Category:The Ship level design: Difference between revisions

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This document describes the basics entities needed to make levels for [[The Ship]]. It assumes you already have knowledge of basic Hammer functions and The Ship's gameplay. See the [[:Category:Hammer|Hammer Editor Documentation]] for information on basic Hammer functions such as geometry creation and entity placement.
[[Basic The Ship entities]]
==Basic The Ship entities==
;[[info_player_deathmatch]]
:An old favorite
;[[ship_security_booth]]
:This entity links all ''mandatory'' security entities together. Rooms referenced by this entity should contain a cache of [[info_player_destination]] entities for teleportation points. See [[The Ship Justice System]]
;[[ship_trigger_room]]
:A map must be smothered with this brush entity to have the quarry info correctly reported. For more information, see [[The Ship Basics: Rooms]].
;[[ship_security_camera]]
:One of the security cameras placed in a map should be a designated courtroom camera, also referenced by the security booth entity. See [[The Ship Justice System]]
;[[info_teleport_destination]]
:Teleport destinations should be placed in all rooms referenced by [[ship_security_camera]]
;[[ship_container]]
:This is a container prop that allows players to explore rooms.
;[[ship_item_spawner]]
:This is an item spawner that can spawn things to the world and to containers.
;[[ship_base_interaction]]
:This entity marks a surface that a player can interact with. It can be as simple as a door or as complex as a shop. For more informations, see [[The Ship Basics: Interactions]].
;[[player_overlay_render_location]]
:This entity is used as a location for rendering the player's model over the UI.
 
==Other important components==
;[[env_soundscape_triggerable]]
:This entity is a core aspect to the ambiance of rooms.  Most rooms, if not all, have a soundscape.
;[[func_breakable]]
:Breakable windows can be fun.
;[[prop_door_rotating]]
:Doors in official maps are inserted using a rotating door prop accompanied [[ship_base_interaction]].
;[[prop_static]]
:A large percent of scenery in official maps are inserted using prop_static.
;[[trigger_hurt]]
:A hurt volume for a trap should be parented to a [[ship_trap]] entity to function correctly.


== See also ==
== See also ==

Revision as of 09:45, 22 June 2008

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