Ricochet Level Creation/Pad: Difference between revisions

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* Create a 256x256x32 cylinder brush with 20 faces.
* Create a 256x256x32 cylinder brush with 20 faces.
* Paint faces with textures from table. The textures are:
* Paint faces with following textures. The textures are:
{|border="1"
{|border="1"
!Color\Face
!Color  
!Upward and downward
!Upside and downside
!Sides
!Sides
|-
|-
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On ''rc_arena'' there is exhaust under pads. Adding exhaust will make your map more realistic.<br />
On ''rc_arena'' there is exhaust under pads. Adding exhaust will make your map more realistic.<br />
{{Note|There is no official exhaust color for dual-color pad.}}
{{Note|There is no official exhaust color for dual-color pad.}}
To make it, spawn 2 info_targets under the pad. Make first info_target stuck in the center of pad. Place second info_target 384" below the pad. Create env_beam in random zone with following parameters:<br />
To make it, spawn 2 info_targets under the pad. Make first info_target stuck in the center of pad. Place second info_target 384" below the pad. Create env_beam in random place with following parameters:<br />
<br />
<br />
Blue:
Blue:

Revision as of 05:50, 24 April 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 following textures. The textures are:
Color Upside and downside 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 is exhaust under pads. Adding exhaust will make your map more realistic.

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

To make it, spawn 2 info_targets under the pad. Make first info_target stuck in the center of pad. Place second info_target 384" below the pad. Create env_beam in random place 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.