Digital Paint Discussion Board
Development => Mapping => Beta / In-Progress Maps => Topic started by: zipfile on January 10, 2026, 10:32:58 AM
-
Thanks for Twiztedrick who found the bsp file for this map.
-
I had forgotten about this one! We'll have to give it another go next Social Saturday.
-
Here's the VOD from when we played: https://www.twitch.tv/videos/2672688485 Starts at around 36:40 (note that this will only be up for a few days). People really seemed to like the way it looks. There was some confusion on how to reach the 2nd flag, though. I'd suggest taking the tunnel entrance and moving it closer, so it's on the wall right next to the flag and a much more straightforward shot to the flag. Attached an illustration of what I mean (also noted that the sides of the wood texture need rotation -- some on the middle bridge need rotation as well).
I feel like the ice path is a bit extraneous with the number of players we have these days. I didn't really use it. If you do keep it, you should add a path out that doesn't require ice speed so new players and bots don't get stuck down there.
-
adding screenshots when it lets me, failing security checks.
- Removed low
- Path to 2nd flag moved closer to flag
- Rotated bridge
- Texture changes
- New path on middle
-
Merging the threads to keep everything in one place. Nice looking map! Like I mentioned when we played, there's a really long straight shot across the bridge with no cover -- basically right as you round the corner from the base you can see all the way across to somebody on the other team doing the same, so it's just kind of a race to that position. The paths are much more straightforward now, though! I'd suggest having a different indicator for where the capture zone is (both the flag stands look the same).
By the way, if you set a light value (but don't check light) everything with the same value will get phong shaded together, so you can use that on barrels, grass, etc. The barrels should have that set by default, so I'm not sure why those are flat shaded. I did notice a couple misaligned textures: the ramp made of boards entering the base and the bottom of the sideways barrel but nothing major.
I think we can really bump up the quality of the lighting with the new ericw tools. These are the settings I use for ericw's light for the final compile (takes a while): -gamedir "C:\paintball2_mapping_resources\quake2\pball" -addmin -bounce 3 -bouncescale 1 -bouncecolorscale 1 -emissivequality high -soft -extra4 ${MAP_FULL_NAME}
And while you're working on it for a quicker compiler, you can use: -gamedir "C:\paintball2_mapping_resources\quake2\pball" -addmin -bounce 3 -bouncescale 1 -bouncecolorscale 1 -extra ${MAP_FULL_NAME}
-
new beta
- added cover on mid
- changed to ericw light
- some texture + light fixes
- capture point outlined
didnt let me post other screenshots.
-
new beta
Added speed ramp on mid
new path to 2nd flag
2nd flag area minor changes
texture + light fixes
named to b8 since b7 got error "same filename"