Ricochet Level Creation/Teleporter
First, split the bouncer into two bouncers, width 256" of empty space between.
Then, create brushes as shown in the drawing below, with default texture set to
When you are done, select all brushes and make them single
Select the front and back sides of the teleporter. Set their texture to
STRIP1A. Do not change the application settings.
Then, select top and bottom sides of both halves of the teleporter. Set their texture to
STRIP1A too, with Y scale being 7.5 or 10.
Do not paint the invisible left and right sides, that will increase polygon count!
info_target entities and place each on the each side of the teleporter, tounching the bouncer parts with their center. Call them some name.
Then, create two
env_beam entities at any place. Set their keyvalues to the following:
|Key||First beam||Second beam|
|Start Entity||First |
|Ending Entity||Second |
|Beam color||223 0 255|
|Width of beam||8||128|
|Amount of noise||30|
|Texture scroll rate||35|
|Frames per 10 seconds||0|
|Strike again time||1|
Making it work
info_teleport_destination entity. Place its center (the box's center, not the head's center) in the middle of the teleporter, and mode it 48 units away from the teleporter. Rotate it so it points towards the opposite of the teleporter. Name it.
Then create the second teleporter on the same bouncer, with different names of
Cover both teleporters in
trigger_teleport brush entity. Set Target field of each
info_teleport_destination's name of the opposite teleporter.
When you are done, select all entities of each teleporter at once (while holding down) and move and rotate them so they fit the space in the bouncers.