What is this?
This is mine(Mechanical Mind) and Bithmar’s(Stinkfire) entrant for the Gamemode Coding Contest.
You play as Paint Blobs trying to paint canvas, kill each, reach the end or steal the enemy flag. Its divided into Radical Red and Burnt Blues.
Whoever ends up with the most canvas, kill, captures or laps at the end of the round wins. Rounds last for 5 minutes after 3 it changes map.
Paint as many Canvas as you can by touching them.
Use the power ups to frag each other.
Capture the Flag
Bring the enemy flag back to your base
Race to the end
Use left click and right click to use powerups.
Get powerups by touching the paintbrushes found around the map.
Sends you in the direction you are looking at a high speed.
Sets you on fire for 5 seconds, anybody who touches you will die.
Shoots a projectile in the direction you are looking.
Captures any canvas it touches.
Makes you invisible to others for 15 seconds.
Places a mine, will explode when touched by the enemy.
Dynamic changing maps
Awsome splat effects
Put in garrysmod/garrysmod/gamemodes/
copy PaintWorld/content/ contents to your Garry’s Mod directory (garrysmod/garrysmod/)
2Fort Example Ctf map
To map for Paint World it is actually pretty simple. This mapping tutorial will focus on generic maps. You could get carried away and make really wierd maps but that is up to you.
This is not about how to map, just the entities required.
To start off you will need spawns. Spawns are just CSS player Terrorist spawns and Counter Terrorist spawns. Terrorist is Red and Counter is Blue.
Next you will need Powerups. I like to put my Powerups on a sort of stand like thing. So players can see where they are going to spawn. The entity name for powerups are ‘pw_item’.
The next thing that you might want to have is toggling brushes. This means that they can toggle on and off. So one minute a wall might look like a wall the next it could be a secret passage. To do this you will need to make a ‘func_brush’ and then name it ‘trigger_brush_<number>’ replayer <number> with an increasing number of how many you have (startig at 1). You don’t have to change the settings of the brush but can if you want (not sure if it will work if you do change settings)
Then you will need a ‘pw_gametype’ entity. Give it a key of ‘gametype’ then the value should be from the list below:
ra – Race
dm – Deathmatch
ctf – Capture the Flag
This tells the gamemode which gametype your map will play on.
This is all that you generally need for each gamemode. Also a reccommendation. Name your maps with the gametype in them. A good example is my map ‘pw_ctf_smallfield’. It shows that it is a capture the flag map and makes it easier for people that want to player capture the flag to choose a map.
Below are gamemode specific entities.
Capture the flag
For capture the flag you will need to make trigger called pw_capture. Then you will need to add a key: team and a value of either blue or red.
Do the same for the flags but make an entity and call it pw_flag.
If you want to have brushes that are only open when your flag is not picked up, just create a brush that has a name of brush_ctf_red or brush_ctf_blue
Deathmatch is the easiest to map for. Mainly because you don’t need any entities.
Race is also an easy to map for gamemode. All you need at the end of the course is a brush trigger entity called ‘pw_capture’.
To map for Canvas you will need to place ‘func_brush’ brush entities where you want players to capture. I like texturing them white so you can see who has tagged them. Once you have done that you will need to name them ‘paint_<number>’. Replace number with numbers going up with the amount of Canvas’ you have. (start at 1). This is all you need to do to map for Canvas’.