Here is the format of the E-Paint Event.  There may be minor changes as we prepare for "E-Day" but basically, here is what is to happen.

Players via bus and sign up at the Supply Kiosk of the team that they are to be on.  The first game will be a 45 minute Basemaster Game.  Each of the six bases have a signal light unit that can be switched to Red or Yellow.  The goal of each team is to keep as many bases as possible on their team color, for which they get a point every 15 seconds.  (see photos below for comparison of east and west BaseMaster systems)

The two teams start from the East (Yellow) and the West (Red) Supply Kiosk / Safe Zones and spread out to the entire field.  The regular West Parking Area will be filled in with obstacles to link the East and West Fields.  Notice that there is a temporary Supply Kiosk / Reactivation Point just to the north of the regular Regular West Parking Area.  Thus, players can reactivate at three points in the entire field.  Hits consist of a paintball breaking on a player or his gun.  Spray and bounce-offs aren't regarded as hits.  If you say "hit" you are out whether there is a ball break or not.

At the end of the first game, teams will return to their designated Safe Zone prior to Game 2.  Game 2 will be a modification of "Capture the Flag", designed to work with large groups.  We will call it the "Football Challenge".  The "Football" is a Merrill Dunes designed and constructed item that looks like a huge egg or hollow pill.  See a photo lower on the page.  It is two plastic dumpsters bolted together and equipped with rope handles and a cable attached probe that will fit in a "flag socket" on the Dunes Basemaster Pylons.  At the start of the game, there are 3 Red Football units at each of the 3 west bases and 3 Yellow Football units at the 3 east bases with the probes inserted in the "flag sockets".  The teams start from their designated Safe Zones and the goal is to be the first team to capture an enemy Football and plug its probe into the second flag socket at any one of their own bases, while retaining their own Football.  The bulk and weight of each Football means that it will take a team effort of porters and guards to move the enemy Football.  There will not be any sneaking a flag to a base by stealth!  It will be a game for the boys - much macho will be required to put this challenge away!

The third game will be "Rule the World".  This is a two part game.  Team Red will take control of all 6 bases and turn on their Basemaster lights.  Team Yellow can place players, in any number, at either of the main Safe Zones.  When all 6 bases are activated to Red, Team Yellow will leave the Safe Zones and have a maximum of 20 minutes to knock out as many bases as possible.  When a Red base falls, it will be shut down and defenders and attackers might as well leave the area as there is nothing further to be gained at that base.  Both teams can reactivate at any one of the 3 reactivation points.  The first part of the game is over is 20 minutes or when all six bases are taken over, which ever occurs first.  The Basemaster system keeps track of every 15 second period any base is on and tallies a point.  Obviously it becomes increasingly hard for the attackers to take over bases as the defenders become more concentrated as their world shrinks.  The second half of the game is identical but with Yellow defending and Red attacking.  The team that can get the most defence points wins!  When the entire Dunes area is in use, the World is a big place!  It is going to be a battle that is spread to all parts of the world, all the way from the Tower Bunker to the Bus Depot!  Bring an energy snack and a Red Bull!

Time allowing, we will end with a repeat of the first Basemaster Game, this time with Red Team starting in the East Safe Zone, Yellow in the West.  The duration of the game will fit the time remaining in the 3 hour total time.


E-Paint 2009
On Sunday, September 20, at 2:00pm, Merrill Dunes hosted E-Paint 2009.  This page was set up to help the event run smoothly.  We have left most of it intact for the moment in that it lets others know how we can handle large groups by using both our fields in combination.  The photos and map may also be helpful to anyone coming to Merrill Dunes.
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Both of our fields will be used to provide capacity for 100 players.  Gold Team will use the East Field (old field) as their signup point and initial base of operations.  Red Team will use the West Field (laser field) for their base (signup and intial base of operation).  Teams will be limited to 50 players per team.  It is our understanding that SESS will draw up teams and all players will arrive on SESS buses.

There will be reactivation, mask washing, ammo supply, and technical help at both of the regular Safe Zones at the two fields as well as at a portable kiosk that will be positioned half way in between, slightly to the north of  what is normally the west parking lot.

Cost will be $45.00 per player (taxes included) that will be paid in advance to the Engineering Society.  This will provide your rental mask and Tippmann 98 gun and 500 paintballs.  To keep a level playing field and prevent the use of full auto guns, all players must use the Merrill Dunes equipment.  No outside paintballs are allowed and an additional charge will be placed on any gun that we find with outside ammo - but the good news is that Dunes Custom Procap paint is a better deal than you will find anywhere else.  500 balls are included in the base charge.  50s and 100s cost 4 cents per ball.  Bags of 500 cost $18.00 and cases of 2000 cost $68.00.  All taxes are included in these prices.  Extra ammo sales will be COD for simplified checkout.

No gun upgrades will be allowed for the event, for speed of processing and fairness.

We have rental coveralls and gloves for $5.50 and $1.10 but we advise bringing your own old clothing as the demand of 100 adult players may clean out our coverall stock in adult sizes.  The "paint" is highly water soluable so cleaning clothing is not an issue.

Due to the size of the event, we will require that a driver's license or student card be left on file until equipment is returned.

Dunes staff is intent on making this a winning event.  Numerous field upgrades are under way.

The JPG map below shows the entire Merrill Dunes area, both east and west fields, that will be used for the E-Paint event.  Notice that there is a PDF file posted at the lower LH corner the JPG image, that you can download.


Dunes_MasterMapb.pdf
Dunes_MasterMapb.pdf
* Stars designate Bases.  Work is currently taking place on upgrading the field and the West Field bases have changed greatly over the last few days.  We will try to post photos of all six bases a few days prior to the E-Paint Event.  The aerial photos on the Home Page help illustrate the East field but the West Field has changed totally since the aerial shots were taken during 2008.
Up-dated Sept. 23
See Photos of Bases lower on page.
Here is a Football, the huge plastic pill that is used to play one of the games at the E-Paint event.  Note the hand grip ropes on the end of the shell.  There is a single Football at each of the bases.
The Swatt Bus base is in the east field.
The Swatt Bus base is in the east field.  Notice the switches under the signal lights.  The toggle switch in the red panel needs to be pushed down to activate the Red Light and show that Team Red is in control of the base.  When Team Yellow depresses the switch in the yellow panel, the red light goes out and the yellow light locks on.  For each 15 seconds a light is on, that team gets a point.

Notice the Football and how it has a cord with a probe that can be inserted into a socket on the Basemaster unit.  Inserting the probe lets the referee know that the Football is at the base.  When the Football is on the move, the probe and cord is stuffed into a port on the side of the Football shell.  To win the Football Challenge, a team needs to retain their Football and also get an enemy unit, bring it to their base, and plug the probe from the enemy unit into the second Basemaster socket which is on the other end of the square tube you can see in the photo.
The Tower Bunker base is in the east field.
The Cattle Trailer base is in the east field.
Here is a clear picture of a BaseMaster unit in the East Field.  It has toggle switches that you press downward to activate the lights.  There are other BaseMaster units in both fields that are a newer design but not yet wired.  See photos below to help you identify the active Basemaster units.
Here is the Medical Center in the East Field.  When you are hit, you get your barrel plug in, get your gun up, and hope that no one will shoot you, once you take this stance.  Make your way back to any of the 3 Safe Zones, and, in the case of the East Safe Zone, you simply press one of the buttons on your color.  The pain levels are simply for your personal satisfaction.  Your hit is recorded.  Once this is done, back to the battle.
Here is the Temporary Safe Zone / Reactivation Point that is just north of the regular parking lot.  Notice the silver bell and hanging mallet.  If you have been hit, come to the Safe Zone and give the bell a crack with the mallet (see photo below).  The West Safe Zone also uses a bell to signal Reactivations.  It is an old school bell and it has a convenient tire iron hangin by it for use as a striker.
Reactivation is easy at the Temporary Safe Zone / Reactivation Point or at the West Safe Zone / Reactivation Point.  Just crack the bell, and return to the battle like a bat out of hell!
Here is a view of the Bus Depot base at the West Field.
Here is a second view of the Bus Depot base at the West Field.
All the West Field Basemaster units are the same with their red and yellow buttons behind a metal screen that prevents the push buttons from being blasted into disfunction by paintballs.

Notice the newer Basemaster unit behind the functional unit.  Each base has the older and newer units in place but unfortunately, we do not have the new system wired as of yet.

Push those small buttons if you want results!  Getting the functional and non-functional Base Master units confused is a real problem for many players - sorry for the confusion - but eye this picture carefully so you can hit the ground running at E-Paint!
Here we see a closeup of the West Field Basemaster unit.  The mesh protects the buttons from direct paintball hits.
This is the Robber's Post base at the West field.  It has no structures; just bush, dumpsters, and rolling landscape.
This is one shot of the Wrecking Yard base.
This is a second shot of the Wrecking Yard base.
This is a third shot of the Wrecking Yard base.  As this photo was taken, work was taking place on two buried bunkers that are main features of the base.
On E-Day, the regular parking lot, shown in this photo will have numerous obstacles in place, to link the two fields.  Notice the 3rd Safe Zone / Reactivation point in the background.
Another shot of the bare parking lot.  The city bus will be there on E-Day plus numerous obstacles.
The Tower Bunker base as seen from the triple deck tower.
The Reactivation Bell at the West Safe Zone is just south of the protective netting.
This is the West Safe Zone as viewed from the south.  The Reactivation Bell is just visible in the bush on the left of the photo.
This is the West Safe Zone as viewed from the north.
This is the East Safe Zone as viewed from the east.
This is the East Safe Zone as viewed from the north.
This is the East Safe Zone as viewed from the south.