Currently I'm having troubles working with traps and hazards on the blast network editor.
- Do the rules applied to lockdown also apply to blast network? (example: Gates tagged "basegate" will receive the open signal at the start of the match in lockdown but they don't work for me when I tried doing that on a bn map. Do they use different signals or tags perhaps?)
- The DMG hazards on lockdown example map always renders in game as a spike trap, but when I use them on a blast network map they randomly choose a different elemental hazard or sometimes they render as a normal walkable boring tile. Does anyone know why that is?
- Apparently layers either are not intuitive at all or they are not working because I can't add tiles in new layers.
Warm regards, Quan.
the "status" tiles will randomly pick one of the four (fire, freeze, shock or poison) upon loading into the level. I wish there was a way to make this more consistent.
From a quick glance, it seems that the Gold and Silver traps will generate as the "deactivated" trap (the aforementioned "normal walkable boring tile") I think this has something to do with scaling. This can be seen in the clockworks throughout Tier 1 and 2, where status traps will occasionally spawn like that. But it seems that the Bronze traps will always generate properly.
As for the layers part, tiles and walls (including Traps and Hazards) can only be placed on the Base Layer. This is to prevent them from being stacked in the same spot. Dynamic Blocks and props can be placed and stacked on separate layers though
edit: make sure you're using the correct type of hazard too. DMG hazards are spike traps, STATUS hazards will generate as a random status effect