Comments (6)
Yesterday I have seen traps, which look like 2x2x2 hole in dirt. I personally get in such trap several times by accident. And I have killed several persons in such traps. Very annoying for victim, but very clever.
If someone place "spikes" on the bottom of such trap, it will really hurt. Spikes themselves might look very obvious.
Block, which look like grass (at night), but not is walkable will be cool too. It would be minor but annoying obstacle. With spikes, it will rock.
Quicksand (and quickgravel) might be good option too because of slowing down feature.
from capturetheflag.
My suggestions:
- Landmine
- Can be found in chests
- When enemy steps on it, explodes and causes damage to the player who stepped on it
- May be too resource-intensive to detect players stepping on it
- Fake cobble
- Can be found in chests
- Looks like cobble, but hurts enemies who dig it (only enemies, not teammates)
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You should be able to tell it's a trap, but it should also be fairly subtile in that it's easy to miss if you're distracted by fighting.
from capturetheflag.
I agree.
Btw, what kind of traps are you going to add?
I think all the traps should be crafteable, and only a few, like fake cobble should be found in chests.
Also making arrows crafteable would be nice too.
Here my ideas:
Fake cobble (do not add fake dirt, cobble will be more obvious): A thin layer that you place on top of nodes (like microslabs, 1 pixel tall). Useful for making hidden holes or hidden doors.
Fake wood door: A door that nobody is able to open.
Fake flag: Tricking the enemy team is always fun.
Poison apple/old apple: A yellowish apple that deals 1 damage when used.
A potion/item to make your nametag invisible for some seconds. Might require playereffects.
from capturetheflag.
fall through dirt, you can make a deep moat around your base and cover it with the dirt so people who fall in die.
from capturetheflag.
I think the texture for traps should clearly point out that it's a trap. This would make attacking the enemy base at night more dangerous (if it has traps of course)
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Related Issues (20)
- Giving extra points for killing the enemy carrying flag
- Add buckets back to the game HOT 3
- Allow medic bandage to capture flags HOT 3
- Making the moderation of the CTF server more automatic and painless
- Add /hp command to reveal your current location and HP to teammates HOT 1
- The smoke and poison grenades vanish if thrown right before death near bases HOT 3
- Visually indicate if a player is typing HOT 1
- Removing stuff from enemies and putting them in teamchest must give the player some score HOT 6
- Make ores and their places dynamic per match HOT 6
- Revert #1145 HOT 1
- Thief class HOT 10
- Kill and attempt streaks
- Game freezes while loading a map HOT 16
- CI idea: Check PRs and the main branch for successfully running HOT 8
- Smoke and poison grenades are returned back to inventory after death HOT 2
- The smoke and poison nades should be allowed to be thrown near the flags if captured.
- Make `/donate` arguments orderless HOT 1
- Water flow on barrier removal not working on Plains of the Past HOT 4
- Idea: CTF DevTest Server HOT 6
- Update https://ctf.rubenwardy.com/ copyright HOT 1
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