It's just like the water trap on community pool on modded, just avoid that area and you'll be fine -1
+1, at least make a time limit when it can be activated, cause if u die pre round and respawn in the area, people just activate it immediately, kill you without having a chance.
here's why your wrong you can only activate the water trap from inside the T room, thus putting yourself at risk as you may be seen entering the T room. the water damages over time and is not an insta kill unlike the creeper trap. you can still cross the water by jumping on what's left of the bridge. and doesn't it cost a credit to make the water do damage?? ANYWAY, this can easily be fixed by reducing the trap activation range on the creeper trap, I don't think @Skyrossm intended for the trap to be use-able outside of the T room, this should not be that hard to do, please do this, because it is objectively overpowered
My honest opinions: The radius is fine, but activating the trap from outside of the T-room (which I never knew was possible) is too OP. I say fix the activation range, but keep the blast radius.
Like how tf is it "fine" when i'm literally right on the other side of the windmill right before the steps of dirt blocks and i'm STILL IN THE RADIUS?!?!! like that shit is fucking broken. fix the radius pls.
+1 Please, it's kinda annoying when your T buddies warn you two seconds after you spawn in the middle that they're going to set it off
This needs a nerf of some kind. Either radius or some sort of blatant warning (like a very audible creeper hiss for at least several seconds?). Anyway, +1.
+1 on this idea I do not know much about map making but this seems kinda challenging unless you switch the side the trigger is on in the T room I believe that with a trap that is this strong it should need to have a 1-2 Credit Cost to use because of its overpowered trap with a massive range