Meet Your Maker

Meet Your Maker

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Tips and Tricks you dont know!
By Crafekster
"What do I not know?"
Judging from the replays, quite a lot!
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I know that you dont!
The replay system in the game has revealed to me how bad you are (Yes you, the reader).
And as such, here are a bunch of small things to know to keep your gameplay vocabularity high to not be so bad!

The sections are divided into Raider and Builder.
Raider Tips
Did you know that... for Movement...
Jumping
  1. You can tap jump, or hold jump. Holding jump, jumps up to atleast a block height. (The double jump is half of that).
  2. You can jump, then double jump off of a grapple point by latching to the wall/ceiling first. Listen or feel for the latching on animation before jumping. Equally release grapple by pressing the grappling button again.
  3. You can "tripple" jump by grappling first. The first jump while in the air is your first and you still can make a second jump.
  4. Jumping while reeling in with the grapple maintains your horizontal movement from grappling.

Bravery with Grappling
  1. You can grapple and reel through at least 1 corrosive cube without dying.
  2. You can grapple directly to an Enemy, including the Harvester (sorta).

Technical
  1. The grappler will eventually reach its destination despite how long it is and grapple you towards it. This is good to know when trying to grapple on to something just out of reach, as soon as you are allowed to grapple there, it will reach it despite falling down or back.
  2. Landing from a long fall, you become slowed. You deny the slowdown by grappling into something at any point.
  3. If you make an attack while grappling/grappled, your next grapple input will instantly grapple again instead of letting go of grapple. (This is likely a bug).

Did you know that... for Weapons...

Weakpoint hitting
  1. You can headshot armored targets, bypassing the armor.
  2. You can target the head, body and legs with Melee weapons, bypassing the armor. A succesful headshot with melee is indicated with a vertical strike.

Melee
  1. You can deflect/destroy Bolts, bombs and most other projectiles with the light sword
  2. You can hit multiple objects with a melee weapon (Particularly the Sledgesword) by not targeting for a lunge attack and swing normaly. Quickly move your sword as it swings across the desired traps. (Example: https://www.youtube.com/watch?v=bJkkloXowk0 )
  3. Lunge attacks do not have to reach your target to hit it. You can get yourself stuck behind geometry and lunge attack something and hit it despite being a block away.
  4. Lunge attacks can sometimes pit you into death. Be weary of hitting incinerators.

Ranged
  1. You can quickly combine your ranged and melee weapon in a quick combo as long as both weapons are out of cooldown. Good for double hitting armored targets, or taking out traps quickly.
  2. Ranged weapon "reload" animations do not mean anything. The cooldown matters. So your firing speed might be faster than you think.
  3. Volt Lancer is a heavy projectile, while the crossbow is much lighter and faster.
  4. Demo Cannon is niche but is a suitable secondary.

Blocking
  1. Blocking with the shield destroys directly physical traps like the Piston or Impaler when they try to hit you while blocking. Same is said for the grappler trap.
  2. Perfect Blocking has a generous window with the Arc Barrier of 0.5 (max upgrade).
  3. You can trigger a perfect block with the help of the Demo Cannon.

Did you know that... for Gadgets...

Grenade
  1. When in build mode and testing out a level, you do not waste your inventory of gadgets when using them, so you can practice with them there.
  2. The grenade does not bounce much from the ground, try practicing!
  3. The grenade can roll a lot.
  4. The explosion radius is about as large as a cube.

Pheonix Pod
  1. The Pheonix Pod only works before taking the genmat, or after. Placing the pheonix pod and then taking the genmat will remove the pod. If you are at the genmat, feel free to place one right after taking it.
  2. The Pheonix Pod still counts you as having died if ressurected. Look at the pheonix pod as a "Self ressurect" for not playing in Coop.

Spike Drive
  1. Spike Drive (Stamina boost) can be canceled into from shooting, attacking etc. Although, you cannot cancel out of the boosting animation itself. (This one irks me a lot).

Force Field
  1. Force Field can be shot out of, and destroys any trap it touches. If it perfectly encapsulates a trap, it wont destroy it. So be weary.
  2. Enemies can still kill you inside a Force Field if they happen to stick their shooting hand in the field, and if they are inside of it shooting out.
  3. Plasma AOE from the eyeball traps can still kill you through the force field if the Aoe is right next to you. The Projectile does get deleted by the force field if hit directly.

Did you know that... for Traps...

Explosions
  1. Any explosives will have a yellow or red circle indicator. Red means in range to die from the explosion. Yellow is close, and notifying you of that fact.
  2. Bomb Ejectors that are above tend to be safe to grapple towards in order to avoid the bombs (Be weary of how close it is, and if it is accompanied by another trap)

Gradual Damage
  1. Certain traps dont kill you instantly, such as the corrosive cube. If you sustain this type of damage for one milisecond too long, then you die.
  2. You instantly heal from gradual damage as soon as the damage stops.
  3. Active fire kills you instantly on touch, but not Napalm which is gradual damage.

Enemies
  1. Enforces always aim at your current position, so you can easily strafe them despite their firing rate.
  2. Hitting armored targets with armor breaking weapons interrupts them for half a second.
  3. Plasma Cubes have a deceivingly fast projectile up close, this could be because it fires from its surface directly.

Technical
  1. Hollow cubes that are active do NOT have a flicker, instead they have a wavey effect. Additionally, you can detect an active hollowcube with lungable melee weapons, indicated by the red cursor when aiming at it close enough, and your weapon hand raising.
  2. You can hit erected impailers and pistons with ranged or melee.

Did you know that... for Combos...
  1. Melee suit upgrade, particularly the [increase movement speed by x% for 4 seconds after hitting a trap with melee] combines very well with the Stamina boost.
  2. Grenades are a good substitute for taking out traps when you cannot reach your ammo without taking out other traps around them.
  3. Ranged weapon upgrades are extremely good with the Ranged suit upgrades.
  4. Shield upgrades allow you a moment to then deploy a Force field, which you then use to cooldown the shield weapon.
  5. Volt lancer + Light sword can quickly combo and kill any armored target. Equally the opposite (Sledgesword + Crossbow).
  6. Demo Cannon can Trigger the Arc Barriers perfect block. Combined with Defence Suit perks, you are only vulnerable for a window of just 2-3 full seconds between each shielding.
Builder Tips
Did you know that... for General Building...

Controls and tidbits
  1. You can click + Hold and Drag to create a wall of blocks. You can change the direction of the wall/ceiling/floor. Reserved for building blocks only.
  2. You can only undo 1 move, use it to bypass having to reselect something.
  3. You can copy a block/trap, decor or decal. You will always first copy the decal, then decor and then the block if they are overlayed on top of eachother, unfortunately.
  4. Copied blocks or traps do not retain mods or decals.
  5. Most if not all blocks have different surfaces. Spin and rotate the blocks to suit the best look.

Forsaken Tombs
  1. Small maps have 1 Forsaken Tomb, Medium have 2, Large have 3. Find them, and mark where they are for either tempting the Raider into potential danger, or give them out as freebies with obvious indicators as to where they are so the Raider can go on to do your base. You are objectively an a**hole if you completely block the Forsaken tombs from being reached.
  2. Forsaken Tombs are side quests for Raiders. You do not loose anything for them taking it.

Decorations
  1. Decal/Decor placement is infinite, but each unique ones are not. You are objectively dumb and mindless for spamming decals, making an eyesore in hopes to hide traps...
  2. Decoration can help hide or visually enhance your levels.
  3. Decorations can change the look of the surface of your blocks, certain decorations are great for this.

Conservation
  1. The foundation rocks can help you save up on capacity. Such as If there is a big vertical formation of foundation blocks, you can use that as an opportunity to create a building to climb inside of. Same goes for the floor beneath.

Did you know that... for Base building Challenge Rating...

Challenge Rating
  1. Building blocks do not count towards the danger level of your outpost.
  2. Traps and Guards add to your challenge rating of your outpost. From Normal, dangerous and Brutal and will appear in the different challenge playlists.
  3. You can check if you reached a transition point between challenge rating by noticing it changing. You can make a normal map at the brink of becoming Dangerous.

Challenge demography
  1. Trying to build a Normal Map to get a wide audience can be good for any map size. Not using the building capacity to its fullest is not a bad thing.
  2. Normal maps can still be brutaly hard with good trap and guard upgrades as well as just good design in general.
  3. Since normal maps can be brutaly hard, Brutal maps imply using the capacity to its fullest with traps and guards.
  4. As just a suggestion, try not to exceed into Brutal or Dangerous territory with a small map despite having prestieged as you will not reach the same ideal building capacity as a large map. (Same said for Medium dangerous becoming brutal).

Did you know that... for Trap building...

Raider Playstyle Consideration
  1. There are currently 2 types of playstyles to consider: A Slow and tactful style and a Fast and Dodgy style. Certain trap formations will help versus one or the other.
  2. Pistons and Flamers are a good trap to halt and challenge speedy players.
  3. Mines, impalers and Guards are good at challenging slow players.

Base Weaknesses
  1. Second Wave mod on traps takes about 2-4 seconds to fully activate when the Raider takes the genmat. Keep that in mind.
  2. Always close off corrosive cubes from the outside or else potentially have a Raider steal the genmat without going through your intended path.

Trap Cooperations
  1. You can combine certain traps to do something new. A plasma cube is also equally a platform. A corrosive cube is also equally a pit of which an enforcer can get launched into if shot at (taking the bullet with him).
  2. Create distraction traps, a trap designed to take the attention away from another trap.
  3. Protect one trap, with another trap to always keep the raider guessing.

Did you know that... for Base building Etiquette (For making better bases)...

  1. If you do not plan to have the raider go backwards through your outpost, you might as well give them an exit at the genmat. This is often appriciated.
  2. Use pathfinding decals or decor to help Raiders find forsaken tombs (Or lure them). It is always fun to read the builders intention, so make your intentions clear.
  3. The entrance does not always have to be at the very front/start. Make the entire map a part of your map, however that may be.
  4. Do not fret over Co-op, coop players are often more reckless and its all for fun anyway. So design your outpost as a single player base first and foremost.

This is coming from a guy who made a NORMAL hook platform challenge map with a frustrating maze of red herrings if they want to skip it, also killing the genmat doggy with a piston

Did you know that... for Miscellaneous stuff
  1. 100'000 resources is max resources for Cells, Parts and Synthite.
Base Types
Did you know that... for Types of Bases/Formations...
  1. Linear path base
    Nothing wrong with this. Funneling the raider into a single path is fine, although predictable. You have to be very clever in order to make these work versus more experienced raiders.

  2. Speedrun hall Trap
    A simple formation using a hallway with an incinerator at one end, and differenet timed pistons leading to it. The hall is as long as the incinerator is effective. This is a good hall to blatantly copy and use exiting a room you dont want them to speedrun past. An example is having a fightbox room that exits into a speedrun trap, forcing the raider to actually deal with the room in order to go about the speedrun hall.

  3. Plasma Sentinel Spam
    This might be the strongest and most annoying trap in the game if used well, and can be used in multiple ways. But huge numbers of them make that more apparent. They shoot until they are destroyed yet they arent affected by light crossbow. So volt lancer or melee weapon is the only way to destroy these, of which is already risky if placed in dangerous locations. Experienced raiders know to always move and dodge the projectiles, making them predictable.
    When building a base with seemingly too many plasma sentinels, you are likely to not win any accolades.

  4. Fight Clubs/Fightboxes
    A room, or a base consisting of a large space with many guards and traps. Inexperienced raiders will call this a killbox, but once you dive into a room like this as a twitch shooter/slasher, suddenly these turn out to be one of the more fun rooms to play as a raider.

  5. Outdoor bases/situations
    Very rarely will you find an outpost that forces an engagement in the exterior, but there are methods, traps and guard combinations that make traversing an exterior very deadly. The way you go about making something that works in this way is still up to experimentation.

  6. Double path bases
    I will not spoil exactly how these bases work, but there has been one base in this method that blew my mind so hard that it has to be a category of its own even if I played others similar. To describe these, you need to know that the Harvester can move across second wave corrosive/holocubes. It will always need a solid path towards the genmat, but if there is a shorter path when the corrosive/holocubes are solid, he will take that first.

  7. Mazes
    The entire base could be a maze, or just a small portion of it. A maze like level is often frowned upon because it wastes so much time. Not really beneficial for either builder or Raider since the builder requires to kill raiders. But mazes can be good if you make it in a way that is understandable/fun.

  8. Killboxes
    They are not fun. They usually are made of a hall of pistons, corrosive cubes, claws and incenirators. These killboxes are effective, but likely to not win you any accolades the more this design is being recognized and copied. They have also become increasingly easy as players get better using speedrun strategies despite being anti-speedrun.

  9. Free XP Maps
    These are maps that I (Guide Creator) does not condone. As someone who has everything and plentiful of resources, I rather play through a map for the challenge rather than be stopped for a second by free XP maps that usually dont do it right or conveniently. However, feel free to abuse it by giving these maps a kill after using up its free resources given to you to redo the map.
I will continue to add to this guide
Feel free to tell me of any tips you think might be useful to know. I know I havent encapsulated most things I want, but I will do more as time moves on.
17 Comments
Shleemb 3 Oct @ 11:13am 
how do i use cosmetics on things im a newbie
:\
:/
:¬(
Crafekster  [author] 30 Jun, 2023 @ 12:19am 
Added new Raider tidbits with the Demo Cannon and Defence Suit perks.
Added new Base Type.
Crafekster  [author] 28 Apr, 2023 @ 4:22am 
@Tirelessabyss Is that your gripe? The fact im calling it A**hole behaviour?

Calm down kid. The thing about it all is that it is annoying. It does not actually add to the level, it just makes the player hate the level, and in turn not give accolades. Being mindless with decor is just dumb. Not a 500 IQ tactic or anything. If someone uses decor like that, for one its not pretty, second, it does not help hiding the traps from me, thirdly im leaving the level with a bad taste.

If using every thing in their disposal is a thing, you seem to forget that accolades to matter for a builder. If this eyesore tactic does not work on me, at least make it look nice, right? Then you are making something work at least.

Maybe il upgrade the description to Dumb and Mindless behaviour.
Tirelessabyss 28 Apr, 2023 @ 3:08am 
@Crafekster yep, i like using the vents and obtrusive decor to fake people out, or hiding a trap. have i been killed by the same strat? yes. was i butt hurt? no. did i get irritated when i didnt have access to the og dbd blocks? yeah it was a pay to win type of thing, i didnt know theyve changed the color.

its fucking dumb to not use everything at your disposal because some people think its an eye sore. when i get surprised by a decor hidden trap i appreciate the cleverness of using decor as a weapon. using decor is no where near annoying as killboxs and plas spam. nor is it even comparable to complete blocking of tombs. also you can use decor tastefully and still hide traps. i can use a tunnel of the rusty fuse boxs and machinery in the tunnel of a factory style base as it fits with the theme.

i hate mismatched themes with no taste or artistic thought pu into them, but im not about to go call that "a**hole" behavior.
Crafekster  [author] 27 Apr, 2023 @ 10:19pm 
@Tirelessabyss You pretending or something? There was many times mentioned the DBD blocks being the same colour as traps, literally a patch made the DBD blocks more rustic.

The idea isnt about skill issue, but rather making an Eye Sore with Decor.

Did you do this maybe? ;)
Tirelessabyss 27 Apr, 2023 @ 5:36pm 
Getting killed because the map maker hid a trap with decals is definitely skill issue and not a++hole behavior, your tastes aesthetic wise mean nothing. i didn't see a complaint on the dead by daylight blocks being the same texture and color of traps, same principle of using decor as a weapon.
Crafekster  [author] 21 Apr, 2023 @ 9:32am 
Alright, made the entire guide much more readable and made lots of edits.
Make sure to rate it!
Twi`Naga 21 Apr, 2023 @ 8:07am 
> You can grapple directly to an Enemy, including the Harvester.

This is partially incorrect in the current build of the game. The harvester will immediately disconnect your grapple if you try to latch on to him.
FlaccidYam 18 Apr, 2023 @ 1:10pm 
Ill definitely be sending this on to my friends!

Very excited for other builders to finish unlocking all their traps and mods, i think were gonna start seeing a lot more variance in level design once their all done frantically hoarding cells and synthite
Crafekster  [author] 18 Apr, 2023 @ 11:46am 
@CrazyGoblin I genuinly did not know this cus ive got like... hundreds of the hardware, anyway. Will add.