Should Maps have Traps

Now this is just a thought nothing more ok please be polite when responding ok. So I’ve been playing every map on overwatch 2 over and over again and I’ve noticed that some maps could possibly improve if traps were added such as Junker Town several spike traps could be placed close to spawn as well as traps that could slow down a player for 3 seconds. In addition at the final push of the map there could be a big fire trap which could damage any players severely. Of course their would be more traps on other maps but nothing that would harm the player but instead it would give them a boost in the match such as traps or platforms that speed up a character, camouflage them, or increase their damage all for 3 seconds, and of course a platform that gives them a boost into the air. Now remember this is only a thought ok nothing more ok so if you don’t like it that’s totally fine I’m only presenting an idea ok.

No.

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Spawn area traps sound like a bad idea but they could also potentially slow down Stomps and enemy teams spawn camping. So maybe its a worthy trade-off :thinking:

Ok yeah spawn traps are a bad idea. But what if it only affects spawn campers and not the attacking team.

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With this community, instead of a sandstorm or other natural disaster traps, I just imagine a group of catgirls keeping a carwashing stand on Oasis.

“We just lost half our team to the washing stand, what do we do?”
“We tell the location to the enemy team and hope for the best.”

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Which is actually a bad thing, because if your team is getting spawn camped you have no chance of winning to begin with and should really want it to be over faster.

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I like where this is going.

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I don’t :frowning:

I would love it if it was bara guys tho

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True but it would make the Stomps less harsh and dramatic, which is a good thing in my opinion.

I wouldn’t mind destructible traps. Example: Route 66 map.
You can see the enemy shooting at the cliffs at 1st point attacking spawn (the bend near the gas station) and it begins to fracture and emit small dust clouds, clear warnings the cliff is giving away, then it collapses. Players, all players, take damage and slide until the avalanche stops. The danger for those on top is high ground is no longer accessible. The ones near the cliff’s base have a chance to tumble off the cliff with the falling rocks.
Then you could destroy the gas station, the pumps dealing moderate fire damage to any nearby. Destroying both collapses the front part of the gas station. Then the Wooden bridge that allows access to the roof of the Gas Station from 1st point Defense Spawn can be destroyed by targeting the small rock formation in the middle, weakening structural integrity and then the bridge itself collapses.

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I wouldn’t mind power-ups that are picked up similarly to health packs (ult charge, speed boosts, etc). But negative trap effects would be frustrating unless they were VERY obvious and added interesting dynamics. For example, a damaging wall of fire where you would weigh the risk/reward of passing through as a shortcut.

I’m pretty sure most people’s sentiments around environmental hazards is about the same as most people feel about builder-type heroes: cheap, unskilled, and unfun.

It would create zones that are harmful for heroes who depend on jumping in and out of team fights to get value.

Players might all together try to avoid areas that have traps because neither teams want to risk getting caught in them. Or you have an effect on the meta similar to Illios’s Well map where there’s a big bottom-less pit in the middle of the objective and people build comps around pulling and knocking their enemies into instead of trying to shoot each other.

I also would take a moment to observe the way the Smash bros. competitive community generally avoid stages with hazards and traps that would interrupt the pace of competitive play.

I think environmental hazards could be more fun in PvE co-op campaign game formats, though.

Ok then looks like traps are a no then, but as you said power-ups that are picked up similarly to health packs in order to help (Ult charge, speed boost, etc) is a great idea.

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Absolutely not. I hate gimmicky bs. There’s no room for arcady stuff like that, I’d prefer the game be relatively balanced and mostly skill based, tyvm.

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You think they’re cat girls… but they’re traps…

Ill see myself out.

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Yes. In Stadium :pray:

Imma be real, I’d drop to Bronze 5 in a week with that in the game and wouldn’t regret a thing.

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if you are being spawn camped you deserve it

There used to be a team-based objective shooter called Dirty Bomb that had an entire class based around objectives (they were called objective specialists, but most people called them engineers after Engineer from TF2). They were unique in their ability to carry out certain actions faster than other mercs such as planting/defusing c4, repairing generators, repairing vehicles, and… that was about it.

Dirty Bomb didn’t have traps, per se, but it did have maps with things like optional side doors that could be opened by the attacking team by destroying a generator that the defending team might need to repair to close off the flank route. I think it had some elevators that could be activated as well.

The game also had a turret on payload “carts” (the payload was usually an armored vehicle), so if you wanted to use the turret, someone would need to repair the payload in case it got knocked out by enemy fire. Which was a thing. Nuking the payload with Arty or Skyhammer (fire supports) was pretty funny stuff. Imaging Junkrat grenadine the payload until it blew up, only for Torbjorn to come along and repair it.

Anyway I always wished they’d diversify the map pool a bit and add things like turrets that could be activated by hacking a terminal (or disabled by damaging/destroying the same terminal), but their mapmakers never tried anything that intricate. Ditto for any other kind of static trap.

No, too late, we’re adding that to the board.