Inspired by Kagus' 'How to build a pit-trap' thread.
Ideas and plans for constructing elaborate killinggrounds and trapped entryways.
1) The Crumbling Bridge.
Based on the principle that grates do not offer support.
You want the enemy to continue to advance further up the bridge so it may be a good plan to alternate with normal traps/untrapped supports, providing a secure path for pathfinding purposes.
code:
.###^. .^##^.
.^###. or .####.
.###^. .^##^.
.^###. .####.
2) The Gaundlet
dig channels next to a narrow pathway. dig connecting tunnels under your pathway.
fill the channels with spikes, magma, water or nasty critters ... such as hammerdwarves.
fill the raised path with clubbing weapontraps and spiked balls.
3)The Flusher
Similar to the Gaundlet, but instead of using weapontraps, use water to knock them off.
level 0 : walkway with channeled pits set at regular intervalls, pressure switches to activate hatches at level +1.
level-1 : dungeons, fill with nasty stuff.
level+1 : above the walkway, at various points basins pumped full of water, a floorhatch opens up above the walkway.
Maintenance: water needs to be pumped into the basins from the lower dungeon.
4)The Grinder
Alternate bluntweapon traps with serated disk traps.
The blunt weaopns will knock the victim to the oposite side of the hallway, where it is caught by serated disk.
code:
############
*b*b*b*b*b
b*b*b*b*b*
############
5) The Hammerer
Complex.
Requires lots of supporting mechanical structures in the form of fluid logic pumps.
Alternate smashing bridges in an interesting pattern, but leaving a path for the invaders.
Keep defenders well clear!
Cheat hazard: many players don't like the way a lowered bridge destroys everything beneath.
6) Dropping Rocks 
Continuous rockfall traps.
I read that rocks fired by catapults, that drop into a channel do not get destroyed.
AFAIK dropping a rock in a hole by dumping does not cause anyone below to get hit.
So probably the dropping rock from a bounced catapult shot is equal to that
(Haven't tested this one.)
It would be a cool way to bludgeon the enemy if it works though.
plan: a long hallway, several next to each other or maybe on various levels to get a good coverage and frequent firerate.
main entrance has sets of doors at points to slow intruders down.
level above, has channels above the front of those doors, a raised bridge provides the wall behind the channel for the rock-bounce.
code:
level 0
#####################################D######
D D D D D +
outside D D D D D +
#####################################D######level +1 and upwards, mirrored vertically ############
################################# ccc xrx!
#. bB. bB. bB. bB. c-o @ xox!
#. bB. bB. bB. bB. ccc xcx!
################################# xkx!
!1 !2 !3 !4 ############
7) The Flinger
Use raising bridges to fling invaders...into nasty stuff.
code:
.###
...#
'Nasty #X <distance> ^BbD 'Fortress'
stuff' #X ^BbD # wall ^ switch
...# D Door . openspace
.### Bb bridge X blood splatter?
Tipsy turny bridge
Hearing that bridges are not such powerfull flingers as I had imagined, I came up with this idea:
code:
.................####
+^BBBB^BBBB^BBBB+
+^bbbb^bbbb^bbbb+ inside fortress ->
+^bbbb^bbbb^bbbb+
+^BBBB^BBBB^BBBB+
.................####
Stuff is tipped into a pit or weaponstrap.
...I wonder if it will self-reset?[ May 14, 2008: Message edited by: Areyar ]