Your Ad Here

Subscribe
 Post #1
 24th September 2009 Last edited by cyber_cam34; 13th October 2009 at 09:39AM.. (Added download link)
cyber_cam34's Avatar
December 2007
108 Posts
Paint World


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.

Sub Modes
Canvas
Paint as many Canvas as you can by touching them.
Deathmatch
Use the power ups to frag each other.
Capture the Flag
Bring the enemy flag back to your base
Race
Race to the end


Powerups
Use left click and right click to use powerups.
Get powerups by touching the paintbrushes found around the map.
Speed
Sends you in the direction you are looking at a high speed.
Fire
Sets you on fire for 5 seconds, anybody who touches you will die.
Projectile
Shoots a projectile in the direction you are looking.
Captures any canvas it touches.
Cloak
Makes you invisible to others for 15 seconds.
Mine
Places a mine, will explode when touched by the enemy.

Media
http://screenshot.xfire.com/screenshot/natural/074702753bbd3a50c20005327f1af5c59200cc5f.png [url]http://screenshot.xfire.com/screenshot/natural/3f593e2f8768adff1136dd248a8d1f7bd1709634.png[/url]
Features
Dynamic changing maps
Multi gametypes
Powerups system
Awsome splat effects
Custom models
Cartoonish theme

Download



Put in garrysmod/garrysmod/gamemodes/

copy PaintWorld/content/ contents to your Garry's Mod directory (garrysmod/garrysmod/)

Restart Gmod/Server

Mapping
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
ca --Canvas
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
Deathmatch is the easiest to map for. Mainly because you don't need any entities.

Race
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'.

Canvas
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'.
 Post #2
 24th September 2009
stinkfire's Avatar
February 2008
255 Posts
Mech asked me to upload to textures for the map.
These are the common cartoonish textures that we used for our map. Hope you like them. They are basic but still good.
http://www.box.net/shared/30fjobu5xf
 Post #3
 24th September 2009
GMOD Moderator
grea$emonkey's Avatar
May 2007
9,015 Posts
I almost expected that stamp-out mini-game from mario party. That would be a fun fretta game.
 Post #4
 24th September 2009
stinkfire's Avatar
February 2008
255 Posts
Lol. Do you mean this game would be fun for fretta or the stamp out minigame?

Also the screenshots for this doesn't give it justice. I will try to get a video for everyone. It is way better when playing it.
 Post #5
 24th September 2009
GreyIOutcast's Avatar
April 2008
560 Posts
It looks pretty interesting regardless of what justice it does for it. I'm guessing you'll be rolling around as 3D paint blobs. If only there were some non-laggy and effective way to make it a ragdoll with many inter-connected bones so that the paint blob could actually change shape as you went along.

Seriously, that would make me pull a "Woah, that looks cool" when playing.
 Post #6
 24th September 2009
Gold Member
Jamie932's Avatar
July 2008
2,956 Posts
I like the green ice-creams.

Oh - Wait. They are paintbrushes, right? Need to improve on them a bit. Looks fun though, Good luck.
 Post #7
 24th September 2009
GMOD Moderator
grea$emonkey's Avatar
May 2007
9,015 Posts
It looks pretty interesting regardless of what justice it does for it. I'm guessing you'll be rolling around as 3D paint blobs. If only there were some non-laggy and effective way to make it a ragdoll with many inter-connected bones so that the paint blob could actually change shape as you went along.

Seriously, that would make me pull a "Woah, that looks cool" when playing.
You could probably use some kinda effect to simulate it.
 Post #8
 24th September 2009
GreyIOutcast's Avatar
April 2008
560 Posts
You could probably use some kinda effect to simulate it.
Do it and I'll give you a Lua king.
 Post #9
 24th September 2009
GMOD Moderator
grea$emonkey's Avatar
May 2007
9,015 Posts
Perhaps using some particles? Like particles that make it seem to blur together into a blob? I'm not sure, just an idea. If you could use that entity outline thing but give it a different look, then a watermelon rolling around may look a little like a blob.
 Post #10
 25th September 2009
SylverSun's Avatar
March 2009
215 Posts
Anyone ever see that video for the making of Gears Of War 2? Where they're demonstrating their new corpse ragdoll feature, and they're pushing and shooting that lump of flesh around?

It looked a lot like they'd just made a cube, and given it a bunch of bones so that it still resembled its original cube shape, despite the wobbling around. Would that be viable?
 Post #11
 25th September 2009
blackops7799's Avatar
December 2006
1,993 Posts
Perhaps using some particles? Like particles that make it seem to blur together into a blob? I'm not sure, just an idea. If you could use that entity outline thing but give it a different look, then a watermelon rolling around may look a little like a blob.
You could probably use SetModelScale and stretch the model depending on how fast you're moving.
 Post #12
 27th September 2009
stinkfire's Avatar
February 2008
255 Posts
Anyone ever see that video for the making of Gears Of War 2? Where they're demonstrating their new corpse ragdoll feature, and they're pushing and shooting that lump of flesh around?

It looked a lot like they'd just made a cube, and given it a bunch of bones so that it still resembled its original cube shape, despite the wobbling around. Would that be viable?
Not. The way they would have done that is gave it a base mesh and it stretches the mesh depending on the physics collisions. Then they would have made it so the mesh couldn't stretch past X.
 Post #13
 27th September 2009
cas97's Avatar
August 2009
479 Posts
in the 2nd screenshot, it's not "an canvas"
 Post #14
 28th September 2009
Kanshi's Avatar
July 2009
215 Posts
I almost expected that stamp-out mini-game from mario party. That would be a fun fretta game.
thats what i was expecting also, maybe you can make that one of the gamemodes, and maps can look like gm_construct "white room"
 Post #15
 8th October 2009
cyber_cam34's Avatar
December 2007
108 Posts


Put in garrysmod/garrysmod/gamemodes/

copy PaintWorld/content/ contents to your Garry's Mod directory (garrysmod/garrysmod/)

Restart Gmod/Server
 Post #16
 9th October 2009
stinkfire's Avatar
February 2008
255 Posts
Awsome. I really reccommend people try this gamemode. It is fun to play with friends.
 Post #17
 12th October 2009 Last edited by stinkfire; 12th October 2009 at 05:21AM..
stinkfire's Avatar
February 2008
255 Posts
We had our first 'open' beta of the gamemode for the first time. It was on the Australian -=AWOL=- Parkour server (Yeah were Aussie(that means Australian(lol brackets inside brackets)))
Anyway, i don't know how to put the media tags in facepunch so i thought that i might just put the images here. ENJOY



















 Post #18
 12th October 2009
Gold Member
Simski's Avatar
February 2007
4,925 Posts
Awesome, can you make the paint on the walls not seethrough though?
Makes them look like they're made of jelly rather than paint, which would ofcourse be fine if it matched the balls... although the balls aren't seethrough so they look more like paint than jelly :S
 Post #19
 13th October 2009
cyber_cam34's Avatar
December 2007
108 Posts


Change Log
• Added some announcer sounds.
• Added some powerup sounds.
• Added map pw_dm_deathrooms
• Added a map menu.
 Post #20
 13th October 2009
stinkfire's Avatar
February 2008
255 Posts
This update has added heaps and I will just elaborate on it a bit.
It has a new awesome deathmatch made by me that focuses on the map being flowing and not having a central point.
There is an awesome maps menu where players vote for their favourite map. It updates in realtime like fretta but in my opinion looks way better.
There are also now sound effects for nearly everything. The voices are British announcer like voice effects. The other sound effects are for the addons and add more ambiance to the gamemode.

Lol i just felt like describing it lol.
Reply

All times are GMT. The time now is 06:38AM.

Facepunch Studios 2010 - Server 'MARGE'