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Trihunter's Arenas

Posted: Fri Mar 15, 2019 7:25 am
by Trihunter
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NameCephalon HQ
Location???, Mount Nantai, Japan
ThemeSecret Octarian Weapons Platform
UsageLW-SHW Singles & Tag Team, Rumbles
HazardsRampaging Octowhirl, Rotating Floor
Base Music
Alt Music
Alt Music 2
AchievementTest Clear!: KO Octowhirl. Somehow.


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Hazards
  • Rampaging Octowhirl: This trackball-driven, (technically) ring spinner bot, has a spinner set up to do only moderate damage on contact, but with plenty of kickback, enough to throw lighter weight class machines into the wall. It utilises a unique movement pattern, preset to it for every match. For the first minute of the match, it sits tight over the central button, moving off to the outside wall, in whichever cardinal direction would put it furthest from the competitors, after that. It then spends the rest of the match moving 270 degrees around the edge of the arena, before doing a charge straight down the middle of the arena, repeating this until the match ends. The trackballs work in conjunction with the arena, altering their speed to allow Octowhirl to maintain a constant speed of 2, even across the moving floor.
  • Rotating Floor: The floor is segmented into concentric rings, which are capable of rotating independently of one another, at an equivalent of 2 Speed. Adjacent rings will always spin in opposite directions to one another, and the first ring to move's direction is randomised. A big red floor button in the centre of the arena, hidden under Octowhirl, will activate one of the rings every time a robot other than Octowhirl itself drives over it, with a 30 second cooldown. Octowhirl is unaffected by this, its drive adjusting to keep moving at the same speed, regardless of direction.

Re: Trihunter's Arenas

Posted: Sat Mar 16, 2019 6:58 am
by Trihunter
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NameNuclear Furnace
LocationGensokyo, Nagano, Japan
ThemeUnderground Nuclear Reactor
UsageLW-SHW Singles & Tag Team, Rumbles
HazardsAbyss Nova, Elevator
Base Music
Alt Music
Alt Music 2
AchievementA Birdbrained Strategy: Survive a full-power shot from Abyss Nova.
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Hazards
  • Elevator: The arena takes the form of an octagonal elevator platform, gradually descending into the core of the reactor, the bots starting backs to the wall on opposite sides of the arena. No OotA zones, no hazards. Well, no hazards, until the halfway point of the match, when the elevator locks into position at the bottom of the chamber, unleashing...
  • Abyss Nova: The 800lb, cannon-toting house robot enters the arena from its cubby hole once the elevator finishes its descent. It freely roams the arena at 4 Speed, observing the match, before picking an opponent and lining up a shot. It takes 3 seconds of buildup and excessive on-board SFX for Abyss Nova to launch a shot, during which time it does not move, giving anyone in range time to get out of the way of (or get pushed into) the incoming moderate-heavy damage slug. During the final 30 seconds of the match, if there are still survivors, Abyss Nova goes full Lunatic mode, becoming more aggressive with its movement, and amping the cannon power to catastrophic levels of damage.

Re: Trihunter's Arenas

Posted: Wed Mar 20, 2019 7:17 am
by Trihunter
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NameGround Kontrol
LocationAlbuquerque, New Mexico, USA
ThemeLaser tag arena/arcade, retro-scifi
UsageLW-SHW Singles & Tag Team, Rumbles
HazardsBlacklighting, Wormholes, UFO Gacha
Base MusicThe thread host submits their own retro/arcade theme for the match!
Alt Music
AchievementHigh Score!: Win a match by a Judge's Decision, with 85+% of the points in your favour.
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Hazards
  • Blacklighting: For the duration of the match, the arena will be lit up only by blacklights, and the four Wormhole lights. This may make it tough to see what you or your opponent is doing, unless the machines have lighting of their own.
  • Wormholes: A set of four pits, each surrounded by light-up rings, which change colour based on which is opening next. Red indicates the ring currently opening/active/closing, with yellow marking the one on the opposite side of the arena, conveying information as quickly as possible to roboteers. In addition, going down a pit isn't an instant KO. Instead, being trapped in a pit for 30 of the 40 seconds that they're open will result in a knockout. The pits are fairly shallow, only about 1.5ft deep. A good kick from a self-righting flipper or other such weaponry, will likely get you out. Hell, if you have huge enough wheels, you can just drive out. Every 45 seconds, one of the four pits will be picked at random to open up after 5 seconds, stay open, then close. The lights will change in the first five seconds of the switch-over, giving the roboteers early warning of the event.
  • UFO Gacha: This is the gigantic grabbing claw in the middle of the arena. The UFO drops down from the centre on bots pinned there for 5 seconds, picking them up and dropping them down on the yellow Wormhole, inflicting light-moderate damage in the process.

Re: Trihunter's Arenas

Posted: Sun Mar 24, 2019 1:03 pm
by Trihunter
NameCharles de Gaulle
LocationCharles de Gaulle, Le Havre, France
ThemeFrench Aircraft Carrier
UsageLW-SHW Singles & Tag Team, Rumbles
HazardsEMALS, Runway
Base Music
Alt Music
Alt Music 2
AchievementRalentir, travaux: Get a double KO via OotA.
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Hazards
  • EMALS: This high-spec system is usually used for helping planes take off. In this case, though, the thing's going to be tossing bots all the way down the runway and out of the arena! The EMALS moves at 20 Speed, pushes with 8 Torque, and deals moderate-heavy bludgeoning damage if it clips a bot at full speed. The EMALS will trigger if a bot comes into direct contact with the rail, deliberately or otherwise. Anyone trying to use the ramp for an easy push-out OotA may have another thing coming. Once fired, the EMALS will retract itself at a more reasonable 3 Speed after a ten-second pause at the far end of its track, ready for another shot.
  • Runway: Throwing a bot over the main walls of the arena requires at least 8 Weapon in your flipper. However, the closer to the tip of the runway you get, the lower the walls are, until the end of the runway itself only has a short ramp between your bot and the ocean. Well, it's not actually the ocean, but it still counts as a KO.

Re: Trihunter's Arenas

Posted: Tue Apr 09, 2019 6:14 am
by Trihunter
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NameAkihabara Television Factory
LocationAkihabara, Tokyo, Japan
ThemeRobot Master Hideout
UsageLW-SHW Singles & Tag Team, Rumbles
HazardsTelly Xs, Yoku Blocks
Base Music
Alt Music
Alt Music 2
AchievementCan't Beat Plug Man: Get a KO with a Telly X. Somehow.
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Hazards
  • Telly Xs: Telly Xs are beetleweight sized "house robots", that move omnidirectionally with 6 Speed and perfect Traction thanks to magnets in their flat bits, have no Torque in terms of pushing power, and their 5 armour chassis spins as a ring spinner with an equivalent to 4 power. A Telly X emerges from whichever pipe is nearest to the competitors every ten seconds, the first coming as soon as the match begins. If robots are equidistant between two, it picks one at random.
  • Yoku Blocks: The walls of the arena are fashioned after the (in)famous Yoku Blocks. At the 1:30 mark, they begin ascending and descending, matching the two up, two down pattern in the games. They switch every 2 seconds, in order (1-2 up, 3-4 down > 2-3 up, 4-1 down > 3-4 up, 1-2 down > 4-1 up, 2-3 down > 1-2 up, 3-4 down), for the rest of the duration. Yes, they to make the "bwooooop" noise each time. The platforms drop to be flush with the floor, so a well-timed push can pop someone out of the arena. Outside of that time, a flipper power of 5 or more is required to score an OotA, though it's not consistent until around 7 power. Outside of the Yoku Block walls is a drop onto a spike pit. The spikes are really far down, which is why you can't see them. Trust me, totally not a rendering issue.

Re: Trihunter's Arenas

Posted: Tue Oct 29, 2019 3:17 pm
by Trihunter
NameBlockoland
LocationBillund, Jutland, Denmark
ThemeCopyright-free construction toy theme park
UsageLW-SHW Singles & Tag Team, Rumbles
HazardsStud Strips
Base Music
Alt Music
Alt Music 2
AchievementA Fate Worse Than Dismantling: KO your opponent by stranding them on a Stud Strip.


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Hazards
  • Stud Strips: Various sets of bumpy terrain, sure to give any wedges facing them a little hassle. In the event of more than two bots entering the arena, the two corner sets will be paved over to allow for more starting areas.