Ricochet Level Creation/Pad: Difference between revisions

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(→‎Exhaust: life)
Line 40: Line 40:
* Beam color = <span style="background-color:#0078ff; color:white">0 120 255</span>
* Beam color = <span style="background-color:#0078ff; color:white">0 120 255</span>
* Radius = 256
* Radius = 256
* Life = 0
* Life = 1
* Width of beam = 255
* Width of beam = 255
* Amount of noise = 20
* Amount of noise = 20
Line 57: Line 57:
* Beam color = <span style="background-color:#ff0000; color:white">255 0 0</span>
* Beam color = <span style="background-color:#ff0000; color:white">255 0 0</span>
* Radius = 256
* Radius = 256
* Life = 0
* Life = 1
* Width of beam = 255
* Width of beam = 255
* Amount of noise = 20
* Amount of noise = 20
Line 67: Line 67:
* Damage = 0
* Damage = 0
<br />
<br />
Checked flags:
* Start On
* Shade End
The pad is ready. Attach [[Ricochet Level Creation/Jump arrow|jump arrows]] to it.
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 02:42, 31 January 2010

Ricochet Level Creation
File:Ricochet pad.jpg
Pad in Hammer

Pad is main gameplay part in Ricochet. Learn how to create it.

Brush

  • Create a 256x256x32 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 pad 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.

Note.pngNote:There are no exhaust for dual-color pad.

To make it, spawn 2 info_targets under the pad. Make first info_target stuck in center of pad. Place second info_target 384" below the pad. 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 = 1
  • 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 = 1
  • 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


Checked flags:

  • Start On
  • Shade End

The pad is ready. Attach jump arrows to it.