To get rid of the tile on top, I used an area with the same icon underneath so the user never sees or suspects the traps coming.
turf
monsterspawn
icon = 'TUT.dmi'
icon_state= "Path1"
Entered(mob/M)
var/mob/P = new/mob/Enemy/BasicMob
P.loc=locate(M.x+rand(-3,3),M.y+rand(-1,1),M.z)
var/mob/R = new/mob/Enemy/BasicMob
R.loc=locate(M.x+rand(-3,3),M.y+rand(-1,1),M.z)
view(10) << "Monsters have appeared!"
del src
All this code does is create an enemy if you step on it. It's better to use area "states" to spawn enemies if you want to provide a better feel without static mobs. Though I don't think you want to delete the turf at the end.