I'm making a TTT map, looking for opinions on how the tester should work

Discussion in 'TTT Discussion' started by Dank Beluga, Sep 21, 2018.

  1. Dank Beluga

    Dank Beluga New Member

    So I'm working on a TTT map and can't decide on how exactly the traitor tester should work, hoping to get some opinions here. So, what do you guys think is best, either:

    Option 1: The tester requires a battery to be activated, like with the gold block on minecraft b5. Once activated, the tester has unlimited uses, but there's a single use traitor trap (maybe with a credit cost?) that permanently inverts the test results. So innos appear as traitors and traitors appear as innocent, permanently. In my opinion this is better than the usual one time result swap thing that some other maps have, because with that system you can just test the person a second time. Having it be permanent might seem OP, but once the innocents figure out what happened, they can just continue using the tester as usual.

    Option 2: The tester requires a battery each time it is used, so one battery = one test, after which a new battery is needed. I was planning on having 6 to 8 batteries around the map, maybe more. This means the tester would have limited uses. Since this tester is much more limited, it wouldn't have the trap.

    I also have a trap that locks the entrance door to the tester room for about 30 seconds, to be used with C4 and such, but I feel this would be much less useful with the second tester option, since people would likely spend less time in the tester room.

    Currently it's set up as option 2 because I wanted the tester to be pretty limited. But at the same time, I do really like the idea of option 1 and I think it would be quite interesting, haven't seen it done before either.

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  2. I like pick option 1. just change permantent to 30 secs (trap activated). permanted is too OP.

    probably some traitor carry battery move to hide (T room) or away
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  3. Lordyhgm

    Lordyhgm Karma drain Administrator VIP

    not option 2 for sure; I so rarely see complex/time-consuming testers used, that some maps still surprise me to have them. basically, you want it to need minimal figuring out, so visual clues and common sense, No Writing Instructions (generally).

    usually 1 or 2 chambers with self-closing or locking doors, all ts using it = inno to allow for deception, maybe a kill feature.

    you can artificially limit its usage by making it breakable, and having slow doors etc
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  4. Teroxa

    Teroxa Vier Fäuste für ein Halleluja Lead Admin VIP Silver

    I like option one, but inverting it permanently would be too op.

    My idea:
    Traitor trap inverts it permanently, BUT ... Upon activation of that trap, a light bulb or something similar switches on to show everyone that the the tester has been manipulated
    But that would be too easy ... here's the twist: upon activation of the trap there's a 50/50 chance that the results are inverted. Light bulb still lights up so that everyone knows something happened.
    That way you can't trust the tester anymore. It may or may not work, nobody knows.
    Innos would have to actively work on verifying the test results by testing innocents that are already proven otherwise.
    It requires coordination and teamwork among the innos and buys the traitors some time. Or innos and traitors can just choose to ignore the tester and play normally.
    That's a hard nerf to the tester, but acutally pretty cool mechanic I think.

    Not sure if that's even possible. Just an idea.
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  5. Lordyhgm

    Lordyhgm Karma drain Administrator VIP

    i think that's just called an aneurysm
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  6. I like teroxa's idea. Seems quite balanced.
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  7. Siddo

    Siddo Banned VIP Bronze

    I don't like rounds where everyone just hugs the tester because it's too useful, e.g. mc innomotel.
    Inversely, I don't see the point of having the tester in the first place if it is too unreliable or hard to use, e.g. minecraftcity.

    I think rather than some kind of inversion, give the traitors a kill-trap.
    E.g. give the traitors a one-time option to blow up the person/people currently inside the tester itself. It'll cause confusion, give traitors a slight edge in the situation, and delay testing. All of which would allow the traitors to start a chaotic firefight, jihad, keep people unaware of C4, etc.

    With option 2, the tester becomes too annoying to use on a medium+ sized map.
  8. Agent Knockout

    Agent Knockout Warsaw, rise! Moderator VIP

    What Teroxa said. Alternatively, you can add a trap to the tester(and remove the falsification one) where it shutdowns temporarily for 30 seconds and if somebody was in the tester when it shuts down, they die. Additionally, the tester would emit sparks, so that everybody there knows somebody just ruined their day. Second option is a permanent tester shutdown after enough tests have been completed(lets say 10)
  9. option 1 but only for around 30 seconds or after 1 kill they would know
  10. Option 1 because a tester shouldn't have limited uses :p
  11. Option 2 is just a waste of effort and map size you can use for something else.
  12. Dank Beluga

    Dank Beluga New Member

    Thanks for the ideas everyone. I do really like Teroxa's idea, although I feel like those using the tester could easily just re-test the most recently tested person once the light comes on to check if the tester was affected. So here's my new idea, based off Teroxa's suggestion:

    The tester room contains three single use traitor buttons, and every one of these buttons turns on an indicator light when activated, like in Teroxa's suggestion. So everyone will know one of them was activated, but not which one specifically.

    One button turns the light on and then sets off an explosion inside the room after a delay of 5 seconds or so, killing anyone that hasn't left the tester room.
    Another turns on the indicator light, but does nothing. This can be used to create confusion because those inside the room would have to leave just in case it's actually the explosion trap.
    The final one turns the light on as with the others, and after a delay of maybe 15 seconds, inverts the test results for 30 seconds.

    So if the light comes on everyone will have to quickly leave the room just in case the explosion goes off, which should help create a bit more delay and confusion, and then once they return they won't know if the tester has been affected or not.

    I really like this idea, although I feel like I might be missing something.
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  13. There's nothing saying you have to have a tester on it btw
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  14. Solar

    Solar El Dorado Banned VIP

    Traitor testers suck.
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  15. Birddog6

    Birddog6 VIP

    traitor testers r 4 jews n the gays
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  16. Mr. 7-Minute Wonder

    Mr. 7-Minute Wonder Regular Member

    Option 3: No tester.
  17. But how do we break the tester if there's no tester?
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  18. Sly

    Sly Onward and Upward to Greater Glory VIP Silver

    I came up with two ideas I think would work with testers.
    Players must find an object and bring it to the location of the tester upon each activation the object disappears and teleports to a different location on the map where the players have to hunt it down and restart the process.
    Similarly to the idea above players must find and take an object to the tester to activate it upon each use of the tester for a short while after (in a T Room behind the tester similar to innocent motel) a button is activated that allows the traitors to teleport the object to a random location so if the traitors are coordinated this will allow them to delay the testing phase and save potential T Buddies from testing and if the innocent players get coordinated they could watch the exits of the T Rooms at the time of disappearance to find T Buddies leaving the T Room area

    -Sly (Die)
  19. Voca

    Voca o.o Moderator VIP

    If I should come to an idea for a Tester, I would think more in a chaotic Direction.

    Tester Use Requirements: None

    Tester Function: After Tester scans your role it will send you to one of Rooms that are close to the tester, Green Room and Red Room, You get sent to Green Room if you are detected Innocent, and sent to Red Room if you are Detected as Detective or Traitor. The Sepperate rooms can only be opened from inside the Rooms. And the rooms are closed off with only a door, so people cant see who gets sent to which room, allowing Traitors to Test as well. Also both rooms look the same from inside what indicates which room is which is a carpet infront of the door from outside.
    Now here comes the Twists.

    T traps: 4 Traps:
    Trap 1: On the tester itself, Reverse Test controls: Use with a minute cooldown after use, for 15 seconds the Tester Sends Innos to the Red Room, and the others to the Green room.
    Trap 2: In the hall between the 2 rooms, usable with a cooldown of 90 seconds Players currently in the Rooms Switches rooms.
    Trap 3: Inside the Green room, Teleports all players in the Red Room into the Green Room, 1 time use (Used for sudden attacks).
    Trap 4: Inside the Red Room. Teleports all players in the Green Room into the Red Room, 1 time use (Used for Sudden attacks).

    Now Im aware this sounds like way too chaotic and is going to make noone test at all. But it was my idea of how to make a tester usable for Traitors, in a way that they cant easily just be called out after getting tested as a Traitor.
    And I would find it fun to try something different instead of the same old boring Tester functions xP
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