Ricochet Level Creation/Pad: Difference between revisions
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Note:There is no official beam color for dual-color pad.
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* Create info_target above pad at its center for jumping to it. | * Create info_target above pad at its center for jumping to it. | ||
== | == Beam == | ||
On ''rc_arena'' there is | On ''rc_arena'', there is beam under pads. Adding exhaust will make your map more realistic. | ||
{{Note|There is no official | {{Note|There is no official beam 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 | 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 settings: | ||
* Start entity: first info_target | |||
* Start entity | * Ending entity: second info_target | ||
* Ending entity | * Render FX: Normal | ||
* Render FX | * Brightness: 100 | ||
* Brightness | * Beam color: <span style="background-color:#0078ff; color:white">0 120 255</span> (for blue pad) / <span style="background-color:#ff0000; color:white">255 0 0</span> (for red pad) | ||
* Beam color | * 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 | |||
* Flags: Start On, Shade End | |||
* Radius | |||
* Life | |||
* Width of beam | |||
* Amount of noise | |||
* Sprite name | |||
* Texture Scroll Rate | |||
* Frames per 10 seconds | |||
* Starting frame | |||
* Strike again time | |||
* Damage | |||
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 07:24, 2 April 2012
File:Ricochet pad.jpg
Pad in Hammer
Pad is a primary element of gameplay in Ricochet. Here you can 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 | Partially red, partially blue |
- Create info_target above pad at its center for jumping to it.
Beam
On rc_arena, there is beam under pads. Adding exhaust will make your map more realistic.

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 settings:
- Start entity: first info_target
- Ending entity: second info_target
- Render FX: Normal
- Brightness: 100
- Beam color: 0 120 255 (for blue pad) / 255 0 0 (for red pad)
- 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
- Flags: Start On, Shade End
The pad is ready. Attach jump arrows to it.