CcPicci
CcPicci
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- CcPicci
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Marquez added to the list.
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Potosi and Nashwauk added to the list.
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Thanks for video!
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@CcPicci said:
https://forums.bhvr.com/meet-your-maker/discussion/comment/3565473#Comment_3565473
Wow! Potosi is my fake Dangerous last map in build. Actually inactive at level 5 for more aesthetical Revolution. You played with no decals. When back online, I'm pretty sure you'll enjoy It!
I'll give a try, thanks. Nags Head is a trick One.
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@Dreamnomad said:
I came across one of your maps in the wild. Potosi. It was a work of art. I really enjoyed it. I'm glad I gave it a chance. I saw some interesting choices that I haven't seen anyone make before. For instance, I really like the way you built an area for a cannonback so that it had a good attack angle from two sides of the HRV path. I found that very clever. Keep up the good work!
Wow! Potosi is my fake Dangerous last map in build. Actually inactive at level 5 for more aesthetical Revolution. You played with no decals. When back online, I'm pretty sure you'll enjoy It!
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@Dreamnomad said:
Those outpost look pretty cool. You definitely have your own style.
Thanks!
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@Dreamnomad said:
Can you post pictures of them?
Done! I've also added the Kill Ratio for each Outpost.
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@Nahasno said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/376356/moving-platform-for-hrv-and-teleport
Well the teleport optionwould be nice but is difficult and why should only raiders be able to use them?
If guardmobs could use them to that would be niffty of course the trap/block would have to be designed in a way that defines the usage to a narrow margin.
What i would prefer is an option for builders to change the placement of the genmat and or tombs at the start of the map sometimes the genmat is positioned that the hrv- pathing is very difficult if you don't want it to be just a straight line.
The Teleport solutions can be potentially limited for game mechanics or rules. Even for HRV even for traps disposition or guards behaviour to respect. Sad but true.
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@Nahasno said:
Doesn't the incinerator have such a mod it's not 180° but there is that fire and explode mod - of course it makes the flamer ontime use, but i think it would be to difficult if they could fire repetitve with such a mod.
It would like to see some traps with
- electricty - perhaps to stun raiders
- water jets that push or shove raiders maybe in combo with electricity get deadly? We can pull so why not shove
- sliding doors - just to prevent raiders from seeing in the next room - they don't even have to able to be locked. Or if locked - then give raiders a tool with which they can crack the lock in 1-2 secs.
- elevators or something would be nice too, even if hrv can't path over them, guards could be placed on them and make hitting them more difficult if the move constantly up and down.
Flamethrower trap would work in a different way / range as explained.
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@rootisonfire said:
I appreciate your suggestions for adding machinegun, cannon, and flamethrower turrets to the game. While they may seem exciting, it's important to consider how they fit within the game's lore and currently established theme.
Considering the game's lore and theme, it's crucial to ensure that any new additions align with the established technology and world-building. In this world, the game primarily features traps using arrow-like bolts, impalers, and mutants wielding arrows and swords. The projectile elements in the game are futuristic and utilize plasma-like blasts. Introducing turrets that resemble conventional gas-fired rounds from cannons and machineguns might not fit within this established technology framework.
However, if I understand your desire to introduce these concepts while maintaining coherence and consistency, it would be worth exploring alternatives that still align with the futuristic and plasma-based nature of the game. For example, a plasma-based machinegun trap that fires quick automated rounds of plasma in bursts could provide a rapid-fire and high-damage option that fits within the established theme. Players could modify it to change its functionality, from burst to full-auto or even incorporate delayed suppression mechanics.
As for the cannon, while plasma sentinels in my mind kind of fulfill a similar role, we could explore differentiating it with a version that launches a cannonball or boulder from a giant spring like trap. The boulder could shatter upon impact, and this variation could create shockwaves upon landing, briefly slowing down raiders and adding a distinct element to the game. The shockwaves could disrupt their movement, making trap navigation and tomb raiding an even greater challenge.
Regarding the flamethrower, its unique aspect could be its wide 180-degree area of effect, allowing it to target multiple enemies within a short-range radius. This would differentiate it from other traps, enabling base builders to control corners or surprise raiders with flames coming from unexpected angles like the side or the roof, adding chaos to their plans.
It's worth noting that modifying the incinerator to have a similar functionality to the proposed flamethrower idea could be an alternative option. This modification could transform it from firing forward to a "180-sensor blast," triggered whenever someone steps on any of the cubes within its sensor range. However, it's important to carefully consider whether such a modification aligns with the expected function and balance of the existing trap, ensuring fairness and maintaining its intended purpose.
By creatively adapting these ideas to fit within the game's lore and theme, we can introduce new and exciting elements while keeping the overall experience consistent and immersive. Your suggestions have sparked some interesting possibilities, and I appreciate your contribution to the game's development. I love exploring ideas, whether or not they actually get implemented. Thanks for sharing!
I'm totally agree with you. I don't ever think a lore break adds. I suggest those traps with specific animations in mind due to the fact that there Is already the bomber and the incinerator. With the 180° angle detection I Imagine those three traps always in movement (maybe with some noise to hear their active presence) and with different reaction on detection: MachineGun tracks the target and can shoot mid or long range; Cannon moves slowly and his shoot takes Just 1 block; Flamethrower tracks the target but It can burn only in a line of 3 blocks in front and 1 x side.
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Obstacles should be nice, even if HRV Path alternative and Dynamic route could be a problem Like the moving wall. Same as Teleport and the bad use a Custodian can do to Teleport raiders in front of a trap or in the middle of a killboxe. I've posted just Yesterday here a Teleport post and those are the concerns raised by other users.
I Like triggers anyway. They should be added also for triggering sounds, events, etc.
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Ok. I understard your point. It sounds a bit too tricky to make it work properly with such variables. And if we reimagine its use and activation?
An harmless wall long 1x (mod 2x, 3x) triggered fast only from its sides at 2x distance. This to prevent enemy and HRV to be killed. Enemies can't go or stand upon triggered walls. Taking matgen revert the state of ALL the moving walls in the outpost, so triggered walls goes off. I've thinked about ALL and not single choice to limit useless maze creation. Thinking also on a mod that add a new trap on side, to surprise players.
Hope this solutions fits Better.
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Thanks!
More correct: Il condottiero è immune ai danni da fuoco.
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Your point is very precious. I posted this idea on reddit before writing here with the trap available only on walls. Then a user pointed out that It can be used on floor and ceiling too. Thinking about how it works, using on floor and ceiling might be a problem with HRV. So It can works only on walls, HRV doesn't activate It and the trap can be broken only before It activatation. Once on, the wall remain at new position, so HRV can use a second Path, maybe using the new wall as part of the new Path. Or the Wall return to his position when the raider takes matgen.
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Basically no traps upon a trap. HRV doesn't activate traps so It should be ok and no rule changes. It detects in one direction, 2 blocks detection.
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Traps can move up to 3 blocks with mods; 1 block in basic mode. It can be put on walls ceiling and floor (elevator solution maybe). Raider can't be pressed from moved wall. So, for example, putting a standard range moving wall on left side, move the player 1 block to the right. This scenario needs at least a corridor 2 blocks large to place the trap. Hope Is more clear.
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Actually I've thinked about a non hideable trap 'cause is an always on trap. So RIP holocubes for It.
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Thanks. The major cost of the Impaler is perfect for not abuse the use of this mod.