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 Arcane Dimensions Traps

It is hard to image Quake without some kind of trap, whether it be a spike shooter hidden on the ceiling or a large pit of lava waiting for one wrong step! There should be something lurking around a corner, high above the player or just below waiting to kill the unobservant player.

The World fights back
Shooter Entities

Shooter Type Description
trap_grenadeshooter fires a GRENADE (Ogre/Player) in the direction of angle key
trap_lightningshooter fires a LIGHTNING (Shambler/Cthton) bolt in the direction of angle key
trap_rocketshooter fires a ROCKET (Player/Lava/Fireball) in the direction of angle key
trap_spikeshooter fires a SPIKE (NG/SNG/Laser/Wizard/HellK) in the direction of angle key
trap_gasshooter Fires a stream (Steam/Flames/Poison) of dangerous particles

Quake only has one trap entity, the shooter. Unless of course you count a crusher built from brushwork or liquid hazards as an alternative forms of misfortune. Originally introduced in the second map (E1M2) the shooter guarded an elbow like corridor, where the player is encouraged to keep moving to avoid damage from shooters and fight the enemies at the same time.

The shooter is a trap which is often masked by shadows while the target location is highlighted with glowing lights! An object designed to catch out players who take little notice of their surroundings and pay the price by losing some health as a reminder!

With so many different types of offensive projectiles available it seems fitting that the shooter should get an upgrade. Arcane Dimensions adds the ability to fire multiple types of spikes, grenades or rocket, bursts of lightning and even deadly clouds of poison at the player.

The trap shooter is typically setup with a trigger multiple dictating when the trap should be active or not. There is also a toggle option and the ability for the shooter to track a moving target instead. Its perfectly possible to have a trap shooter in the middle of the room rotating around in a circular motion while shooting lightning bolts at the walls!

One surprisingly good way to setup a trap_gasshooter is to place it behind a breakable wall so that when the trap is activated the wall will be destroyed. The gas shooter can be blocked by any bmodels (doors and platforms) and will damage any breakable object if it is touched.


Swings and Roundabouts
Pendulum and Sawblades

The Quake Mission Pack 2 called the Dissolution of Eternity by Rogue Software added several new trap entities; Swinging pendulums, fast moving saw blades and deadly electricity shooters.

To give the pendulum more visual options an extra ring was added to the top of the pole so that it can be seen to rotate around a metal bar properly. The pole shaft is available in two different lengths (short and long) so that the pendulum can be setup in smaller spaces, behind door frames and high up on the ceiling without being obvious to the player below.

Pendulum Type Description
trap_pendlong Long (192 units) Pendulum
trap_pendlongx Long (192 units) Pendulum working on X axis only
trap_pendshort Short (128 units) Pendulum
trap_pendshortx Short (128 units) Pendulum working on X axis only
Bit Spawnflag Description
001 REVERSE Starts at pendulum swinging at frame 12 instead 0
002 ONESWING Will do a single swing (back + forth) when triggered and stop
064 STARTOFF Starts off (invisible), when triggered will spawn and start swinging
New Entity Keys Description
targetname Must exist, otherwise pendulum will do nothing
dmg Damage to do for each contact, def=5
waitmin Damage throttle to touch function, def=0.5s
wait amount of time (seconds) before starting swinging. def=0

The Pendulum trap cannot start swinging on spawn, it must be triggered first! The startoff spawnflag option will start the pendulum invisible and wait for a trigger to enable it. Once triggered the pendulum can do a single swing or continously swing back and forth until triggered to stop.

The default impact damage is 5 per touch with a 0.5s throttle on contact so that the touch function does not instantly kill players. The bounding box is constantly changing every frame so that the pendulum only impacts at the blade and if it hits any monster, they will instantly gib!

Sawblade Type Description
trap_sawbladex Rotating Saw Blade X Axis only
trap_sawbladey Rotating Saw Blade Y Axis only
Bit Spawnflag Description
001 STARTON Start moving straight away if targetname is setup correctly
002 REVERSE Start going backward through path_corner chain
064 STARTOFF Starts off and waits for trigger

The saw blade is designed to follow a chain of path corner entities and will speed up or slow down gradually when it is triggered to stop. The blade cannot rotate or turn around corners, but is designed to fly back and forth along a trail of path corner entities instead. The saw blade can easily be setup to travel over floors, across ceilings and even up walls!

 Player Debuff System
Debuff System

The debuff system is about adding an extra layer to combat by making the player panic and look for methods to counter the effects. Several of the monsters in Arcane Dimensions have special attacks which can cause Bleeding, Poisoning and Burning debuff effects.

Monster Debuff Type Description
Scorpion (Black) Bleeding A fast jumping sting attack
Minotaur (Black) Poisoned Once reached the minion (gargoyle) spawn limit
switch to a posion spikes attack
Mummy Poisoned Throw poisonous lumps of flesh
Spider (Green) Poisoned Spit 3 globs of poison (arc attack)
Pyro (Yellow) Burning Stationary attack using flame thrower
Wraith (Red) Burning Instant attack (Hitscan) with corkscrew effect

Bleeding
Inspired by the Black Crab attack from Half Life Series , the bleeding debuff effect will instantly half the players health and then slowly restore five points of health back per second afterwards. While the debuff effect is active a loud heartbeat sound can be heard and the screen will flash a red colour.

The Bleeding debuff is designed to make the player vulnerable during combat to lesser attacks and create a feeling of panic. The restoration process will carry on regardless even if the player is consuming health packs and only stop if there is no more health to restore or has reached the maximum health of 100. The bleeding effect cannot directly kill the player, but it can certainly help!

Poisoned
The poison debuff can only be applied to players who are not poisoned already. The debuff takes one point of health per second, cycles between two pain sounds and flashes the screen with a green colour. The length of time for the poison debuff is 3-5 seconds + the active skill level. This debuff can easily be countered by picking up any health pack or using a suit or pentagram powerup.

Burning
The burning debuff is the most dangerous because it can easily stack up to the maximum time of 10 seconds with the help of a flamethrower. The debuff takes one point of health per second, cycles between two pain sounds and flashes the screen with an orange colour. The length of time for the burning debuff is 3-5 seconds + 5 * skill level. This debuff can easily be countered by picking up any health pack or using a suit or pentagram powerup.

It is completely possible to have all three debuff effects active at once and this will cause plenty of visual/sound issues. To resolve this problem the debuff system has a priority level of Bleeding first, poison second and Burning last. The highest priority debuff effect will always have control over the screen flash and sound effects being played.

Debuff Protection
Debuff System

The debuff system is often seen as a souce of frustrating because the player does not know how to stop the debuff damage. There is also the issues of a lot of stuff going on at the same time, the screen is flashing, there are screams of pain and worst of all the health bar is ticking down slowly!

When placing monsters that use the debuff system for special attacks, level designers should always consider counter measures for the player. It is recommended to place additional health packs, pools of water or healing triggers so that the player can cancel any debuff damage.

There are two additional items which can negate the debuff damage, the Environmental Suit and the Pentagram of Protection. These familiar powerups can also prevent any debuff damage from even starting, which means they can easily be used as secrets for tricky areas of a map that rely on the debuff system as an additional challenge for the player.


Mememe
Documentation 
Index -
Installation -
Configuration -
Breakables -
Monsters -
Minions -
Weapons -
Ammo Resist -
Particle System -
Entity States -
Trains -
Traps -
Debuff System -
Start Maps -
Test Maps -
AD Credits -
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