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Game: Ricochet (HL)
Added Wed Feb 4th 2004

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My first map for ricochet when I was fiddling around with it. Very small. Designed for LAN play mainly. I doubt its any good but see what you think.


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[author]
Posted by Loco on Wed Feb 18th 2004 at 2:16pm

The Tron games originally planned weren't possible because of the graphics needed (neon thingys), and Ricochet was a compromise. The Tron and Tron 2.0 games have been released relatively recently compared to Ricochet... I think. [addsig]
0 starsPosted by Pegs on Mon Feb 16th 2004 at 9:24am

? posted by Loco
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.

i agree small ricochet maps are fun with about 2-4 people. i tried making a ricochet couldn't be assed in the end and just played on the origanall ones. i looked on hl atlas and there was 1 map there and it was rubbish although that was a wile ago!!!

[addsig]
0 starsPosted by matt on Sun Feb 15th 2004 at 1:54pm

Its crap (the mod) In a way its about as fair away from the origional hl as any total conversion has ever been, its just a shame it plays so horribly. [addsig]
0 starsPosted by THX-1138 on Sun Feb 15th 2004 at 11:10am

Hey, cool map. Finally a new map to play on. Just a thought, but I was thinking this mod was suppose to be a lot better. But during the time of making this mod, Disney already announced a Tron game. Valve probably figured lets not make this mod after all. Even if was planned as a free addon, releasing this would look "bad" on their part? Who knows, but its make some sense. This mod could have been really cool, but they scrapped it, and released it in this crap stage. Just my theory.

Any ways, hope you make some more.
[author]
Posted by Loco on Wed Feb 4th 2004 at 7:55am

Bah! You win I guess. Oh well... I'll change it when I can be bothered!
[author]
Posted by Loco on Wed Feb 4th 2004 at 7:55am

Thanks very much! I'll mail it to you now. As for the lighting, in my experience for Ricochet there is no lighting and the maps just don't use RAD. Thats actually (vile word) fullbright. Trust me, its the same on the normal Ricochet maps.
0 starsPosted by SHeeP on Wed Feb 4th 2004 at 7:55am

looks nice enough, perhaps height variation is a bad idea on such a small map? lighting is a bit bright mebe smiley rc maps get a bit samey tho so i like to have as many as i can smiley <br> <br>if you need a host mail me ur map and i'll put it up
0 starsPosted by SHeeP on Wed Feb 4th 2004 at 7:55am

ummmm , look again.. pads should not be that bright, not that its bad , it just isnt following rc's examples
[author]
Posted by Loco on Tue Feb 3rd 2004 at 6:57pm

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]
0 starsPosted by Hornpipe2 on Tue Feb 3rd 2004 at 5:22pm

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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