#Add stw traps to creative, but with br balancing

9 messages · Page 1 of 1 (latest)

runic grove
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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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Player jump pad, player boost pad, boost pad, curved boost pad, retractable floor spikes, floor freeze trap, and flame grill floor trap: all work how they do in br/creative, with the curved boost pad launching stuff in a 90 degree curve
Tar pit: slows the player down by 50% and greatly reduces jumping when in it, and deals 100 damage after a player has been in it for 4 seconds. Recharges tar after 6 seconds. Tar sponges hits so player cannot destroy it from the top. Any fire or explosive damage will instantly ignite the tar (idea from @modest rampart)
Track: no idea, maybe could work with the objective device where you have to deliver the objective and make your own track
Wall spikes: deal 15 damage to health when a player comes into contact with it (a trick you can do is place it on the other side of a wall so when a player hurdles, they take that damage from nowhere)
Wall darts: deals 75 damage from up to 3 tiles away. Can shoot through windows or other holes and can be dodged/doesn’t trigger if player is low enough on the ground (knocked or coming up from somewhere)
Wall dynamo: works the same way as its br counterpart, but goes through metal objects.
Broadside: shoots 3 cannonballs that last 5 seconds or 5 bounces. Each cannon ball deals 10 damage and goes through the player for a max amount of damage of 150
Wall launcher: launches players in a 1 tiles radius 5 tiles away from it, dealing 50 damage on launch and whatever fall damage comes next. Takes 3.5 seconds to recharge
Wall lights: flash bangs the player in a similar effect to the smoke grenade, dealing no damage and making the player not able to see for 3 seconds and vision becoming progressively less blurry for 7 seconds. Recharges after 5 seconds
Sound wall: Applies the boogie bomb effect to all players in 1 tile in front of it. Boogie bomb effect lasts for 5 seconds and it takes 10 seconds after use to recharge
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runic grove
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Forgot to include some traps:
Zap-O-Max: Has the same stats as the br wall dynamo. If you want it to be different, recharge is 7 seconds, it does 175 damage, and it reinforces the wall, making it take 25% less damage
B.A.S.E.: Makes all friendly builds in a 4 tile radius take 25% less damage. And if you want the variants:
Fully Contained: an enemy player attacking the builds within 0.5 tiles of that build, or a melee weapon will make that player take 10 damage per hit
Power Module: builds affected by base are healed 7.5% of their max hp every 5 seconds
Mega base: Base’s range is increased by 1 tile
Lofty architecture: All builds affected by base have 25% more health
BASE MD: Builds affected by base heal players on those builds for 5 hp every 2.5 seconds
Frozen castle: Enemy players on builds affected by base will get icy feet that last for as long as the chiller trap
Electrified floors: Deals 10 damage every 3 seconds to enemies that are on the affected builds
Feel the BASE: BASE will charge for 30 seconds, then will release a shockwave out in a 5x5 radius, dealing 50 damage knocking back all enemy players, and dealing fall damage that comes next (knock back gets weaker the further out the player is)
Boom BASE: All friendly players that are within BASE’s radius will deal an extra 5% damage and will deal an extra 5% crit damage
Recycling: BASE will generate 1 material for every build every 5 seconds. The material you get is based on what builds are connected
Supercharged traps: Traps deal 25% more damage or are 25% more effective (ex: bouncer bounces you back 25% more)

modest rampart
modest rampart
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kinda like how the tar does in stw when it has a husk ensnared and you shoot it with a fire element weapon

runic grove
modest rampart
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also maybe there could be 2 types of wall darts. the STW version and the shuffled shrines version

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in ch3 s3 there was a tunnel lined with dart traps that looked like greyed out versions of the poison dart trap except they didn’t have poison and they dealt 25 damage