Improved Traps

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

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PureQuestion
Master Artificer
Posts: 726
Joined: Fri Feb 03, 2012 3:53 am

Improved Traps

#1 Post by PureQuestion »

Post all your crazy trap ideas here.

There's a big discussion going on in IRC, figured it'd be a good idea to toss this up so people could get them down and saved.
Last edited by PureQuestion on Sat Feb 25, 2012 9:24 pm, edited 1 time in total.

SomeGirl
Low Yeek
Posts: 9
Joined: Wed Jan 04, 2012 2:02 pm

Re: Improved Traps

#2 Post by SomeGirl »

Catapult traps, just like the rogue ones.
Any infusion/rune? Could be a trap! Even the positive ones.
A trap that creates a magma zone, a flood zone or a zero g zone.
Any sort of trap that launches stuff at you from a distance would be great, and give them a wider use and more chances to not be stupidly fatal.
Blast style traps that actually fling you around.
Collapsing wall/door traps.
Snake pits that spew snakes/spiders/hostile dwarves.
Earthquake traps that rearrange the terrain!

Of course, most of these would have a five turn or so cooldown on them...

AlexMdle
Halfling
Posts: 118
Joined: Tue Feb 21, 2012 10:41 pm

Re: Improved Traps

#3 Post by AlexMdle »

Golem Guardian Trap

Opens one or more nearby wall sections, with a hostile golem inside.
Should not appear in early levels.

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Spear waves

Corridor "trap". Lends itself to a number of variations:

A: The corridor is lined with tiles that have holes in them. Stepping on such a tile gives an aduible click and 1 turn later spears erupt on that tile, damaging anybody on them. In effect, it would not be wise to stand still on such tiles.

B: Same as above, but the spears trigger even without anybody triggering them, traveling in a wave
Example of a 5 turn sequence of such trap:

o = Free tile
x = Trap sprung

oxxx

xoxx

xxox

xxxo

oxxx


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