WIP Traps - Requests
A neurotoxin room, which is extremely deadly.
And one that has flowers in it, that combust!
chickenmobile wrote:
And one that has lemons in it, that combust!
FTFY
hidden faith plates
Hober wrote:
chickenmobile wrote:And one that has lemons in it, that combust!
FTFY
I have seen a custom map which had flaming lemmons you could pick up... looked really fun
maybe have em work the same way as the glass futbol but have it explode when it breaks 
MasterLagger wrote:
All very good ideas. However, some of these traps seem "unescapeble," maybe the falling panels could have an alternate skin as a hint? Neurotoxin room is a definite MUST have. Moving lasers... how about a "run to the top of the room" with a laser wall moving from the floor to the ceiling.
Sounds great(: Id def play.
Hober wrote:
chickenmobile wrote:And one that has lemons in it, that combust!
FTFY
Nah flowers, because some1 would totally not expect that.
Maybe put some lemons on the other side of the room that aren't a trap, people would just expect them to be a trap
.
Surprise Room: Dark room with one light shining on a Companion Cube. When entering the room, the light goes out and you hear, "Deploying surprise in 3...2...1..." When lights turn back on, you are ambushed by turrets.
possible inspiration:
MasterLagger wrote:
I don't want to make something with custom content in it. I'll tell you guys what the finale trap is like.Surprise Room: Dark room with one light shining on a Companion Cube. When entering the room, the light goes out and you hear, "Deploying surprise in 3...2...1..." When lights turn back on, you are ambushed by turrets.
Id probably go all like. "Oh merde! Oh mon dieu! S'il vu plait non!" dies
I imagine this as a room with a entry door on one side (where you enter) and an exit door on the other side (where you exit (duh)). And the floor is basically narrow walk ways, that are sort of like a "maze" but with no walls... and if you fall off these narrow pathways, you land in the goo/acid stuff and die... Now this would be simple if you could just walk around being careful until you make it too the end... EXCEPT: in this case there is a laser emitter (or two (or three (or eleventeen))). That sweep the room at different speeds, causing you to, now, not only try to traverse the "maze-path"'s, but also jump over (to avoid) the lasers.
Vordwann wrote:
How about having a puzzle where every time you do part of it (press a button to get a cube, put cube on button, fling to a platform, etc.), the toxic slime in the room rises a bit higher so you have to adapt to the new environment. Just a cool thought.
So each button used brings the player closer to their death. Interesting, if I can make it, it will be included.
Also, you could make a "fizzler" that quickly switches to a deadly lasergrid, when you are about to step through it. (the fizzler and lasergrid emitters are the same model, you can even have them "change out" with a animation or just flip skin numbers in order to change them from blue to red.
You could also then have a portable panel behind the lasergrid, since you can shoot portals through those grids. (that would be the solution to the trap)
You could also copy the "conveyorbelt run" from the last part of the singleplayer campain, but then have it filled with bombs or other things you must avoid to stay alive.