The Monsterworks: Battlegrounds

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The Monsterworks
Posts: 1308
Joined: Thu May 26, 2016 12:00 am
Location: Canada, for now
Team: The Monsterworks

11 (Large): The Noir

Post by The Monsterworks » Mon Sep 30, 2019 5:47 pm

Arena Dossier #11

Name: The Noir

Location: Chicago, Illinois, USA

Layout: Square (with rounded corners)

Size: 50 ft x 50 ft - 2500 square feet

Intended Use: MW - SHW Singles and Doubles

Theme: Retrofuturistic Cyberpunk Noir

Floor Materials: painted steel

OOTA Zone?: YES

House Robots: This arena does not use house robots.

Hazards and Features:
  • The Fatales (4) - These four slightly recessed floor spinners are lit up by strips of white LEDs. Once the match begins, each of the hazards' damage will scale up whenever they are driven over in the manner outlined below:

    - White: the first time that a hazard is driven over, it will spin slowly, dealing no damage. Following that contact, it will turn green.

    - Green: the second time that a hazard is driven over, it will spin at moderate RPM, dealing only one point of damage. Following that contact, it will turn yellow.

    - Yellow: the third time that a hazard is driven over, it will spin somewhat quickly, dealing two points of damage. Following that contact, it will turn orange.

    - Orange: the fourth time that a hazard is driven over, it will spin at high RPM, dealing three points of damage and potentially destroying wheels. Following that contact, it will turn red.

    - Red: the fifth time that a hazard is driven over, it will be spinning at a vicious speed and will deal four points of damage, destroying wheels and damaging body panels. Following that contact, it will turn white and will not spin any faster for the remainder of the fight.
  • The Crooked Cop (1) - In the middle of the arena is a small hump with the ARC logo. It is not a damaging hazard, but it can spoil a box rush or high-center a bot with low enough ground clearance. Fortunately, it will retract to be flush with the floor after thirty seconds have passed in the match.
  • Low-down Dirty Rotten Walls (2) - All around the arena are two foot high walls at the base of the lexan. However, the lexan isn't present immediately behind each starting square where the bots are loaded in and out from. A good flip will send an opponent out of the arena proper and into the loading zone.

Achievement One: Tax Evasion - Last the entire three minutes without getting hit by the Fatales even once.

Achievement Two: Bloody Sunday - Get all four Fatales up to red over the course of the match.


The Noir by Floating Castle Robotics on Sketchfab

Mastodon... Extinction (HW)
Osiris... Armageddon! (MW)
Elrathia... ROBOTS (LW)
Magnolia Pico... Ruination 4 (MW)
RipTide... ROBOT2 (FW)
Black Diamond... Cherry Bomb Classic 3 (HW)
MADSCIENCE... ROBOTS 3 (LW)
Abyss... ROBOTS 3 (MW)


The Monsterworks: 214-57 (.790) ...Probably up to no good.
Cherry Bomb Classic IV: 25-4
Finishing Move: 6-2
Magnolia Pico: 6-1
Magnolia Grande: 6-1
Glacier III: 7-0
ROBOTS 3: 21-6
Sixpounder: 3-4
MADSCIENCE: 9-1 Champion!
Abyss: 9-1 Champion!

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The Monsterworks
Posts: 1308
Joined: Thu May 26, 2016 12:00 am
Location: Canada, for now
Team: The Monsterworks

12 (Large): Black Sun

Post by The Monsterworks » Mon Oct 28, 2019 10:59 pm

Arena Dossier #12

Name: Black Sun

Location: Manaus, Brazil

Layout: semicircular, with a semicircular cutout along the bottom

Size: 70 ft x 35 ft - 1767 square feet

Intended Use: LW - HW Singles and Doubles

Theme: Techno-Futuristic Inca Temple

Floor Materials: painted steel

OOTA Zone?: NO

House Robots: This arena does not use house robots.

Hazards and Features:
  • Roots, Bloody Roots (7) - These branching, pneumatically powered barriers, coded to match the colours of the Inca flag, radiate from the central hub of the arena. When activated, they raise six inches from the floor and remain raised for three seconds, effectively cutting off portions of the arena. This works as follows:

    - 1) Whenever a robot scores a damaging blow, flip, or completely removes its opponent from the ground for five seconds or more, it will gain control of the set of roots closest to its starting circle. If it scores a second successful attack while in control of one set, it will gain control of the next set out from its circle. A third attack will give it control of the third set out, up to a maximum of all seven sets controlled.

    - 2) Once a robot controls a set of roots, its driver is allowed to activate them once, using a button in her control booth. After being used, that set of roots returns to being neutral and must be claimed again. Though it can be advantageous to use these hazards strategically, they do no damage, there is no expiry on using them, and they don't need to be used at all. More than one set can be activated at once as well.
  • Embrace of Darkness (1) - If a robot controls four or more sets of roots, its driver has the option to turn all of the lights out in the arena for up to ten seconds, potentially allowing him to maneuver unseen if he has a good enough idea of where his robot is.

Achievement: Sun God - Control all seven sets of roots at once.


Black Sun by Floating Castle Robotics on Sketchfab

Mastodon... Extinction (HW)
Osiris... Armageddon! (MW)
Elrathia... ROBOTS (LW)
Magnolia Pico... Ruination 4 (MW)
RipTide... ROBOT2 (FW)
Black Diamond... Cherry Bomb Classic 3 (HW)
MADSCIENCE... ROBOTS 3 (LW)
Abyss... ROBOTS 3 (MW)


The Monsterworks: 214-57 (.790) ...Probably up to no good.
Cherry Bomb Classic IV: 25-4
Finishing Move: 6-2
Magnolia Pico: 6-1
Magnolia Grande: 6-1
Glacier III: 7-0
ROBOTS 3: 21-6
Sixpounder: 3-4
MADSCIENCE: 9-1 Champion!
Abyss: 9-1 Champion!

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The Monsterworks
Posts: 1308
Joined: Thu May 26, 2016 12:00 am
Location: Canada, for now
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13 (Large): The Grid

Post by The Monsterworks » Sat Nov 23, 2019 12:36 pm

Arena Dossier #13

Name: The Grid

Location: London, England, UK

Layout: Rectangular

Size: 40 ft x 50 ft - 2000 square feet

Intended Use: LW - SHW Singles and Doubles

Theme: TRON

Floor Materials: Painted Steel

OOTA Zone?: YES

House Robots: This arena does not use house robots.

Hazards and Features:
  • Light Cycles (8) - The North end of the arena features eight of these heavy but low-velocity drums, stacked in two tiers. They deal moderate to heavy damage and fling bots up to four feet.
  • Off The Grid (1) - The South end of the arena culminates in a 3.5 foot wall, guarding bots from an eight-foot drop into the chasm that lies beyond The Grid. Don't go off-grid. It's bad there.

Achievement: Great Escape - Successfully make it back into the arena from atop the small ledge behind the Light Cycles.


The Grid by Floating Castle Robotics on Sketchfab


Mastodon... Extinction (HW)
Osiris... Armageddon! (MW)
Elrathia... ROBOTS (LW)
Magnolia Pico... Ruination 4 (MW)
RipTide... ROBOT2 (FW)
Black Diamond... Cherry Bomb Classic 3 (HW)
MADSCIENCE... ROBOTS 3 (LW)
Abyss... ROBOTS 3 (MW)


The Monsterworks: 214-57 (.790) ...Probably up to no good.
Cherry Bomb Classic IV: 25-4
Finishing Move: 6-2
Magnolia Pico: 6-1
Magnolia Grande: 6-1
Glacier III: 7-0
ROBOTS 3: 21-6
Sixpounder: 3-4
MADSCIENCE: 9-1 Champion!
Abyss: 9-1 Champion!

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The Monsterworks
Posts: 1308
Joined: Thu May 26, 2016 12:00 am
Location: Canada, for now
Team: The Monsterworks

14 (Small): Hall of Ice and Wind

Post by The Monsterworks » Fri Dec 13, 2019 12:04 pm

Arena Dossier #14

Name: Hall of Ice and Wind (Зал льда и ветра)

Location: Yakutsk, Sakha Republic, Russia

Layout: Hourglass-shaped

Size: 40 ft x 40 ft with two large triangular cutouts - 1400 square feet

Intended Use: FW - MW Singles and Doubles

Theme: Snow, ice, and winter in a remote, old-fashioned outpost

Floor Materials: concrete

OOTA Zone?: YES

House Robots: This arena does not use house robots.

Hazards and Features:
  • Stabbing Cold (2) - These colossal (2.5 foot), pneumatically-powered steel icicles occupy the two eastern corners of the arena in groups of sixteen. They shoot up from the floor one at a time to impale, flip, and high-center bots foolish enough to drive over them, each shot dealing moderate damage. Each icicle will fire 0.5 seconds after the last and will retract after 1 second. When all icicles under your bot have fired, they will retract and remain that way for 2 seconds before starting up again.
  • Depths of Winter (2) - Located directly across from each other and creating a pinch point in between them, these roughly triangular pits have three-foot tall walls and a total depth of six feet, meaning that once the Siberian winter claims you, there is no coming back.

Achievement: Wise Retreat - Escape the Stabbing Cold after taking only a single shot.


Hall Of Ice And Wind by Floating Castle Robotics on Sketchfab

Mastodon... Extinction (HW)
Osiris... Armageddon! (MW)
Elrathia... ROBOTS (LW)
Magnolia Pico... Ruination 4 (MW)
RipTide... ROBOT2 (FW)
Black Diamond... Cherry Bomb Classic 3 (HW)
MADSCIENCE... ROBOTS 3 (LW)
Abyss... ROBOTS 3 (MW)


The Monsterworks: 214-57 (.790) ...Probably up to no good.
Cherry Bomb Classic IV: 25-4
Finishing Move: 6-2
Magnolia Pico: 6-1
Magnolia Grande: 6-1
Glacier III: 7-0
ROBOTS 3: 21-6
Sixpounder: 3-4
MADSCIENCE: 9-1 Champion!
Abyss: 9-1 Champion!

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The Monsterworks
Posts: 1308
Joined: Thu May 26, 2016 12:00 am
Location: Canada, for now
Team: The Monsterworks

15 (Large): Hall of Steel and Flame

Post by The Monsterworks » Sat Mar 28, 2020 1:38 am

Arena Dossier #15

Name: Hall of Steel and Flame (ఉక్కు మరియు జ్వాల హాల్)

Location: Hyderabad, Telangana, India

Layout: Circular

Size: 60 foot diameter - 2827 square feet

Intended Use: MW -SHW Singles and Doubles

Theme: Flame, gold, and steel in an ornate Mughal-era setting

Floor Materials: steel

OOTA Zone?: NO

House Robots: This arena does not use house robots.

Hazards and Features:
  • The Tandoor - At the center of a ten foot diameter circular depression lies the fire pit to end all fire pits. Depressed six inches below the rest of the arena floor, The Tandoor is named after a traditional type of circular stone oven popular on the Indian subcontinent. And an absolute oven it is. Whenever a bot comes in contact with the pressure-sensitive tungsten grate over top of it, brilliant spears of flame with a temperature in excess of 500°C (That's nearly 1000°F) will leap from its depths, dealing moderate to heavy damage over the course of ten seconds. Once the timer is up, the entire assembly will pop up, launching bots trapped on it a height equivalent to that of a 3 power flipper.
  • Spears of Agony Agni - Ringing the entire arena at a height of a foot and a half are these colossal steel spikes. Ramming your enemy into them will increase ramming damage dealt by one point.

Achievement One: Phall Guy - KO your opponent using The Tandoor.

Achievement Two: Prick-ki Tikki Tavi - Win by impaling your opponent on a Spear of Agni.


Hall of Steel and Flame by Floating Castle Robotics on Sketchfab

Mastodon... Extinction (HW)
Osiris... Armageddon! (MW)
Elrathia... ROBOTS (LW)
Magnolia Pico... Ruination 4 (MW)
RipTide... ROBOT2 (FW)
Black Diamond... Cherry Bomb Classic 3 (HW)
MADSCIENCE... ROBOTS 3 (LW)
Abyss... ROBOTS 3 (MW)


The Monsterworks: 214-57 (.790) ...Probably up to no good.
Cherry Bomb Classic IV: 25-4
Finishing Move: 6-2
Magnolia Pico: 6-1
Magnolia Grande: 6-1
Glacier III: 7-0
ROBOTS 3: 21-6
Sixpounder: 3-4
MADSCIENCE: 9-1 Champion!
Abyss: 9-1 Champion!

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Madman
Posts: 561
Joined: Wed Dec 31, 1969 7:00 pm
Location: Fighting in the shade
Team: Tartarus Robotics Group

16 (Small): Hall of Sea and Stone

Post by Madman » Fri Apr 09, 2021 12:10 am

Arena Dossier #16

Name: Hall of Sea and Stone

Location: Hoquiam, Washington, USA

Layout: Rectangular

Size: 20 ft x 32 ft - 640 square feet

Intended Use: FW - LW Singles

Theme: Modern maritime homage

Floor Materials: Wood

OOTA Zone?: YES

House Robots: This arena does not use house robots.

Hazards and Features:
  • Crushing Crags (2) - The North end of the arena features two of these heavy but low-velocity drums. They deal moderate to heavy damage and fling bots up to four feet, potentially onto the rocky shore behind them, which may be difficult to come back from.
  • Boundary Breakers (1) - The South end of the arena culminates in a 3 foot wall, guarding bots from an eight-foot drop into the briny deep that lies beyond. Don't swim in the deep end. You'll drown.
  • Riptides (4) - Off to the sides in the middle of the arena, you'll find two pairs of massive circular saws that pop up out of the floor. They will emerge from beneath any bot that stays on top of them for two or more seconds, dealing moderate damage.
  • Buoy oh Buoy (1) - A large red buoy sits smack in the middle of the arena when the opening horn sounds and will remain there for twenty seconds before it retracts and a panel closes flush with the floor over top of it. However, if a robot collides with the buoy during the first five seconds of the match, it will stay up for the full opening minute.

Achievement: Get Rekt - Knock your opponent out by using the Riptides.


Hall of Sea and Stone by Floating Castle Robotics on Sketchfab

Last edited by Madman on Sun Apr 25, 2021 7:59 pm, edited 1 time in total.
Tartarus Robotics Group: Infinitely wise and merciful since 2016
(don't ask about before that)

Black Dog ||| Hellhound V ||| Blood Eagle ||| Santangelo ||| Hellhound VII ||| Hoarfrost

Mechanized Mayhem: 0-0
Heavyweight: Danger Zone (0-0)
CBC4: 26-5
Featherweight: Black Dog III (6-2)
Lightweight: Blood Eagle (7-1)
Middleweight: Hoarfrost (9-0) CHAMPION!
Heavyweight: Santangelo (5-2)
Current Roster: 183-40 (.821)
Black Dog (ROBOTS - MW*, ROBOTS3 - FW, CBC4 - FW): 26-5
Blood Eagle (CBC3 - LW*, CBC4 - LW): 15-2
Danger Zone (Mechanized Mayhem - HW): 0-0
Detroit Iron (ICEcrown - SHW): 6-2
Hellcat (Thunder Underground - MW): 2-0
Hellhound (R: Extinction - HW, Pressure Drop - HW, RB2 - HW, ROBOTS - HW, New Blood - HW*, ROBOTS 3 - HW*, Thunder Underground - HW): 46-11
Hoarfrost (RB2 - MW, Armageddon! - MW, Ruination 4 - LW, Thunder Underground - LW, CBC4 - MW*): 23-5
Krakatoa (Robo-Con - LW, Ruination 4 - SHW, Thunder Underground - LW): 11-2
Meanstreak (RB2 - LW, Ruination 4 - HW): 10-3
Santangelo (CBC3 - SHW*, CBC4 - HW): 13-3
Sundancer (Ruination 4 - MW, R: Revival - MW, REDDIT - HW, R: Evolution - FW): 21-4
Talons Out (ROBOTS - FW): 10-3
Thundercaller (Vexed!): 1-0
Yet to Fight
Hadean, Intimidator, Kurosaki-kun, Midnight Sun, Neon Rampage
Retired
Eye of Newt, Morality, Savage, Tiger, Vicious, Wild Child
ARC Hall of Fame
Hellhound - #1
Black Dog - #2
Blood Eagle - #11
Sundancer - #24
Hoarfrost - #49

User avatar
Madman
Posts: 561
Joined: Wed Dec 31, 1969 7:00 pm
Location: Fighting in the shade
Team: Tartarus Robotics Group

17 (Small): Hall of Earth and Thunder

Post by Madman » Thu Apr 22, 2021 6:30 pm

Arena Dossier #17

Name: Hall of Earth and Thunder

Location: Santiago, Chile

Layout: Rectangular

Size: 30 ft x 50 ft - 1500 square feet

Intended Use: FW-MW Singles and Doubles

Theme: Lodge within the chaparral highlands of the Andes

Floor Materials: Stone Tiles

OOTA Zone?: YES - one at either end

House Robots: This arena does not use house robots.

Hazards and Features:
  • The Delicate Balance (1) - the arena floor is elevated three feet above the ground and mounted on a central fulcrum. This will tilt until one side hits the floor, depending on the weight distribution of the bots fighting above.
  • Barrier Range (2) - behind each starting square are three-foot high barriers. The far sides of these are sloped. Any bot lifted or flipped over them will fall outside of the arena boundaries. It will have ten seconds to climb back in, if possible (though highly unlikely) or it will be counted out.
  • The Thunderbolt (1) - located directly above the center of the arena is a pressurized air cannon that will fire a massive pneumatic spike every thirty seconds at the target on the floor below it. Any bot occupying this space will suffer heavy damage. The Thunderbolt will only fire on the thirty second marks (0:02, 0:30, 1:00, 1:30, 2:00, 2:30, 30:00 ). However, the first firing is delayed, taking place at the 0:02 mark. A warning rumble of thunder will always begin two seconds before the hazard fires. Finally, regardless of its armour value, any bot struck four times by the Thunder Spear will be knocked out.

Achievement One: Cliffhanger - successfully climb back into the arena after leaving it.

Achievement Two: Avatar of Illapa - Knock an opponent out using the Thunderbolt


Hall of Earth and Thunder by Floating Castle Robotics on Sketchfab

Tartarus Robotics Group: Infinitely wise and merciful since 2016
(don't ask about before that)

Black Dog ||| Hellhound V ||| Blood Eagle ||| Santangelo ||| Hellhound VII ||| Hoarfrost

Mechanized Mayhem: 0-0
Heavyweight: Danger Zone (0-0)
CBC4: 26-5
Featherweight: Black Dog III (6-2)
Lightweight: Blood Eagle (7-1)
Middleweight: Hoarfrost (9-0) CHAMPION!
Heavyweight: Santangelo (5-2)
Current Roster: 183-40 (.821)
Black Dog (ROBOTS - MW*, ROBOTS3 - FW, CBC4 - FW): 26-5
Blood Eagle (CBC3 - LW*, CBC4 - LW): 15-2
Danger Zone (Mechanized Mayhem - HW): 0-0
Detroit Iron (ICEcrown - SHW): 6-2
Hellcat (Thunder Underground - MW): 2-0
Hellhound (R: Extinction - HW, Pressure Drop - HW, RB2 - HW, ROBOTS - HW, New Blood - HW*, ROBOTS 3 - HW*, Thunder Underground - HW): 46-11
Hoarfrost (RB2 - MW, Armageddon! - MW, Ruination 4 - LW, Thunder Underground - LW, CBC4 - MW*): 23-5
Krakatoa (Robo-Con - LW, Ruination 4 - SHW, Thunder Underground - LW): 11-2
Meanstreak (RB2 - LW, Ruination 4 - HW): 10-3
Santangelo (CBC3 - SHW*, CBC4 - HW): 13-3
Sundancer (Ruination 4 - MW, R: Revival - MW, REDDIT - HW, R: Evolution - FW): 21-4
Talons Out (ROBOTS - FW): 10-3
Thundercaller (Vexed!): 1-0
Yet to Fight
Hadean, Intimidator, Kurosaki-kun, Midnight Sun, Neon Rampage
Retired
Eye of Newt, Morality, Savage, Tiger, Vicious, Wild Child
ARC Hall of Fame
Hellhound - #1
Black Dog - #2
Blood Eagle - #11
Sundancer - #24
Hoarfrost - #49

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