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Trap Brawler v0.48a


logo.png

[20 MONTHS HIATUS EDITION AHHH]

WHAT IS TRAP BRAWLER?

Key points:

  1. Trap Brawler is a skill-based arena without any direct upgrades.
  2. You have one type of trap, sidearm, and a support ability.
  3. You may have any combination of said abilities.
  4. There are different game modes. No mode is the same: you will likely have to adapt your abilities towards the scenario.
  5. And most importantly,
    shit blows the fuck up

BASIC MECHANICS

There are two essential mechanics to Trap Brawler: Detection and Disarming.

Players use the Detect Traps ability to spot any traps in their vicinity.
Traps may be disarmed, but a short numerical code must be typed in order for it to be disabled. That's pretty much it, though.


ABILITY SELECTION

Players select a combination of 3 abilities as seen below.
Additionally, certain combinations of skills may give you a Set Bonus. Point at an icon for a brief description.

=PRIMARY=
traps

=SECONDARY=
sidearms

=TERTIARY=
supporting

concussionbomb.png
cryobomb.png
impedermine.png

incendiarybomb.png
landmine.png
navalmine.png

poisongasmine.png
remotebomb.png
spiketrap.png

acidflask.png
auxiliarybomb.png
chargera.png

chargerb.png
chargerc.png
drainer.png

flaregun.png
flaregunmk2.png
grapplinghook.png

meeleh.png
meleel.png
meleem.png

projectileshield.png
throwingknife.png

blastshield.png
endurance.png
engineer.png

latcher.png
quickdisarm.png
recon.png

recover.png
safeguard.png
sprint.png

suicidebomber.png



GAME MODES


TDM - Team Deathmatch
Each team begins 25 lives, decreasing by one with each death.
The team with more lives is the winner.​

TLM - Team Elimination
A single-life mode.
Victory is achieved either through eliminating all opponents, or by having more teammates alive than the other team.​

BASE - Base Mission
Three bases are set up across the map, which must be captured.
The team which has conquered all bases, or with the most of at the end of the round, is the victor.​

CAP - Capture Mission
Players must bring and hold the target to their respective goals for 30 seconds.
The team which has depleted the timer first, or has held the target for the most total time, wins.​

BOMB - Bomb Mission
A single-life mode.
The attacking team's goal is to plant the bomb at one of the three target points and defend it until it detonates.
Defending players protect these points and disarm the bomb by using the Disable Trap ability.​

VIP - VIP Mission
A random player is set as the VIP and must be escorted to two points on the map.
The attacking team must eliminate the VIP, or prevent the VIP from completing each checkpoint.​

DM - Deathmatch
A free-for-all deathmatch where the players compete for the highest score.​

SCAP - Solo Capture
A free-for-all mode where the players fight to hold the target for the longest period of time.
A player wins for keeping the target for 60 seconds​

BOSS - Boss Survival
A one-versus-all game mode. The Boss is significantly stronger than normal, and must
eliminate all members of the Defending team.​


CHANGELOG


0.48
Abilities
• Added Auxiliary Bomb
• Spike Trap damage now increases each time it is activated
• Interval between Spike Trap detonations increased (1 s. -> 1.5 s.)
• Boss version of the Grappling Hook is faster and has a shorter cooldown now

Gameplay
• Lava CAP points are farther apart now
• The VIP now has a +350 health bonus

Fixes
• Lava model has been changed
• Auxiliary Bomb knockback reduced
• Fixed Auxiliary Bomb limit glitch​


All Changelogs



Keywords:
trap brawler, trap, mine, bomb, strategy, explosion
Contents

Trap Brawler v0.48a (Map)

Reviews
14:46, 24th Jun 2011 -Kobas-e: Approved Recommended from now on 19:41, 3rd Aug 2010 ap0calypse: Approved

Does anyone frequent this thread other than Don-Para-?

  • No

    Votes: 29 60.4%
  • Yes

    Votes: 19 39.6%

  • Total voters
    48
Level 4
Joined
Jan 19, 2010
Messages
73
Think it would be awesome that instead of a Secondary, you got an Offensive and Defensive Ability. Why? Because, picking spells like projectile shield will make it so that the only damage you can make is with your traps. The problem then comes when a Melee equiped char rushes you, detects traps and runs around them, then kills you because you really cannot defend yourself.

Some ideas for abilities: Shuriken(or anything thrown really): Hits an enemy for low damage and applies a debuff that does nothing on it's own, for like 4 seconds. Hitting targets with the debuff with Shuriken will deal additional damage.

Dash: Your brawler rushes 250 units forward.(gr8 for dodging stuff, coming into melee range etc, can also Dash over Cliff Edges which can create interesting escapes).
 
Level 12
Joined
Mar 21, 2008
Messages
367
Think it would be awesome that instead of a Secondary, you got an Offensive and Defensive Ability. Why? Because, picking spells like projectile shield will make it so that the only damage you can make is with your traps. The problem then comes when a Melee equiped char rushes you, detects traps and runs around them, then kills you because you really cannot defend yourself.

Some ideas for abilities: Shuriken(or anything thrown really): Hits an enemy for low damage and applies a debuff that does nothing on it's own, for like 4 seconds. Hitting targets with the debuff with Shuriken will deal additional damage.

Dash: Your brawler rushes 250 units forward.(gr8 for dodging stuff, coming into melee range etc, can also Dash over Cliff Edges which can create interesting escapes).

well, the projectile shield isn't really meant for combat in the first place, but more so for camping like hell

projectile shield is a fairly decent Melee deterrent as well, seeing as how it has that xbox huge clicking range which can cause people to screw up actions (unintentional feature but whatever lol). it also has the ability to repel enemy players within its radius, a pretty effective method of cancelling actions (melee users, trap planting within the shield, etc.)

all in all i don't really approve of the idea of having offensive/defensive abilities since most of the secondaries are fine on their own, and this map already has its share of clusterfuck and i don't think anyone would enjoy this map if there were drainers and projectile shields on every square inch of the arena while everyone is whoring on melee attack

no comment really on the shuriken thing, doesn't really add much to the game... just a maybe

the dash thing is a pretty good idea, but the idea of players being able to climb cliffs would probably end in a glitch fest of cancerous proportions (see: Grappling Hook)
other than that i might put something like that in
also you can bomb yourself with the Concussion Bomb to evade attacks/run away/etc

anyway, i appreciate the feedback. don't get too much constructive criticism around here (no offense to the "good map 5/5" people lolz)
 
Level 4
Joined
May 26, 2010
Messages
47
Some ideas for abilities: Shuriken(or anything thrown really): Hits an enemy for low damage and applies a debuff that does nothing on it's own, for like 4 seconds. Hitting targets with the debuff with Shuriken will deal additional damage.

Actually, it's not very noticeable, but grappling hook increases damage taken to the target while pulling
 
Level 11
Joined
Jul 20, 2010
Messages
869
hi ,i am korea man. this game fun.
but exist some bug and need game update....
hmm....very sad i am not english!!!
do you have translator?
trap 제거가 바로 될수 있었으면 좋겠다.type는 필요 하지 않다.
지뢰 갯수 버그가 종종 발생한다.
다양한 지뢰와 스킬이 추가되었으면 좋겠다.
잠수에 따른 희귀 아이템이 존재했으면 좋겠다.
기타 개선 할점이 조금있다
anyway, i am enjoy this game!

sorry, I don't have anyone to translate this map

but if you know anyone who can translate English, feel free to edit the map (it's unprotected)

I think he wanted someone to translate what he said in korean as he didn't knew how to write in english....

Anyway, here is what i managed to translate with google translator

,,I wish I can be removed immediately. Type is not required.
The number of mines are often caused by a bug.
Hope the various mines and adds skill.
Interested in diving, I hope there are rare items.
Other improvements are a little haljeom"

I hope i helped ;)
 
Level 12
Joined
Mar 21, 2008
Messages
367
Level 9
Joined
May 14, 2008
Messages
576
i was playing 3vs3 and also i found the rounds too short
i dont know how to explain why it was slow but i'm used to play warlock and it was hard to catch someone with a trap but u had to wait, coz of mana or cooldown i dont remember

cool for the fatal error man
i told you that to help you
 
Level 12
Joined
Mar 21, 2008
Messages
367
i was playing 3vs3 and also i found the rounds too short
not much to say there, i think the rounds are decently lengthy.
also this really doesn't support the whole "this game is too slow" thing

i dont know how to explain why it was slow but i'm used to play warlock and it was hard to catch someone with a trap but u had to wait, coz of mana or cooldown i dont remember
this game shouldn't even be called Trap Brawler considering traps are just more for support for your secondary ability

what i'm saying is that everyone in that 3v3 was probably relying solely on traps to kill people (which usually involves camping in a corner)

also, the only game modes where you would find yourselves at a camping standstill: TDM (10% of the time), TLM, BOSS (kinda), TLM, TLM, and TLM. in pretty much any other game mode, you'll probably lose if you don't move around a bit

cool for the fatal error man
i told you that to help you
to be honest, it didn't really help at all considering the only triggers that could have the potential to crash the game as soon as it starts would obviously be the ones that are ran at the beginning of the game

...and there's really nothing wrong with them to begin with; basically, you won the fatal error lottery, can't do jack to fix this, don't expect it to happen again, etc.
 
Level 12
Joined
Mar 21, 2008
Messages
367
I like the terrain & the idea is so original loving it but could use an ai for singleplayer practice & training.. overall i give your map 3/5...

you're right

but consider that this game is over 4 years old, though
now imagine needing to model AI around all of the content made in that time, while having to work with the trainwreck that is this map's coding

i'd probably find it much easier just to make a sequel to this game, which i'm heavily considering at this point...
 
Level 3
Joined
Apr 21, 2012
Messages
47
This is great, but as a creator and player, sadly :

1 No appeal in maps
2 Detection of mines is unlimited. No use for planting except latching.
3 Hero models suck
4 No custom models
5 No map description
6 Bad enough for an alpha
7 Too many modes
8 No custom icons
9 If it's alpha, it should be few. Rather than many and bitter.
10 Rather play Warcraft if it looks the same.

Shouldve scored it a 5/5 plus something.


If you want to keep it new. :)
 
Level 12
Joined
Mar 21, 2008
Messages
367
Most of your points all have something to do with the aesthetic aspects of the game (ones that are entirely optional, at that). That's a pretty poor way to judge something, so I'm only responding to gameplay-related ones.

Detection of mines is unlimited. No use for planting except latching.
If I'm getting what you're saying, you're not completely uninhibited when disarming. For one thing, you move slower; two, it takes a moment to disarm traps.

This can be countered. Pursuing a player who is in Detect Traps mode will probably run away, allowing you to lead them into a trap.

So as long as you're protecting your traps to a reasonable extent and/or actively pursuing enemies, you can easily punish disarms, especially with ranged weapons.

Too many modes
Explain what is wrong with varied gameplay.

No appeal in maps
They're all pretty samey, I'll admit. Back then I was a real nut for 'competitive balance,' so I kind of strayed away from stage gimmicks. You're right.

Bad enough for an alpha
If it's alpha, it should be few. Rather than many and bitter.
I don't understand these. Explain.

Also, I wouldn't really consider this an alpha, if that's what you're saying. It's 4 years old, after all.
 
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