Moving forward.
I did main charge for patching map UReal-V3 or whatever might that means. So far I see that these "empty" Levels might go into my playground while are "modified" in run-time even if are not the best ever works...
What has to be taken in account when we have these "fascinating" mapping works? Mapper was wasting time with a lot of "creativity" using quotes because, so to speak, it's an useless waste of time. He modified "sounds" related to monster action using "Announcer" sounds - no that logic after all.
What a clown didn't know and maybe it's good to find information in some mapping tutorials which no one was describing, is that some of these sounds related to default voices used by game have another deal in Net Play. When these are dedicated to be used with events and NON-player type stuff NO ONE can hear them ON-Line, monster is muted like a broken Radio due to packages architecture. It's a waste of time for an ass type setup which is Pointless for Net play. I've simply replaced some bosses which were screwed up and I removed malformed "MenuName" which these monsters were having. Of course I have another packages and I can hear them in my server but... in others are just screwed up. New monster injection is being done with a function written by me and using some random "power" - projectiles are sorted from 5 classes and monster health is randomized as well, so the boss in cause is not the same in each game, might be more or less powerful depending on what Engine decides.
I covered those holes, added more load (healing and ammo) and... I turned on the lights - seriously, we did not see only a borked setup but the garbage is completed with a stupid dark thing killing eyes, Level generally has another brightness Level.
Annoying work subject
Zone with some "flying Car" aka GiantGasbag or such if I well recall has some marble pink cubes with spots which are closer to walls. For some reason (probably because he could not align cubes at grid) DevPath was not working as needed in that spot so I went to inject 2 pushers for delivering Bot Support according to that location else Bot felt there would camp forever being useless for the last underground area (new in V3). Capturing Nodes for unlocking Bot required a tool which I was using post Patching in order to gain attached names in map. I forgot where I've placed my old tool so I had to quickly rewrite another one, it was a bit of time wasted in that spot - and I thought it will be a simple task but it was not like that.
To do:
Painting a bit those poor walls in order to gain more... colors. It do looks lousy as empty as it is, maybe some signs toward where are the loading spots (ammo, health)... I'll look for a solution. As I could see, this map if it's running under patch modules, becomes a bit entertaining.
A Bit of information for comparation.
Some spot from map in original.

- UR_V3_before.png (168.01 KiB) Viewed 12053 times
And here is the same spot after loading NavAdder with current stage of patching.

- UR_V3_after.png (595.89 KiB) Viewed 12053 times
Me one, I think I prefer the second instance.