Stage 6: Hidden Hazard Field + reveal tiles
Make sure the cannon launcher lands near the Stage 6 checkpoint.
a hidden hazard field with safe reveal tiles
how color and transparency can guide a player
a mystery floor that becomes readable when touched
The big idea
Hidden hazards can be fun when players get clues. Today you build a field that looks mysterious, then add reveal tiles that light up when touched.
- Transparency
- how see-through a part is
- CanCollide
- whether a player can stand on a part
- clue
- a hint that helps the player make a smart choice
Build it
Step 1 — Build the hazard field
Build this partHazardField
BlockOpen recipe
HazardField
Block- Size
- 30 × 1 × 30
- Color
- Dark stone grey
- Material
- Concrete
- Anchored
- ✓ Yes
- Place
- After the Stage 6 checkpoint
Add several thin red parts on top of it. Name them Hazard_1, Hazard_2, and Hazard_3.
Build this partHazard_1
BlockOpen recipe
Hazard_1
Block- Size
- 6 × 0.3 × 6
- Color
- Really red
- Material
- Neon
- Anchored
- ✓ Yes
Add the same kill Script from Stage 4 to each hazard.
Step 2 — Add reveal tiles
Place three safe neon tiles before or beside the hazards. Name them RevealTile_1, RevealTile_2, and RevealTile_3.
Put this Script inside each reveal tile:
local tile = script.Parent
tile.Touched:Connect(function(hit)
local humanoid = hit.Parent and hit.Parent:FindFirstChildOfClass("Humanoid")
if not humanoid then return end
tile.Color = Color3.fromRGB(255, 222, 89)
tile.Transparency = 0
end)
Make the reveal tiles partly transparent before the game starts, then test touching them.
Step 3 — Add the Stage 7 checkpoint
Place the Stage 7 SpawnLocation after the hazard field. Add StageNumber = 7 and the matching Team.
Understand it
The reveal tile does not solve the stage for the player. It gives information. That keeps the mystery fun instead of random.
Try this
Try this
Three short experiments. Predict before you run, then test your guess.
If a reveal tile starts at Transparency = 0.8, will players notice it?
Try obvious clue tiles and sneaky clue tiles. Which feels more fair?
Where else could a game reveal a clue only after the player explores?