			       Paintball 1.0
			   by Quake Innovations

			 Map design Documentation

Email        : Gary Griggs, qteam@stomped.com
Website      : http://qteam.stomped.com

Coding paintball maps
   Here we describe all the differences from regular id maps needed to
   describe a Paintball 1.0 map for 2 teams. In addition, many of the
   features of QTeam are still applicable. This includes, but is not limited
   to, 3+ team support, team spawn spots, dynamically sizing maps.
   and have not yet been included here. Please consult the QTeam 2.5 beta
   documentation for details.

For all the Quake Innovations Paintball maps, 3 play modes are 
supported in each map.
0 = Regular paintball (team elimination)
1 = 1 Flag CTF
2 = 2 Flag CTF

To the worldspawn section, add these mandatory key/value pairs
1) "qtmgame"    "61952"
	This defines a paintball game with 2 teams. 3+ team support is outside
    the scope of this document.
2) "pbversion"  "1.0"

Add entities for the CTF team bases and flags

1) For a red base, create a trigger_multiple entity. Remember the brush is
   invisible and only defines a bounding box. 

   a) Add a "qtmmisc" "1" key/value
      This defines the trigger_multiple as a base for CTF type play
   b) Add a "team" "5" key/value
      This defines the base as belonging to the red team. i.e. The red
      team must bring the red flag to this base. Nothing will happen if blue
      brings their flag to this base. 
   c) See description below on how to define this object for use in 
      only some of the play modes. Specifically, this object is never used
      in the non CTF mode.

2) For a blue base, create a trigger_multiple entity. Remember the brush is
   invisible and only defines a bounding box.

   a) Add a "qtmmisc" "1" key/value
      This defines the trigger_multiple as a base for CTF type play
   b) Add a "team" "14" key/value
      This defines the base as belonging to the red team. i.e. The blue
      team must bring the blue flag to this base. Nothing will happen if red
      brings their flag to this base. 
   c) See description below on how to define this object for use in 
      only some of the play modes.  Specifically, this object is never used
      in the non CTF mode.

3) For a red flag, create an item_score entity. 

   a) Add a "team" "5" key/value
      This defines the item_score (by default a flag model) as belonging to
      the red team. The default flag model will appear in red. Only the
      red team will be able to pick up this flag. 
   b) See description below on how to define this object for use in 
      only some of the play modes. Specifically, this object should only
      appear in 2 flag CTF. 

4) For a blue flag, create an item_score entity. 

   a) Add a "team" "14" key/value
      This defines the item_score (by default a flag model) as belonging to
      the blue team. The default flag model will appear in blue. Only the
      blue team will be able to pick up this flag. 
   b) See description below on how to define this object for use in 
      only some of the play modes.  Specifically, this object should only
      appear in 2 flag CTF. 

5) For a white flag (For 1 flag CTF - both teams vie for the same flag),
   create an item_score entity. That's it! 

   a) See description below on how to define this object for use in 
      only some of the play modes.  Specifically, this object should only
      appear in 1 flag CTF. 

6) For all the additions above, you can define which play modes the objects
   are excluded from. For example you don't want the red flag to appear in a
   1 flag CTF game. This object exclusion feature is always used for the
   items above in Quake Innovations' paintball maps.  For other paintball
   objects, the use of this feature is optional, the default behavior being
   that the object will appear in all play modes.

   To add the object exclusion feature, add a "qtmgame" "value" key/value to
   the entity you wish to exclude from certain play modes, where value is
   one of the following: 

   No qtmgame key = The object appears in all modes
   0 = The object appears in all play modes
   1 = The object appears in play mode 0 
   2 = The object appears in play mode 1 
   3 = The object appears in play modes 0 and 1 
   4 = The object appears in play mode 2
   5 = The object appears in play modes 0 and 2
   6 = The object appears in play modes 1 and 2 
   7 = The object appears in play modes 0, 1, and 2 

   Remember that for consistency, Quake Innovations defines the modes as 
   follows. This also implies that the qtmgame key must be used for each

   Play mode 0 = No CTF
   Play mode 1 = 1 Flag CTF
   Play mode 2 = 2 Flag CTF

7) Add paintball guns by creating a weapon_pballgun entity. The type of gun
   cannot be specified by the map designer. It will always be something more
   powerful than a PGP. It is highly recommended that there is at at least
   one gun upgrade for every player in the game. Since a player can only
   hold one gun upgrade at a time, for regular Quake, 16 guns in a map is
   recommended. 

8) Add paintball hoppers by creating a item_pballhopper entity. The hopper 
   size can not be specified by the map designer. The default hopper can
   hold 40 paintballs which may be acceptable for a few players with the 
   lower power guns. Therefore, 1 hopper per player is not required. 

9) Add paintball barrels by creating a item_pballbarrel entity. The barrel
   type can not be specified by the map designer. 

10) Add paintball ammo by creating a item_pballammo entity. The ammo
    pack size can not be specified by the map designer. 

11) Add paintball CO2 by creating a item_pballco2 entity. The co2
    bottle size can not be specified by the map designer. 


Testing paintball maps

1) For non CTF mode, type from the command line
   winquake -game pball +deathmatch 129 +map <mapname>
2) For 1 flag CTF mode, type from the command line
   winquake -game pball +deathmatch 129 +teamplay 4 +map <mapname>
3) For 2 flag CTF mode, type from the command line
   winquake -game pball +deathmatch 129 +teamplay 8 +map <mapname>

