by Danimal » 19 Jan 2013, 15:16
Both approaches should be possible, i always liked to make lots of rooms and corridors instead of just a big room, even more, it should be encouraged since traps get all their efficacy from being placed on narrow corridors (cannons are the exception, they excel at defending big and open spaces). Just remember having a corridor full of gas traps and in the end a closed door, that when destroyed activates a giant rolling boulder, thats what make DK great (mashed heroes for lunch).
But i refered this mostly because this kind of props can be easily done (3d characters models are too time consuming), the frontpage could use the news also (its about time to update it again).
Traps from wiki are:
Poison dart launcher
Spike pit
Covered pit
Cut wire
Boulder
Overall, i think most of them are quite lackluster, the snake and covered pits could be changed to spikes and lava/acid geiser traps, and cut wire to a wall circular saw (they would be easier to implement as well). Now i propose a few more:
Wall Press(the walls get together and squish whatever is in the middle)
Net Trap (trows a net and inmovilize the creature for a time, especially good against fast fliers)
Pusher (wind or a giant stone fist comes from the wall and pushes the creatures in one direction, good for chains of traps)
Ligth barricade (needs to be destroyed to pass over)
Heavy barricade (stronger than the last, and maybe having some magic that attack closer creatures or returns a bit of damage or autorepairs with time)
With triggers:
Floor trigger
Trip wire
Temperature trigger
Door trigger
I dont agree with having triggers, for this reasons, one its too complex, the average gamer will cringe at it (while the hardcore will like it, but they have already got Darwf fortress) we want to appeal to the average gamer, period; two, triggers are fit for slower paced games, in evil genius you had the same base for a long time before moving to the next, but if we are making huge levels which encourage building, traps and guerrilla warfare over creatures fights and compulsive terrain grabbing, then ok, use them. Just remember in DK traps were effective without outside triggers.
Doors:
1 Wooden door
2 Reinforced door
3 Stone door
4 Magic door
5 Hidden door
6 Vault door
Wooden and stone doors have models, but sincerely they suck. Give me the blender units they need to be and ill make new ones, also, which way should they open? up, down,sides?
PS: After reading the wiki, i learnt that all the above needs too much micromanagement (upgradable or enchantable doors, one use triggers), just simplify all of it, and make it that after being fired the traps needs a worker imp(kobol here?) to mount then again, and doors stay the way they are built. No more hassle required.