Ricochet Level Creation/Pad: Difference between revisions

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* Create a 256x256x16 cylinder brush with 20 faces.
* Create a 256x256x16 cylinder brush with 20 faces.
* Paint faces with following textures. The textures are:
* Paint its faces with following textures:
{|border="1"
{|border="1"
!Color  
!Color  
Line 26: Line 26:
|Partially red, partially blue
|Partially red, partially blue
|}
|}
 
* Make the side faces have 0.5 Y texture scale.
* Create info_target above pad at its center for jumping to it.
* Create info_target above pad at its center for jumping to it.



Revision as of 08:16, 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 its faces with following textures:
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
  • Make the side faces have 0.5 Y texture scale.
  • 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.