| 04-24-2003, 03:51 AM | #1 |
I am currently working on a dungeon level for my campaign and I am trying to think of ideas for traps. The traps need to be more interesting that just walk into a region and you take 25 hp damage and fire appears. There needs to be a way to avoid/turn off each trap and the more interesting the better. I have a few already created, but was wondering if anyone had some good ideas. If so I would like to hear the trap idea and a way to bypass or disable it. Thanks in advance, SheepOfDoom |
| 04-24-2003, 04:06 AM | #2 |
Meteor Trap Step into region and a infernal meteor drops on you, dealing 25 hit points and stunning for 5 seconds... make region small... Divination Trap Step into region (make this powerful trap) and have a beam of energy strike down on you (revive thingie) Mana Drain Trap Step into region to have set amount of mana drained from you (use the lich third spell animation.. cant remember name) Slow/poison trap Step into region to have slow cast on you or have poison be cast on you... Maybe to avoid some spells you could have a check system, the higher level you have or certain amounts of certain stats allow you to escape unharmed from the trap... or maybe have a item system that protects from certain traps... You could also add some funky spell animations to the goblin land mines and have those stepped on for some devestating results Use these following animations for good traps... Starfall.. Animate dead target... Mana Drain(lich spell) The Cancelation animation for undead buildings(found in UndeadUnitFunc.txt i THINK, called Ucanceldeath.mdl or something) The cancelation animation for Night Elf buildings... the thing that happens if its killed... those are some ideas! |
| 04-24-2003, 04:11 AM | #3 |
Thanks! :) Some good ideas there, I'll try them when I get home. I was thinking for the posion trap to create a unit with the statue doodad animation that fires arrows and has the envenomed weapon ability. I will set it to neutral and that way when the player triggers the trap the statue will be ordered to attack once and it will seem like a poison dart has been fired from the wall :) Thanks again, any other ideas are more than welcome :) SheepOfDoom |
| 04-24-2003, 04:28 AM | #4 |
Teleport Trap : puts you back to the dungeon entrance or an already explored aera or similar unless you have a special item or done something to prevent it Loose Item Trap : would only work on non quest related items Handicap Trap : Reduces speed or dmg or any stat that can be of any interest for a defined amount of time Bonus Trap : A trap that will give you an item or any kind of useful bonus if you have a specific item or if you completed a quest Regards |
| 04-24-2003, 04:36 AM | #5 |
Some more great suggestions :) Thanks, looks like I will be busy this weekend putting them in place. Keep the good ideas coming! Thanks everybody, SheepOfDoom |
| 04-24-2003, 05:50 AM | #6 |
I suggest a spring trap, that looks like a certain type of terrain or sumthing and you can detect it by casting a spell if you think one is nearby, and if u step on it, depending on which one yur at, it springs you to a nearby, yet annoying location, you could have a line of the and, the person gets springed unles they walk just the right way. Did I mention that they should look like a terrain that u dont use too often, but still doesnt look suspicious just out alone in the open :) UM... and.... A trap that once you trip it, you have to dodge starfall things that fall in like a double spiral in at you.... That might be hard, but it would be PHAT! |
| 04-24-2003, 06:05 AM | #7 |
Create a Quicksands trap. When the unit step into the region turn speed to 0 and decrease the unit's height to negative values until he disapears in the ground. |
| 04-24-2003, 06:39 AM | #8 |
make a statue have missile line attack type and tell it to attack an invulnerable/high hp, high reg. unit hidden somewhere when you step into a certain region. Then if you get in the way of the missile, you damaged from the line damage (least i think it's line damage). have a certain cooldown time so that a player with good timing can slip past it. |
| 04-24-2003, 05:55 PM | #9 | |
Quote:
Wow, now THAT sounds just... argh, no word for it! Sounds pretty innovative (If thats a good word to use here) and cool! *Steps on hidden region with some bones lying on it* *CLICK* *Arrow like dart thing flys out of a statue hidden in the wall* *BAM! Hits character...* *Poison slowly kills player unless he can find a cure-poison potion!* Ooooh, sounds FUN. |
| 04-27-2003, 10:50 PM | #10 |
Thanks everyone, I have started implementing some of these traps and a few others. This level is for part of the campaign I am creating. Currently I have created a introduction cinematic and about 30% - 40% of this level... Once again thanks for all the great ideas, SheepOfDoom |
| 04-30-2003, 12:37 AM | #11 |
You could give the characters a chance to avoid a trap by playing some *click* sound when they step on a certain area which activates the trap, but when they step back fast enough after hearing that click the trap will not hit them. Furthermore you could use the projectiles of the siege units which can be dodged too. |
| 04-30-2003, 01:57 AM | #12 |
Good ideas. I currently have one section of my map in which ballista bolts (on line attack) are fired across a corridor and the player has to dodge them, but the click idea is definately useful for floor traps. Thanks, SheepOfDoom |
| 04-30-2003, 07:39 PM | #13 |
hmm... you should add this area in the map where you must dodge arrows but using the archers arrow attack and making that a unit... need (UMS3.6 for this) and make a tigger when a units comes within the area of the arrow he takes damage and you can do other things with that... (making the units slower) (taking slow damage) (posion damage and needs a potion to stop it) crap like that. |
| 04-30-2003, 07:45 PM | #14 |
You could also make this other trap (also need UMS3.6 Not sure if there are other map editors this will work for) but you can make this area where the huntresses attack is the unit and it will spin like a blade and you can make some nifty things with that. You could also make a quicksand trap that guy said about above but make a hotkey that makes a unit that cost is nothing and make nifty icon but when you are sinking if you hit it makes a invisable unit which you can make a trigger (Hide entering unit) and make it so it raises the units height and you can keep doing it intill he is at normal height and that would turn of the quick sand trigger. There are like millions of things you can do (UMS3.6) is the best map editor for it... I can make anything shoot anything like building units. or make units look like anything dodads terrian. Which would help with your map... |
| 04-30-2003, 10:01 PM | #15 |
Thanks for those ideas, the huntress one sounds cool :) I am using UMSWE and have made some traps using the doodad models, like statues that fire darts and switches etc to turn traps off etc, but I didnt think about creating units from projectile models, sound like it could work out pretty well. Thanks, SheepOfDoom |
