Here we go with another set of mundane as well as a tad more original traps. For the previous part check this post out.
Possibly one of the most cliché and obvious trap of them all, but the Fan has its use. Due to its range it can push you of a ledge, push you perpendicularly down and inflict major fall damage, push you upwards, push you into a wall and deal wall-hit damage... as seen here, all of the actions involve quite a big amount of pushing. And that's what the Fan does best.
A set of explosives. This one is, however, more deceitful. When placed a moveable object will be selected and its model is going to be used to house the Booby Trap. Then it's going to lie in wait, only to explode in less than a second upon being moved. The warning is short, but the window of opportunity long enough to react and move away. However, when surprised the danger might not be noticed in time (which is quite logical ;) ), in result the punishment is severe.
Random fact: The model the booby trap can use does not matter size-wise. It might take the form of everything between a spanner to a box or a kitchen shelf. However, the most useful ones are the smaller, less visible objects, that's why a box might be standing out too much, while a small bucket might be easier to trip on. And I don't think you've ever had such a deadly „trip on” :)
When there's a need for stealth, mist will provide concealment for the traps. While its presence is quite obvious, other traps' isn't – they will be covered by low-laid fog and also cloaked, thus being much less visible. In addition, it's a perfect slowing device, as anyone within its radius will have their view severely obstructed. It's also the only buildable that cannot be simply evaporated by grenades or destroyed by enemy fire. Can be also combined in packs, providing heavy concealment for anything in the area.
The ultimate anti-rusher weapon, works similarly to the Addicter, but is much less subtle – this little trap will, as the name suggests, stick to a player only to explode after about 5 seconds, letting teammates (and ONLY teammates) disable it. Perfect for lone targets, as well as a way to slow a group down, for a few seconds, or to kill a lone foe trying to save their friend from the clutches of the Devourer. In addition, it will slow down its target as long as it stays on them, thus rendering useless any attempts to sprint back to their teammates. Oh, and it isn't able to one-hit-kill a fully healed person, but will happily blow the rest up to pieces.
Random fact: Sticky can cause a lot of bickering when it's not shot off a player, as they will ALWAYS insist that yes, it IS possible to shoot it down off them when they're 100 meters away from the team. Even when they don't say anything. It's always the team's fault, whose else can it be? Unless somebody else got "stickied", then it's TOTALLY that person's fault. ;)
~End of part 2~
I'm hoping to get a gameplay vid up and running, as after the most recent testing I've got ~3 hours of footage. I will try to put it together and upload once I'm back and recovered from GDC.