Here are my ideas for how most stw traps can come to creative with balancing:
Ceiling electric field: deals 75 damage in a 3x3 area, can go through metal objects. Recharges after 5 seconds
Ceiling zapper: same as when it was in br, but make it go through metal objects
Ceiling gas trap: creates a stink cloud in a 1 tile radius that does the same damage and lasts as long as the stink bomb (5 damage every 0.5 secs for 9 secs). Trap takes 7 seconds (16 in total after triggered) to recharge
Ceiling drop trap: deals 30 damage per hit, launches any player back that is it (cancelling fall damage), and tires last for 5 seconds and takes an additional 5 seconds (10 seconds) to recharge
Floor launcher: launches the player up 5 tiles max, dealing about 50 fall damage. Stairs can be put to launch the player in a different direction. Takes 4 seconds to recharge
Wooden floor spikes: Deals 25 damage every second
Healing pad: Heals 25, 50, and 100 heal every 10, 15, and 20 seconds (I can’t decide lol) with their respected tier (25 is uncommon and has the bacon icon, 50 is rare and has the bandages icon, and 100 is epic and has the medkit icon)
Defender post: Drop an item onto the defender post to spawn in your own custom henchmen. Has double the health of a normal player and can swap items when dropped onto the defender’s pad. Can have a max of 1 henchmen at a time, but can switch between henchmen with each pad. Henchmen respawns after 20 seconds
Patrol warden: everything in a 5x5 radius cannot be seen by any player from 100+ meters away, and gets progressively more visible after that, with it being fully clear at 25 meters. Screen turns dark when a player in an patrol warden is aiming at you (similarly to the lock-on pistol) until player is within 25 meters of the player 1/2
Anti-air trap: destroys any enemy projectiles within a 5x5 radius (rockets, grenades, anything that is thrown, chickens, etc.) and has to recharge for 7.5 seconds
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