◆Plaster// Deep dives
Deep dives

Features

// one page per major system

01Documented so far

Models

Marker, first-person arms, players, paintballs, splats and the bunker set, with callouts and version history.

Live

Sounds

All 20 synthesized sound effects: what each is for, play buttons, waveforms, downloadable WAVs.

Live

Versions

Side-by-side progression of every model, graphic and sound since day one.

Live

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.

Live

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.

Live

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.

Live

Main menu

Play, Loadout, Operators, Barracks and Settings with tabs across the top, over a 3D lobby on Woodland where your team lines up. Jersey numbers, XP, levels and career stats.

Live

Multiplayer

Public matchmaking (6v6) and private lobbies (up to 8v8), with bots filling empty slots, run by one authoritative game server.

Live

Controls

Mouse and keyboard, keyboard only (arrow keys to look) and controller support, all at once. Works over remote desktop.

Live

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.

Live

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.

Live

02Planned pages

Markers

Marker roster, fire modes, mag mechanics, paintball ballistics.

Planned

Hit & paint model

How a hit registers and renders: splatter, elimination rules, bounces.

Planned

Movement & pacing

Speed, sprint, jump, lean — tuned against the CoD4 / WaW reference.

Planned