WIP Traps - Requests

Avatar
MasterLagger
1,695 Posts
Posted Jun 22, 2011
Before I left on personal business I was working on a map called Traps. The name speaks for itself, the map is (or will be) full of traps. I'm asking if anyone has any personal requests for the traps that they want to see in the map. I already have a special turret room in the map.
Advertisement
Registered users don’t see ads! Register now!
Avatar
ChickenMobile
2,460 Posts
Posted Jun 22, 2011
Replied 59 minutes later
I would like to see a panel that crushes you against the wall (like in the coop promo panel vid). Hilarious.

A neurotoxin room, which is extremely deadly.

And one that has flowers in it, that combust!

Avatar
Hober
1,180 Posts
Posted Jun 22, 2011
Replied 19 minutes later

chickenmobile wrote:
And one that has lemons in it, that combust!

FTFY

Avatar
iWork925
1,080 Posts
Posted Jun 22, 2011
Replied 1 hour later
A floor made of panels that falls out from under you when you walk on it

hidden faith plates

Avatar
KenJeKenny!?
238 Posts
Posted Jun 22, 2011
Replied 15 minutes later

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 :razz: maybe have em work the same way as the glass futbol but have it explode when it breaks :razz:

Avatar
-ArttyIntel-
76 Posts
Posted Jun 22, 2011
Replied 5 hours later
Lazers that move around. Like have a room with little lazers moving everywhere with no place to put portals so you have to make your way around them:) That would be neat:)
Avatar
MasterLagger
1,695 Posts
Posted Jun 22, 2011
Replied 1 hour later
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.
Avatar
Vordwann
767 Posts
Posted Jun 22, 2011
Replied 3 hours later
For moving lasers, I think it would be cool if you had a puzzle where you were in a room and had to solve a puzzle with crushers involved in it... and you had about 30 seconds to solve it, at which point, discouragement field slowly sweeping the room would get to you.
Avatar
MasterLagger
1,695 Posts
Posted Jun 22, 2011
Replied 21 minutes later
Yeah, the idea I had was to have a laser wall sweep from the floor to the ceiling, and the player would run and use portals to escape.
Avatar
-ArttyIntel-
76 Posts
Posted Jun 22, 2011
Replied 41 minutes later

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.

Avatar
Vordwann
767 Posts
Posted Jun 22, 2011
Replied 24 minutes later
You could take the science experiment from the "Bring your Daughter to Work Day" with the lemons, and make them explode, just like Hober said.
Avatar
ChickenMobile
2,460 Posts
Posted Jun 23, 2011
Replied 5 hours later

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 :smile:.

Avatar
MasterLagger
1,695 Posts
Posted Jun 23, 2011
Replied 3 hours later
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.

Avatar
iWork925
1,080 Posts
Posted Jun 23, 2011
Replied 27 minutes later

possible inspiration:

http://www.youtube.com/watch?v=r86NLwCYXfk

Avatar
-ArttyIntel-
76 Posts
Posted Jun 23, 2011
Replied 3 hours later

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

Avatar
rellikpd
1,053 Posts
Posted Jun 23, 2011
Replied 2 hours later
Re: "The Moving Lazers"

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.

Avatar
MasterLagger
1,695 Posts
Posted Jun 23, 2011
Replied 1 hour later
I'm not going to do a "maze" as you put it, it involves some mild quick thinking parts, whereas the other traps you can take you time with. There will be an auto-save trigger after completing each trap. I'm including 5 traps or more. I'm also giving credit to those who's ideas I used in the map. Moving laser wall will be in the map.
Avatar
Vordwann
767 Posts
Posted Jun 23, 2011
Replied 3 hours later
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.
Avatar
MasterLagger
1,695 Posts
Posted Jun 23, 2011
Replied 53 minutes later

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.

Advertisement
Registered users don’t see ads! Register now!
Avatar
MissStabby
160 Posts
Posted Jun 23, 2011
Replied 15 minutes later
Make a very tall room that slowly fills up with goo (or crumbles away into the void) so you have to keep gaining height quickly.

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.