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51
Beta / In-Progress Maps / Re: New Map: Brozmap (xbmap1 remake)
« Last post by jitspoe on January 06, 2026, 07:56:56 AM »
If you type "gl_showtris 1" at the console, you can see what's rendering.  Note that if you look at the back path from the middle or go into the back path and look toward the middle, nearly everything is rendering, even though there are solid walls blocking it.  I think this is the primary issue.  I'm guessing you have some surfaces marked as detail so they aren't blocking visibility.
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Beta / In-Progress Maps / Re: New Map: Wasteland
« Last post by jitspoe on January 06, 2026, 07:51:08 AM »
Looks like you've learned to work within the limits of the Quake 2 engine on this one!  Much better r_speeds and visibility blocking here.  We'll have to give it a go next Social Saturday, but just running around, here are my initial thoughts:

- Not obvious what surfaces are ice, so I was kind of surprised when I started sliding on various metal surfaces.  Could throw a thin, transparent glass texture on top to make it look like ice.
- Main flag is a bit clunky to get to for bots and new players.
- 2nd flag and surrounding paths seems like a bit much for the number of players we have these days.
- Why not just call it "wasteland"?  The prefix makes it difficult to remember map filenames.

On the technical/nitpicky side:
- The water down low doesn't go all the way to the ground, so you can see the surface on the top and bottom.
- Sky does not necessarily block visibility, so there's some areas where you can really see through parts of the map, especially after going through the tunnel with the ramp at the end.  Might have to cover that with rocks or other geometry.
- The banner textures are not aligned.  Probably because you're using the jpg textures directly (which have a special case thing to change the scale since the original banner texture was not a power of 2).  You can use the .wal files instead, as outlined in this video: https://www.youtube.com/watch?v=d5BtADbOsCs
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Beta / In-Progress Maps / Re: New Map: Wasteland
« Last post by Tini on January 05, 2026, 08:46:00 PM »
screen shots
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Beta / In-Progress Maps / New Map: Wasteland
« Last post by Tini on January 05, 2026, 08:40:21 PM »
Hello again—friends, family, and haters.

I set out to create three maps for the broz_ lineup, and this is the second installment: Wasteland. I haven’t seen many competitive maps that lean into a Fallout/Nuketown-style aesthetic, and that gap is exactly what this project aims to explore. The map is currently in beta, with additional visual detail planned once the gameplay proves fully sound.

rspeeds, rspeeds, rspeeds.
That was the recurring issue on Trainyard. I needed to step away, reset, and start fresh before revisiting that layout—and it paid off. Rspeeds are significantly improved here, capping at around 1000. A solid W for Tini.

Gameplay Philosophy & Design

Minimal reliance on “speed jumps”

Designed as a two-flag, tactical brawl, centered around an interconnected tunnel system with multiple routing options

Strong thematic influence: wasteland scarcity, scrap-built environments, and guerrilla-style engagements

Coordination is critical on this map. The layout is intentionally structured to enable multi-route pressure, encouraging teams to create 3v1 scenarios and coordinated flag grabs. Mid control is highly impactful, while the side lanes exist to apply pressure when mid becomes congested or heavily defended.

Attached are the .map file, .bsp file, and screenshots.
Let’s get this on servers and start running it.

Known Issues / To-Do

Skybox is interacting oddly with certain walls

A few brushes are protruding and need cleanup

Feedback and playtesting are welcome.
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Beta / In-Progress Maps / Re: New Map: Brozmap (xbmap1 remake)
« Last post by MyeRs on January 05, 2026, 12:28:42 PM »
Attached a demo from the Social Saturday play of this one as well.

The biggest thing to fix is the performance issue -- it seems way more of the map is visible than should be.  Perhaps some things are marked as detail that should be blocking vis?  I noticed the zig-zag back path seems to be rendering other parts of the map when it should be completely sealed off.  Also, it might be good to add a more accessible main path to the flag for new players and bots so trick jumps aren't required.  I added a ladder on the side of pgptrain, and nobody took issue with it: http://dplogin.com/files/maps/pgptrain.bsp (had several complaints about it requiring skill jumps before).  The dj will still provide a competitive edge as it's faster but it can be both competitive and accessible!

I'm not sure how many brotherhood maps you're planning to make, but it might be a bit confusing having a bunch of brozthis.bsp and brozthat.bsp.

I changed the download link as I realized I made some errors on my detail brushes (and scaling) - that did bring down R_speeds (especially in the side path). I'm not sure if that was the one you had downloaded - I should have changed it to B2 to make it more visible/clear that there was a change. I tried to keep the main "map" identical to original, just with added side paths to break the 'line fest', since my main goal was modernizing the map.

In Beta 2 I will:

1) add a ladder - I did not think about it because I was trying to follow the same scheme as original. But you are right - helps newer players, and has no negative to competitive.
2) Try to see what I can do to reduce r_speeds /wpoly even further (still learning how to do this efficiently, the side path is down to about 600 now. Mid peaks at 4.5k, which seems fine for most systems but definitely not optimal.

Regarding the Brotherhood naming (Broz_mapname) - it was because we are planning to host "Brotherhood tournaments", so we followed the stylistic way pbcup went. This is the only map that doesnt have an underscore (as a play on "xb" map). It also helps us as we get older and have worse memory... as the "broz_map" file names will all be sorted beside eachother, so we wont have to try to remember each individual name. We barely could remember the map names we released in 2020.... maybe the maps were just forgettable. But when we try to have our kids restock 

Thanks for the demo! Will look at it later today and update this message with any other areas that B2 will plan to tackle.
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Beta / In-Progress Maps / Re: New Map: Brozmap (xbmap1 remake)
« Last post by jitspoe on January 05, 2026, 02:03:21 AM »
Attached a demo from the Social Saturday play of this one as well.

The biggest thing to fix is the performance issue -- it seems way more of the map is visible than should be.  Perhaps some things are marked as detail that should be blocking vis?  I noticed the zig-zag back path seems to be rendering other parts of the map when it should be completely sealed off.  Also, it might be good to add a more accessible main path to the flag for new players and bots so trick jumps aren't required.  I added a ladder on the side of pgptrain, and nobody took issue with it: http://dplogin.com/files/maps/pgptrain.bsp (had several complaints about it requiring skill jumps before).  The dj will still provide a competitive edge as it's faster but it can be both competitive and accessible!

I'm not sure how many brotherhood maps you're planning to make, but it might be a bit confusing having a bunch of brozthis.bsp and brozthat.bsp.
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Paintball 2 Discussion / Re: jitspoe's .plan
« Last post by jitspoe on January 05, 2026, 01:44:03 AM »
Might as well post something here as I haven't in years.  I am still working on Paintball 2, bit by bit.  I have some commercial projects I'm focusing most of my time on: Fist of the Forgotten and KOOK.

Currently, I'm working on some new FX for the paint grenades that will both make them look better and sync up the projectiles with what's happening on the server, so when a paint grenade kills you behind cover, you should at least see the splatter flying up and over (and maybe even be able to dodge it).  The concept is simple -- when a paint grenade explodes, it replicates a random seed, the number of projectiles fired, etc.  In practice, though, it has been a real pain in the butt and I've run into multiple snags every step of the way.

I've also made some slight tweaks to the player movement, specifically the ground detection, so ladder and double jumps are more consistent.  This is implemented on the Social Saturday server and might result in occasional movement corrections until the new client is released.

Also on the Social Saturday server is the latency compensation.  Projectiles are fast forwarded by the ping of the player and enemy positions are rewound to simulate what it would be like if the projectiles were fired without any lag at all.  I have a video explaining it here: https://www.youtube.com/watch?v=P9oN-UqTMDk

Hopefully I get all the WIP stuff done so I can release a new build in 2026!
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Beta / In-Progress Maps / Re: New Map: The Scarborough Bluffs
« Last post by jitspoe on January 05, 2026, 01:32:38 AM »
One of the most useful things I've found when designing games and levels is just watching somebody play for the first time without comment, so I've attached a demo with the first time I played during Social Saturday.

General first impressions are that it's kind of clunky to move around in.  There's so much platforming, like the flag has a platform that you have to jump to, then jump again to the platform the flag is on (and there's a gap between them so if you're not focused on the platforms because you're in a firefight or something, you might have to jump back up).  I think it'd be more fun if it were streamlined a bit using stairs and/or ramps.  I feel like the flags should be easily grabbable while traveling backward shooting at enemies.  Maybe with some practice it'll be more enjoyable, but the frustration tends to outweigh the fun on the first play.  A lot of the design seems like it's deliberately done to further the skill gap.  For example, the big ramp you can't run on and have to get enough speed to get over it.  Skilled players will be able to use that for a quick grab, but less skilled players will be stuck taking an even longer route when they're already at a disadvantage from slower strafe jumping and such.  I realize you're intending this for the matching community, but if skilled players can already do the routes, making them more accessible to new players and bots doesn't harm anything, right?  If you do want keep that ramp, I'd suggest at least making it a different texture, like rock, so it's obvious it can't be walked on.  I never did figure out how to get to the 3rd story with the window while were playing.  Had to noclip later to figure out where the path went.  The snow path seemed fun, though.

On the technical side, there are a few misaligned brushes, some places you can see geometry through the sky (you can't count on sky to block geometry, so you might have to make some walls taller), and quite a few upside down and misaligned textures.  Not going to bother pointing each individual thing out until you've dialed in the gameplay, though, as some things might change a lot.
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Beta / In-Progress Maps / New Map: Brozmap (xbmap1 remake)
« Last post by MyeRs on January 02, 2026, 05:00:15 PM »
Brotherhood Mapping Presents:

Brozmap - a remake / modernization of xbmap1

Most up to date version: Beta 1

Xbmap1 is a loved map by 3 members of our community, however other teams forfeit the second we put it on because they do not want to play it. The imbalance (certain jumps only possible on 1 side), the 'line fest' mid, the ladder to window path being a waste, and the inability to grab being issues the biggest haters have. That doesn't even account for fact every texture on the original is not aligned. We searched into the numerous Xbmap remakes, but all had identical issues.

With the help of the XBMAPfanclub group (Juic3 and Fzx), I have made a modernized version that maintains the areas this fan club loves, while improving aesthetics and adding changes that the haters approved of.

There are a few misalignments probably - they will be fixed by Beta2. I had to manually change all textures to SX/SY 1:1, as I had everything to 0.5 which made the map stunning but that was a major contributor to my poor rspeeds. I removed some details, manually reverted all textures back to 1:1 (and tried to align as I went, but I definitely missed some).

The middle bridge "bunkers" are raised by 2 units, which changes the mid speed (as it can stop you) - but you can adjust your path to the sides of it. You can also utilize that 2 unit raise to DJ off of the bunker straight to roof.

A new path was added to allow a break in the line - and new tools around the side window were added to create more value to that spot (a hole to drop water, a window to shoot out of, a barrel for some cover, and a triple jump to access it from the non ladder jump).

I also utilized clip brushes to fix the DJ's that would only work on 1 side of the map.

I'm not sure I like my light settings... always open to suggestions. It does not have ambient lighting - sun_angle is set to 45 and sun_light is 160. I forget what sun surface was.

This map is currently on all [NA] match servers as beta/brozmap_b1
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Beta / In-Progress Maps / Re: New Map: Trainyard
« Last post by Tini on December 30, 2025, 05:34:04 PM »
This is what it looks like when the lighting works
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