'The GIF That Keeps Giving' event is now over with over 110 entries! First of all, we want to thank everyone for participating and leaving your feedback for future events. We are super happy with the results, and we can't wait to start the next remastered edition of this contest!
There were OVER 110 ENTRIES! It was a tough competition, here are the winning submissions:
[h4]1st place - Chillshark2003#8905[/h4]
O H N O [h4]2nd place - Moneymaker535#4646[/h4]
The wrath of god is real people [h4]3rd place - The Administrator#2558[/h4]
Man really T-posed, said and temporarily teleported to the fifth dimension.
We will contact the winners and send out the prizes this week! Don't forget to join our Discord to be notified about future contests!
Welcome to the first edition of THE GIF THAT KEEPS GIVING event! We will be hosting this contest monthly and will allow you to win fabulous prizes by exploiting your brawling, chopping, and kicking skills to create an epic GIF using the in-game creator!
This month’s theme will be:
BROKEN
WHEN? This will be a monthly event, the first edition will take place from Apr 21, 2022, to Apr 29, 2022
WHERE? Submissions and ratings will occur on our Discord server.
PRIZES Top 3 community votes
$25 Steam Gift Card + PTTR Soundtrack Steam Key
$10 Steam Gift Card + $5 Steam Gift Card
$10 Steam Gift Card
The winners will be announced both on Discord and Steam.
THE RULES
Participants will post their entries on a #GIF-Contest channel (to avoid them being mixed up with regular non-contest posts)
Maximum of one (1) entry per person
The theme doesn’t have to be strictly followed, but it should be present in some way in the GIFs submitted.
All GIFs must be created and uploaded directly from the in-game editor
You may include a caption to complement your GIF (this is entirely optional but encouraged!)
All entries should be new, any previously uploaded GIFs will be disqualified
So there it is! Enjoy, have fun, and GIF it your all!
Something about a good night's sleep between April 1st and 2nd has made us realise that that whole flowers instead of blood thing was pretty weird so lets just pretend that didn't happen.
But if you'd prefer not to join us in forgetting, we've left the 'Green' modifier available in the game so you can paint the town green whenever the mood strikes.
Yeah so... blood is back, nothing to see here. I've left the original post below but here now on April 2nd it seems like some pretty crazy ramblings so lets all just pretend it didn't happen.
In all seriousness the build has been update to be back to normal, but the 'Green' modifier is still available as an option.
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Hey Brawlers.
The team has been discussing for quite some time what we feel is the best single change we can make that is what players new and old really want. So we've finally come to the decision to officially remove all of the blood in Paint the Town Red!
This is a change so obvious that it's amazing it eluded us for several years. We expect you, the Paint the Town Red Green community will universally find it, for lack of a better word: foolish that we didn't do this sooner!
Let's paint the town with flowers instead!
Changes to the fluids of the other Gardners:
Solanaceae Petunioideae seed has been modified to replace hemoglobin, and bloom on contact.
Four different varieties of flower can bloom once the seed makes contact with the world.
It will bloom anywhere it lands!
Anywhere. It. Lands.
Our patented blooming technology in action!
Be sure to hop onto the Discord and share your beautiful Floristry with the rest of the community.
We've rose to the occasion and planted a seed that will grow a new era for our game. So why not poppy-in to your favourite level, put the petal to the metal and fall head clover heels in love with this new in-carnation because it's sure to make your daisy. The enemies are still thorny, but don't soil yourself or wet your plants, you can beat them, just take stalk of your life and don't stop be-leafing!
Over the last month the First Official Map Maker Contest for Paint the Town Red has been underway.
The theme for this contest was Space!
Over the the contest's time 14 creators submitted maps on the Discord server. There was lots of awesome candidates but the community has spoken for their favorites!
First Place
In first place we have A Really Cool Space Map by PDG_Geezer!
Your task is to break out of prison after being caught drinking on duty. Shoot and brawl beautifully designed Space Station.
This level features custom voice overs and sound effects as well!
The time has come to begin the first-ever Official Map Making Contest for Paint the Town Red!
This is the first time we have ever hosted an official map making contest, but this is not the first map contest on the Discord. The server has run 7 previous map making contests that were completely community driven.
The theme of this contest is Outer Space! This means that the level you submit must be themed around outer space in some way.
Your level has to be submitted between January 10, 2022 and February 20, 2022 12:00 PM ET. You're not allowed to submit any levels outside of that period.
Your level should fit the theme of the contest.
There should only be one submission per player, you're not allowed to submit multiple levels to the contest.
You're allowed to submit levels as a collaboration. Be sure to arrange who of you gets the Steam code if you win though.
Any kind of cheating (stealing prefabs, trying to post multiple levels etc.) will result in the disqualification of your level.
This update adds the option on Teleporters in the Level Editor to have sounds play on entry and/or exit. We've also been working to ensure the game runs great on the Steam Deck (which it now does) which includes some general gamepad improvements in the main menu and fixes for some bugs that could occur on Linux with some CPUs.
Version 1.1.2 is a quick follow-up update to the 1.1.1 update which also fixes a bug that caused players to sometimes not teleport to the wrong spot when using a teleporter.
Version 1.1.2
Fixed bug causing the player to be sent to the wrong spot when using some teleporters
Version 1.1.1
Level Editor: Added Entry and Exit sound options on Teleporters
Miscellaneous system updates to better support the Steam Deck
Fixed issues with main menu not always being navigable with a gamepad
Fixed bug that could prevent gameplay on some Linux/SteamOS versions
Fixed thrown weapons coming out of Teleporters in the wrong direction in some cases
This update adds the option on Teleporters in the Level Editor to have sounds play on entry and/or exit. We've also been working to ensure the game runs great on the Steam Deck (which it now does) which includes some general gamepad improvements in the main menu and fixes for some bugs that could occur on Linux with some CPUs.
Version 1.1.1
Level Editor: Added Entry and Exit sound options on Teleporters
Miscellaneous system updates to better support the Steam Deck
Fixed issues with main menu not always being navigable with a gamepad
Fixed bug that could prevent gameplay on some Linux/SteamOS versions
Fixed thrown weapons coming out of Teleporters in the wrong direction in some cases
It's time to step through the portal and emerge into version 1.1.0 where we've added Teleporters to the Level Editor for use in Workshop levels. With our teleporters we didn't just make them teleport players or enemies, we've allowed them to teleport bullets and weapons as well!
You can find the teleporter prop in under the "Other" category represented with the following icon:
Teleporters work much like Primitive props in how they can be scaled and have materials applied, and they can be grouped to a Primitive so they can move on waypoints. They are also logic props and can be enabled or disabled with different buttons or triggers.
Below are some basic examples of what Teleporters can do and further below are descriptions of the options available.
Player Teleporting
Enemy Pathfinding via Teleporters
Ragdoll Teleporting
Bullet Teleporting
Thrown Weapons Teleport
Moving Teleporters
A brief explanation of each of the options the Teleporters have in the Level Editor:
Active: Whether or not the Teleporter starts activated
Teleports Players: Whether or not it teleports players
Teleports Enemies: Whether or not it teleports enemies (including ragdolled enemies)
Teleports Weapons: Whether or not it teleports weapons
Teleports Bullets: Whether or not it teleports bullets
Move to Relative Offset: This determines whether a teleported object moves to a position on the destination teleporter that matches where it entered the source teleporter. Otherwise it will appear at the center of the destination teleporter.
Keep Relative Direction: This determines whether an object will exit the destination teleporter with a rotation that is based on the direction it was when it entered the source teleporter and the difference in rotation between the 2 teleporters. Otherwise the exit rotation will be entirely based on the rotation of the exit teleporter.
NPCS Try to Use: Whether or not NPC characters will try to use the teleporter when pathfinding as a shortcut.
Hide When Inactive: Sets whether when not Active the teleporter will be invisible.
Note that the direction of the entry and exit teleporters can be quite important for achieving the results you're after. We've added arrows on the teleporter props to indicate the different axis directions.
We're expecting there to be a lot of creative and ingenious uses of the teleporters in upcoming levels and are looking forward to seeing what the community can come up with.
In this update we've also added the missing female textures from the Biker Bar, Disco and Pirate Cove as appearance options on the Level Editor and added some new transparent material options.
Changelist
Version 1.1.0
Level Editor: Added teleporters
Level Editor: Added Biker, Disco and Pirate female appearance options
Level Editor: Added some new transparent material options