Map and Trap Ideas for my Trap Run Game

Alright, so In my Trap Run Game,
I need some maps.
AND
some traps for the map. (5+ Traps In each Map)

What I would would like down below:

Make up a Map Name and list it’s difficulty in stars. (1 star being easy,and 5 stars being super hard)

(Goes along with the Map :down_arrow:)
Make some traps to go along with that map! (Should be traps based off of the map’s difficulty and theme)

So for example,if i made a medieval map,I would make medieval traps,that would be based on the difficulty of the stars.

And that’s all you have to do!

Have fun,and most importantly be creative!
-Average

Currently Accepted Ideas

none yet

Hmm let me cook up if you go over a zone you get trapped and eliminated, a laser trap so when the button presses you get knocked out

Map Name: Rizzlers Run
:star::star::star::star:


  • Lake Lanky Box
    Invisible slope jumps over a lake that Instant knockout the player

  • Skibidi Slicers
    Lasers that randomly activate over a simple parkour course

  • Still Water Stilts
    Super small barriers that look like stilts that a player must jump over, with still water underneath
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what has society become :sob:

this is brainrot at it’s finest :dotted_line_face:

The Farlands [1]
Invisible maze
Appearing and disappearing props that box you in


  1. minecraft reference ↩︎

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MORE IDEAS :speaking_head::speaking_head::speaking_head::speaking_head::speaking_head:

sorry ;3

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Lab dash (difficulty: 5/5)

Lobby: Laser plants covering the walls and forming barriers, some of which only activate when the player would get hit (keep some hints as to where they are)

Storage room: A floor covered in an instant KO layer of liquid, with props on it for the player to stand on, some of which break when stood on.

Experiment room: Sentries (plant skin) cover placed on the floor, with high damage, accuracy, and speed, with platforms above them (vines), that the player has to cross, while avoiding fire from the sentries. Also maybe add pipes leaking G R E E N J U I C E like the stuff on the previous room’s floor, that instantly KOs players, which periodically stops, allowing the player to pass. Also maybe give the player a few bits of dynamic dirt they have to use to either cross gaps or block the sentries. Make this room more vertical.

Decontamination chamber: The player is locked into a room, in which they have to avoid a large number of threats (not sure yet what it should be, maybe more sentries and/or more lasers). After some time has passed, the exit door opens to the finish.

make it Extremely Difficult™