Category:The Ship level design: Difference between revisions
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:This entity links all ''mandatory'' security entities together. Rooms referenced by this entity should contain a cache of [[info_player_destination]] entities for teleportation points. | :This entity links all ''mandatory'' security entities together. Rooms referenced by this entity should contain a cache of [[info_player_destination]] entities for teleportation points. | ||
;[[ship_trigger_room]] | ;[[ship_trigger_room]] | ||
:A map must be smothered with this brush entity to have the quarry info correctly reported. | :A map must be smothered with this brush entity to have the quarry info correctly reported. For more information, see [[The Ship Basics: Rooms]]. | ||
;[[ship_security_camera]] | ;[[ship_security_camera]] | ||
:One of the security cameras placed in a map should be a designated courtroom camera, also referenced by the security booth entity. | :One of the security cameras placed in a map should be a designated courtroom camera, also referenced by the security booth entity. | ||
Line 16: | Line 16: | ||
:This is an item spawner that can spawn things to the world and to containers. | :This is an item spawner that can spawn things to the world and to containers. | ||
;[[ship_base_interaction]] | ;[[ship_base_interaction]] | ||
:This entity marks a surface that a player can interact with. It can be as simple as a door or as complex as a shop. | :This entity marks a surface that a player can interact with. It can be as simple as a door or as complex as a shop. For more informations, see [[The Ship Basics: Interactions]]. | ||
;[[player_overlay_render_location]] | ;[[player_overlay_render_location]] | ||
:This entity is used as a location for rendering the player's model over the UI. | :This entity is used as a location for rendering the player's model over the UI. | ||
==Other important components== | ==Other important components== | ||
;[[env_soundscape_triggerable]] | ;[[env_soundscape_triggerable]] | ||
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;[[trigger_hurt]] | ;[[trigger_hurt]] | ||
:A hurt volume for a trap should be parented to a [[ship_trap]] entity to function correctly. | :A hurt volume for a trap should be parented to a [[ship_trap]] entity to function correctly. | ||
== See also == | |||
* [[The Ship Basics: Interactions]] | |||
* [[The Ship Basics: Rooms]] | |||
[[Category:The Ship]][[Category:Level Design Tutorials]] | [[Category:The Ship]][[Category:Level Design Tutorials]] |
Revision as of 10:01, 4 September 2007
This document describes the basics entities needed to make levels for The Ship. It assumes you already have knowledge of basic Hammer functions and The Ship's gameplay. See the Hammer Editor Documentation for information on basic Hammer functions such as geometry creation and entity placement.
Basic The Ship entities
- info_player_deathmatch
- An old favorite
- ship_security_booth
- This entity links all mandatory security entities together. Rooms referenced by this entity should contain a cache of info_player_destination entities for teleportation points.
- ship_trigger_room
- A map must be smothered with this brush entity to have the quarry info correctly reported. For more information, see The Ship Basics: Rooms.
- ship_security_camera
- One of the security cameras placed in a map should be a designated courtroom camera, also referenced by the security booth entity.
- info_teleport_destination
- Teleport destinations should be placed in all rooms referenced by ship_security_camera
- ship_container
- This is a container prop that allows players to explore rooms.
- ship_item_spawner
- This is an item spawner that can spawn things to the world and to containers.
- ship_base_interaction
- This entity marks a surface that a player can interact with. It can be as simple as a door or as complex as a shop. For more informations, see The Ship Basics: Interactions.
- player_overlay_render_location
- This entity is used as a location for rendering the player's model over the UI.
Other important components
- env_soundscape_triggerable
- This entity is a core aspect to the ambiance of rooms. Most rooms, if not all, have a soundscape.
- func_breakable
- Breakable windows can be fun.
- prop_door_rotating
- Doors in official maps are inserted using a rotating door prop accompanied ship_base_interaction.
- prop_static
- A large percent of scenery in official maps are inserted using prop_static.
- trigger_hurt
- A hurt volume for a trap should be parented to a ship_trap entity to function correctly.
See also
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