Re: rc_pinball
Posted by Loco on
Sat Jan 31st 2004 at 1:19pm
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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.
Re: rc_pinball
Posted by Loco on
Sat Jan 31st 2004 at 4:30pm
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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.
Re: rc_pinball
Posted by matt on
Sat Jan 31st 2004 at 6:44pm
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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.
Re: rc_pinball
Posted by sde on
Sat Jan 31st 2004 at 6:47pm
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aaaaaaaaah s'a crap map :biggrin:
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 :sad:
Re: rc_pinball
Posted by Forceflow on
Sat Jan 31st 2004 at 7:08pm
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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.
Re: rc_pinball
Posted by Hornpipe2 on
Sat Jan 31st 2004 at 7:28pm
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I guess you found 15 minutes to spare?
Re: rc_pinball
Posted by SHeeP on
Sat Jan 31st 2004 at 7:42pm
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ummmm , look again.. pads should not be that bright, not that its bad , it just isnt following rc's examples
Re: rc_pinball
Posted by Loco on
Sun Feb 1st 2004 at 11:06am
Posted
2004-02-01 11:06am
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5 minutes each for three nights running... but same thing! :biggrin:
Re: rc_pinball
Posted by Loco on
Sun Feb 1st 2004 at 11:07am
Posted
2004-02-01 11:07am
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Bah! You win I guess. Oh well... I'll change it when I can be bothered!
Re: rc_pinball
Posted by SHeeP on
Sun Feb 1st 2004 at 2:02pm
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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 :smile: i had a go myself but fukd up one of the jump pads and gave up :/
Re: rc_pinball
Posted by Loco on
Mon Feb 2nd 2004 at 1:47pm
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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!
Re: rc_pinball
Posted by Gollum on
Mon Feb 2nd 2004 at 2:18pm
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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......
Re: rc_pinball
Posted by Loco on
Mon Feb 2nd 2004 at 2:28pm
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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!
Re: rc_pinball
Posted by Tracer Bullet on
Tue Feb 3rd 2004 at 1:33am
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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...
Re: rc_pinball
Posted by Loco on
Tue Feb 3rd 2004 at 1:44pm
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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...
Re: rc_pinball
Posted by SHeeP on
Tue Feb 3rd 2004 at 1:47pm
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would be poss. in hl2 hammer then :smile: could parent a brush entity to a spawn :smile: then theres the prob of how do u throw horizontally :biggrin:
Re: rc_pinball
Posted by SHeeP on
Tue Feb 3rd 2004 at 1:49pm
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if ur gonna do corridors that r even slightly sloped makes sure to put freeze poweups almost everywhere :biggrin:
tbh think tron2.0 , that would be sweet in richochet
Re: rc_pinball
Posted by Loco on
Tue Feb 3rd 2004 at 4:04pm
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T'was what I was thinking. I'll get to work on textures this evening. Shouldn't be tool difficult even for me! :biggrin:
Re: rc_pinball
Posted by Hornpipe2 on
Tue Feb 3rd 2004 at 5:22pm
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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.
Re: rc_pinball
Posted by Loco on
Tue Feb 3rd 2004 at 6:57pm
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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!
Re: rc_pinball
Posted by Loco on
Wed Feb 4th 2004 at 7:55am
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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.
Re: rc_pinball
Posted by SHeeP on
Wed Feb 4th 2004 at 7:55am
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ummmm , look again.. pads should not be that bright, not that its bad , it just isnt following rc's examples
Re: rc_pinball
Posted by Loco on
Wed Feb 4th 2004 at 7:55am
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Bah! You win I guess. Oh well... I'll change it when I can be bothered!
Re: rc_pinball
Posted by THX-1138 on
Sun Feb 15th 2004 at 11:10am
Posted
2004-02-15 11:10am
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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.
Re: rc_pinball
Posted by matt on
Sun Feb 15th 2004 at 1:54pm
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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.
Re: rc_pinball
Posted by Loco on
Wed Feb 18th 2004 at 2:16pm
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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.