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Author Topic: Your meanest"trap"?  (Read 2236 times)

Satarus

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Re: Your meanest"trap"?
« Reply #15 on: April 13, 2010, 09:13:01 am »

From a succession game, the Finger of Armok:
A 5 Z-level drop off of bridges linked to pressure plates.  This was not enough to get a reliable kill.  You'd often get some goblins who die instantly, or others who suffer mortal wounds and die shortly after.  Most however survived with a few broken bones.  Then the upright spikes they full on top of would trigger (from a manual source) and kill them all.  I never did see the thing completed.  I got the fort while the spikes were still being installed. 
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You need to make said elf leather into the most amazing work of art.  Embed it with every kind of gem you have, stud it with metals, and sew images into it.  Erect a shrine outside your fort with that in the center.  Let the elves know that you view their very skin as naught more but a medium for your dwarves to work on.

Hyndis

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Re: Your meanest"trap"?
« Reply #16 on: April 13, 2010, 09:19:51 am »

A 8 or 10 tile long or so (6-wide) part of my entrance hall which was covered in checkerboard-patterned hatches over a 10-z-level drop directly above the processing department, where each color of the checkerboard was linked to a different output of a repeater, resulting in the two colors of hatches alternately closing and opening. At any given time there would APPEAR to be a path across the hatches for the invading goblins, only to have the hatches open (and the others close) while the goblins were trying to cross, dropping the goblins to their doom.

It was called the Hand of Armok, and it consumed massive amounts of goblins, delivering them infallibly to the processing department, where they shattered into their component parts. The metal items were melted down, the non-metal equipment and clothing were dumped in magma, and the body parts decayed miasmalessly in open air down to bones and skulls, which were then turned into bone bolts and totems by the craftsdwarves.

Not a single goblin dropped by it survived (although some that I manually pitted elsewhere did, interestingly, even though the Hand of Armok dropped a lot more - several hundred, probably, it killed something like 70% of the participants in every siege, before the rest retreated).

How did I keep the dwarves from running across it, you ask? Simple. I had channeled out the entire entrance hall's ceiling all the way back past the Hand of Armok, all the way to the trade depot, so that it was "outdoors", and when the goblins invaded, I set the "dwarves can't go outside" option, and they entrance-danced deep inside next to the trade depot, where they were quite safe inside the fort. Then I flipped the lever which turned on the Hand of Armok's repeater, and the mayhem began. To the goblins, there still appeared to be a path across it at any given time.

The one problem with it was that it used a primitive repeater design, one of the first (might have been the first, I don't remember - I seem to have originated the name, at any rate). It only had one pump, and the two pressure plates did not output signals that were precisely opposite in timing ( http://mkv25.net/dfma/movie-281-repeaterinaction from Jan 3 2008 shows an early repeater of mine, although the Hand of Armok was completed by Dec 24 2007, and had a working - if unreliable - repeater by then).


I use a very similar design, with a few important modifications.

First off, there are retractable bridges underneath the main walkway. Just a 1 Z level drop. This allows me to not kill any goblin until they have all been captured. This way no one ever retreats.  ;D

100% lethal trap, disposes of 100% of a siege.

The second modification is that I use water to flush them into the pit of doom. There are actually two pits that I use. The first one is a traditional splatter pit. They fall down and explode into glorious red mist.

The second pit is the evil pit.

Its entirely full of kittens...and also every creature I can get my hands on. I just put them all into that tiny, 2x2 pit. This allows every animal to attack every goblin at all times. Clever use of pumps lets me keep that pit dry while the water pushes the goblins into their kitten doom. All bones and goblinite does remain in that pit of course, but then I can periodically pull a lever to drop half of the contents of that pit to a collection area below.

This lever not only delivers piles of goblinite and goblin bones, but at the same time there are hundreds of exploding kittens!

Goblinite delivered with a side of exploding kittens?

Armok be praised!  :D


Everything was powered by levers, using about a dozen dwarves sealed off from the rest of the outside world, given only food and water. They would do nothing but socialize in their tiny vault, protected by iron block walls 4-5 layers thick in all directions. The vault itself was at the base of my castle, and to any invader it just looked like the base for one of my towers.

As there was absolutely no access to the outside world, my fortress could never fail. The dwarves were also always available to pull levers, which let me be able to very precisely control my traps. I briefly experimented with nobles in this vault, but they were too prone to tantrums, so I just used regular dwarves instead.

The nobles got their own vault. The noble vault had no food or water, and had an untamed dragon in it.
« Last Edit: April 13, 2010, 09:23:51 am by Hyndis »
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Gabeux

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Re: Your meanest"trap"?
« Reply #17 on: April 13, 2010, 12:02:20 pm »

Two ideas here on this post I thought on doing, but my 'Fortress Design' won't let me (but at least I'm getting better at this)
The "Collider" and the "Race" one.

'Collider', I thought pretty much as posted, with two drawbridges that close at the same time.
I'm really curious to see what would happen with goblins that stood in it, when it closes..

And the 'Race', as I said earlier, I want to make a Maze, full of small, deadly, traps.
With one exit leading to a mean trap, just in case the monster made it out of the maze.
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I also liked the idea of repeaters. Don't them make the game lag out?
« Last Edit: April 13, 2010, 12:09:27 pm by Gabeux »
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It honestly feels like a lot of their problems came from the fact that their entire team was composed of cats, and the people who were supposed to be herding them were also cats.

Jake

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Re: Your meanest"trap"?
« Reply #18 on: April 13, 2010, 12:16:17 pm »

This one is still in the planning stage, and it's not as spectacular as some I've heard so far, but it's got a certain elegant simplicity to it.
The long entrance tunnel leading up to the trade depot is seemingly unguarded even by a door, and the goblin raiders charge down it sniggering to themselves at the ill-preparedness of their dwarven victims. Then the point goblin sets foot on the one-time pressure plate flanking the two stone-fall traps that appear to be the only defences, and causes every goblin behind him- or herself to disappear from view as the entire entrance tunnel turns out to be floored with retracting drawbridges. At this point it will also become apparent that the trade depot is completely sealed off by heavy steel siege doors. The escapees will be allowed to wander around the trade depot until the last of their less fortunate comrades dies, at which point the lever to redeploy the drawbridges will be pulled and they will be permitted to leave unmolested except for the massive survivor's guilt.

I haven't yet decided what will be waiting for the goblins at the bottom of the pit, but my favourite options are either a number of large predators, or fortifications carved into the z-level above and a large force of marksdwarves.
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Never used Dwarf Therapist, mods or tilesets in all the years I've been playing.
I think Toady's confusing interface better simulates the experience of a bunch of disorganised drunken dwarves running a fort.

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Kza

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Re: Your meanest"trap"?
« Reply #19 on: April 13, 2010, 12:18:19 pm »

Not THAT sadistic, but I had a giant water tower that would push my enemies into a reservoir and let them slowly drown. I'd then drain the water back out (back into the tower) and collect the goblinite.

...Did I mention I did that on my first fortress?
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And then it's pretty much a normal fortress from then on.
I find the idea of a normal fortress amusing.

Megaman

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Re: Your meanest"trap"?
« Reply #20 on: April 13, 2010, 12:19:06 pm »

Made a giant failsafe. with one pull of a lever, everyone dies from falling stone.
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Solifuge

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Re: Your meanest"trap"?
« Reply #21 on: April 13, 2010, 12:38:15 pm »

A series of grates in the floor of a chamber, with water flowing 1 layer below that, and floor hatches keeping the water above a magma pipe. When a siege was on, pressure plates would open their respective floor hatches, water would fall onto the magma, and releases a cloud of scalding steam vertically through the vent. The cooled obsidian block falls down into the magma vent, and the trap can fire again near-instantly. Lock a raiding party in that room, and you literally cook them like lobsters.

Also, wooden casks of high-proof Dwarf Booze spaced evenly down a sieging hallway, with fire imps trapped in a 1-tile recess behind vertical bars and a floodgate, facing the casks. Open the floodgates, let siegers pass into the hallway, the imps fire their fireballs and breath at the goblins, hit the barrels, and suddenly you have a booze-bomb chain reaction rocking the entire siege hallway with a series of deadly explosions.

I dare say that would qualify as mean, if not just plain evil.
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Hyndis

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Re: Your meanest"trap"?
« Reply #22 on: April 13, 2010, 12:57:05 pm »

I dare say that would qualify as mean, if not just plain evil.

Thats a horrible, horrible waste of booze.  :(
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Solifuge

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Re: Your meanest"trap"?
« Reply #23 on: April 13, 2010, 01:33:06 pm »

Hey, the thread didn't specify who the traps had to be meanest toward.
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Vattic

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Re: Your meanest"trap"?
« Reply #24 on: April 13, 2010, 01:57:08 pm »

A series of grates in the floor of a chamber, with water flowing 1 layer below that, and floor hatches keeping the water above a magma pipe. When a siege was on, pressure plates would open their respective floor hatches, water would fall onto the magma, and releases a cloud of scalding steam vertically through the vent. The cooled obsidian block falls down into the magma vent, and the trap can fire again near-instantly. Lock a raiding party in that room, and you literally cook them like lobsters.

Such a trap would be fantastic if Toady allowed steam to do damage again.
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Hamster Man

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Re: Your meanest"trap"?
« Reply #25 on: April 13, 2010, 05:37:11 pm »

I don't know if it's my meanest, but it was by far my most efficient and took the longest to build.

It was a sky-bridge, with about 4-5 towers on it. The bridge went through the towers, each of which were accessible from below by sealed staircases, and had fortifications on the top to shoot at approaching enemies, and floor-vents to shoot at any underneath.

The trick of it was though, any enemy that actually got underneath would trip a switch that made the floor fall out from under them, leading to a 7z drop that ended in a 5x5 locked room filled with buzzsaw traps.

And of course, once most of the invaders got onto the bridge, a lever would close it off on both ends so none could escape. And just in case they actually got to the entrance - three ballistas on standby.
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So there's that, as well. It looks like the only chronic problems that water can't cure are nausea and cave spider bites.
Which, coincidentally enough, can be cured by magma.

Neyvn

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Re: Your meanest"trap"?
« Reply #26 on: April 13, 2010, 07:56:03 pm »

Not part of my Death Olympics group but one I thought of the other day...

I read that Flooring made of Flamable Materials ignite when hit with fireballs, unlike other constructions made of flamable materials. But I have yet to fully test it as I have not actually found a spot with both Coal and magma before...

Using a captured Fire Imp who has a private shooting range (see another Fourm that allows the Fire Imp to shoot over a Channel, don't ask me where though) and a corridor that has its flooring covered in Coke. Well need I really say more???
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EuchreJack

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Re: Your meanest"trap"?
« Reply #27 on: April 13, 2010, 08:42:55 pm »

Finding Coal and Magma is easy in this version, as all maps have magma.  Just find a site with coal, and dig down until you hit magma.  Should also be able to find fire imps floating in the magma for extra fun.

shadowclasper

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Re: Your meanest"trap"?
« Reply #28 on: April 13, 2010, 09:09:12 pm »

Freeze trap. Ultimate evil.

"hey! 3/7 levels of water! WIN! even if it's tundra it's not cold!"
magma drains from below the floor as they get to the otherside.
"OH GOD! MY LOWER BODY HAS JUST BEEN FLASH FROZEN! I WILL DIE NOW!"
no mess.
no fuss.
no honor for battle.
Plenty of left overs
and it involves magma.

What more could you ask for in a deathtrap?
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Shoku

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Re: Your meanest"trap"?
« Reply #29 on: April 13, 2010, 10:12:16 pm »

I haven't got it running but in the spirit of things they think they can path throagh: falling magma. They walk over steel grates into a hallway and then once a full group is inside, the blood of Armok starts to rain down through the grates. Just one pump so they think they still have a path but everyone gets a nice hot liquid coating, and not in any kind of erotic way. They turn and flee after awhile but the same setup is at the back of the hall so the goblinite will pile up back there as well.
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