Ricochet Level Creation/Pad: Difference between revisions
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Note:There are no exhaust for dual-color platform.
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{{Back|Ricochet Level Creation}} | {{Back|Ricochet Level Creation}} | ||
[[Image:Ricochet platform.PNG|thumb|right|200px|Platform in Hammer]] | [[Image:Ricochet platform.PNG|thumb|right|200px|Platform in Hammer]] | ||
Pad is main gameplay part in [[Ricochet]]. Learn how to create it. | |||
== Brush == | == Brush == | ||
Line 29: | Line 29: | ||
== Exhaust == | == Exhaust == | ||
On ''rc_arena'' there are exhaust under | On ''rc_arena'' there are exhaust under pads. It will make your map more realistic and beautiful.<br /> | ||
{{Note|There are no exhaust for dual-color platform.}} | {{Note|There are no exhaust for dual-color platform.}} | ||
To make it, spawn 2 info_targets under the | To make it, spawn 2 info_targets under the pad. Make first info_target stuck in center of pad. Place second info_target on 384 units below the first info_target. Spawn env_beam in random zone with following parameters:<br /> | ||
<br /> | <br /> | ||
Blue: | Blue: | ||
Line 67: | Line 67: | ||
* Damage = 0 | * Damage = 0 | ||
<br /> | <br /> | ||
The | The pad is ready. Attach [[Ricochet Level Creation/Jump arrow|jump arrows]] to it. | ||
[[Category:Level Design Tutorials]] | [[Category:Level Design Tutorials]] | ||
[[Category:Ricochet]] | [[Category:Ricochet]] |
Revision as of 02:09, 19 January 2010
File:Ricochet platform.PNG
Platform in Hammer
Pad is main gameplay part in Ricochet. Learn how to create it.
Brush
- Create a 256x256x16 cylinder brush with 20 faces.
- Paint faces with textures from table. The textures are:
Color\Face | Upward and downward | Sides |
---|---|---|
Blue | disc_blue1/2/3 | trim_blue1 |
Red | disc_red1/2/3 | trim_red1 |
Dual-color | disc_dual1 | trim_yellow1 |
- Create info_target above platform at its center for jumping to it.
Exhaust
On rc_arena there are exhaust under pads. It will make your map more realistic and beautiful.

To make it, spawn 2 info_targets under the pad. Make first info_target stuck in center of pad. Place second info_target on 384 units below the first info_target. Spawn env_beam in random zone with following parameters:
Blue:
- Start entity = first info_target
- Ending entity = second info_target
- Render FX = Normal
- Brightness = 100
- Beam color = 0 120 255
- 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
Red:
- Start entity = first info_target
- Ending entity = second info_target
- Render FX = Normal
- Brightness = 100
- Beam color = 255 0 0
- 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
The pad is ready. Attach jump arrows to it.