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Shibam by DaEngineer - 12 Apr 2011
30 second videoPanorama screen shot
Video - Panorama - Download » MHGaming, ..::LvL (16.75MiB, 2,337 d/loads) - Permalink - digg it!
Shibam
Download » MHGaming, ..::LvL (16.75MiB)
Video    Readme    Maps by Author    Authors site
Game type:Clan Arena, DM, Team DM, Tourney, 2-4 players
Weapons:
Items:
x3
x2
x2
x2
x2
x20
x12
x5
Bots:
Theme:Cityscape, Medieval, Stone
Textures:Authors own
Rate release: Currently 9.14 / 10 (14 votes)
182
9.14
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When I first opened this map, the first thing that came to my mind was "Prince of Persia". Jumping across the rooftops of Arabian adobes, you will find yourself immersed in a captivating middle-eastern atmosphere unlike anything you have ever laid eyes upon in Quake III. Unfortunately, there are a few gameplay-related flaws that do hurt this map's potential, but nevertheless it is absolutely worthy of your attention, read on.

As mentioned, the setting is a small Arabian town, and the theme is executed well throughout. Palm trees, clothes hanging on thin ropes, rugs, and pottery add the finishing touches, and surrounding the entire playing area is a seemingly endless desert, which, with close examination, one will find out it is not from help of a skybox but by using brushes / curves in an interesting fashion. I would highly suggest that the author shares his methods on how he went about creating the sand surrounding the map, this could be of great interest to other level designers.

There are a few contrasts with the middle-eastern theme in this map. I am led to believe that this probably takes place in the future - the architecture is the same clay and stone buildings that have been in use for centuries but clearly there are very high-tech influences, such as a few slipgates, one of which is blocked off and supposedly leads back out to the desert, the other allowing one to reach the railgun on the highest tower of the map.

The layout is difficult to describe due to it's freeform, haphazard style, but let me just say that it will take you a while to adjust to this map's complex geometry. It is certainly not for beginners. The gameplay, while good for the most part, is hindered in significant ways. The most notable is the RG spawning at the high tower in the map. It is very easy to pick people off by camping up here. Not to mention one can crouch and look down below the glowing blue surface, which can be shot through. Players can come up and you can block them by moving over to where they will pop out, and give them a load of buckshot with your handy SG. It's a handy way to get a few easy frags, but players will throw expletives at you and ragequits could follow because of a single camper ruining the game. I personally think it would have greatly benefited the gameplay had the author found another means of getting up to the tower, and perhaps even leaving the RG out altogether. Even when not having to worry about campers, the detailed architecture can be very distracting and you will often be killed and not even realize where that one shot came from. I highly recommend that anyone downloading this map play it in ProMode and enable brightskins.

Despite its large, open nature the author personally recommends playing it in small FFA's of up to three players, or as a Tourney / 2v2 TDM. It could also function well as a Clan Arena map, though starting off with a railgun upon spawning could definitely put people off. He says any more than 4 players will be very frustrating and I concur with this observation, which is why the suggested player count for the map is so low for this review.

My favorite feature in this map was the wind tunnel that zips you straight to the red armor. The sands appear to be flying right into it which is a nice visual touch, and the clipping inside the tunnel has been carefully adjusted so that the player does not get caught on anything during his or her travel.

Bots play pretty well. They navigate the advanced layout with ease and I even found them walking along the thin clotheslines.

In terms of eye-candy, this map comes highly recommended and you should start downloading right now. However, do not expect it to be an absolute keeper if you are more focused on gameplay. It will make for some fun matches but won't quite reach the competitive level that some of the more hardcore gamers desire.

Reviewed by EmeraldTiger

Tigs notes: A quick shot at the blue orb above the tower will squash the camper at the RG tower.

Update 2: DaEngineer has made even more improvements to this map than can be listed here, and re-released the level. The download is now for Shibam v1.3 and is well worth updating if you already have the map. For a full list of changes, see DaEngineer's personal website. (25th Sept, 2011)

Note: This level can be played online at FragLove.

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Posted comments:
Avatar
#37 HDK!
12.83 days ago
Yeah i know =)
#36 Warlock
04 Feb 2012, 12:51 EST
noting is perfect so a solid 9.5
nice map for 1v1 railgun fights most of the time on the roof :-)
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#35 HDK!
09 Jan 2012, 09:16 EST
Perfecto hombre, ASI SE HACE!
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#34 FragTastic
05 Jan 2012, 03:37 EST
World class map :).
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#33 DGhost
27 Sep 2011, 12:37 EST
Shibam is nice but the look of LFFD is in my personnal taste.Can't wait to try it out.
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#32 DaEngineer
26 Sep 2011, 20:31 EST
It'll be a FFA or Tourney map (if it's not too big for tourney, but I'm afraid it could). Prepare for waterfalls, singing birds, golden sunshafts, farmland and much more. This time I want to push the engine to its limits. But before this map will be published, I'll release LFFD http://victorkarp.word...looking-for-free-doom/ I started working on this map before I made Shibam, and it's time to add the still missing details, rework the gameplay and so on. But that won't take too much time. So there will be LFFD within, say, two weeks and the medieval project when its done. I can't tell any time frame. This time I want to leak as few information as possible, and speaking about releasedates is always difficult.
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#31 SW12
26 Sep 2011, 19:56 EST
If its Medieval with two castles like Overdose (TA) (only with larger castles and medieval scenery), then I must say, I can't wait! Go for it!!
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#30 DaEngineer
25 Sep 2011, 11:49 EST
@Tig: Man, you're really fast. If everything works out as planned, there'll be two new maps in the foreseeable future. It could get a bit medieval this time...
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#29 Tig
25 Sep 2011, 11:35 EST
@DaEngineer: The download has been updated, and some news has been posted. Very nice map and I'm glad to see have moved on to a new one.
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#28 DaEngineer
25 Sep 2011, 10:41 EST
I've sent a mail to Tigger with a link for Shibam update 1.3. The last version (1.2) has not been uploaded to lvl for testing reasons. This has been the last update, I'll continue working on an older project and a completely different, new one now. The update's changelog can be read on my blog: http://victorkarp.word...released-lffd-wakes-up As long as the download link on lvl has not been updated, you can get the file there as well.

Edited: 25 Sep 2011 AEST
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#27 gooball
30 Aug 2011, 04:51 EST
I downloaded version 1.2! It's much better!
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#26 FistMarine
13 Jul 2011, 02:47 EST
It is a very nice map! I rated 8/10
#25 DwInt
Not registered
23 Jun 2011, 18:26 EST
Amazing, you have done the job well done! 10/10 :D
Avatar
#24 gooball
13 Jun 2011, 22:14 EST
I like the new version! 9.5/10
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#23 SW12
13 Jun 2011, 02:46 EST
Liked the new version better. But thing is, I didn't really notice that big of a change. Until that is, you pointed them out. Also this map made me think of the other map; Sunset Isle.
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#22 DaEngineer
12 Jun 2011, 20:40 EST
Hey Tig, thanks a lot for the quick reaction =) I can't promise that this was the last update, because there are still really minor issues I want to fix (some light entities are too bright and I already found one more misaligned texture; there could be more). I just hate knowing about issues and not fixing them then. That's why I'm planning to rework my old maps for ages now... maybe I'll throw out updates or remakes one day.
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#21 Tig
12 Jun 2011, 10:08 EST
The download for Shibam has been updated to version 1.1 - great work BTW DaEngineer!
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#20 SW12
12 Jun 2011, 02:30 EST
Okay. I'll try it out and tell you what I think when I'm done.
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#19 DaEngineer
12 Jun 2011, 01:21 EST
Yep, the changelog as well as the download link can be found in the comment I wrote some minutes ago. Here it is again: http://victorkarp.word...11/shibam-update-v1-1/
Avatar
#18 SW12
12 Jun 2011, 01:09 EST
@DaEngineer: I just played the one downloaded from hitting the ..::LvL button. Why, is there somewhere else to download it?
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#17 DaEngineer
12 Jun 2011, 00:58 EST
@ SW12: Did you play the version hosted here or the new version I announced minutes ago?
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#16 SW12
12 Jun 2011, 00:52 EST
Woah! Really awesome map! 8.5!!
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#15 DaEngineer
12 Jun 2011, 00:35 EST
Good news. The update is out and has a changelog that's by far more extensive than I had expected when I started to fix the bot problem. The whole log contains 28 fixes, changes and additions. The log, as well as the download link for the update can by found on my blog http://victorkarp.word...11/shibam-update-v1-1/
I'll test this version for some time and if I don't find any other things that should be changed, I'll write a mail to Tigger and ask him if he can upload the update.
Avatar
#14 DaEngineer
20 May 2011, 23:40 EST
With the aid of the q3w community I finally managed to produce an external aas file that allows bots to jump down there without any jumppads. I'll make some other changes to the map, revise the item layout and then run a testing phase on it. When I'm done with all this stuff, I'll post an update here.
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#13 DaEngineer
19 May 2011, 06:06 EST
@TheMuffinMan: even the brush method doesn't work. Either the bots completely ignore the brush or avoid to touch it. I'm really wondering how you managed to get that working in your map.
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#12 themuffinator
17 May 2011, 17:29 EST
@DaEngineer: That method has worked for me. I recently blocked together a remake of q2dm1 for QL - http://www.quakelive.c...ghlight=edge+redux . The curved stairways were causing problems for the bots - they would only get up a few steps and fall off. I fixed that by putting the botdonotenter patches around the edges of the stairways and it worked. The only alterations done to the standard aas compile was -optimize and -forcesidesvisible.

If patches don't work for you then try with brushes instead - applying nodrawnonsolid with botdonotenter applied to the faces facing the item_botroam.

Avatar
#11 DaEngineer
17 May 2011, 16:29 EST
@TheMuffinMan: A good idea. That's the way I made the forcefield on top of the tower. But botdonotenter only works when the texture is applied to a brush. I've tried it in a small testing area - they completely ignore donotenter patches. The only solution I can think of is -fixaas, to make the bots use another aas file for this map. This aas file would have a floor where the entrance to the tunnel is, to make the bots think that they were able to walk there. Merged into the original BSP, they'll want to go there and then fall down. The only problem I have with this is the lack of explanation how -fixaas works. Here http://www.quake3world...a456a742119967741fefff is a topic on quake3world about it and here http://www.simonoc.com...n/maps_q3/pom_bots.htm Sock wrote how he did it in "Pyramid of the Magician". I tried it with his tutorial but can't make it work. I think I'll ask on q3w, and if nobody knows a solution, I'll write a mail to him.

Edited: 17 May 2011 AEST
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#10 themuffinator
16 May 2011, 15:51 EST
@DaEngineer: Ok then maybe try get rid the trigger_push, put a bot_roam in front of the entrance and surround the area with 1-way bot do not enter patches (with the do not enter facing the bot_roam). Sort of like a box made out of patches. That should make it that the bot will go to the bot_roam, and have no choice but to go down there.

Edited: 16 May 2011 AEST
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#9 DaEngineer
16 May 2011, 07:58 EST
@TheMuffinMan: Just tested it, it doesn't work. I'll see if I can fix it another way. Maybe I gave up too fast on the botroams.

Edited: 16 May 2011 AEST
Avatar
#8 themuffinator
16 May 2011, 07:39 EST
@DaEngineer:
A possible solution might have been to set that trigger_push to a nohumans=1 key. It works for spawn points, and it might work for triggers too (untested).
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#7 DaEngineer
16 May 2011, 07:26 EST
@TheMuffinMan: That's something I had to implement to make bots use this area. I tried out everything with botroams, but they couldn't be convinced to jump down there. When I added the trigger_push, they were inable to decide else once they touched the brush and traveled through the tunnels as intended. While writing this, I've spotted a problem with spectator mode that really should get fixed. If I can manage to remove the trigger and keep bots using the jumppads, I'll include this change in the updated version.
Avatar
#6 themuffinator
16 May 2011, 06:58 EST
I've only just decided to give this map a go and I must say, I'm impressed. This is the kind of content we need these days - certainly a breath of fresh air in both looks and gameplay in an age where almost every good map is the usual competitive CPM duel map.

What I did find rather strange and arkward was that fog pit with bounce pads. The initial trigger_push especially is all too easy to get caught on while merely wanting to pass by the entrance - it isn't needed, rather let players voluntarily jump through the door to the first jump pad.

That's the only gripe I have with the map, otherwise congrats on a job well done. 9/10.

Avatar
#5 headrot
01 May 2011, 03:57 EST
like others said: "cool" A+
#4 ShadoW
14 Apr 2011, 02:29 EST
Really nice map. A lot of cool ideas and great level of details. Congratz!
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#3 Tig
13 Apr 2011, 09:25 EST
@DaEngineer: Thanks for the tip! The review has been updated with a note. Very nice map BTW.
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#2 DaEngineer
13 Apr 2011, 05:29 EST
Thanks a lot for the nice review! I actually implemented something to prevent camping you might not have noticed. On the towers top, there's a bright blue sphere. Shoot it, and the tower's top will lower and crush anyone below. One hit with the MG will do it, so you can - even as an unskilled player - pick off campers from there. Tig, could you might add this below the review? I think most people won't notice, as it's not too obvious.
#1 Anonymous
Not registered
12 Apr 2011, 23:11 EST
Congrats on having this uploaded here. 9/10 if I could vote without logging in.
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