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Thread: Fried Oil trap, Treasure chests, frighteners & more

  
  1. #1
    Imp RothTFP's Avatar
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    Default Fried Oil trap, Treasure chests, frighteners & more

    Traps
    -------
    -More gore causing traps, the pit traps can be more than a square wide:
    1.Pit full of pales.
    When a creature falls in takes a considerable amount of damage. If it dies it gets penetrated, with the pales slipping through all the way. The body stays there until it is picked by an imp. If too many corpses fill the pit, then it becomes passable, as a bridge. if the creature lives it climbs up and continues, Its allies see the pit and try jumping over it if they can.
    2.Fried oil pit
    Like a deeper lava trap which roasts nice and slowly producing the familliar frying sound with rough screams on the foreground.
    The creature who fell into is taking damage even after it climbs up for a few seconds. Creatures who die into the pit cannot be picked or re-animated, until you turn off the frier and having your imps to pick the bodies. Bodies that float on the surface for too long have their flesh melt and they sink into it dissapearing. I imagine the trap to look like an electric frier with a dynamic size drum.
    3.Explosion trap. A burst of flame fills the nearby corridors with tongues of flame and the shockwave produced throws nearby creatures away, if they survive the damage.
    5.Treasure chest with gold. For luring invaders to where you want.
    4.Treasure chest connected with a trap. Once an enemy creature or a company of creatures, fall into a trap by opening a chest will avoid opening another. Except if they found large amounts of treasure in the previews one(s), thus becoming greedy.
    -Except the ordinary traps there will be frighteners.
    -Your creatures will avoid stepping on your traps jumping over or by taking another route. However they might step on them by mistake when they are upset or battling, depending on their skill.

  2. #2
    Tentacle Evi's Avatar
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    Default Re: Fried Oil trap, Treasure chests, frighteners & more

    Quote Originally Posted by RothTFP View Post
    1.Pit full of pales.
    When a creature falls in takes a considerable amount of damage. If it dies it gets penetrated, with the pales slipping through all the way. The body stays there until it is picked by an imp. If too many corpses fill the pit, then it becomes passable, as a bridge. if the creature lives it climbs up and continues, Its allies see the pit and try jumping over it if they can.
    How about the pit has a trap door, which closes when Ally creatures are passing by, and it only opens when enemies get near. Aside that, its a good idea.

    Quote Originally Posted by RothTFP View Post
    2.Fried oil pit
    Like a deeper lava trap which roasts nice and slowly producing the familliar frying sound with rough screams on the foreground.
    The creature who fell into is taking damage even after it climbs up for a few seconds. Creatures who die into the pit cannot be picked or re-animated, until you turn off the frier and having your imps to pick the bodies. Bodies that float on the surface for too long have their flesh melt and they sink into it dissapearing. I imagine the trap to look like an electric frier with a dynamic size drum.
    Sounds alot like the first one, just instead of impaling it Frys the victims into French Frys...

    Quote Originally Posted by RothTFP View Post
    3.Explosion trap. A burst of flame fills the nearby corridors with tongues of flame and the shockwave produced throws nearby creatures away, if they survive the damage.
    Sounds like a Word-Of-Power trap replaced with explosion.

    Quote Originally Posted by RothTFP View Post
    5.Treasure chest with gold. For luring invaders to where you want.
    Quote Originally Posted by RothTFP View Post
    4.Treasure chest connected with a trap. Once an enemy creature or a company of creatures, fall into a trap by opening a chest will avoid opening another. Except if they found large amounts of treasure in the previews one(s), thus becoming greedy..
    Huh, as long as you can pick it up after its purpose is done, or if you need the money.

    Quote Originally Posted by RothTFP View Post
    -Except the ordinary traps there will be frighteners.
    Frighteners?

    Quote Originally Posted by RothTFP View Post
    -Your creatures will avoid stepping on your traps jumping over or by taking another route. However they might step on them by mistake when they are upset or battling, depending on their skill.
    Your own traps should not affect your own creatures. (Aside gas traps.)

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  3. #3
    Imp RothTFP's Avatar
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    Default Re: Fried Oil trap, Treasure chests, frighteners & more

    Frighteners should be something that repulses the intruders of your domain. When placed it looks like a piece of wood/s, a cross maybe. Then YOU put a corpse of a creature/hero on it. Or the creature is alive at first chained and you put another creature to paint the view, with more flesh exposed.

  4. #4
    WFTO Developer Simburgur's Avatar
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    Default Re: Fried Oil trap, Treasure chests, frighteners & more

    I like the idea of being able to lure enemies to a specific spot. It is certainly better than your 'xxx' suggestion

  5. #5

    Default Re: Fried Oil trap, Treasure chests, frighteners & more

    Quote Originally Posted by RothTFP View Post
    Frighteners should be something that repulses the intruders of your domain. When placed it looks like a piece of wood/s, a cross maybe. Then YOU put a corpse of a creature/hero on it. Or the creature is alive at first chained and you put another creature to paint the view, with more flesh exposed.
    In DK2 they have a word for it... FEAR TRAP!

    Your Pit idea seems likeable but a little on the overpowering side, if you want to be realistic. It should only work on slower smaller creatures. Bile Demons are slow enough but are too big and would just jam the trap. Imps are small but too fast to get caught. We need a skeleton or a goblin to get stuck and they die. Unfortunately, the drawback is that it works for one unit and you are unable to recover any body or gold.

    That Fried Oil idea is just the Lava Trap and the Pit idea combined. Not too original.

    Explosion Trap? Evi was right about it being like the Word of Power. But what he forgot was that DK2 hit this idea already with the revisioned Word of Power... they call it... the Fireburst Trap.

    That gold luring trap sounds like the Jack in the Box trap but remade to fit DK better. I'll give you some points for the better DK style.
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  6. #6

    Default Re: Fried Oil trap, Treasure chests, frighteners & more

    P!

    the frightener trap sounds similar to the fear trap except its extra cruel cause your using a live or recently enough victim to terrify the intruders i think it would be fun to string up a few thieves near a treasure chamber with it.
    Last edited by ragegun; October 4th, 2010 at 02:51.

  7. #7
    WFTO Developer Jack's Avatar
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    Default Re: Fried Oil trap, Treasure chests, frighteners & more

    I agree with Metal, the gold luring trap could go torward the "mimic" style, so when someone goes for robbery he gets eaten or struck by the mimic.
    A new programmer imp has been spawned.

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