Ricochet Level Creation/Pad: Difference between revisions

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!bgcolor="#ffff00"|Dual-color  
!bgcolor="#ffff00"|Dual-color  
|disc_dual1
|disc_dual1
|trim_yellow1
|Depends on the nearest color of the upside texure.
|}
|}


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== Exhaust ==
== Exhaust ==


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.
 
{{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 place 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 />
 
Blue:
Blue:
* Start entity = first info_target
* Start entity = first info_target
Line 50: Line 51:
* Starting frame = 0
* Starting frame = 0
* Strike again time = 1
* Strike again time = 1
* Damage = 0<br />
* Damage = 0
<br />
 
Red:
Red:
* Start entity = first info_target
* Start entity = first info_target
Line 68: Line 69:
* Strike again time = 1
* Strike again time = 1
* Damage = 0
* Damage = 0
<br />
 
Checked flags:
Checked flags:
* Start On
* Start On

Revision as of 12:02, 10 December 2010

Template:Otherlang2

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 256x256x16 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 Depends on the nearest color of the upside texure.
  • 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.