Ricochet Level Creation/Pad: Difference between revisions
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Note:There is no known beam color for dual-color pads.
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{{ | {{LanguageBar|title = Ricochet Level Creation/Pad}} | ||
[[File:Ricochet pads.png|thumb|200px|Pads in Hammer. [[Ricochet Level Creation/Pad/Example|Download this map]].]] | |||
[[File:Ricochet pads.png|thumb | |||
Pad is the primary element of gameplay in [[Ricochet]]. This tutorial explains how to create it. | Pad is the primary element of gameplay in [[Ricochet]]. This tutorial explains how to create it. | ||
== The brush == | == The brush == | ||
* Create a 256x256x16 cylinder brush with 20 faces. | * Create a 256x256x16 cylinder brush with 20 faces and make it <code>[[func_wall]]</code> entity. | ||
* Paint its faces with following textures: | * Paint its faces with following textures: | ||
{|border="1" | {|border="1" | ||
!Color | !Color | ||
! | !Up and down | ||
!Sides | !Sides | ||
|- | |- | ||
Line 22: | Line 21: | ||
|trim_red1 | |trim_red1 | ||
|- | |- | ||
!bgcolor="# | !bgcolor="#803C80"|Dual-color | ||
|disc_dual1 | |disc_dual1 | ||
| | |North-west and south-east: trim_red1<br /> | ||
North-east and south-west: trim_blue1 | |||
|} | |} | ||
* Make the side faces have 0.5 Y texture scale. | * Make the side faces have 0.5 Y texture scale. | ||
* Create info_target above pad at its center for jumping | * Create <code>[[info_target]]</code> 8 units above the pad at its center for jumping on it and call it some name. | ||
== The beam == | == The beam == | ||
On Arena, there is beam under pads. | On Arena, there is beam under pads. | ||
{{Note|There is no | {{Note|There is no known beam color for dual-color pads.}} | ||
To make the beam, | To make the beam, create 2 <code>[[info_target]]</code>s under the pad. Place the first <code>info_target</code> right under the pad in the middle, and the second 384 units below it. Create <code>[[env_beam]]</code> in any place with the following parameters: | ||
* '''Start entity:''' first info_target | * '''Start entity:''' first info_target | ||
* '''Ending entity:''' second info_target | * '''Ending entity:''' second info_target | ||
Line 51: | Line 51: | ||
* '''Flags:''' Start On, Shade End | * '''Flags:''' Start On, Shade End | ||
The pad is ready. Attach some [[Ricochet Level Creation/Jump arrow|jump arrows]] to it. | The pad is ready. Attach some [[Ricochet Level Creation/Jump arrow|jump arrows]] to it. | ||
[[Category:Level Design | |||
[[Category:Level Design]] | |||
[[Category:Ricochet]] | [[Category:Ricochet]] |
Latest revision as of 10:43, 12 July 2024

Pads in Hammer. Download this map.
Pad is the primary element of gameplay in Ricochet. This tutorial explains how to create it.
The brush
- Create a 256x256x16 cylinder brush with 20 faces and make it
func_wall
entity. - Paint its faces with following textures:
Color | Up and down | Sides |
---|---|---|
Blue | disc_blue1/2/3 | trim_blue1 |
Red | disc_red1/2/3 | trim_red1 |
Dual-color | disc_dual1 | North-west and south-east: trim_red1 North-east and south-west: trim_blue1 |
- Make the side faces have 0.5 Y texture scale.
- Create
info_target
8 units above the pad at its center for jumping on it and call it some name.
The beam
On Arena, there is beam under pads.

To make the beam, create 2 info_target
s under the pad. Place the first info_target
right under the pad in the middle, and the second 384 units below it. Create env_beam
in any place with the following parameters:
- Start entity: first info_target
- Ending entity: second info_target
- Render FX: Normal
- Brightness: 100
- Beam color: 0 120 255 (for blue pad) / 255 0 0 (for red pad)
- Radius: 256
- Life: 0
- Width of beam: 255
- Amount of noise: 20
- Sprite name: sprites/laserbeam.spr
- Texture Scroll Rate: 35
- Frames per 10 seconds: 0
- Starting frame: 0
- Strike again time: 1
- Damage: 0
- Flags: Start On, Shade End
The pad is ready. Attach some jump arrows to it.