Features
01Documented so far
Models
Marker, first-person arms, players, paintballs, splats and the bunker set, with callouts and version history.
Sounds
All 20 synthesized sound effects: what each is for, play buttons, waveforms, downloadable WAVs.
POE — Object Editor
Marker configurations that drive the real weapon system in practice and online, plus importing models, textures and sounds into libraries the game and map editor share.
Plaster Engine
One Windows desktop app: a hub with the game, the map editor, POE, the task board, the model showcase and these docs, each in its own window, on the same dev server as the browser versions.
Task board
Capture tasks by typing or voice (Dictate, or hold T in the game), organise them, and have Claude work through the ones you pick, marking each done only after checking it.
Main menu
Play, Loadout, Operators, Progression and Settings over a 3D lobby where your team lines up. Jersey numbers, XP, levels and career stats.
Multiplayer
Public matchmaking (4v4) and private lobbies (up to 8v8), with bots filling empty slots, run by one authoritative game server.
Controls
Mouse and keyboard, keyboard only (arrow keys to look) and controller support, all at once. Works over remote desktop.
Maps
Speedball and Woodland: the forest field's fort, outpost, watchtower, creek and trails, how it's balanced, its building blocks and how it stays fast.
Map editor
Visual editor for building maps: Unreal-style fly camera, asset browser with previews, your own Blender models (.glb), hierarchy, inspector, gizmos, undo, safe saving, and Play to test in the real game.
02Planned pages
Markers
Marker roster, fire modes, mag mechanics, paintball ballistics.
Hit & paint model
How a hit registers and renders: splatter, elimination rules, bounces.
Movement & pacing
Speed, sprint, jump, lean — tuned against the CoD4 / WaW reference.