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Old 07-14-2008   #1 (permalink)
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Default java9script9's guide to traps.....


Well traps are an under incorporated part of maps mainly because 1. The trap keeps you stuck somewhere forever or 2. The trap is unoriginal and easy to see.

now both of these things are bad for a trap mainly a trap should either A. kill you or B.take you somewhere you don't want to go.

so how could we incorporate these things into casual maps? (I really wouldn't recommend traps for most if not all competitive maps) Well obviously hard to see obscure and fast acting traps should work. Now your obviously asking at this point 'How do I do this?' well I really can't tell you what trap to make this depends but I CAN give an example or two.

Example A. Your in the middle of an map about to grab the shotgun you step right in front of it and BAM! you just got teleported into a custom powerup holding back two dumpsters being pushed by mancannons. needless to say you picked up the custom powerup as soon as you were teleported and got killed. Now thats not just a trap but a twist you would never have seen that coming.

Example B. Your walking across a floor about to get into the action when suddenly your being pushed by an unseen force straight into a wall as you hit the wall your teleported into a man cannon suspended in the air launching you straight into the middle of the map. That would totally throw you off guard right? well thats the point of that kind of stuff my freind

Construction

Now that you have been given a few examples your probably wondering 'How in the **** do I make this stuff' well.... Things such as
interlocking help a great deal here For example A you would need to interlock a sender node into the top of an box just enough so it teleports you when you step on it but you can't see it (very hard to explain) here is something kind of like what you would have to do just harder.

now for the device that kills you when you go through the teleporter you would need to place a receiver node with a custom powerup on top out of your map area next to this custom powerup place two dumpsters next to these dumpsters place a man cannon on the side of each dumpster the dumpsters may move away if this happens just start a new round. After this make the mancannons not spawn at start and start a new round. If the dumpsters just move over the custom powerup place weapon holders on TOP of the dumpsters. also if you need to place a wall on the left and right sides that are not covered by the dumpsters so that your victim doesn't just quickly move out of the way do this now.

There you go that would be an effective trap for an zombies game maybe a minigame where you dodge things I don't know get creative.

Now to create example B would be an similar process.... So start by making part of your floor a bridge under this bridge you need to put weapon holders suspending grav lifts at a perfect altitude that you can't see that they are actually there but they still push you if you walk over them kind of like cosmic ricks pallet parade only instead of pushing pallets your pushing spartans. Now after this has been done you need to interlock an sender node into a wall this wall should be where your bridge leads. Next you must put a receiver node high up in the middle of your map(using advanced floating)
After this has been done use advanced floating again to put a man cannon next to the teleporter and there you go. Catch people off guard by throwing them into the middle of your zombie map your 'for fun' slayer game etc.

In conclusion

Traps should be in more maps not all maps but a few more of them don't just use my examples get creative make an elaborate suicide machine totally confuse people make pitfalls and bridges that explode after 45 seconds warthog launchers! you get the idea be creative and have as much fun making traps as I did writing up this guide also something that deserves an honorable mention..... oh and one last thing NEVER KEEP SOMEONE STUCK IN YOUR TRAP! as in don't make a trap putting you in a fence box with no fusion coils and have the chance to be out of grenades this is like annoying and shows little to no creativity

mention.....

It is possible to merge movable objects with immovable objects the same way you interlock two immovable objects its actually very easy the only problem is for it to interlock the interlock has to occur DURING gameplay so make people wait 10 secs before they can get into the game...But its worth it with the crazy traps you can make because the movable objects go flying once you touch the exposed part of either interlocked object whether it be the immovable or movable one collapsing pillars anyone?
or how about support beams that break down and go flying when you touch them? sound epic yet?

well all you need to do is the regular interlocking technique the only difference is for the interlock to work the immovable object cannot spawn at start (for the shortest time possible it would be 10 seconds) meaning you will have to make players wait a bit to get in and start fighting. but who cares? the traps you can make are just too awesome to imagine so get out there and make some traps! PS.I wrote this out of personal knowledge if bits of my guide are wrong please inform me and I will gladly edit it to the correct information thank you.


Last edited by Sheogorath; 07-26-2008 at 04:13 PM..
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Old 07-14-2008   #2 (permalink)
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Pretty nice, java. Maybe it'll get added to the Index.
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Old 07-15-2008   #3 (permalink)
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Thanks for this. It gave me a lot of ideas.


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Old 07-15-2008   #4 (permalink)
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your welcome I hope it helped

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Old 07-15-2008   #5 (permalink)
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Nice guide man, btw
*Added to the Forge Tutorial Master Index*

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Old 07-15-2008   #6 (permalink)
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Quote:
Originally Posted by kayaman132 View Post
Nice guide man, btw
*Added to the Forge Tutorial Master Index*
kayaman even told me its nice wtf? I wrote this up in a half an hour because I was bored.

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Old 07-15-2008   #7 (permalink)
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Add some pics, then we'll talk.
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Old 07-15-2008   #8 (permalink)
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Well it's a good guide, don't get down on yourself.

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Old 07-16-2008   #9 (permalink)
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Quote:
Originally Posted by kayaman132 View Post
Well it's a good guide, don't get down on yourself.
Ok thanks for the complement But yeah I hope this helped some newer people

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Old 07-26-2008   #10 (permalink)
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I tested out the 'pillars that fall over when you walk up to them' theory. I found that you have to get the box that the moveable object is interlocked with to spawn after ten seconds. I tried it with wire spools, barriers and even traffic cones! The cones were funny, because it looked like a horror movie. THE RISE OF THE CONES!!
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