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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Home-made Traps in CC
ITS A TRAP
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Sat Jun 12, 2010 2:08 am |
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LeonXross
Joined: Sat Jan 30, 2010 4:07 am Posts: 342
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Re: Home-made Traps in CC
Roffle waffles
Wait a second, what's that thing hanging from his...?
Wait a second, that doesn't make any sense...
And how exactly is this a good trap?
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Sat Jun 12, 2010 3:10 am |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: Home-made Traps in CC
Don't worry, any and all enemy troops will be deterred.
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Sat Jun 12, 2010 3:12 am |
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Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
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Re: Home-made Traps in CC
hahaha whitty you made my day.
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Sat Jun 12, 2010 9:33 am |
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pringer X
Joined: Thu Apr 22, 2010 11:03 pm Posts: 11
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Re: Home-made Traps in CC
My personal favorite has to be the pit with a teleporter that drops actors into a small room with a circle of conveyor belts with grenade dispensers in them.
So every time someone dies from PHYSICS, an explosive is also likely to go off.
On the topic of other traps, Bridget.
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Sat Jun 12, 2010 10:49 am |
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Azakan
Joined: Mon Jan 25, 2010 7:43 pm Posts: 572 Location: Joined: Thu Jun 11, 2009 8:28 pm
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Re: Home-made Traps in CC
I took this screenshot to show a favorite trap of mine! As you can see it works very well, and in this game i did really good. I died later by a fragment from a grenade
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Sat Jun 12, 2010 11:28 am |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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Re: Home-made Traps in CC
@Azakan: ...or until your turrets shoot the guns off each other. If you use BW, just put your brain inside a tomb and surround it with BW killzones. Yum gibblety-gib. At least until someone uses a nuke or something piercing.
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Mon Jun 14, 2010 3:06 am |
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LeonXross
Joined: Sat Jan 30, 2010 4:07 am Posts: 342
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Re: Home-made Traps in CC
Man someone needs to either update or create a new acid pit.
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Mon Jun 14, 2010 3:46 am |
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Azakan
Joined: Mon Jan 25, 2010 7:43 pm Posts: 572 Location: Joined: Thu Jun 11, 2009 8:28 pm
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Re: Home-made Traps in CC
@carriontrooper: Well I don't really put them like that usually, more like
TURRET . . . . .. . . . . . .| |. . . . . . . . . . . . . . . . .| |. . . . . . . . . . . . . . . . .| |. . . . . . . . . . . . . . . .TURRET |. . . . . . . . . . . . . . . . .| |______________________|
So they can't hit each other that easy, and with a few mini-concret block around the barrel they they are fine.
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Mon Jun 14, 2010 9:57 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Home-made Traps in CC
Order one Heavy Retard, then spend the next hour sniping the hell out of anything that moves. It works astoundingly well.
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Mon Jun 14, 2010 2:31 pm |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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Re: Home-made Traps in CC
LeonXross wrote: Man someone needs to either update or create a new acid pit. And make it Lua-area-based! Still with a Test floor and sides though...
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Mon Jun 14, 2010 4:24 pm |
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Zoroaster
Joined: Sun Dec 06, 2009 11:54 pm Posts: 85
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Re: Home-made Traps in CC
Richlands is my favorite map. So, abusing the fact that the opposition can only land stuff in the vast majority of the middle of the map- Which means that areas to the left and right are safe from the bunker getting landed on- I put a bunch of BW tiles- The pushing kind- That are "perfectly" aligned to send stuff into killzone tiles. Oh, and if you put the bunker high enough in a map, say, Grasslands, the AI stubbornly (Unless it's your craft) refuses to land on it. So, they land on the ground, start flying around... And start to slam the sh** out of each other since they're too loaded with sh** to fly high enough. (Should that be given credit to Dauss?) But the Crobos are immune to this, thanks to the fact they go right through each other and their craft happens to be immaterial
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Thu Jun 17, 2010 3:25 pm |
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