New Trap Ideas?

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New Trap Ideas?

Postby Epifire on Tue Jul 17, 2012 7:46 pm

So the team and I have still been steadily at work on the Ravenholm world mod. We have been getting into the modeling side of things among numerous parts of it, and wanted a new and authentic trap. So we have been stumped as to what would be a good new trap, and I thought it would be good to post about it here for some collaboration.

All we want are ideas for new traps. It can range from simple slice and dice traps, to complex hoisted crusher traps. We are willing to make new assets as well, so don't feel limited to suggesting stuff using only HL 2 assets.
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Re: New Trap Ideas?

Postby Jangalomph on Tue Jul 17, 2012 8:22 pm

I have two maps that you can have that has a nice trap in each. I came up with both of them, I think you'll like them!
Shotgun over a door, and im not sure if the rammer thing ever worked.

https://dl.dropbox.com/u/11029238/traps.zip
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Re: New Trap Ideas?

Postby Kosire on Wed Jul 18, 2012 5:58 pm

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Re: New Trap Ideas?

Postby Gary on Thu Jul 19, 2012 3:55 am

I've made two traps. But they are made for regular sized doors. One is a shotgun tied to a door and the other is a swinging box of bricks. Ill get a video in a minute.
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Re: New Trap Ideas?

Postby Jangalomph on Thu Jul 19, 2012 3:59 am

my shotgun on the door is better. Shotgun actually flies off the mount. ^^
http://www.nomoreroominhell.com
I don’t know whether I was right or wrong, I guess I’ll never know… But I made it. And I guess I should be thankful for that. - Strelok
Has anyone really been far even as decided to use even go want to do look more like?
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Re: New Trap Ideas?

Postby Epifire on Thu Jul 19, 2012 5:33 am

The shotgun trap was the most smoothest Jang' but I took about half an hour trying the get the swinging ram to swing free after activation. I am horrible with creating anything in Source using active physics beyond a swinging hook, so that is another reason why I put this thread up.

One thing to note is we are searching for a trap idea that can be reactivated, like the car trap, or the choppers seen throughout Ravenholm. It has been difficult trying to find something new and authentic to nail that gritty, and horrific feel the original ones had.
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Re: New Trap Ideas?

Postby MáØ on Thu Jul 19, 2012 8:27 am

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But set in a saw mill with blades. It can obviously be reused too if done right! (Guessing blade prop rotating with a func_damage parented on a path or something, use trigger_multiple to start it... idk)
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Re: New Trap Ideas?

Postby Epifire on Thu Jul 19, 2012 8:37 am

Hmm indeed. Will definitely add this to the list for debate.
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Re: New Trap Ideas?

Postby zombie@computer on Thu Jul 19, 2012 8:56 am

should make this a mapping competition
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Re: New Trap Ideas?

Postby Jangalomph on Thu Jul 19, 2012 3:52 pm

Yeah I honestly can't remember how or if the ramming trap worked. But the shotgun was well made imo. Don't have much else though ^^.
http://www.nomoreroominhell.com
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Re: New Trap Ideas?

Postby joe_rogers_11155 on Thu Jul 19, 2012 5:43 pm

I made some traps as well. Here's a short list of what is in my trap zoo right now. Keep in mind these were intended for the player and NOT explicitly for zombies.

-Mounted shotgun (works with a pressure plate, uses trigger_hurt and trigger_push to simulate shotgun blasts on the player)
-Flamethrower (much like the shotgun, but is more scripted...env_fire entities placed everywhere and then the fire spreads, dealing damage over time instead of an instant damage like the shotgun)
-Grenade cluster (works with a tripwire, spawns prop_physics grenades with red blinking sprites and chirp noises)
-Swinging object (works with a tripwire or if the rope is damaged, you could use many different objects and swing angles to simulate variety in your traps...ie meat hook, rebar sticking out of concrete, steel beams, dead bodies (for scaring), poison-tip arrowheads (simulated poisoning ala poison headcrab))
-Combine orb (kind of like a grenade, it sits in the middle of a room...and once activated, a Combine orb is set loose and bounces all over the room...one could add more orbs for much more danger)
-Electric floor (Pools of water get electrified, slowly shocking everything to death)
-Lasers (env_lasers move up and down corridor ala Resident Evil)

Things I still want to make...

-Collapsing structure (I want the roof and walls to cave in without totally killing the player...more like a tumbling of debris that is somewhat survivable and maybe avoidable, so it doesn't feel like a cheap death)
-Pitfall (roof caves in and player lands in acid or spikes...again, I dont want this to end up being a cheap BS death)
-A few more that I have typed up at home...

Good luck!!
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Re: New Trap Ideas?

Postby Gary on Thu Jul 19, 2012 11:09 pm

jangalomph wrote:my shotgun on the door is better. Shotgun actually flies off the mount. ^^


Mine did too. Didn't I send it to you? The reason I made the two traps was because you were talking about making them.


Here are my two. I had to edit some of the lights(they were all projectedtextures):
https://dl.dropbox.com/u/9342075/gjs_traps.rar


I'll make one for the player tonight... maybe.
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Re: New Trap Ideas?

Postby Epifire on Fri Jul 20, 2012 6:35 am

We are still thinking in the line of semi large contraptions, such as sharp objects the move very quickly and hurt badly and well, you get the picture.

Really has been good reading all the suggestions, and posts.
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Re: New Trap Ideas?

Postby Gary on Fri Jul 20, 2012 7:53 am

MáØ wrote:http://moonwolves.files.wordpress.com/2011/01/laser.jpg

But set in a saw mill with blades. It can obviously be reused too if done right! (Guessing blade prop rotating with a func_damage parented on a path or something, use trigger_multiple to start it... idk)



I liked the way that sounded...



Please note that I made it a few hours ago and it's not even a third of the way done. So no need to point out any errors.
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Re: New Trap Ideas?

Postby joe_rogers_11155 on Fri Jul 20, 2012 12:52 pm

it reminds me of the Gamecube Prince of Persia games.
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