Shibam Update v1.2
As written on lvlworld.com, there would be a small 1.2 update to this map. If someone spots any errors or has suggestions, please post them. If I (or you) don't find anything, I'll upload this map to lvlworld within the next days.
Here's the log:
[
FIXED]
• it’s no longer possible to get stuck when running down the wooden planks in front of the city gate
• some misaligned and wrong scaled brush faces
• even more surfaces the player can't see anyway were not textured with caulk
• the external aas map has been cleaned up a lot
• hard light edge above the RA tunnel's entrance due to mixing regular and phong shaded textures
• deleted some unused shaders and textures
• corrected the shader for the net on the wooden plank. The net is no longer fullbright when playing with vertex lighting
[
ADDED]
• there are rumors that an easter egg has been added...
• a changelog text file and credit for the sound effects in the readme
• the URL of my blog has been added as a decal
• the shotgun balcony has a small platform attached to it to make the jump down to the MH easier (see picture below)
[
CHANGED]
• decreased the brightness of the firebowl's light entities at the entrances to the jump pad hall as well as the lights of the two firebowls near the RA to reduce bright spots when playing with r_overbrightbits 1
• the gap in the city wall is entirely made of bricks now (see picture below)
[
KNOWN PROBLEMS]
• bots don’t use the jump pad behind the RL
The jump pad bug noted above is a problem I have no solution for. The aas file for Shibam is generated from a simpler version of this map and then attached to the original BSP. I've kept everything as blocky as possible so bots don't get confused but they deny to step on the pad. If somebody is really interested in finding the solution for this error, I'll send both map files to him. Publishing the .map file publicly is something I don't necessarily want to do in the next time.
Download Shibam v1.2 @ Mediafire