Ricochet Level Creation/Pad: Difference between revisions

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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.


== Exhaust ==
== Beam ==


On ''rc_arena'' there is exhaust under pads. Adding exhaust will make your map more realistic.
On ''rc_arena'', there is beam 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 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 parameters:
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:


Blue:
* Start entity: first info_target
* Start entity = first info_target
* Ending entity: second info_target
* Ending entity = second info_target
* Render FX: Normal
* Render FX = Normal
* Brightness: 100
* Brightness = 100
* 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 = <span style="background-color:#0078ff; color:white">0 120 255</span>
* Radius: 256
* Radius = 256
* Life: 1
* Life = 1
* Width of beam: 255
* Width of beam = 255
* Amount of noise: 20
* Amount of noise = 20
* Sprite name: sprites/laserbeam.spr
* Sprite name = sprites/laserbeam.spr
* Texture Scroll Rate: 35
* Texture Scroll Rate = 35
* Frames per 10 seconds: 0
* Frames per 10 seconds = 0
* Starting frame: 0
* Starting frame = 0
* Strike again time: 1
* Strike again time = 1
* Damage: 0
* Damage = 0
* Flags: Start On, Shade End
 
Red:
* Start entity = first info_target
* Ending entity = second info_target
* Render FX = Normal
* Brightness = 100
* Beam color = <span style="background-color:#ff0000; color:white">255 0 0</span>
* 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 [[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

Template:Otherlang2

Ricochet Level Creation
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.

Note.pngNote: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 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.