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{
map "ut4_tariq_b8"
longname "Tariq (v0.8)"
type "ut_ffa ut_team ut_survivor ut_ctf ut_bomb"
}
Welcome to Tariq. This ancient city has always been a popular destination for foreign tourists, but has recently found itself becoming a hotbed of dissent and rebellion for locals opposed to its authoritarian regime.
Layout & Design:
Leighrex
ntrnsc
Audio & Music:
ntrnsc
SoF2
Textures:
ntrnsc
sock
Models:
Blackrayne
ValkoVer
Delirium
Blake
Leighrex
ntrnsc
Special thanks:
Delirium
Dewar
Cuz
Biddle
Howler
solitary
ulbens
Zmb
+ everyone who has hosted & supported this project and other new maps for our dead game :)
b8:
- Moved a bugged spawn that broke FFA gamemodes.
- Removed broken geometries in Bend.
- Fixed missing/broken textures in Mid.
- Very minor visual tweaks
b7:
- Reworked middle area:
> Closed up the area, removing the large balcony.
> Removed long cross-map sightlines through mid.
> Adjusted tunnel so it doesn't provide straight access to fountain.
> Removed half wall.
> Rotated vendor to properly block the tunnel to pillar from alleys.
- Adjusted TS spawn locations and simplified spawn groupings
- CTF flag positions moved:
> Blue flag is now in front of truck.
> Red flag now sits at the top of overlook.
- CTF spawn areas have two exits for each team.
> Blue team can exit towards the Back Street or at the side of the Loading area.
> Red team can exit out Construction site or at the Voov corner, which now has CTF-specific cover from Double Door/Sneaky.
- TDM and CTF now share the same spawns.
- Added railings to odd elevations throughout map.
- Fixed grenade collision on certain objects.
- Rebuilt terrain around Bend.
- Minor visual improvements.
- More performance optimisations.
- Radio callouts simplified somewhat.
- Enhanced the soundscape.
- Moved Red bombsite.
- Added support for Capture and Hold.
b6:
- Built extra elevated area in Top/Red flag area and widened Deck slightly.
- Made it so most cover from other modes now appears in Team Survivor.
- Reworked the vendor in Mid to block numerous annoying sightlines and tighten engagements around this area.
- Blocked out a number of ratty angles around the Truck and Loading area.
- Optimized brushwork and fixed sloppy construction throughout map.
- Switched off the hard techno music in Alleys (the residents are still partying).
- Updated a few remaining placeholder assets/textures and added some extra environmental details.
- Slight lighting tweaks.
b5:
- Added and improved cover for CTF spawn entrances.
- Moved Blue/bottom CTF spawn area further back.
- Widened Red/top CTF spawn entrance.
- Added another set of boxes in Alleys to enable more options for movement and engagements.
- Blocked vision from Overlook into Backstreet/Back spawn.
- Improved corner clipping in a number of areas.
- Added extra details throughout map.
b4:
- (Probably) Fixed the sound bug that causes the map to crash for many people.
- Fixed a few player clips around doors near Sneaky.
- Renamed certain player radio locations to make them less obtuse. Then added a new, obtuse player radio location.
> Of course, you can make whatever in-game callouts you want. Go nuts!
- Modified certain textures and added some extra details here and there.
b3:
- @ntrnsc has stopped being a chud and learned how hinting works properly. As a result, the skybox is now open again with hopefully minimal changes in performance compared to b2.
- Left some crates below Drop and outside the Red flag, enabling new single walljump entries from Alley to Drop.
- Improved the lighting around Sneaky and Alleys.
- Removed erroneous clip brushes at Tunnel, Honda, Catwalk, and Fountain.
- Replaced ramps in Mid with stairs for extra zoomin'.
- Fixed a few more texture issues.
- 32 spawns for FFA game modes added.
- Bot support added.
b2:
- Many map optimizations! No guarantees, but people running UrT on potatoes, the vanilla client, and public servers with way too many slots should now find the map much more accessible.
- Consequently, it is no longer possible to nade over buildings out of Mid. The buildings behind Honda/Ledges and at Bottom/Pillar each have a skybox above them also.
- Moved CTF spawns to exclusive secluded locations. No spawn doors or sentries.
- CTF flag positions adjusted slightly
- Improved minimap readability and removed minimap text. Call the positions whatever you want!
- Added .arena file
b1:
Apart from the full retexturing and detailing, there are some important gameplay changes from ut4_leighbox012:
- Mid balcony lowered to open up the area significantly
- Area around Top/Red Flag remodelled to allow for more dynamic gameplay in this area.
- Greatly improved corner & edge clipping.
- Lots of glitched boost spots removed - you shouldn't be able to stand on any flags, pipes, beams, windows etc.
- "Fence" callout renamed to "Dark"