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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"