Shibam Update v1.1
When I released Shibam I thought this map was finished. I guess I was wrong. TheMuffinMan noted on LvLWorld that the jump pads in front of the jump pad tunnel entrance were a bit odd. Originally I had implemented them to draw bots into the pits, as they wouldn't jump down there voluntarily.
I accepted that the bots couldn't be convinced to get down there, regardless of how many botroams I used. The only solution was an external AAS, which was the first of many improvements. If you liked Shibam, you'll love this update. For some updates I've uploaded pictures. Left you'll see the last version, right the new one. Some feedback or bug reports would be nice

Here's the change log:
[
FIXED]
• lots of surfaces the player can't see anyway were not textured with caulk
• sloppy placed or missing clip brushes
• really bad brushwork in some areas. Not noticeable, but results in a cleaner BSP and less polys
• the camera entity for the spectator mode was placed outside the playing area
• corrected one misplaced and thus useless hint brush
• one brush was textured with slick instead of nodrop
• wrong texture scale at the archway near the MH
• it’s no longer possible to collide with the underside of angled clip brushes inside the RG tower
• when approaching the RA tunnel’s entrance from above (e.g. by rocket jumping) the player was thrown against the wall above the tunnel endlessly instead of getting drawn in. This has been fixed by adjusting a clip brush
• removed one unnecessary brush as well as an entity inside the RA tunnel
[
ADDED]
• the archway above the MH is partly destructed now. This allows jumping directly from the balcony above the shard group to the MH without hitting the inner city wall
• raised the lowest floor (the one with the Quad) by 16 units which results in no falling damage when dropping down from the first level
• added a stair at the YA leading from YA to the tower's socket
• added a stair at the socket’s RA facing side
• added a jump pad behind the Rocket Launcher to connect 1st and 2nd floor. Two spawn points needed to be moved
• at the RG tower's backside there's a button now. Push it, and a door at the tower's front will open for a couple of seconds. This door will lead you to the tower's inside. You can get the RG from there just as if you'd taken the teleporter. While the door is opened, the teleporter will be closed by lowering poles
• multiple weak lights to light up the narrow stair aside the mosque and the mosque’s front
• added a nodrop brush to the RG tower’s bottom
[
CHANGED]
• replaced Shotgun on the balcony with a Plasmagun and bullets at the teleporter with cells. Removed SG ammo at the basket-stair and placed cells on the new stair aside it
• removed clay pots to clear the new walkway to the stair at the YA
• slightly broadened the walkway along the four firebowls
• decreased the brightness of the firebowl's light entities to reduce bright spots when playing with r_overbrightbits 1
• added 3 small health's in each jump pad tunnel and removed 2 small health bubbles above the left bazaar. Removed the middle one of the 5 armor shards
• wooden frames under items are now depending on the item type. Shards, 5HP and 25HP bubbles have rectangular frames, armor, MH and Quad have octagonal ones. Frames are below every health and armor item now, and the texture has been changed from the standard Q3 wood texture to Shibam's wood texture
• redesigned the teleporter to the RG tower's bottom
• significantly increased the distance to the top skybox brushes. Jumping around with quad damage is just too much fun to prevent it artificially
• changed some lines of the skybox shader to improve lighting
• the plank in front of the mosque no longer lies in a straight line from window to window. Instead, it has become a ramp to allow travelling up to the right window from the stairs‘ foot aside the mosque
[KNOWN PROBLEMS]
• bots don’t use the jump pad behind the RL
//EDIT: Tigger updated
Shibam's page on lvlworld.