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== Shibam ======================================================
== A Quake III Arena map by Victor „DaEngineer“ Karp ===========
== Visit http://victorkarp.wordpress.com for more information ==
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== Shibam v1.3 ==
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[FIXED]
• wrong textures at the crane
• ugly shadows cast by the jump pad at the jump pad hall's exit

[CHANGED]
• stair at the YA is damaged
• stair at the RA is damaged
• the wooden stair's steps are crooked
• replaced PG with GL
• area around the city gate is darker
• removed weak lights at the stairs aside the mosque
• the URL to my blog has a wooden frame


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== Shibam v1.2 ==
=================

[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


[ADDED]
• this changelog and credit for the sound effects in the readme
• there are rumors that an easter egg has found it's way to the desert town...
• the URL of my blog has been added as a decal
• additional bricks in the city gate's gap


[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


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== Shibam v1.1 ==
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[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 iside 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

