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998645 Posts in 39170 Topics- by 30583 Members - Latest Member: XilenceX

April 20, 2014, 07:52:41 AM
TIGSource ForumsDeveloperCreativeDesignLet's discuss traps!!
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Painting
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« Reply #30 on: February 21, 2012, 12:07:56 AM »

but instead of jumping over the hole you bang your head against one of those invisible coin blocks, and fall directly into the hole.

that shit made me laugh the first time, it was completely unexpected and totally unfair.

it strikes me that it might just be the perfect trap because it doesn't need any items other than the level's most basic building blocks.

This is true. The whole gamut of masocore Mario hacks has some insanely clever stuff in them, where the whole point isn't even to win it, it's just to see how the author decided to screw you over this time. The best part is that this weird little ad-hoc culture has formed around these sorts of hacks, so the invisible-coin-block trick is considered a classic - so people started making traps based on the expectance of invisible coin blocks.

I wouldn't be able to name any in particular, but there are hacks that pull the coin block trick, set you up for it again, make you screw up jumps until you figure out where they are, and then give up and move on to some other horrible trick. That is, until the very last jump right before the goal, where there'll suddenly be - yeah - another invisible coin block.
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baconman
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« Reply #31 on: February 22, 2012, 04:44:44 AM »

Another great classic. Not even a hack.
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My Escape
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« Reply #32 on: February 28, 2012, 01:50:05 PM »

I love the traps that make you feel like a sucker.  The ones that entice you in out of hopes of riches and then just reveal a chest full of snakes. 

I determine whether a trap works by its delivery and severity. 

If it’s an obvious, in plain sight trap like a swinging pendulum axe in a narrow corridor and I die – bad gamer... 

If it’s hidden and I “out of the blue” die – bad trap design.  Hidden traps or lures should begin a challenge rather than punish in my opinion. 
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« Reply #33 on: March 14, 2012, 05:33:19 PM »

Traps in Skyrim are pretty funny to come around, but not the obvious pressure plates that shoot fire and others like that (that btw, can be used against enemies). I like the simple traps. Like sometimes a chest will be wired to a spiky ball, and you're like "why would someone do that?!" or the dead body surrounded by ice glyphs IN SNOW. I died a loot before I noticed what was killing me
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« Reply #34 on: March 16, 2012, 01:42:48 PM »

Traps in Skyrim are pretty funny to come around, but not the obvious pressure plates that shoot fire and others like that (that btw, can be used against enemies). I like the simple traps. Like sometimes a chest will be wired to a spiky ball, and you're like "why would someone do that?!" or the dead body surrounded by ice glyphs IN SNOW. I died a loot before I noticed what was killing me
I agree, though the convenience of quickload diminished it a bit. I loved how there were actual wires you could see next to chests, if you just took the second to look. Much better than the roguelike diceroll to detect traps.
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DrDerekDoctors
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« Reply #35 on: March 16, 2012, 05:20:02 PM »

All of The Mighty Magus http://piratesportal.cbm8bit.com/a/t/mightymagus/48k/main.html. It's bloody full of the sods. Walls that crush you from the sides. Arrows that fly across the screen. Knives that poke you up the bumhole. And most of them really unfairly positioned by the randomly generated maps. Classic. Smiley
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« Reply #36 on: March 18, 2012, 11:05:28 AM »

OOH! :D
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« Reply #37 on: March 22, 2012, 07:11:06 AM »

There are traps in Terraria that work quite well, they're connected to pressure plates with wires you can steal if you evade them and then rebuild them somewhere more useful to help with zombie and Goblin attacks.

If successful evasion of a trap then lets you use it against enemies, it is awesome.
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DrDerekDoctors
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« Reply #38 on: March 22, 2012, 09:25:47 AM »

If successful evasion of a trap then lets you use it against enemies, it is awesome.

Yup! I'm a firm believer that anything that applies to the player should apply to enemies, too (with the exception of sword attacks and non-explosive projectiles). I shall definitely be practising what I preach in my game. Smiley
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« Reply #39 on: March 23, 2012, 03:05:25 AM »

I think in the typical sense of something that is completely hidden and then hurts you right away is poor game design.

It feels cheap to suddenly die to something you can't see, or had no reasonable way to guess without hind sight. Then when they do give you hind sight, they kinda stall the game and become repetitive see a VENT in doom 3? One imp coming out of it for sures, gotta approach all slow.

I feel like my favorite traps in games are not immediately hurtful to the character, and are avoidable after you notice the trap was triggered, think of Indiana Jones style giant rock tumbling towards you, yeah you can see you triggered a trap, but you can then avoid the danger or even with quick thinking use it to turn the tables on a monster/enemy!

Traps should at most apply pressure like that unless they aren't truly 100% hidden or have a elements in the game that allow you to figure out how to find the traps through patterns or dialog etc.

random monster closets = bad
note tells you some guy is hurt and is going to hide from all the zombies in this closet, then you open closet to find him as a monster = good design
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« Reply #40 on: March 23, 2012, 06:24:08 AM »

Those are Mimics, and they're in quite a few games, although mostly RPG's. And while it's not totally unexpected, the way their contorted bodies look is quite an original take on them (most don't use arms/legs)

I've not played Dark Souls and the last few nights I've been animating a treasure chest sprouting arms and legs and the chest itself becoming a big gaping mouth.
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baconman
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« Reply #41 on: March 27, 2012, 09:39:30 PM »

Those are Mimics, and they're in quite a few games, although mostly RPG's. And while it's not totally unexpected, the way their contorted bodies look is quite an original take on them (most don't use arms/legs)

I've not played Dark Souls and the last few nights I've been animating a treasure chest sprouting arms and legs and the chest itself becoming a big gaping mouth.

You've got the right idea there. Smiley Can't wait to see how that looks!
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« Reply #42 on: May 08, 2012, 01:13:07 PM »

A different aspect to traps: Rewarding the player if he manages to detect and not activate them.
It's incredibly fun to lure enemies into traps you have not triggered!
I do this whenever I can. In Oblivion and Skyrim, where traps are generally very weak, I would always take my time and lure enemies into them, knowing it would be much easier to just smash their head with my axe. It adds a certain aspect of slyness and Schadenfreude.

I like traps in Fallout because if you see and recognize them before tripping them, and you have a high enough Repair skill to defuse them, you get rewarded with a small bit of XP and, depending on the trap, some ammo or an explosive. To that end, I always feel like I lose out when I miss a trap not because now I have two broken feet, but because I WANTED that land mine. I can heal my feet, but that mine is gone forever.
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