+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+ | Digital Paint Paintball II | | rev. 0.51 | | | | FAQ and Beginner's Guide | | by Jonathan Woschanko, aka Mister Zimbu | +=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- UPDATE LOG: -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- (01/19/03) 0.51: - Added note about Gamespy 3D (not possible to use) - Added an update log. (??/??/??) 0.50: - Initial revision. Table of Contents ----------------- I. About Digital Paint Paintball II 1-1: Overview of Digital Paint 1-2: Current Version 1-3: History of Digital Paint 1-4: Digital Paint community information II. Beginner's Guide 2-1 : Setting up Digital Paint Paintball II 2-2 : Basics of the Quake2 engine 2-3 : Basic gameplay 2-4 : Scoring 2-5 : Other game modes 2-6 : Weapons 2-7 : Barrels 2-8 : Hoppers 2-9 : Paintballs 2-10: CO2 2-11: Grenades 2-12: Bind list 2-13: Playing Online 2-14: Nettiquite III. Advanced Guides - Map-Specific Information IV. Hosting a Server I. About Digital Paint Paintball II -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1-1. Overview of Digital Paint ------------------------------- Digital Paint Paintball II is brought to us by the Digital Paint team, most of which are former members of Quake Innovations. It takes all the action and fun of Paintball, letting you shoot your friends in the face without facing the risk of getting ugly welts, losing massive amounts of blood when a frozen ball hits your bare skin, or accidentally swallowing and choking to death on a few paintballs. A true introvert's dream. Seeing as many of the above situations are only minor inconvieniences and/or highly improbable and unlikely, you may be wondering why you should be playing a freeware game based on an easily playable game. Actually, Paintball II is only loosely based on the sport of Paintball. It takes the strategy, timing, and teamwork Paintball needs and places it into an online universe, but increasing the pace to something much faster while still managing to keep many elements of the original game. In other words, you're playing Paintball, but... well... you're not. Enough of this B.S. I'm writing, though. I know you're just dying to read the details. 1-2. Current Version --------------------- The current version of Digital Paint Paintball II is v2.00, alpha 1. It is the first standalone version of Paintball II, meaning you no longer need Quake 2 to use it. You can download the latest version at: http://www.captured.com/digitalpaint/ It's freeware and open source. However, the source is set up so if you modify it, you may not play on most servers, through compile-time keys. 1-3. History of Digital Paint ------------------------------ Unbeknownst to many, a small community of gamers have produced quite a legacy. Digital Paint Paintball II (now referred to as DP) has a history rivaling that of any other game or modification thereof. Once upon a time, in the fabled year of 1996, a small game was created that you, in all probability, have never heard of. That game was dubbed "Quake" by its creators. A team called Quake Innovations created an online modification to this game, called QuakeWorld Paintball. Although not nearly as popular as mods such as Capture the Flag or Team Fortress, the mod's cult following still formed quite a close-knit community. Clans flourished, and leagues and tournaments were formed. The most noteworthy clan at this time, arguably, was Splat. They hosted servers for the modification (along with Pseudo), as well as released QWPball's first map pack. All was not well with Quake Innovations, however. Dissent began to form between members of the group, with the main instigators of this being our heroes, named Arthur and Nathan (who, for some reason, enjoyed calling each other Calrathan and Jitspoe). Much blood was shed. Arthur and Nathan decided to journey separately from the remainder of the Quake Innovations group, and they wandered for several months until 1998, when a small-not-revolutionary-in-any-shape-or-form game came out, called Quake 2. Our heroes, now referring to themselves as Digital Paint, set out to create a Paintball modification for Quake 2. However, Quake Innovations had plans of their own to create their own. Arthur and Nathan worked at a frantic pace and released their modification before Quake Innovations, thus gaining the right to call their modification Paintball II, and seizing the QWPball community from the icy grips of Cyberdog. And Cyberdog raised his fist to the blackened sky, quivering, and screamed, "CURSES! FOILED AGAIN!" He then fell into an bottomless hole, a trap cleverly set by our hero Arthur in the depths of Hell, never to be heard from again, for all eternity. Of course, the history of Digital Paint has been embellished over the four years since its release, as the true story is only known to our ancestors. But our current community's lore is the only historical information we have. Anyway, Digital Paint Paintball II has been in continuous development for four years and has only gotten better. From the evil vice-grip of DP by Fembotticus and his horde of underlings known as The Smurfs, to the creation of the League and the domination of Blizzard, to the passing of the torch from Fembotticus to Razor the Great, to the blessings of servers from Pearl the Slam and Dave of W, to the vengeful wrath of Fryth the Stoned, who plagued DP with a bombardment of Ice and Crates, DP has flourished and retained its small following. 1-4. Digital Paint Community Information ----------------------------------------- Digital Paint's community consists of their homepage, forums, and an IRC channel. Homepage: http://www.captured.com/digitalpaint Forums: http://www.captured.com/digitalpaint/bboard.html IRC channel: irc.enterthegame.com, channel #paintball Additional resources: eR33t server homepage: http://www.eR33t.com eR33t server IRC channel: irc.enterthegame.com, #eR33t-servers Through eR33t's IRC channel, you can reserve servers for clan match play. Tournaments are also held by eR33t on occasion. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- II. Beginner's Guide -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 2-1. Setting up Digital Paint Paintball II ------------------------------------------- Well, us being in alpha 1 means we have to go through a long and complicated installation process. Here's the one I came up with that seems to work for most people: 1) Download and unzip DP to the directory of your choice. We'll use c:\paintball2 for our example. 2) Run paintball2 and immediately exit (type quit). This saves the default configuration. 3) Go to the c:\paintball2\pball\configs folder, and delete default.cfg. There's a bug that if default.cfg exists, it'll overwrite your existing configuration with that one. 4) Run Paintball2 again. Hit escape to bring up the menu. Go to setup and set up your controls. Descriptions of the controls are later in the FAQ. PLAYING OFFLINE: Playing offline isn't really any fun, but it's worth it just to check out the different guns. 5) Keep hitting escape until you return to the console. 6) Type "deathmatch 1", hit enter. 7) Type "debug1 1", hit enter. 8) Type "map midnight", and hit enter. 9) Alternatively, you can do this from the command prompt by running with the command-line arguments "paintball2 +set game pball +set deathmatch 1 +set debug1 1 +map midnight". Also, you can substitute "midnight" for any map. PLAYING ONLINE: 5) Go back to the main menu, then enter the Multiplayer menu 6) Select "Player Setup" 7) Enter your player name and connection. The skin you select doesn't matter. 7) Hit "Join multiplayer game" 8) Hit "Server List/Download" 9) Hit "Download Server List" in that menu, then escape once the download completes (it's just a small text file) 10) Return to the "Join multiplayer game" menu and hit "Refresh Server List" 11) Select one of the servers that is now listed 12) Alternatively, you can use an external server browser. All-Seeing Eye is my favorite, but Gamespy works as well. Just set it up by specifying paintball2.exe as your Quake2 executable. All-Seeing Eye will automatically find Paintball servers that are up, whereas you will have to specify for Gamespy. To do this, right click on the server list bar on the left, under Quake 2. Hit "Add Master Server...", and point it to: http://www.captured.com/digitalpaint/servers.txt NOTE: In Alpha 1, the internal server browser usually cuts off the number of players on a server. The server you'll generally want to join right now is 1: eR33t public server, as that is the most used server. NOTE: There are a huge amount of 3rd party maps in DP-- more than any other mod. Chances are you'll be downloading them when you first connect to a server. Be patient. If you don't want to deal with DP's slow download speeds, download maps from: http://www.eR33t.com/maps/ or http://sad.dhs.org/files/maps 2-2: Basics of the Quake2 Engine --------------------------------- There are a few basics in the Quake2 engine to configure your game to your tastes. Feel free to skip over this if you're familiar with Quake games. binds: A bind is assigning one or more console commands to a key. To do this, simply type "bind ". If the command has spaces in it, it must be encapsulated in quotes. To do multiple commands, separate each with a semicolon (;). If a command is invalid, it will be treated as talking. Examples: bind a +forward +forward is the command to move forward. So, if you type "bind a +forward" in the console, you'll move forward when you hit a. bind a booya booya isn't a command in Quake2. So this would say "booya" to everyone in the server you're connected to. bind a hello world This would say hello to the server, but not world, since the command is not encapsulated in quotes. bind a "hello world" THIS says hello world to the server. --- +commands/-commands: +commands are a special type of command. It means that if the button it's bound to is held down, it will continue to execute this command. Once you let go of the button, the -command is executed. All +commands, then, have a -command. Why should you care about this? Good question. Here's why. --- Aliases: An alias is like a bind, only instead of assigning the commands to a key, it assigns the commands to another command. Confusing? It isn't really once you get used to it. The syntax is "alias ". should be encapsulated in quotes. alias dropAndEmpty "dropgun; empty_co2" bind a dropAndEmpty Now, if you hit a, you will drop your gun and empty your co2 canister. ''But wait! What can't I just type "bind a "dropgun; empty_co2""?'', you ask. Well, in this instance, you can. But aliases can be very powerful if you know how to use them. First of all, you can use aliases to make your own +commands. Example: alias +centerShoot "hand 2; +attack" alias -centerShoot "hand 0; -attack" bind mouse1 +hideAndShoot hand is a command (actually, it's a variable) that chooses which hand the player holds the gun in. Hand 2 puts the gun in the center, however, in center, you can't see the gun. So, in this instance, holding mouse1 will switch the gun to center mode and start shooting. When you want to stop shooting, let go of the mouse button. The gun will move back to your right hand. Cool, huh? The other useful thing aliases can do is to set up your own script, by putting alias commands inside other commands. An example would work best here: alias zoomLevel4 "fov 15; alias prevZoomLevel zoomLevel3; sensitivity 2" alias zoomLevel3 "fov 30; alias nextZoomLevel zoomLevel4; alias prevZoomLevel zoomLevel2; sensitivity 6" alias zoomLevel2 "fov 55; alias nextZoomLevel zoomLevel3; alias prevZoomLevel zoomLevel1; sensitivity 12" alias zoomLevel1 "fov 90; alias nextZoomLevel zoomLevel2; alias prevZoomLevel zoomLevel1; sensitivity 12" bind mwheelup nextZoomLevel bind mwheeldown prevZoomLevel zoomLevel1 Kind of hard to read, but I'll walk you through it. fov is a zoom command. The lower the number, the lower your field of vision, meaning the closer things appear. So a lower fov setting will result in a zoom effect. What this script does is aliases zoomLevel1,2,3, and 4 to different fov's, then aliases prevZoomLevel and nextZoomLevel to zoomLevel commands. In effect, we've just created a multilevel zoom ability. Scroll your mousewheel up, and you'll zoom in farther. Scroll down, you'll zoom out. --- Common Commands: Some common commands to use in your script are say and say_team. These talk to the people on the server. bind a "say_team Enemy flag going LEFT" will make it so when you hit the a button, "Enemy flag going LEFT" would be said to only your team. --- *whew*. That was a mouthful. How about I just teach you how to play, eh? 2-3: Basic Gameplay -------------------- Finally, we get to the good part! I thought this day would never come! At a glance, Paintball II sounds like a very complicated game. However, once you get into it, it becomes simple. The default gametype, and the one you will almost invariably see played, is Capture the Flag. The game is divided into two teams, and lasts for either 20 minutes or until one team gets 50 points. Each team has a flag in their base. There are two goals to Capture The Flag: 1) Bring the enemy flag back to your base 2) Eliminate all of the enemy team When a player is shot, they are "eliminated" and are no longer in play. Capture the Flag, as with most Paintball II game modes, is divided into "rounds". When an entire team is eliminated, the other team is declared the winner and gets one point. The round starts anew. But watch out! Eliminated players are only out for 60 seconds (some map and servers may change this, but it's usually 60). So don't take too long to dispose of them, or the tides will quickly turn. Capturing the flag is the real goal here, though, not just eliminating your opponents. When you grab an opponent's flag, return it to your base as quickly as possible. Unlike other Capture the Flag games, your flag doesn't need to be in your base for a capture to occur. So you can capture the opponent's flag regardless of whether they have yours or not. Capturing the opponent's flag nets your team 5 points on most maps. Some maps change this, the map most famous for it being Castlemania (it has a 10 point flag). But 5 points is the general rule of thumb. If your team has the opponent's flag in your posession, but the opposing team is eliminated before you can capture it, your team still gets 2 extra points for each flag, in addition to the 1 point for winning the round. Notice how I said EACH flag. Some maps may have more than one flag to grab (Castlemania and Splatterhouse are the only two). Needless to say, this can make things very interesting. Finally, remember this: If you're eliminated, you can still help your team out-- giving reconnaisance information to your teammates to tell them where the enemy is hiding is a very valuable tool. Just remember to use teamtalk (the command for teamtalk is messagemode2, or say_team), or the enemy will hear you. 2-4: Scoring ------------- Team scores: 1 point for winning the round 5 points for capturing a flag 2 points for each flag being carried when a round ends Individual scores are also kept track of, but aren't very important. Type "help" in the console (bind it to a key). The first column lists the player names, second column lists their pings (higher ping means more lag and a higher disadvantage), third lists their kills, fourth column is number of deaths, then flag grabs, then flag captures. The last column is how many minutes they have been on the map. 2-5: Other game modes ---------------------- Capture the Flag isn't the only game mode in DP, of course. There's other game modes as well: a) 3 Team/4 Team Capture The Flag --------------------------------- Now there's two more teams of fun! Rounds in 3/4 team Capture the Flag last until only one team remains. When an entire team is eliminated at once, they will not return until the next round. Their flag becomes dead and can not be captured. When a team is eliminated and someone has their flag in their posession, that team will get 2 points. The last surviving team gets 1 point. All other CTF rules remain the same. Example maps: Kaos, Winter Wonderland, Madness b) Single Flag Capture The Flag ------------------------------- There's only one flag in this mode, generally at the center of the map. Teams have to bring this flag to their opponent's base. A capture gets 5 points. The team with the flag in their posession does NOT get 2 points at the end of the round in this mode-- it's either 1 or 5. Example maps: Arenaball, Speedball, Testicular Fortitude* NOTES: Although no maps currently implement this, it is possible to have a 3 or 4 team Single Flag CTF game. * Testicular Fortitude is not actually a Single Flag CTF map-- it combines 2 flag CTF and Single flag CTF- so each team has a flag, AND there's a neutral one. c) Siege Mode ------------- One team is the attacker, the other is the defender. Defenders are assigned a base and cannot leave. The attacker's job is to invade the base, grab the flag, and leave the base with it. The defender's job is to eliminate the attacking team, or hold them off for two minutes. Scoring for this mode differs from map to map and no standard has been set. Once a player is eliminated, they will not respawn until the next round. If a defender leaves the base, they are eliminated. When a round ends (either by flag capture, an entire team elimination, or time expires), the teams switch roles-- the attackers become defenders and defenders become attackers. Example maps: pb2siege1, Siege Castle, A Small Shack in Alaska d) King of the Hill ------------------- I don't believe this mode has been implemented into Digital Paint yet. The goal of the mode is to hold a base in the center of the map as long as possible. Since this is not implemented into Digital Paint, no maps implement this game mode (no, not even King of the Hill :) e) Deathmatch ------------- A simple one. There are no eliminations, rounds, or teams. First player to 50 kills wins. Once you are shot, you will instantly respawn. Example maps: Paintball Deathmatch I, Fryth's Frag Fest, Conquest f) Custom Game Modes -------------------- A few maps made up their own game mode by cleverly placing the flags/bases, here's some examples: Canyon-- This is an invasion mode- each team starts with the opponent's flag and have to capture it in their opponent's base. Holdit-- Each team, once again, starts with their opponent's flag in their possession. The catch is, if the carrier crosses the middle of the field, they lose the flag. There is nowhere to capture the flag. Dodgeball-- A few dodgeball maps exist. Namely, there are no flags, you can't cross the center of the field, and you generally don't have a good weapon. If you're eliminated, you respawn in a jail. The catch is, the jail is in the opponent's base, and you can shoot them from behind. Dear God, It's a Friggin' Maze-- Of course, I have to plug my own map. There's a maze in the middle of the level. The first player to finish the maze earns five points for their team. Of course, the maze is dynamic and there's over 50 doors inside that are activated from the outside, so you can't memorize a solution. However, teammates can stay outside the maze and guide you through. 2-6 : Weapons -------------- There are 8 paintball guns in Paintball II (I refuse to call them friggin' markers!). With the exception of the latter two, it's a pretty clear cut decision as to which guns to use. The guns (more specific information at a later date): PGP --- Speed - Very low Range - Very low Accuracy - Very low The worst gun of the 8, and also the one you start with. Trracer ------- Speed - Very low Range - Very low Accuracy - Very low Just a bit faster than the PGP, but still horribly slow and inaccurate. Stingray -------- Speed - Low Range - Low Accuracy - Low Even with the low speed, accuracy, and such, I seem to like this gun :). VM-68 ----- Speed - Medium-Low Range - Low Accuracy - Medium Shoots moderately fast, but not fast enough to get an accurate spray. Spyder ------ Speed - Medium Range - Medium Accuracy - Medium Now we're in the high end of the guns. The first gun that's actually a pleasure to use. Carbine ------- Speed - Medium-high Range - Medium Accuracy - High The 3rd best gun. Shoots at a high rate of speed and is fairly accurate. You should be really happy with this gun. Automag ------- Speed - Very High Range - Medium Accuracy - Medium-Low This gun shoots the fastest, but at the expense of range and accuracy. Only use this gun if you have a good barrel. Autococker ---------- Speed - High Range - Very High Accuracy - Very High With the range and accuracy of this gun, you shouldn't even need a barrel. This seems to be the favorite of players on servers, though for short range maps I tend to like the Automag better. You can only carry one gun at a time. To drop the gun you currently are holding, type "dropgun" in the console, or bind it to a key. 2-7 : Barrels -------------- Barrels are items which improve the accuracy and range of your paintball gun. There are three different types of barrels. In order, from worst to best, are: Brass Barrel Chrome Barrel Stainless Steel Barrel You can only carry one barrel at a time. To drop your current barrel, use the "dropbarrel" command. 2-8 : Hoppers -------------- Hoppers increase the number of paintballs you can hold at once. You start with a 40 round hopper and can upgrade to a 100 round, 200 round, or 300 round hopper. You can only carry one hopper at a time. To drop your current hopper, use the "drophopper" command. 2-9 : Paintballs ----------------- The first (and most obvious) type of ammo. The amount of paint you can hold is determined by the size of your hopper. There is no reload time for paintballs. They come in packs of 50, 100, and 200 rounds. If you want to drop paint, the command is "dropammo". 2-10: CO2 ---------- This is the second kind of ammo, and is commonly overlooked by newbies. You start with 12 gram co2 cartridges, which last for about 10 shots apiece. With a fast gun, of course this is nothing, so you'll want to pick up a bigger canister. CO2 comes in 12 gram, 7 ounce, 12 ounce, and 20 ounce canisters. When you run out of CO2, you'll face a five second reloading time. You'll find out rather quickly that, other than the 12 gram, the size of your CO2 cartridge is negligible-- chances are you will never run out of CO2 before a round end or your death if you have anything better than a 12 gram. So, even though you can hold many co2 canisters, be courteous to your teammates and drop any extras you have. The command to drop co2 is "dropco2". To empty and refill your CO2 without shooting, use the "empty_co2" command. 2-11: Grenades --------------- There are two types of grenades in Paintball II. Paint Grenades splatter and can eliminate some (but not always all) of the enemies within their radius. Smoke grenades provide cover for your teammates, or blind unsuspecting opponents. To throw a grenade, the command is "tossgren" You can only carry one grenade at a time. Many players find smoke grenades to be useless-- a BIG annoyance is when newbies toss a smoke grenade in their own base because they don't want it, blinding their own teammates. Don't do this, instead of tossing a grenade you don't want, drop it with the "dropgren" command. 2-12: Bind list ---------------- In summary, here's the bind list for Paintball II: REVIEWED COMMANDS ----------------- "say " - Says to the entire server (for binds) "say_team " - Says to your teammates only. (for binds) "messagemode" - Allows you to type text to the entire server. "messagemode2" - Allows you to type text to your teammates only. "dropgun" - Drops your current weapon "dropbarrel" - Drops your current barrel "drophopper" - Drops your current hopper "dropammo" - Drops 50 rounds of paint "dropco2" - Drops your smallest nonequipped CO2 canister "empty_co2" - Empties your CO2 canister and reloads a new one "dropgren" - Drops your current grenade "tossgren" - Trows your current grenade "help" - Displays the scoreboard OTHER COMMANDS THAT HAVE NOT BEEN COVERED ----------------------------------------- "dropflag" - Drops a flag if you have one "camera 1" - When you're dead, use this command to view other players. Click the mouse to change the view type. "invnext"/"invprev" - Switch players, in chasecam mode "jail" - Toggles jail mode. Jail mode works as followed: If enabled, and the map supports it, instead of observing while eliminated, you can go to a jail and play a deathmatch game while you wait to respawn. "noclip" - Toggles noclip observer mode. If enabled, when you're observing you can fly and float through walls. If disabled (default), you'll walk normally. "topspeed" - An easter egg, of sorts. Shows the top speed reached on the map by someone, and who set it. "join red" - Joins red team "join blue" - Joins blue team "join purple" - Joins purple team "join yellow" - Joins yellow team "join observer" - Become an observer NOTE: Most of these commands can be bound through the Options->Controls menu. 2-13: Playing Online --------------------- THROUGH THE INTERNAL SERVER BROWSER ----------------------------------- Steps 1 and 2 only need to be executed the first time you play. 1) Set up your player in the Multiplayer->Player Setup menu. The skin you select does not matter, because the server will set it accordingly. 2) After your player is set up, go to Multiplayer->Join->Server Lists. Then, select "Download Server List". The text boxes should fill up with IP addresses. Hit escape. 3) Select "refresh server list" and the list of servers will appear. 4) Join a server. THROUGH ALL-SEEING-EYE ---------------------- All-Seeing-Eye is my favorite server browser, just based on the superior update speed and ease of use. You only need to execute steps 1-5 the first time you play Paintball II with this server browser. 1) If you don't already have it, download and install All-Seeing-Eye from http://www.udpsoft.com/eye 2) Run the setup wizard if you wish to set up any other games for use with this server browser. 3) Hit F2 to bring up the Preferences. Select the Games tab, and find Quake 2. Make sure to check both Installed games and Not Installed for it. 4) Enter information such as your desired player name. 5) Under program location, put the location where paintball2 was installed (i.e., c:\paintball2\paintball2.exe) NOTE: If you actively play Quake 2, you will have to switch this back and forth between your current Quake 2 exe and Paintball2. 6) Right click on the Quake 2 option on the left bar, and hit refresh. 7) In the subfolders of the Quake 2 option, select Other->Paintball. 8) A list of servers will appear on the right bar. Select one, and double click on it to play. NOTE: Alternatively, you can select the Other->Paintball subfolder before and refresh that. You may not get all of the servers, however. It's much safer to do this option after the first time you play. THROUGH GAMESPY --------------- UPDATE: It seems as though it's not possible to use 2.0 in its current state with Gamespy 3D. The instructions will remain in the FAQ, but at the moment, they will NOT work. If you know how to get Paintball II to work with Gamespy 3D, drop me a line at zimbu@nycap.rr.com and I'll put it in the FAQ. --------------- Although I, myself, prefer All-Seeing-Eye, Gamespy 3D has a much larger user base, so I think it would be wise to provide setup instructions for it as well. You only need to execute steps 1-12 the first time you play Paintball II with this server browser. 1) If you haven't done so already, download and install Gamespy 3D from http://www.gamespy.com. Let Gamespy find additional games if you wish (it will not find Paintball II on its own). 2) Select Quake2 from the window that appears after it has completed searching. (If Gamespy was already installed, select "Games and Filters" from the GameSpy menu). 3) In the window that appears, select the directory where you installed Paintball II. 4) Click on the box marked "Command Line", and enter "paintball2.exe". 5) Enter in the Player Name you wish to use in the box marked Quake2 Player Name. 6) Leave "Populate the Q2 server list" unchecked, and hit OK. 7) The Modify your settings dialog should appear. Enter in your desired player name and any other information and click "Ok". 8) Hit "OK" on the Welcome to Gamespy screen. 9) On the window pane to the left, click on the Quake 2 logo. Everything underneath it should be selected. 10) Right click on the logo, and select "Add Server List" 11) Under name, type "Paintball II Servers". Under location, type http://www.captured.com/digitalpaint/servers.txt, and click OK. 12) Select Paintball II Servers from the left window pane, right click on it, and click Update. 13) Select a server from the right, and double click to join. 2-14: Nettiquite ----------------- Paintball II has no real definite ettiquite rules to it, but all we demand is that you respect each other equally. Some things to take note of: -As mentioned earlier be courteous to your teammates. Drop any extra CO2 you have, as you probably won't be needing it. If you have a grenade you don't want, drop it, don't toss it. -Dying is frusturating, I know. Don't take it out on those that killed you. Don't swear at them and call them racist or homophobic remarks (I think it's obvious what I mean). Instead, congratulate them on a nice shot, or use the 60 seconds to your team's advantage. -Camping is a part of the game, like it or not. Don't complain about it. If a camper is repeatedly killing you, it means he's playing better. Leave it at that and take it as a lesson learned-- if they're repeatedly camping, you know where to shoot next time.