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Traps -n- Triggers


eepcat

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What sort of traps/triggers will be available for the Dark Mod? I'm planning a fairly small mission which contains a number of traps. In DromEd these would be accomplished through bounds triggers and pressure plates linked to emitters, portcullis, etc. There was certainly plenty of "trap" behavior in Doom 3 with all the creatures dropping out of the ceilings ad nauseum.

I'm at the point where I know I need to "cut the cord" from DromEd and move on, so if the toolset has a good selection of traps, this might be a good mission to try as a beta mapper. If it works out, it could serve as a demo for the mod's trap interface.

Trappiness = Happiness :unsure:

- eep!

It pays to be nuts, unless you live with squirrels.

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There are a number of "triggers" already available in vanilla Doom 3 and of course there is scripting and the Dark Mod's Stim/Response System.

 

It's basically depending on which type of traps you're having in mind, but I'm fairly sure that most of them are possible. :)

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Actually it would be cool, if you plan to do some traps. This would serve as a nice testbed. We already had some maps planned, with such stuff, but somehow our mapper has gone awol. Seems that everybody vanishes after he went on vacation. :(

Gerhard

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Wow, eepcat! I hope you give it a try and come up with some good stuff! If you do, try to keep a few notes of how you did things so we can all learn better from it!

shadowdark50.gif keep50.gif
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Sounds good. I've got about two months of work left on my (final?) DromEd mission. Once I'm done, I'll check back in and see what's shaking.

Komag, I assume you are laboring day and night with a DarkMod tutorial? (I know there are others, but I'm a sentimental cat)

- eep!

It pays to be nuts, unless you live with squirrels.

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