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Author Topic: Floor trap/ Spike pit  (Read 2469 times)

Angellus

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Re: Floor trap/ Spike pit
« Reply #15 on: February 24, 2009, 02:32:53 pm »

The most fun versions of floor traps are when the floor dissapears with 20-30 z-levels of empty space beneath :)Those are the ones I am currently trying to make XD
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kefkakrazy

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Re: Floor trap/ Spike pit
« Reply #16 on: February 28, 2009, 11:07:25 pm »

I'm sorry, I missed the request for a drawing. Lemme boot up Paint, then figger out how to linky linky... One sec.
Spoiler (click to show/hide)

Essentially, that's how it works. The vertical black lines are doors (NOT floodgates, otherwise the trigger rate will be too low). You may need to hook a lever to the first door and flip it to make it work. Essentially, the entrance door should be open to a water source (you may want to have a floodgate in front of it so that you can leave that door open constantly and simply flip open the floodgate to trigger the autospiker). Water flows in. When the water level hits six, the first and third plates flip, the door letting water in closes and the second door (which leads to some sort of drain) opens. This configuration remains until the water in the small chamber sufficiently lowers to flip it back the other way.

The trick is that the MIDDLE plate triggers the spikes, and it flips every time the water hits the 5-6 range. This means that every time the chamber flips, so do the spikes. Sorry it took so long!
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This is a Dwarven corpse. All craftsdwarfship is of the highest quality. It is encircled with bands of pathetic and menaces with spikes of fail.

Tenebrous

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Re: Floor trap/ Spike pit
« Reply #17 on: March 01, 2009, 03:57:04 pm »

While it's not as mechanically cool as the automated systems, I've always liked the following sort of trap:

First, dig your pit. It should be pretty large (at least 5x5). Surround it's edges with retractable bridges, and in the center [C]onstruct a floor on top of a support column.

Since columns activate immediately, the very moment a gobbo activates your column (via a pressure plate on the supported floor, for example), it will disintegrate, and your constructed floor will collapse into the pit below, since bridges do not support weight.

This is nice because it works automatically, reliably, and often sucks in surrounding tiles. Only problem is having to reconstruct the platform whenever it goes off, and the small chance that a victim manages to land on the center column. Keep Dwarven snipers handy for that occasion, I guess.

Here's an example setup, seen from the side.
Code: [Select]
__._=_.__   Pressure plate (=) built on [C]onstructed floor, surrounded by bridges (.).
##  I  [_   Support column (I) connected to pressure plate, access to center tile by a raised drawbridge ([).
##__#__##   Bottom of pit. Alternatively replace floor (_) with spiky death ( ;D ).
#########
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Enter TO CREATE THE WORLD.

kefkakrazy

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Re: Floor trap/ Spike pit
« Reply #18 on: March 02, 2009, 02:49:17 pm »

Much better to dig a pit headed all the way to the bottom of the map, build floors over the pit, and then over the floors over the pit build an equal amount of floors supported by a single support. Put a pressure plate linked to the support on the ground-level floors.

End result-triggering the pressure plate causes a big stone ceiling to drop, taking anything standing on the ground floors straight to the bottom of the map. Impractical? Yes. Did you just drop a group of goblins (or god help you orcs) fifteen z-levels? Armok, yes.
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This is a Dwarven corpse. All craftsdwarfship is of the highest quality. It is encircled with bands of pathetic and menaces with spikes of fail.

Mercanthyr

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Re: Floor trap/ Spike pit
« Reply #19 on: April 10, 2009, 04:59:40 am »

that gives me an idea... since you can do crazy weird hangings... what you could do is construct a series of floors 1 z level up and use a pressure plate at the entrance to destroy

Code: [Select]
##########  I = support
#    I   #   - = floor/bridge/whateverworks
#  ----- #   # = wall
##      ##   <-- entrance

seems like there would need to be some kind of space surrounding the floors with a bridge connecting to them so that the floor could drop. (help me make this more simple. )

Also, Tenebrous, I one time genned a world called "The Tenebrous Continent" must have been in your honor. (yes, I know it's a real word.)
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Albedo

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Re: Floor trap/ Spike pit
« Reply #20 on: April 10, 2009, 06:02:12 am »

My fortresses are made with Science!

SCIENCE!

 8)
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Tenebrous

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Re: Floor trap/ Spike pit
« Reply #21 on: October 16, 2009, 04:31:05 pm »

Also, Tenebrous, I one time genned a world called "The Tenebrous Continent" must have been in your honor. (yes, I know it's a real word.)

Hehe, that'd be nice, but in actuality I named myself in honor of The Tenebrous Continent when I genned it shortly after becoming interested in DF.
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Kanddak

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Re: Floor trap/ Spike pit
« Reply #22 on: October 16, 2009, 06:50:12 pm »

Retracting bridges work wonderfully for this purpose if you can account for the delay; you can construct them as large squares to cover a broad area, allowing you to drop entire caravans or enemy armies.
But dont they catapult away, giving chance that the enemy lands on your head?
Only for drawbridges. A retracting bridge drops everything on it straight down.

This has been conclusively debunked by an experiment by Sphalerite: http://www.bay12games.com/forum/index.php?topic=42111.msg770054#msg770054

Retracting bridges and drawbridges behave similarly. The difference with a drawbridge is that the raised bridge blocks thrown objects in that direction.

The OP would therefore be best off covering the spike pit with a drawbridge rather than a retracting bridge.
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The wiki is notoriously inaccurate on subjects at the cutting edge, frequently reflecting passing memes, folklore, or the word on the street instead of true dwarven science.

Skorpion

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Re: Floor trap/ Spike pit
« Reply #23 on: October 16, 2009, 09:55:55 pm »

Actually, I'd think you need TWO bridges, one going upwards at each end, and with walls for the side. Total blockage.
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The *large serrated steel disk* strikes the Raven in the head, tearing apart the muscle, shattering the skull, and tearing apart the brain!
A tendon in the skull has been torn!
The Raven has been knocked unconcious!

Elves do it in trees. Humans do it in wooden structures. Dwarves? Dwarves do it underground. With magma.

Albedo

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Re: Floor trap/ Spike pit
« Reply #24 on: October 16, 2009, 11:45:42 pm »

Also, Tenebrous...

Hehe, that'd be nice, but in actuality...

Wow, threadomancy is one thing, but taking over 6 months to respond when addressed by name? That's a new one.  ::)
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