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Meet Your Maker Building Tips and Killer Traps! NOT KILL BOXES?

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  • Опубліковано 15 сер 2024
  • Today I'll cover several building tips and trap layouts that can get you some easy kills.

КОМЕНТАРІ • 62

  • @Tigersight0
    @Tigersight0 Рік тому +16

    Thank you for being a builder that actually cares about the people playing your map enjoying it, and the levels being fair in some capacity. Far too many maps are designed to be as unfair and unfun as humanly possible, and I'm really worried about how it's going to push people away from the game. It's good to see other creators out there trying to make things *fun.*

    • @decoysdungeon
      @decoysdungeon  Рік тому +6

      I take pride in being a balanced builder. In replays I find myself rooting for the people that are struggling with my maps.
      I believe builders should be required to beat their map to be able to activate it. There's no reason a builder shouldn't be able to beat what they've made. It would reduce the amount of horrible maps and encourage playability.

    • @vexathon2624
      @vexathon2624 Рік тому +1

      @@decoysdungeon Yeah they 100% need to add that thats what i been saying too hopefully they do.

    • @InfinityKrompt
      @InfinityKrompt Рік тому +2

      The amount of bases that I've run into that were mazes that killed the harvester at the start, and designed to waste as much time as possible, or were stage two kill boxes is just.. frustrating.

    • @decoysdungeon
      @decoysdungeon  Рік тому +2

      @@InfinityKrompt The thing that gets me about the maze builds is how boring they are. The trap/enemy density is so low that it's not even remotely entertaining.
      I'll be honest, I'm at the point now where if I go to a map that's a maze, I leave and find another map. The time vs reward isn't there and it's just not fun to play.
      To fix the builder killing the harvester all the devs need to do is remove the ability to place a trap directly in front of its spawn.
      The only downside to not allowing the harvester to be killed by the builder right now is that it doesn't allow for a imitation 2 phase base. That could easily be solved by giving the tools needed to build a legitimate 2 phase base.

    • @Tigersight0
      @Tigersight0 Рік тому +3

      @@decoysdungeon Exactly! I'm always like 'No don't step that way, you already know there's a spike trap there!' and it's kind of hilarious.
      Also, beating your own map is a decent low bar for keeping a check on ridiculous bases, but they should probably look into new verification methods after that too, because there are some big things that method lacks. Mostly, for bases with multiple entrances, the maker can just go in the nice easy spot they designed for themselves, which nearly none of the players going in blind will ever know about. Sure, maybe a person here and there will stumble into the secret entrance, but it still lets the creator post insanely hard levels without having to go through the actual hard part themselves.
      If you ever see Greentown (medium size, dangerous, trap/champion genmat base,) it's one of mine that would be trivially easy for me to beat since I designed it, but it does throw a good number of people for a loop, and generally gets a couple deaths before they figure things out and make it through. Currently has ~40% of runs with an ingenious accolade.

  • @JubiTheVille
    @JubiTheVille 10 місяців тому +1

    leaving extra ways in around the half way along an enclosed path to allow a "checkpoint" for the watchful eyes is a pro move

  • @tinfoilmkiv8394
    @tinfoilmkiv8394 Рік тому +4

    I agree with the point on the Tombs. After figuring that out I've been trying to avoid using traps that break the Tomb itself, since that makes it so the player can't even scout it out and hold off on looting til it's clear. Tombs are a great way to create unusual traps and challenges, but it's good etiquette to make it reasonable lootable. The worst are the people who put a corrosive cube right below a tomb so that some of the loot is bound to fall into an unreachable spot.

    • @decoysdungeon
      @decoysdungeon  Рік тому +3

      The corrosive cubes under tombs is very annoying. I automatically deduct 1 accolade for people doing that. It doesn't matter how amazing the rest of the base is if they intentionally deny tomb loot.

    • @tinfoilmkiv8394
      @tinfoilmkiv8394 Рік тому +3

      @@decoysdungeon Exactly. Generally speaking, do what you want to try and kill me. That's the game. But don't try to rob me of my rewards for playing your outpost.

    • @wandering_gemini
      @wandering_gemini Рік тому +3

      I agree. Now acid cubes above them are free game if you jump to avoid my trap that's on you.

  • @blazeknight4120
    @blazeknight4120 Рік тому +1

    I played that last base. Marrow. I remember really enjoying what you had done with the base. It was a blast to play.

  • @Guardian-of-Light137
    @Guardian-of-Light137 Рік тому +2

    I had one guard set up to wait a very long time. Long enough for raiders to spawn in, do their lil walk around the map looking for the forsaken tombs that they always do. And then make their way into the base. They go past his holo cube unaware and some time later he comes out and ambushes them from behind while they're busy dealing with later things in my base.

    • @decoysdungeon
      @decoysdungeon  Рік тому

      The first Brutal base I made did something similar. Multiple spots on the outside had enemies that would rush in after a minute or so. I referred to them as the hit squad. Really fun watching their ghosts rush in and sweep the area.
      If you hide multiple enemies on the outside, I suggest hiding them in different locations. Best to not put them all in one place.

    • @Guardian-of-Light137
      @Guardian-of-Light137 Рік тому +2

      @@decoysdungeon I know this was just a gag I did because it's at the end of a long haul they have to go down I did it just cause I want to surprise the players and see how they react with 2 bulky guards rushing them and 2 more guards shooting from behind them. They don't initially realize the small guys are there until the big guys are dead. At which point there's already 2 shots heading for their face.
      And on second wave I have a nasty surprise. There. A bomb trap on the wall back where the guards were hidden. It doesn't matter if they destroy it or not. It's a distracrion from the bolt trap at the other end. If they run. They run into bolts. If they shoot it and dodge the bolts they have to go get their bolt back at which point a holo cube vanishes and reveals a flame thrower. (And more once I upgrade the base.)

  • @Akatsukimember6
    @Akatsukimember6 Рік тому +6

    The slanted blocks making a zig zag with pistons between them and on the wall can slow down speed runners pretty well. Also a bomb ejector in the ceiling covered with a slanted block(preferably with chaos bombs) where you can guide the bombs to the end of the corridor and let them fall through a corrosive block modded with splash is fun but hard to describe, I hope you know what I mean

  • @olaflefourbe
    @olaflefourbe Рік тому +2

    As someone that like to build big brutal bases, i realised something in my very first build, i did a pyramid, on 2500 plot, and its not a killbox, i imagined it like an ancient tomb thats been infested, kinda like a doom level, i had so many people just having fun in it, that now i make a point to myself to have fun so that everyone enjoy the show !
    a tips for speedrunner and how to stop them, u can speedrun urself some keypoint in ur base while building, placing specific traps for them that are out sight when they come in but hit them exactly on the spot u marked, diagonal hallways and piston are very good for that even unmodded, another way to throw them off is having diversity in one base, one hallway that is based on combo, next a combat zone with mobs, a calm hallway then suddenly a combo, for exemple, even if if u speedrun, u cant expect somethings that is not there
    Try all ur ridiculous idea that u think would be dumb but fun, always a great experience i can assure !

  • @SICresinwrks
    @SICresinwrks Рік тому +1

    Just found the channel and subbed, im beyond in love with the game! After seeing some bases i gotta get more creative with building 😂

  • @esa689
    @esa689 Рік тому +1

    To get speed runners, make route change after picking genmat. (ofc that secondary route must be always open for Harv to calculate that route, and it must be longer so Harv doesnt take it as way in) After picking genmat, there can be second wave corrosive tunnel that makes it impossible to escape using same route back. This way speed runners who do not think enought, might just jump into corrosive pools. Also it can be quite good against co-op players who split up before taking genmat (One might drop to second wave acid instantly, or you just separate them until they figure that secondary route.)

    • @esa689
      @esa689 Рік тому

      and yea, if you make secondary route far from primary route, those traps on primary route do not rise danger level as much as they usually do, coz game thinks they are not placed to Harv route.

    • @esa689
      @esa689 Рік тому

      Also with those corrosive cube platforming parts, add holocube as one platform and new acid below it. it just works.

  • @lawrapousmctail4948
    @lawrapousmctail4948 Рік тому +2

    I don't mind kill boxes. Once you figure out the few key traps to kill and move through your alright. I tend to die alot cause am impatient and just want to press w.
    The ones that tend to get in my way are pistons. I like grapple traps they have saved me sometimes. I have been debating making a grapple trap that leads you to a tomb cause why not.
    My personal favourite though is a high celling room with hornets set to patrol up hi. Got a few kills with it.
    I think I've done a couple of yours. If you've seen someone just pressing w and trying to walk through most likely me 😄 🤣

  • @ryhanon7
    @ryhanon7 Рік тому +2

    I've built bases that have hallways that *LOOK* like they're going to be a standard kill box / death hallway - but they're actually using a very different design principle (and have no traps at all aside from the lava cubes). The problem I have is people take one look at it and nope out of the base before even identifying what they're up against.

    • @paperlp
      @paperlp Рік тому +1

      Trust me, people are doing more than just looking at a base with lava cubes and "nope"-ing out. They also block the user to avoid further bases from said creator. Once you figure out you can use the level 3 boost from the guy who sells upgrades for your suits, you will save yourself so much time in advance by spotting which bases are most likely to be abusing this mechanic and avoid raiding said bases.

    • @ryhanon7
      @ryhanon7 Рік тому +2

      @@paperlp I didn't even think about that. It's disappointing because many of the bases I have designed rely heavily on lava cubes without utilizing this broken mechanic at all. I guess it explains why they see so few attempts though.

  • @FrenziedRoach
    @FrenziedRoach Рік тому +2

    My target average is 3 or 4 kills per raider. Sure, that means I get a lot of 0 to 1 kill runs, but you always have those players that feed you 6 or 8, so it evens out. Base only needs only 1 or two difficult traps to support itself - long as your aesthetic is pleasing. Kudos for removing that flame trap behind the opaque cube - devs have confirmed that's a bug and it's not supposed to do that. They hope to fix it.
    Regarding speed runners - your best bet what I call "blocker and chaser". You need one trap that blocks, one trap that chases the speed runner into your blockers. Examples of blockers are usually Piston Traps with blockade mod covering a corner, but I'm finding that Blockade-modded spike traps may be underappreciated for this when used properly. My favorite chaser is usually a Warmonger dropping from a alcove above the runner's path (Holocube with Masquarade holding him in place), but arrow traps and incinerator traps can work as your "Blocker". You could theoretically use a chain trap set behind them to slow them down in tandom with the blocker, but I haven't had much opportunity to experiment with that yet.

    • @decoysdungeon
      @decoysdungeon  Рік тому

      I've been meaning to try out the Unrelenting mod for the Impaler to see how well it would do. Amazingly I've never seen one used. Guess I'll need to make that the next thing I pick up.
      Really looking forward to testing out and refining the layout to keep things interesting.
      Thanks for the info.

    • @tinfoilmkiv8394
      @tinfoilmkiv8394 Рік тому +1

      Also important to remember that most speed runners will be using the shield weapon. So you need a setup to bait out their shield, and then hit them with another right away while it's recharging. Many get so comfortable with the shield protection that they'll run head on into an obvious trap thinking they can use it again when it's not quite up yet.

    • @tinfoilmkiv8394
      @tinfoilmkiv8394 Рік тому +1

      @@decoysdungeon Unrelenting impaler is a bit of a weird one. I feel like a lot of impaler's value is in it's low cost, and quick activation as a surprise. If they dodge it once, it's hard to have it in a position that's going to cause much issue. Maybe with blockade if you're trying to buy time for guards to ambush or just keep the person from speeding along too easily.
      I've been trying to use more exploding impalers to try and force movement into unsafe areas. Either back so they can't just run past another trap, or force them to keep moving forwards into more threats.
      Also fun note about Blockade. While normally it just walls off the block, if a player runs into the pointy side, it's still quite lethal.

    • @FrenziedRoach
      @FrenziedRoach Рік тому

      @@decoysdungeon One other note regarding speed runners - I've had some success with holding off on deploying the anti-speed setups until 2nd wave.
      The thing is, setups that mess up slow players are cake to a speed runner - it's also the reverse: anti-runner traps are cake for a cautious player to handle.
      So my working theory is that going easy on the speed runner on the way in makes them relax and let down their guard - which gives you a better chance a catching a faceful of blocker around the corner while the arrows they thought they could outrun hit them in the back
      The beautiful part about this is this is good for the cautious player too - if you stressed them good going in, you've eased the pressure on them for their trip out while still giving them something to interact with.

    • @decoysdungeon
      @decoysdungeon  Рік тому

      @@FrenziedRoach Seems like a solid strategy. Much like holding off on certain traps until the second wave.

  • @thedango6890
    @thedango6890 Рік тому

    I find making a maze that looks the same in every direction that punishes backtracking effectige enough to catch most speedrunners. I play both speedrunner and siterep.

  • @emanuelmora8204
    @emanuelmora8204 Рік тому

    4:42 I once a raider who only got the three tombs in my base

  • @juandalfpalote1699
    @juandalfpalote1699 Рік тому +1

    Vs speedrunner piston and grappling traps to stop them. I usually dont place traps arround the gen matt cause the spawn and active time its to slow and its a waste in less resources bases.

    • @decoysdungeon
      @decoysdungeon  Рік тому +2

      I've got to get better at grappler placement. Most of the time it's ineffective for me.
      Guess my next strategy will be a long pointless section near the Genmat to allow for activation.
      I did have some luck on a newer map I've made where a phase 1 holocube hides 1 trap and in phase 2 a 2nd holocube behind the first 1 hides a trap that shoots them in the back.
      Thanks for sharing!

    • @tinfoilmkiv8394
      @tinfoilmkiv8394 Рік тому +1

      Agreed. Activation time is too slow. One or two around it is fine to make sure the raider knows they aren't just safe to hang out there with no effort. But against speed runners in particular, you gotta put things much farther down their exit route so it's active by the time they get there.

  • @brendanc9276
    @brendanc9276 Рік тому

    Best thing to deal with speedrunners is bomb traps plus pistons with an incenerator at the end of the piston line

  • @horticulturalist7818
    @horticulturalist7818 Рік тому

    As a base speed runner myself people seem to really underuse/not think about how fast you can really go spamming grapple hook

    • @decoysdungeon
      @decoysdungeon  Рік тому +1

      That and the Spike Drive seems to get speed runners past things really quickly.
      Correct me if I'm wrong, but I feel like a solid load out for a speed runner contains the Arc Barrier, and the Spike Drive. Everything else seems to fluctuate based on preference or circumstances.
      In the long run I know I'll have to become one to be able to build something that will present a good challenge.

  • @TheMisterBerry
    @TheMisterBerry Рік тому

    Stopping speed runners is all about slowing them down, or giving them a reason to stop. Rushing through say, a long slope down with a bomb trap up in the ceiling above, is a bad idea, because then they rush themselves onto a slant that's inclined to roll the bombs towards where they're running. Piston placement also helps, especially if an incinerator is on the other side, which can shoot through a piston without damaging it. Things like those, it's all about punishing for rushing, and misdirecting attention to the wrong place. Incinerator that activates behind the runner, and forces them to run headlong into another incinerator facing the opposite way, stuff like that.
    I have a very small base that's on social now because it hit maximum prestige, which is named Pulpotio Bareas, made by A Spooky Wraith (me). It's a very very tight, small, and constrained space for a base (like you said, you like building small!), and you'll see specific placement that has the potential to slow people down. I do have some mistakes for placement on that outpost, and more clever players should be able to easily pass it if they're careful, but it is definitely designed to slow people down and force them to take it step by step.

    • @decoysdungeon
      @decoysdungeon  Рік тому +1

      Thanks for the info. I'll see if I can find your map when I get a chance.

  • @justinbellpa
    @justinbellpa Рік тому

    Was wondering about this game

    • @decoysdungeon
      @decoysdungeon  Рік тому +1

      It's fun, but there's some serious bugs that need worked out.
      The most frustrating bug is one that changes your build's difficulty rating and when you undo or delete something it doesn't lower the difficulty. I've deleted and rebuilt bases because of it.
      I imagine the coding for traps looks like tangled Christmas lights because placement order, path interaction, and density all appear to be factors on the difficulty scale.

    • @spike315
      @spike315 Рік тому

      ​@@decoysdungeon obsessed with this game, HATE that bug! You go to see if you can add one more trap, but by the time you are done you have to REMOVE two, very frustrating

    • @decoysdungeon
      @decoysdungeon  Рік тому

      @@spike315 I had it happen from prestige. Literally all I did was hop in and prestige the base. I'm just thinking "O crap, how does one fix this?".
      After deleting 5+ traps with mods and it not lowering, I opted to scrap the entire build. Goodbye several hours of my life, it was nice knowing you.
      I really hope they fix it soon.

    • @tinfoilmkiv8394
      @tinfoilmkiv8394 Рік тому +1

      @@decoysdungeon I SEEMS like traps and guards gain a higher threat rating as they gain kills. Also seems like the rating doesn't update unless you change something, and gets recalculated when prestiging an outpost. I've had some luck keeping more limited designs in check by removing the traps getting the most kills and just putting them back. I'm a little mixed on this, as it's basically an exploit, but on the same note, difficulty rating can mean a lot, and if the outpost literally didn't change then it's not like it actually got harder just because a rookie duo got stuck on part of it for a while.
      Plus Brutal difficulty is just a total toss up on what sort of things you can find. Best not to stray into that territory with an outpost unless you're really planning to go all in on it imo.

  • @fareedfyzul7947
    @fareedfyzul7947 Рік тому

    I don't mind kill-box, bc I find them ass a challenged, and I beat them, I find maps are too easy it's to boring.