rc_pinball
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Re: rc_pinball
Posted by Loco on Sat Jan 31st at 3:50pm 2004


My first Ricochet map. VERY small. See what you think.

Download kindly hosted by Sheep at http://www.e-f-c.net/sheep/maps/hosted/rc_pinball.zip

[addsig]




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Re: rc_pinball
Posted by Cassius on Sat Jan 31st at 4:02pm 2004


You made a Ricochet map. [addsig]



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Re: rc_pinball
Posted by Loco on Sat Jan 31st at 4:30pm 2004


Yes Cass, a Ricochet map! Ricochet's great fun over a small LAN, and I've just bought myself a 5-port switch, so I thought I'd have a go. [addsig]



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Re: rc_pinball
Posted by matt on Sat Jan 31st at 6:44pm 2004


What is Ricochet anyway? It comes with the 1.1.1.0 update for half life, but I've never worked out what it does really. I though it was just some sort of joke. [addsig]



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Re: rc_pinball
Posted by sde on Sat Jan 31st at 6:47pm 2004


aaaaaaaaah s'a crap map

nah, sorry Loco but I'm not interested enough in Ricochet, and it seems to me like any one map in that mod is basically the same as the rest





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Re: rc_pinball
Posted by Forceflow on Sat Jan 31st at 7:08pm 2004


It's a hop-around mod. You have to hop around from platform to platform and defeat the other players by shooting discs at them ...

It is quite fun in LAN-games, but it suckzors online.





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Re: rc_pinball
Posted by Hornpipe2 on Sat Jan 31st at 7:28pm 2004


I guess you found 15 minutes to spare? [addsig]



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Re: rc_pinball
Posted by Loco on Sun Feb 1st at 11:06am 2004


5 minutes each for three nights running... but same thing! [addsig]



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Re: rc_pinball
Posted by SHeeP on Sun Feb 1st at 2:02pm 2004


ricochets great for lans, gives me a break from the cs sh4ggers, in months of searching i only found around 4 custom maps for it i had a go myself but fukd up one of the jump pads and gave up :/ [addsig]



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Re: rc_pinball
Posted by Kapten Ljusdal on Sun Feb 1st at 9:42pm 2004


Bah, Ricochet sucks...

Speaking of ricochet, I used to play a game called Ricochet on my ancient computer, but that was years ago. I dare say that that game is better than this hl-mod

And speaking of Lan, spend the entire weekend on a Lan. The awesome thing was that we didnt play Cs! Yeah, I dont like that game either. Instead, me and my brother tought the others how to play Gloom, and they all loved it! Later we played Halo, and we also made up our OWN Halo game type: Warthog derby!! The 1 and only rule: No shooting. So everyone ran to the closest Warthog (a jeep) and ram into each other in top speed. Cars flied, bodies flied, and we all laughed out loud

[addsig]



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Re: rc_pinball
Posted by Loco on Mon Feb 2nd at 1:47pm 2004


Yeah, I realise now I really should not have done a standard "pads" map and should have done something with, say, corridors or cliffs. I'll try again this coming weekend! [addsig]



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Re: rc_pinball
Posted by Gollum on Mon Feb 2nd at 2:18pm 2004


I don't understand Ricochet properly, but my apprehension is that there is almost no scope for variety in the maps. This is mainly because there is no vertical aiming. So corridors/rooms could be terrible......





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Re: rc_pinball
Posted by Loco on Mon Feb 2nd at 2:28pm 2004


An interesting point I noticed which I noticed while fiddling with this map is that discs don't ALWAYS go horizontally. The jumps are brush triggers, and if the disc goes through a jump trigger it is diverted upwards. This could be interesting for some maps, but I'm no good with entities to do anything like that yet! [addsig]



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Re: rc_pinball
Posted by Tracer Bullet on Tue Feb 3rd at 1:33am 2004


Wouldn't it be possible to make reflectors that would make the disks move verticaly? that way you would have to bounce your shots of walls and stuff to hit people...



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Re: rc_pinball
Posted by Loco on Tue Feb 3rd at 1:44pm 2004


Don't know...

All ricochet jumps work by aiming at an info_target, so you could try placing the info_target directly above the jump...

[addsig]




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Re: rc_pinball
Posted by SHeeP on Tue Feb 3rd at 1:47pm 2004


would be poss. in hl2 hammer then could parent a brush entity to a spawn then theres the prob of how do u throw horizontally [addsig]



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Re: rc_pinball
Posted by SHeeP on Tue Feb 3rd at 1:49pm 2004


if ur gonna do corridors that r even slightly sloped makes sure to put freeze poweups almost everywhere


tbh think tron2.0 , that would be sweet in richochet

[addsig]




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Re: rc_pinball
Posted by Loco on Tue Feb 3rd at 4:04pm 2004


T'was what I was thinking. I'll get to work on textures this evening. Shouldn't be tool difficult even for me! [addsig]



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Re: rc_pinball
Posted by Hornpipe2 on Tue Feb 3rd at 5:22pm 2004


I've done a little work with Ricochet stuff. If you have an angled wall and the disc strikes it, the disc is deflected in the correct direction. Placing a little 45 degree block pointing upward would allow players to make vertical shots. You could set up a "periscope" shot thing with two of them to allow players to fire randomly at the levels above them. It's actually pretty neat, though the results can be unpredictable.

Also, I think if you have problems with discs getting knocked around by the jump pads, you should lower the height so the disc doesn't go through them but the player's feet will. [addsig]




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Re: rc_pinball
Posted by Loco on Tue Feb 3rd at 6:57pm 2004


I'm not actually having problems with discs being deflected by the jumps. I worked out that you need to change the height of the jump brush!

[addsig]





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