Ricochet Level Creation/Pad: Difference between revisions

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{{otherlang2|
{{LanguageBar|title = Ricochet Level Creation/Pad}}
ru=:Ricochet Level Creation/Pad:ru}}
 
{{Back|Ricochet Level Creation}}
[[File:Ricochet pads.png|thumb|200px|Pads in Hammer. [[Ricochet Level Creation/Pad/Example|Download this map]].]]
[[File:Ricochet pads.png|thumb|Pads in Hammer]]
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  
!Upside and downside
!Up and down
!Sides
!Sides
|-
|-
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|trim_red1
|trim_red1
|-
|-
!bgcolor="#ffff00"|Dual-color  
!bgcolor="#803C80"|Dual-color  
|disc_dual1
|disc_dual1
|Partially red, partially blue
|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 to it.
* 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 official beam color for dual-color pad.}}
{{Note|There is no known beam color for dual-color pads.}}
To make the beam, spawn 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:
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 Tutorials]]
 
[[Category:Level Design]]
[[Category:Ricochet]]
[[Category:Ricochet]]

Latest revision as of 10:43, 12 July 2024

English (en)Русский (ru)Translate (Translate)
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.

Note.pngNote:There is no known beam color for dual-color pads.

To make the beam, create 2 info_targets 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.