Ricochet Level Creation/Pad
		
		
		
		
		
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 Note:There is no known beam color for dual-color pads.
Note:There is no known beam color for dual-color pads.
		
	
 
  Pads in Hammer. Download this map.
Pad is the primary element of gameplay in Ricochet. This tutorial explains how to create it.
The brush
- Create a 256x256x16 cylinder brush with 20 faces and make it func_wallentity.
- Paint its faces with following textures:
| Color | Up and down | Sides | 
|---|---|---|
| Blue | disc_blue1/2/3 | trim_blue1 | 
| Red | disc_red1/2/3 | trim_red1 | 
| Dual-color | disc_dual1 | North-west and south-east: trim_red1 North-east and south-west: trim_blue1 | 
- Make the side faces have 0.5 Y texture scale.
- Create info_target8 units above the pad at its center for jumping on it and call it some name.
The beam
On Arena, there is beam under pads.
 Note:There is no known beam color for dual-color pads.
Note:There is no known beam color for dual-color pads.To make the beam, create 2 info_targets under the pad. Place the first info_target right under the pad in the middle, and the second 384 units below it. Create env_beam in any place with the following parameters:
- 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: 0
- 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 some jump arrows to it.

























