What do you think of the Death Traps for MKA?
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What do you think of the Death Traps for MKA?
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posted04/04/2006 01:44 PM (UTC)byMember Since
05/14/2005 12:54 AM (UTC)
With many returning classic stages, there is a possibility of many stages getting death traps/stage fatalities, where they previously had none.
One such example stage that has already been confirmed as having a new death trap/stage fatality is the Wastelands; this has been announced by Steve Beran in the recent interview with Kamidogu.com.
This thread link below lists the stages, stage weapons and death traps in the game.
The Stage weapon, Deathtrap, and multilevelled stage list ***Wastelands DT confirmed***(Tetra_Vega)
New/Returning Stage Death Traps:
The Armoury - Rock Crusher
Kahn's Arena - Grinders
The Prison (?) - Fans
The Subway - Train
Wastelands - Confirmed (Unknown, though I think this will involve being crushed by a statue.)
.........................................................................................................................
Goro's Lair is missing the death trap/stage fatality it had in MK4, which involved an uppercut onto spikes ala the Kombat Tomb.
In my eyes this is a good thing, because having two many stages with death traps would lack a respite from them, short of turning them off completely. What needs to be done in MKA, is a rethink of the death trap trigger.
Currently, the moves that trigger death traps are completely illogical; some big hitting moves don't death trap, while jabs or sweeps do.
MKA could take a leaf from Soul Calibur here, as the death trap system in those games works very well and is triggered by logical moves and juggles.
This needs to be reworked.
On the subject of returning stages getting new death traps: What stages should have death traps and what stages should not?
Already completely unexpected stages have been given death traps. I never expected to see Kahn's arena with a death trap, for example.
The new death trap for The Armoury looks awesome to see in motion, but I expect there to be a trap in the opposite corner involving the molten metal.
In my opinion, some of the returning stages that should have new death traps are:
The Rooftops:
The death trap for this stage would be the obvious long drop, but it could be hidden behind the statues on either side of the arena: one hit into the statues causes them to become unstable, another causes the combatant hitting them to smash through and fall to his death in the street below. EDIT: Or you could smash through the side walls as some of you have suggested.
The Bank stage leading up to this should also have this death trap, except that it would be triggered by being hit into the bank's windows.
The death trap should not use the splattering effect used in the Sky Temple; it should look more realistic, and have the opponent crack the pavement with blood flying like the Pit 2 stage fatality.
The Sky Temple's version looked pretty poor to be honest.
Motaro's Stage:
This one would be simple; you fall down the well and into the soulnado, where you are ripped apart. By extension, this death trap would also belong to the returning Soul Chamber.
The Well:
The opponent can now be death trapped into the fiery furnace of this arena.
They try to crawl back out on fire, before tumbling back into the inferno.
The Living Forest:
This stage was in Mk2, Mk4, and MkD without a death trap. After seeing it in MKSM, the stage must return with this addition... And it must be *really* gruesome. The version in MKD was appaling; the trees didn't even growl or move.
There are many more of course.
The stages that should not have death traps are the ones where creating a death trap would just be going out of the way to add something to the stage; like adding a death trap to the courtyard would just be stupid. Adding a fire death trap to Liu Kang's tomb is also unnecessary. Out of returning MK1 stages, the only one that should have a death trap is the logical one; The Pit.
The death traps must be logical. That's not to say they can't be suprising or hidden, but that there must be some underlying reason to why they're here.
Those are just a few of my thoughts on death traps in MKA.
Any thoughts on this? Remember this is about the death traps and not so much ideas for stages.
One such example stage that has already been confirmed as having a new death trap/stage fatality is the Wastelands; this has been announced by Steve Beran in the recent interview with Kamidogu.com.
This thread link below lists the stages, stage weapons and death traps in the game.
The Stage weapon, Deathtrap, and multilevelled stage list ***Wastelands DT confirmed***(Tetra_Vega)
New/Returning Stage Death Traps:
The Armoury - Rock Crusher
Kahn's Arena - Grinders
The Prison (?) - Fans
The Subway - Train
Wastelands - Confirmed (Unknown, though I think this will involve being crushed by a statue.)
.........................................................................................................................
Goro's Lair is missing the death trap/stage fatality it had in MK4, which involved an uppercut onto spikes ala the Kombat Tomb.
In my eyes this is a good thing, because having two many stages with death traps would lack a respite from them, short of turning them off completely. What needs to be done in MKA, is a rethink of the death trap trigger.
Currently, the moves that trigger death traps are completely illogical; some big hitting moves don't death trap, while jabs or sweeps do.
MKA could take a leaf from Soul Calibur here, as the death trap system in those games works very well and is triggered by logical moves and juggles.
This needs to be reworked.
On the subject of returning stages getting new death traps: What stages should have death traps and what stages should not?
Already completely unexpected stages have been given death traps. I never expected to see Kahn's arena with a death trap, for example.
The new death trap for The Armoury looks awesome to see in motion, but I expect there to be a trap in the opposite corner involving the molten metal.
In my opinion, some of the returning stages that should have new death traps are:
The Rooftops:
The death trap for this stage would be the obvious long drop, but it could be hidden behind the statues on either side of the arena: one hit into the statues causes them to become unstable, another causes the combatant hitting them to smash through and fall to his death in the street below. EDIT: Or you could smash through the side walls as some of you have suggested.
The Bank stage leading up to this should also have this death trap, except that it would be triggered by being hit into the bank's windows.
The death trap should not use the splattering effect used in the Sky Temple; it should look more realistic, and have the opponent crack the pavement with blood flying like the Pit 2 stage fatality.
The Sky Temple's version looked pretty poor to be honest.
Motaro's Stage:
This one would be simple; you fall down the well and into the soulnado, where you are ripped apart. By extension, this death trap would also belong to the returning Soul Chamber.
The Well:
The opponent can now be death trapped into the fiery furnace of this arena.
They try to crawl back out on fire, before tumbling back into the inferno.
The Living Forest:
This stage was in Mk2, Mk4, and MkD without a death trap. After seeing it in MKSM, the stage must return with this addition... And it must be *really* gruesome. The version in MKD was appaling; the trees didn't even growl or move.
There are many more of course.
The stages that should not have death traps are the ones where creating a death trap would just be going out of the way to add something to the stage; like adding a death trap to the courtyard would just be stupid. Adding a fire death trap to Liu Kang's tomb is also unnecessary. Out of returning MK1 stages, the only one that should have a death trap is the logical one; The Pit.
The death traps must be logical. That's not to say they can't be suprising or hidden, but that there must be some underlying reason to why they're here.
Those are just a few of my thoughts on death traps in MKA.
Any thoughts on this? Remember this is about the death traps and not so much ideas for stages.

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Great ideas, man.
If I had my way, there'd be no dethtraps as I find them a waste. Ring outs are good and more or less the same thing, but given how they're triggered in MK, they're just no good. I agree that they need to fix what triggers them as it's far too easy to get hit out of the arena. Plus, you can be a good distance away from the edge and still fly in. There's even a camera glicth on the Nexus and the Lower Mines statges in MKd. you can be stood in the very centre of those arena's and be knocked into the deathtraps.
I also agree that stages that have no business having a deathtrap shouldn't have one. Giving a stage like the Courtyard a deathtrap as you said would be stupid.
I also agree on the issue of realism. I don't want to see a 50 foot fall resulting in an exploding body. That's ridiculous. The Pit 2 got that one right!
Imo, stage Fatalities should be all there is and the deathtraps should be taken out and some of them turned into stage Fatalities. I guess this couldn't work for the outdoor arenas, but if they are to be there, the triggers must be fixed!
Your Rooftop deathtrap was already seen in the first Killer Instinct. I loved that one so much. The opponent fell onto a car and bounced off it onto the road below. Also, it should be triggered at any edge of the stage, not just through the Gargoyles.
Wasn't Noob's Dorfen the stage by the river or lake? How would you reach a soulnado?
The Living Forest should be as it was in MKSM and MK4. The grunts and groans in Mk4 were amaazing and the deathtraps from SM should definitely be added.
If the Pit is to have a deathtrap, we better be fighting on a bridge like in MK1 and not the lame arena thing in MKD. I hated it even though it is probably the biggest single tier arena in the game.
If I had my way, there'd be no dethtraps as I find them a waste. Ring outs are good and more or less the same thing, but given how they're triggered in MK, they're just no good. I agree that they need to fix what triggers them as it's far too easy to get hit out of the arena. Plus, you can be a good distance away from the edge and still fly in. There's even a camera glicth on the Nexus and the Lower Mines statges in MKd. you can be stood in the very centre of those arena's and be knocked into the deathtraps.
I also agree that stages that have no business having a deathtrap shouldn't have one. Giving a stage like the Courtyard a deathtrap as you said would be stupid.
I also agree on the issue of realism. I don't want to see a 50 foot fall resulting in an exploding body. That's ridiculous. The Pit 2 got that one right!
Imo, stage Fatalities should be all there is and the deathtraps should be taken out and some of them turned into stage Fatalities. I guess this couldn't work for the outdoor arenas, but if they are to be there, the triggers must be fixed!
Your Rooftop deathtrap was already seen in the first Killer Instinct. I loved that one so much. The opponent fell onto a car and bounced off it onto the road below. Also, it should be triggered at any edge of the stage, not just through the Gargoyles.
Wasn't Noob's Dorfen the stage by the river or lake? How would you reach a soulnado?
The Living Forest should be as it was in MKSM and MK4. The grunts and groans in Mk4 were amaazing and the deathtraps from SM should definitely be added.
If the Pit is to have a deathtrap, we better be fighting on a bridge like in MK1 and not the lame arena thing in MKD. I hated it even though it is probably the biggest single tier arena in the game.
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Noob's Dorfen was the stage with Motaro as a boss, right? At least according to the MKWarehouse...

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nobrainer Wrote:
Noob's Dorfen was the stage with Motaro as a boss, right? At least according to the MKWarehouse...
Noob's Dorfen was the stage with Motaro as a boss, right? At least according to the MKWarehouse...
No, that's not it at all. I can't remember what it was called, but that's the stage above the Soul Chamber.
Noob's Dorfen as I recall was the riverside stage.


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tgrant Wrote:
No, that's not it at all. I can't remember what it was called, but that's the stage above the Soul Chamber.
nobrainer Wrote:
Noob's Dorfen was the stage with Motaro as a boss, right? At least according to the MKWarehouse...
Noob's Dorfen was the stage with Motaro as a boss, right? At least according to the MKWarehouse...
No, that's not it at all. I can't remember what it was called, but that's the stage above the Soul Chamber.
The Balcony.
I think he means the balcony yes, without the background walls making the stage dark and Noob a bit more difficult to see (before UMK3, when Noob was a variotion of Kano).
I would love for that stage to come back. Knocking an opponent down the soulnado would be awesome.
Some stages I would like to see:
Reptile's Lair: knocking someone into those green areas with the mist, or having a snake gobble them up.
The Pit 2: nuff said.
The Bank: much like your idea with the Rooftop above, knock an opponent through the glass, down onto the pavement below.
The Netherealm/Scorpion's Lair: Knock a person into the lava, where skeletons pull the victim under as he burns, much like in MKSM.
Lung Hai Temple: This time with an actual sea serpent in it.
Jade's Desert: Sections with quicksand pits in it.
Acid Bath: The fatality described in the concept art would be neat to see.
Dragonfly: My theory was in MKDA was you could knock an opponent through the leather-appearing area in the middle of the arena. There was a whirling blade that could be seen underneath. It looked like their original plan was a person could be knocked through there and they would be chopped up, dropping body parts along the desert as the Dragonfly flew by.
Chamber of Artifacts: If they could finish up the idea with the gears, I think it could look really impressive. I could be a stage where you don't want to get caught by TOO many pop-up attacks for fear of falling off.
I would love for that stage to come back. Knocking an opponent down the soulnado would be awesome.
Some stages I would like to see:
Reptile's Lair: knocking someone into those green areas with the mist, or having a snake gobble them up.
The Pit 2: nuff said.
The Bank: much like your idea with the Rooftop above, knock an opponent through the glass, down onto the pavement below.
The Netherealm/Scorpion's Lair: Knock a person into the lava, where skeletons pull the victim under as he burns, much like in MKSM.
Lung Hai Temple: This time with an actual sea serpent in it.
Jade's Desert: Sections with quicksand pits in it.
Acid Bath: The fatality described in the concept art would be neat to see.
Dragonfly: My theory was in MKDA was you could knock an opponent through the leather-appearing area in the middle of the arena. There was a whirling blade that could be seen underneath. It looked like their original plan was a person could be knocked through there and they would be chopped up, dropping body parts along the desert as the Dragonfly flew by.
Chamber of Artifacts: If they could finish up the idea with the gears, I think it could look really impressive. I could be a stage where you don't want to get caught by TOO many pop-up attacks for fear of falling off.
Death traps are fine with me as they are. Anyone who doesn't like them can always turn them off. They did have that option, so noone should even be bitching about them. I think the ''stage fatality'' thing from past games was lame. You shouldn't have to put in a button command to knock them off a bridge/wall or whatever. The ring out/death traps were one of the best things about Deception, and i'd be pissed if they made them complicated to do. It appears they are keeping them as is, so I'm glad of that.
it's not that damn hard to avoid getting knocked out of an arena anyway, except for the falling edges arena, but even a beginner can avoid them quite easily. IMO, death traps are 10000000x better than any of the past ''stage fatalities'' could ever hope to be. I agree that falling off a building & landing on concrete should be done just like the pit 2, and not exploding the body unless it's hundreds of feet down. (I don't know, i've never dropped anyone off a building to see what would really happen, yet. lol) It's actually quite a challenge to get an opponent into the death traps during an actual match vs the computer so I don't see why some have a prob with them.
and i do agree that not every arena needs a death trap. I wonder if the ''living forest'' will have the trees eat people. that would be so cool to have in an mk fighting game. I think MKSM had that, but none of the other games had it.
it's not that damn hard to avoid getting knocked out of an arena anyway, except for the falling edges arena, but even a beginner can avoid them quite easily. IMO, death traps are 10000000x better than any of the past ''stage fatalities'' could ever hope to be. I agree that falling off a building & landing on concrete should be done just like the pit 2, and not exploding the body unless it's hundreds of feet down. (I don't know, i've never dropped anyone off a building to see what would really happen, yet. lol) It's actually quite a challenge to get an opponent into the death traps during an actual match vs the computer so I don't see why some have a prob with them.
and i do agree that not every arena needs a death trap. I wonder if the ''living forest'' will have the trees eat people. that would be so cool to have in an mk fighting game. I think MKSM had that, but none of the other games had it.
The living forest was a joke in Deception! That was one of my fave levels and I would love to see it in MK:A but they need to make the trees growl and move in some way, not just sit there...also we need the sludge pit deathtrap they were thinking about, or the ability to knock somebody into the trees mouth to be eaten!


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Right here is where the end gon' start at... Konflict, kontact 'n' kombat
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All in agreement for no unnecessary death traps that would not fit under logic, say I and raise your hand. *does so*
Now, for some comments on the possible new death traps for returning stages.
The Bank and The Rooftop is good, yet a logical addition is, this being set in a city, after hitting the ground, if that landing spot is the street, then the opponent could be run over to add to the carnage. With a small addition like that, it won't be a carbon copy of The Pit II. Anyone get the same feeling about that?
The Living Forest, it should definitely have the trees eat up an unlucky opponent.
To add one stage in here, I think the Deadpool should have a secondary death trap, throwing the opponent onto the hooks to impale them. From there, perhaps that chain can lower into the acid. The description for the stage in Deception alludes to Shang Tsung's captives being bound in chains and lowered into the acid, so why not make it into reality?
..Now bumping the topic for great justice..
~DJ DTRP
Obsessor of Acid and Chains
Now, for some comments on the possible new death traps for returning stages.
The Bank and The Rooftop is good, yet a logical addition is, this being set in a city, after hitting the ground, if that landing spot is the street, then the opponent could be run over to add to the carnage. With a small addition like that, it won't be a carbon copy of The Pit II. Anyone get the same feeling about that?
The Living Forest, it should definitely have the trees eat up an unlucky opponent.
To add one stage in here, I think the Deadpool should have a secondary death trap, throwing the opponent onto the hooks to impale them. From there, perhaps that chain can lower into the acid. The description for the stage in Deception alludes to Shang Tsung's captives being bound in chains and lowered into the acid, so why not make it into reality?
..Now bumping the topic for great justice..
~DJ DTRP
Obsessor of Acid and Chains
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Subzero2 Wrote:
I thought noobs dorphen was the graveyard lol
I thought noobs dorphen was the graveyard lol
Not according to MK Warehouse, and MK Warehouse can't be wrong, right?
I edited my post to read; "Motaro's Stage" instead, because I so cannot remember the name of that stage. If it's not Noob's Dorfen, I have no idea what it is.
Sparta* Wrote:
The living forest was a joke in Deception! That was one of my fave levels and I would love to see it in MK:A but they need to make the trees growl and move in some way, not just sit there...also we need the sludge pit deathtrap they were thinking about, or the ability to knock somebody into the trees mouth to be eaten!
The living forest was a joke in Deception! That was one of my fave levels and I would love to see it in MK:A but they need to make the trees growl and move in some way, not just sit there...also we need the sludge pit deathtrap they were thinking about, or the ability to knock somebody into the trees mouth to be eaten!
I agree. I also think they should make it a little bit darker. I thought it was way too bright.


About Me
Right here is where the end gon' start at... Konflict, kontact 'n' kombat
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Lung Hai Temple is from Deadly Alliance; it's that floating wooden square [minus corners] arena in the water with the four guys rowing to make it turn counter-clockwise. The koncept art from DA alluded to a possible stage fatality idea, of a dragon underneath the platform.
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