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News: Zombie Master 2 discussion

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1  Other / Trouble in Terrorist Town / Re: Mappers, tell me about your traps on: August 20, 2010, 08:22:38 PM
Not sure how useful this would be now, but there is an old HL2DM map that featured a number of unique traps (which I hold a modified version better suited to TTT). From the mechanics of it, you may find it useful to consider.
While many of these traps are entirely avoidable, players are inclined to risk the danger for the reward of good weapons. By default, most of these traps will trigger should you enter within the danger zone. There are typically buttons that disable the trigger for a short time allowing safe passage. However, there is usually another button that overrides this safety and kills the helpless individual who ventured forth.

Allow me to explain the physical nature of the traps:

Trap 0 - Trigger - Disable/Override Buttons
When this is triggered, a floor will disappear beneath the player either sending him to a trash compactor (func_movelinear) or a laser room (env_laser, which broke in this map with the 2009 engine, fixed in the modified version).

Trap 1 - Trigger - Disable/Override Buttons
When triggered, a ceiling of spikes (func_movelinear) will proceed to impale to the player.

Trap 2 - Trigger - Open Door/Override Buttons
When triggered, two doors will prevent the player from escape (unless they hit the door open button, located inside) while the platform will slide out from beneath him sending him into a radioactive chamber (trigger_hurt). If he manages to survive that, the series of jumps below him will proceed to kill him with fall damage.

Gas Chamber - Trigger - Disable/Override Buttons
When triggered, the chamber will be filled with gas (trigger_hurt) suffocating the player.

Camera Room - Button
When triggered, the floor will slide away sending any players to drop into a rigged maze (Modified version has water in the maze to prevent any fall damage).

Crush Room - Button
A button triggers the ceiling (func_movelinear) to crush any players in that room.

Giant Ball - Trigger
Accessed through teleporters. Consists of a giant ball that continually rolls down a ramp by riding up an elevator at the bottom of the ramp. Possible to evade assuming you have good timing.

Fire Trap - Button
Sets aflame (env_fire) a dead end of a catwalk choked off by a trap.
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