[Edit:
Version B should help more with being certain all palettes and palindexes work for textures, particles and applicable mapmodels. The broken team enforced, "1 5" (why this is dark-scarlet instead of enforced team-neutral mid-gray I do not know) "1 6," "1 7," "1 8" and "1 9" palettes and their palindexes are in the upper-right zone of the screenshot; you can see the kappa mapmodel labeling "1 8" on the top border of the screenshot. When editing or playtesting, just look up more for the rest of them. The short particle lightning and flattened rough torus are for team enforced palette and palindex "1 5" which is again dark scarlet instead of mid-gray. The long particle lightning and tall rough tori display team enforced palette and palindexes "1 6," "1 7," "1 8" and "1 9." Still in the top zone of the screenshot, working my way down, the team spawn-optional, "1 0," "1 1," "1 2," "1 3" and "1 4" palette and palindexes are displayed in the rectangular prism with the short particle tape and the cubes with the long particle tapes, respectively.
It may start to get easier to make sense of the palettes as you cross the line into the bottom zone. The bottom cubes are in 3 rows numbered "0.," "I." and "II." and corresponding to the entire palindex ranges of palettes 0, 1 and 2. Row and palette 0 is the flicker pulse palette with palindex 0 being "off," 1 being low-luminance flicker, 2 being high-luminance flicker, 3 being disco-ball flicker, 4 being low-luminance pulse, 5 being high-luminance pulse, and 6 being disco-ball pulse. Row and palette 1 is team with palindex 0 being neutral, 1 being Alpha blue, 2 being Omega red, 3 being Kappa yellow, 4 being Sigma green, 5 being always-enforced dark scarlet which I think might better be mid-gray, 6 being always-enforced Alpha-blue, 7 being always-enforced Omega red, 8 being always-enforced Kappa yellow and 9 being always-enforced Sigma green. Row and palette 2 is weapons with palindex 0 being off dark-mid-gray, 1 being spawn-optional pistol light-gray, 2 optional being optional sword blue, 3 being optional shotgun yellow, 4 being optional S.M.G. orange, 5 being optional flamer red, 6 being optional plasma mid-aquamarine, 7 being optional rifle purple, 8 being optional grenade green and 9 being optional mine dark-aquamarine. Palindex 10 is always-enforced rocket dark-mid-red-orange. Palindexes 11-20 are always-enforced versions of palindexes 0-9. Palindex-corresponding cubes and particles 0-9 are plain and tapes, respectively. Palindex-corresponding cubes and particles 10-20 are perimeter spiked and lightnings respectively. "Neutral" or "off" particles are always short. The rest are long. Team mapmodels marking test shapes are small when they are team spawn-optional and large when they are always-enforced.
I have to get to sleep for my psyco-social rehabilitation program and Introductory Spanish class tomorrow. This map and instructions for using it are all I can readily do to help you today. I hope that it is practical. I am again grateful for your consistent work on these palindexes.
5714_multi-vs-team-palette-_b.zip
]I had attached it in my last recent post.Cheers