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61
Beta / In-Progress Maps / New Map: Trainyard
« Last post by Tini on December 30, 2025, 05:08:49 PM »
BROTHERHOOD MAPPING PRESENTS: broz_Trainyard_b1

 Special thanks to

MyeRs for tickling the map and making adjustments
Flamer for some contributions
Jitspoe for having answers when I had questions 
The entire er33t  team because lol
H@ze for being everyones dad 
also shoutout to zenit becuase he wanted to feel included but made no contribution

 Hello friends, (jigz), family (fzx) and haters (juic3)
Attached is the:
.map file
.bsp file
Rough canva image of the layout and notable things
Screen shots of the map.

 This post will discuss;

 1.Design philosphy / specified intention and routes 

2. Concerns for map

 The map was designed to be a competitive 2 flag map with low entry barriers to novice jumpers (juic3).  IMO, the jumps are super easy and fun to do, and the general movement on the map is fluid and easy to traverse (barring the performance issues).  The original intention was to have 3 set spawns, and, from each spawn, there was a way to defend or rush. Its the players choice what you do each round, where the defender usually has adv. (thats advantage for short btw) (dont ask me why I didnt just put advantage then if im having to explain it) (guys get hip with the lingo).

 Players spawn in with Carbine or Mag with chrome barrels, with 3 cockers/3 steel barrels for each player to go out of their way to get if they choose to get that adv. 

 Explaining the Canva image: 
Red lines indicate paths
Parted blue  line indicates smaller paths within the base.
Highlighted are 4 numbers all with the fasted jumps
Number 1-  Cliff to enemies low speed to flag 2
Number 2- Cliff to cliff speed over mid to flag 1
Number 3 – Main to Main u can also do main to 2 
Number 4 – House to house to 2 or switch to 1 

 The black box repersents a spot where someone cant watch both 1 and 2 flag, however can be outplayed in a 2v1 or 3v1 scenario for grabs / caps 

 From “spawn” theres a hibd to 1   and    behind 1 is a slow path to 2 if you cant do triple jump to 2 

Lastly, there is the juic3/Senix snowman, cleverly thought of by MyeRs to immortalize their playstyles 

 MY CONCERNS AND WHAT I NEED HELP WITH:

 Round play testing needs to be done from community , note your feedback and please message me (unless youre juic3)
The actual lighting with the sky / lights arnt compiling at all, so its all just flat ambient lighting which looks bad 
Massive performance issues, in which if anyone wants to help with that, i would be forever grateful and would offer up money – that is why the .map file is included in the post.    ie help me with hintwalls or how to not make it so open in the mid which i think is the problem  ie appropriate vis blockers

also yes i know there are a ton of misalignment texture issues and I think the team colors are reverse in which I didnt know how to adjust lol

 Papa bless thank you all (except juic3) 
62
Beta / In-Progress Maps / New Map: The Scarborough Bluffs
« Last post by MyeRs on December 30, 2025, 03:08:43 PM »
Brotherhood Mapping Presents:

The Scarborough Bluffs

Most up to date version: broz_bluffs_b2

Inspired by the beauty of the Scarborough Bluffs — stunning views, steep drops, and yes… don’t worry, you will find guns for safety on this map. Consider it a scenic walk with proper Scarborough precautions. A standard .loc pack will be created using only Torontonian language.

This map has not been play tested. I tried my best to align textures... The snow path is used to illustrate the randomness of Canadian weather and probably some other festive meaning.

A few thanks to people who assisted me during the process:
1) TiNi for tickling the map
2) Flamer for telling me to not be lazy on my alignments
3) Fzx for testing my jumps to make sure they can be done by truly anyone
4) Jigz for yelling at me for not matching because I was busy mapping, therefore forcing me to move faster
5) Senix and Juic3 for inspiring me to include a snow path
6) Cusoman for being the only reason I know anything about mapping

I'm not sure how it will play - I focused more on trying to improve my technical mapping...

Things I intend to look into adjusting for B2:
- Lighting (I used chatgpt's recommendations, but would like to remove ambient lighting)
- Any misalignments people find
- Probably find a way to make snow path flow better
63
Paintball 2 Discussion / Spec all button
« Last post by florida on December 02, 2025, 03:35:25 PM »
Paste this into console and you can spec all with the press of a button.


alias spec_run_all "spec 0; wait; wait; spec 1; wait; wait; spec 2; wait; wait; spec 3; wait; wait; spec 4; wait; wait; spec 5; wait; wait; spec 6; wait; wait; spec 7; wait; wait; spec 8; wait; wait; spec 9; wait; wait; spec 10; wait; wait; spec 11; wait; wait; spec 12; wait; wait; spec 13; wait; wait; spec 14; wait; wait; spec 15"

bind z "spec_run_all"


-Plat
64
rome2 @Rick
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Clans, Matches, and Tournaments / Re: CTMZ PRESENTS: SATURDAY SLAMFEST! 8 November 2025
« Last post by Rick on October 01, 2025, 06:58:09 AM »
zpar11_beta
66
Clans, Matches, and Tournaments / CTMZ PRESENTS: SATURDAY SLAMFEST! 8 November 2025
« Last post by MyeRs on September 25, 2025, 07:28:53 PM »
🎉 CTMZ PRESENTS: DIGITAL PAINT: PAINTBALL 2.0 — SATURDAY SLAMFEST! 🎉

We’re kicking off our new competitive scene Discord with some high-speed splatter action:
a Bo1 Double Elimination 2v2 Tournament!

No prizes this round — just glory, bragging rights, and a chance to leave your splatter before we level up to future prized & casted events.

🗓 Date: Saturday, November 8, 2025. Just far enough away for some people to come back and shake off that rust!
⏰ Time: 2:00 PM EST
🗺 Map: The map will be released on Nov 1, 2025, but has already been determined.
🎮 Format: 2v2 | Max 3 players per team
🌍 Servers: NA Match 1-2-3 & EU Match 1-2-3
• NA vs EU = virtual coinflip for server (except Finals, where the Upper Bracket champs get server choice!)

So grab your squad, lock in your loadouts, and get ready to paint the bracket red (or blue, or purple, or yellow 👀).

👉 Stay tuned for future tournaments with prizes, streams, and casting! Hint: if this goes well a Prized 3v3 event is in the plans for the holidays Ho Ho Ho

ℹ️ To stay up to date on all events hosted by CTMZ Productions come stop by the Digital Paint: Paintball 2.0 Competitive Scene Discord!
Link: https://discord.gg/MdZZKKBkDZ
67
Performance seemed fine on my Raspberry Pi 4 with two players. Raspberry Pi 3 is not powerful enough though and will be very laggy
68
Beta / In-Progress Maps / Re: New Map: SIPRO
« Last post by jitspoe on August 19, 2025, 10:38:00 AM »
This map is kind of an interesting change of pace.  We've played it a few times on the Social Saturday event.  I fixed a few of the major issues here: https://dplogin.com/files/maps/beta/sipro_b2.bsp
69
Completed Maps / Re: Newmap: Jungle!
« Last post by jitspoe on August 19, 2025, 10:32:19 AM »
I'm just going to move this over to completed maps.  We've played it several times on Social Saturday and there are no major issues.

You can download it here: http://dplogin.com/files/maps/jungle.bsp
70
Server Discussion / Re: [Guide] Hosting a server on a Raspberry Pi (ARM) with Docker
« Last post by jitspoe on August 19, 2025, 10:27:45 AM »
Neat!  Wonder if it performs well with a lot of players.  Thanks for the guide!
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