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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 ==
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[FIXED] 
 its 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
 its no longer possible to collide with the underside of angled clip brushes inside the RG tower
 when approaching the RA tunnels 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 sockets 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 mosques front
 added a nodrop brush to the RG towers 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 dont use the jump pad behind the RL

