Ricochet Level Creation/Pad: Difference between revisions
Jump to navigation
Jump to search
Note:There are no exhaust for dual-color pad.
No edit summary |
(→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 = | * 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 = | * 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
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.

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.