiles.
- Somewhat twitchy movement at times.
- Inhuman reflexes, for anything that they actually notice.
- More efficient communication to teammates that you're a disguised spy and not one of them. Sap, boom, headshot.
- Completely unable to spycheck based on suspicious behavior, movement, etc. They won't notice a supposedly healthy "scout" walking at 100% speed to get right behind a medic, for instance.
- No strategy.
- Class selection does not adapt based on the map and enemy team composition, AFAICT.
- Quite limited sense of self-preservation AFAICT.
- Building placement can be terrible, like sentry locations in far too vulnerable locations.
- Bots don't coordinate very well in terms of anything beyond communicating awareness of enemies, AFAIK. This makes them pretty inefficient at using ubercharges.
- No use of advanced movement. Bots never rocket jump, for instance.
The tr_walkway bots are a bit different. You can practice airshots by activating parts of the map that hurl bots into the air, for instance.
Bots also don't use unlocks ever, last time I checked (so no Dead Ringer, no Wrangler, no shields, etc.). The lack of tactics and weaponry means that once you hop onto online, you won't feel as prepared as you could be.