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LXIXGTO
15th Jan 2002, 09:23 PM
I am a huge fan of traps in UT maps. :D
The pressure traps (fat trigger) like in DM-Pressure
are my favorite but, they are seldom used. :(
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Anyone here know of any UT maps which utilize the pressure trap? DM-Pressure from Epic and Q2DM6
by James "VT|CreepingDeath" Morgan are the only two
I can think of right off hand.
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Here is a pressure trap that I made
a few months ago:
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LXIXGTO
15th Jan 2002, 09:27 PM
Here is another shot of the pressure trap in action:

LXIXGTO
15th Jan 2002, 09:30 PM
Here is a shot of the pressure trap in
DM-Pressure from Epic for comparrison:

LXIXGTO
15th Jan 2002, 09:56 PM
Here is the trap from the other side:

:D

Seco_In_The_Bushes
16th Jan 2002, 12:03 PM
I have to say that although I enjoy traps, I dont care much for pressurezones. Your pressure chamber does look a lot more interesting then DM-pressure's though. My advice would be to learn scripting, so you can code make your own traps. . .

LXIXGTO
16th Jan 2002, 12:27 PM
Originally posted by Seco_In_The_Bushes
I have to say that although I enjoy traps, I dont care much for pressurezones. Your pressure chamber does look a lot more interesting then DM-pressure's though. My advice would be to learn scripting, so you can code make your own traps. . .
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Thanx for the input Seco. :) You are right.
I should try some scripting sometime. You know of a good
websyte for me to get started?
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Yeah, it seems that many don't like pressure traps. :(
They would work great for a space station map. One could use
the fat trigger to simulate being "spaced" for airlocks and such.
Hey, I just got a new idea for a map. ;)
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My intention with the pressure trap above was to make it easy
to see your opponent grow fat and explode. The windows
in DM-Pressure are so small. And with my trap, you can
watch your opponent explode from above too. :lol:
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I just found the pressure trap in Mister Prophet's map Imago.
It was clever how he put a corpse on a hook and chain so the player
being trapped could imagine the hook stretching them upward
when the trap was sprung.

:biorifle:




:cool:

Claw
20th Jan 2002, 05:24 AM
Originally posted by Seco_In_The_Bushes
I have to say that although I enjoy traps, I dont care much for pressurezones. Your pressure chamber does look a lot more interesting then DM-pressure's though. My advice would be to learn scripting, so you can code make your own traps. . .

Why, there is a number of traps that can be created using the existing stuff. Teamcannons, explosionchains, movers... lots of possibilities for different map styles.

What I'd like to see is more interactive anvironments. Like bridges you can destroy, ceilings that will crash down if shot with a powerful weapon, weapons you can activate.

Most players seem to prefer maps like arenas, more or less empty halls that offer little in way of interaction. But I'd prefer maps where I can get my enemies with cunning rather than my (practically non-existent)1337 aiming skillz.

So more traps plz ;)

LXIXGTO
21st Jan 2002, 06:57 PM
Originally posted by Claw


Why, there is a number of traps that can be created using the existing stuff. Teamcannons, explosionchains, movers... lots of possibilities for different map styles.

What I'd like to see is more interactive anvironments. Like bridges you can destroy, ceilings that will crash down if shot with a powerful weapon, weapons you can activate.

Most players seem to prefer maps like arenas, more or less empty halls that offer little in way of interaction. But I'd prefer maps where I can get my enemies with cunning rather than my (practically non-existent)1337 aiming skillz.

So more traps plz ;)
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Good idea. I am reading up on making breakable and exploding
brushes right now. :D
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While I would agree that more interactive environments are a
good idea, I can understand why many don't take the time
to make their maps more that way. For one, it takes
more work to make "interactive brushes" that explode and
break when you shoot them, and they will also slow down the user's framerate.
An overabundance of these kind of things are not really what the
game was designed for.
And many times when you are frantically running around during
a death match game you will probably not notice the "interactive"
walls and such. With that in mind, perhaps an abundance of
these "interactive" objects are better for single player maps.
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On the other hand, pressure traps are easy to make and won't
slow down game flow. In fact, they can add to it and help to
add another facet to one's strategy.
I know I get a little "tight" when I enter a pressure zone
to get that big power-up knowing that at any moment I may
get trapped by someone who saw me enter. :)

:biorifle:




:cool:

[DecoY]
3rd Feb 2002, 06:46 AM
Originally posted by doodman
make a trap that when you go in, and the trap is truggerd, flames shoot all over the place burnning your foe to death
Difficult and hard to do, but possible...:cool:
the problem with pressure traps is that they can only be used in chambers, giving you a boring perceptive...
Try using it in a spaceship as the airlock...

LXIXGTO
7th Feb 2002, 07:16 PM
Originally posted by PeaceKeeper
the problem with pressure traps is that they can only be used in chambers, giving you a boring perceptive...
Try using it in a spaceship as the airlock...
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Huh? Any zone only needs be contained within zone portal
brushes. And since these can be non-solids or sheets;
you can put a pressure zone in the middle of an open room
if you wish. (I tried this and it looked a little funny)
.
You ever try the Fat Tag mod?

:biorifle:




:cool:

Freakish
7th Feb 2002, 08:39 PM
Pressure traps actually aren't much of a worry to most CTF players..a smart player will toss his translocator outside the room before grabbing the shield or whatever is inside. That's why CTF needs other sorts of traps..less visible or more random traps.


Oh..and CTF-EvilExor (http://www.stealthdp.com/mapbrowse.php?show=e) has a pressure trap like what you mentioned. Except it's just an area inside a room.

LXIXGTO
7th Feb 2002, 08:57 PM
Originally posted by Freakish
Pressure traps actually aren't much of a worry to most CTF players..a smart player will toss his translocator outside the room before grabbing the shield or whatever is inside. That's why CTF needs other sorts of traps..less visible or more random traps.


Oh..and CTF-EvilExor (http://www.stealthdp.com/mapbrowse.php?show=e) has a pressure trap like what you mentioned. Except it's just an area inside a room.
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Yes but, when you use your translocator in CTF you drop the flag.
That strategy works for any game type too.
Sadly, many servers I see these days have the translocator option turned off though. :(
And besides, ... using your trans. to avoid the trap, and placing
your remote module in a safe place so nobody damages it,
are what I had in mind when I said that pressure traps can add
additional facets to gameplay.

Oh... thanx for the lynk to the map Freakish. :)
I'll check it out.

:trans:




:cool: