I (quickly) browsed this sub-forum and surprisingly didn't find anything like this. Here is my best element idea, hopefully any good. More stuff to come
Some clarification first. I'm currently half-way through TCB (3.3), and know some elements only briefly. Will try to sew it together, if it conflicts with other elements, especially in 4.x.
SWITCHABLE FLOOR
For short will be referenced as SFloor. A Regular floor that can be removed (to leave water or pit). It's controlled by orbs / pressure plates the same way as doors, but instead of wall / floor states we have floor / empty (water) states. Single orb / plate can, of course, control multiple SFloors and / or doors.
1) SFloor tiles are clustered together like doors, forming a single switchable unit. Default state can be floor or empty, again similar to doors.
2) When a 1x1 monster / character is on a SFloor and it is switched off, they will fall, like with bridge mechanics. Tar / mud / gel tiles on SFloor will be destroyed (along with mother eyes) regardless of the particular cutting rules. As a result, babies can spawn.
3) If SFloor is over water and in an empty state, water skippers can enter the field. They will be killed, when SFloor is back on. Similar to door - seep relation.
4) Flying creatures are unaffected by SFloor switching.
5) Heavy creatures (snakes, rock giants), block the SFloor in place. Switching it off by orb / plate will have no effect. For simplicity, this applies regardless of how many monster tiles are on a given SFloor unit. The state will not change when a monster leaves the unit. It will not "
spring off"
to empty state.
6) In symmetry with 5, platforms block SFloor units in an empty state. It will again not "
spring on"
to floor state, if platform leaves the unit.
7) SFloor in a floor state holds bridge up. It also attaches to it when switched back from empty to floor state.
8) In terms of additional element restrictions on the same room field, it behaves exactly like trapdoor. For example, that means it allows arrows, ortho squares, fuses, tokes, ..., but putting mimics / decoys / clones is blocked.
9) Fuse on a SFloor will be broken, if SFloor unit switches from floor to empty. Revert will have no effect. Similarity to doors / trapdoors.
Puzzle potential
1) Blocking functionality. Like doors, but cooler
2) Killing or guiding enemies, while switching SFloor.
3) Timing you're own movement on SFloors with monsters on on-off plates. Maybe even some advanced puzzles with syncing between monster movements to make them fall / cross. Since it's deadly, I feel it would be very different from similar door puzzles.
4) Blocking, guiding, killing water skippers. Symmetry with seep - doors again.
5) Blocking paths for platforms or creating bridges along with them.
6) Using heavy monsters and platforms to effectively change orb / plates behavior.
7) Remote bridge dropping / saving from fall.
8) Some tar / mud / gel cutting puzzles maybe?
9) Fuse cutting. Again, the same thing as with doors.
Issues
None, this idea is perfect
Seriously though, I think it makes a lot of sense in DROD setup and should complement other mechanics nicely.
[Last edited by logicGamesFan at 01-21-2013 09:28 PM]