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Visually, this map really transports you to the Middle East. I love that. It's also super fun to play, even with bots. A total keeper!
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i really would have liked the awnings and rugs like a play on magic carpets) to be used as bounce pads instead of the standard q3 and in keeping with the theme of the level.
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Cool map, congratulations.
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fun map with great feel
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This map works two ways in my opinion. You get to feel like an Assassin from Assassin's Creed with all the roofs and ropes to climb upon, while also getting a good chance to practice using your ears to detect your opponents, due to all the walls and buildings keeping them hidden. I play this map so friggin' often to sharpen my weak Defrag skills sometimes, and I just love the way this map flows altogether. DaEngineer, I give you a well-deserved two thumbs up for this map.
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Top-notch map! Incredibly detailed which gives it an absolutely amazing atmosphere and even gameplay is excellent. 12/10
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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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World class map :).
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Shibam is nice but the look of LFFD is in my personnal taste.Can't wait to try it out.
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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
victorkarp.wordpre...-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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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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@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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@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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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:
victorkarp.wordpre...d-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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I downloaded version 1.2! It's much better!
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DwInt
unregistered
#25 23 Jun 2011
Amazing, you have done the job well done! 10/10 :D
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I like the new version! 9.5/10
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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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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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The download for Shibam has been updated to version 1.1 - great work BTW DaEngineer!
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Okay. I'll try it out and tell you what I think when I'm done.
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Yep, the changelog as well as the download link can be found in the comment I wrote some minutes ago. Here it is again:
victorkarp.wordpre...am-update-v1-1/
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@DaEngineer: I just played the one downloaded from hitting the ..::LvL button. Why, is there somewhere else to download it?
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@ SW12: Did you play the version hosted here or the new version I announced minutes ago?
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Woah! Really awesome map! 8.5!!
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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
victorkarp.wordpre...am-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.
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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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@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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@DaEngineer: That method has worked for me. I recently blocked together a remake of q2dm1 for QL -
www.quakelive.com/.../showthread.php . 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.
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@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
www.quake3world.co...m/viewtopic.php is a topic on quake3world about it and here
www.simonoc.com/pa...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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@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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@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
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@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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@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.
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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.
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like others said: "cool" A+
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Really nice map. A lot of cool ideas and great level of details. Congratz!
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Tig Rep. 2352
#3 13 Apr 2011
@DaEngineer: Thanks for the tip! The review has been updated with a note. Very nice map BTW.
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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.
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Anonymous
unregistered
#1 12 Apr 2011
Congrats on having this uploaded here. 9/10 if I could vote without logging in.
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