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Arena Workshop
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Fomoria
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PostPosted: Sat Jun 14, 2003 6:54 pm    Post subject: Arena Workshop Reply with quote

Little imps have been working late to bring you arenas of impeccable quality on time and within budget, only after many editing procedures has this arena been released to you, the public, enjoy it and expect more of similar or better quality to come.

The worlds junkyard
The only things that inhabit this twisted place are the death of metal and a few humanoids etching out a miserable existance, long mutated and mutilated beyond identification by the radiation hazards and shifting scrap mountains. The architechure of the junkyard is decided more by convenience and accident than any real design, there was once an ordered system for the placement of the various waste types, but these eventually broke down as the continental drift theory began to apply to the heaps. Twisted and rusted girders intermingle with slabs of radioactive concrete and glass, from mundane junk like broken dolls to more unusual items can be found somewhere in the mess.

Features
The piles are loose and if a sufficient ammount of force is applied then they can be moved, if at a rather sluggish pace.
On the spot weapons can be taken from the piles, although any mechanically reliant weapons found will be compromised in such a way as to make them unusable.
A crashed haulage ship can be located quite easily, the occupant died a quite gruesome death as his internal ogans continued their acceleration as the rest of him stopped, but if you can resist the urge to vomit then a useful item could be salvagable from this hulk.
Little flora grows here, that which does is mostly fungi of an unknown kind, results of eating one could be anything, good or bad.

Notes
Radiation poses no great hazard as of yet as the majority of the radioactive waste is located on the other side of the planet.
People getting caught in the way of a shifting scrap heap obviously incurr large damage due.

Style
Pure battle


Basically this thread is to develop battle arenas, I'm posting it here because we're all sensible in this group and I want serious critique of my work, if you want to have a go at arena design, then try and post the results up, it will be interesting to see what you come up with

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Last edited by Fomoria on Mon Jun 23, 2003 8:51 am; edited 3 times in total
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Tiamet
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PostPosted: Sat Jun 14, 2003 7:36 pm  Reply with quote

Very nice, I'll take a shot at creating my own soon.
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Fahajaa
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PostPosted: Sat Jun 14, 2003 7:40 pm  Reply with quote

ME too, maybe later...
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Natalie73
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PostPosted: Sat Jun 14, 2003 9:05 pm  Reply with quote

I've made some battle stages too, comments? (I made these back when Unity was up.)

PRISON OF INDUBAL:A large prison built in northern Galdyr. The area around the prison is burning hot desert with temparatures reaching 110 easily. The insides are dark and medival-looking. Large pillars mix with a center cell nicknamed "Imarbeth's Riddle". The prison as 3 floors, the pit which is filled with large monsters called "Indubal Terrors". The pit is below ground. The second floor is above the pit but is still below ground. Here the criminals of Galdyr are imprisoned. They say the mad king Imarbeth 9th's victims screams can still be heard here. Then there is the surface of Indubal, which looks like the outside of a temple, and is patrolled by prison guards, the only way out is the gate near the end of the complex.

MIRIDAN'S PASS:This pass was where a great battle was fought in eastern Galdyr, the area still bears ruins, columns, and flags from the battle. The area is large and circular with two ponds on either side of the pass. At each end is a large gate aswell, one leads to Halassar in the north, and Galdyr in the south. There is also a nearby waterfall, with a secret inside if you can move the rock that blocks the path. The western side of the pass is littered with damaged walls, and another waterfall, along with a hill leading to a good sniper position. The eastern side has less walls and is more hilly, a secret path near the far eastern side leads to The Temple of The White Lady, though the bridge leading to the temple has long collapsed.

TAMIRATH CITADEL:A large chapel in southeastern Galdyr, this is the throne of the great Tamirath Kings of Galdyr. The insides are small and angle upwards to the sky. The halls seem to go endlessly upwards. Some halls break off to reach the upper gardens, which are wide open, with bushes and trees, along with a few statues. The halls themselves are dimly lit and lead to a central plexus, where a memorial to the great Galdyran King Sandumar is. A large statue of him is in the far end, along with a set of stairs that leads to another hall that eventually leads to the throne room on the rooftop.

EDIT: Feel free to use any of these arenas in your duels/battles.

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Last edited by Natalie73 on Fri Nov 28, 2003 10:15 pm; edited 1 time in total
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Fomoria
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PostPosted: Sun Jun 22, 2003 4:04 am  Reply with quote

A few comments (I know it's been a while, but I don't post without an arena and I haven't been motivated to designing one recently), the first probably isn't good because of the NPCs, the second is being metadescriptive (like sniper place, I'd let the battlers figure that out by themselves), the last one is the best of the three imo, it has no problems as far as I can see.

right, new arena.

Atlantean ruins
If water is the element of life then this place is teaming with it. A long time ago a private individual funded the construction of a large city that floated atop the waves, twenty years later it sank for no apparent reason, perhaps the legend has finally claimed its victims? The desolation of the seabed is punctuated by strutting spires reaching for the light overhead as the shadows shift densely underneath, every so often a fallen cable provides an interesting platform for a variety of brightly coloured seaweed to anchor themslves to.

Notes
Underwater, many weapons are negated by the viscousity (compared to air) of the water, these include projectiles, swinging weapons and pretty much wanything that requires a non-thrusting motion, Fire and electricity magic is also negated by the watery surroundings unsuprisingly. Breathing apparatus is also a problem, without the dear old O2 you won't be battling for very long.
Darkness, light can't penetrate this far down into the water and it's obviously quite dark, better bring your maglight along.
Currents, don't worry about them, this area of the sea is un-nervingly calm for some reason.....
Buoyancy, don't worry about this either, assume equipment or some other denser than water feature allows them to retain neutral bouyancy
The water is neither torpical, nor arctic, but in between, at the perfect temperature.

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Last edited by Fomoria on Sat Aug 28, 2004 1:27 am; edited 3 times in total
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Fahajaa
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PostPosted: Sun Jun 22, 2003 9:29 am  Reply with quote

Very good(Can't wait to battle on them...)*Goes off to add under water weapons to his pure battle form atm.*
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DeathDoom
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PostPosted: Sun Jun 22, 2003 10:52 am  Reply with quote

i might give it a shot, looking good though i must say now to modify a 60 ton piece of metal and electronics so it runs underwater
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Biohazard
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PostPosted: Sun Jun 22, 2003 12:32 pm  Reply with quote

Heheheh... 'Rax halfDragon could have a blast in this undersea arena, using his wings to swim, the Hyperion armed with torpedos, hydrodynamic grenades, his ever-present dive knife, and perhaps even an HDN minisub/transport.
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Fahajaa
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PostPosted: Sun Jun 22, 2003 6:07 pm  Reply with quote

Just wait dragton boy... you'll get yours some day... *Has been plotting since their last fight*
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Fomoria
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PostPosted: Mon Jun 23, 2003 9:04 am  Reply with quote

I didn't expect such a response, here's an old arena revamped.

The Void, Revisited
Beyond the realms of perception, reality and life lies The Void, no man can truly perceive this area, for it is the end of everything. Although it stretches infinite distance in every direction most peoples' minds shrink this down to a small cube no more than a mile along any one side around the only feature of the void, a hole in the fabric of the void that works in both directions, the hole is the size of a single molecule but the energy and matter pouring from this point make it seem much larger, bright beams of multi-cloured light lance from the hole outwards.

Notes
There is no magic or anything similar, reality doesn't exist here, any attempt at doing so KOs the user for 2 posts because of the stress placed on the mind.
Battlers can move in any direction effortlessly on a whim.
Projectile weapons are rendered completely useless.
No reinforcements or summonings becuase of the huge distance from any specific place.
The hole will effectively destroy any matter that comes into contact with it, there is a gravity well that cause people to slowly move towards it at any distance, they move faster the closer they get to it as the strength of the well increases, occasionally a random object will float out of the hole.
Although the space is indeed infinite only the cubic mile square mentioned above will be used for battling, anyone outside is effectively hidden from view by peoples' perception.

Please note that the original version of this arena is intellectual property of Paul Chote (aka Sleipnir), this modified version is inspired and based upon the original version and is not supported or endorsed in any way by the aforementioned person

The original Void

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Last edited by Fomoria on Sun Aug 28, 2005 10:20 pm; edited 2 times in total
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Fomoria
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PostPosted: Mon Jun 23, 2003 4:02 pm    Post subject: Nat's request Reply with quote

Yeah, i got your request done, finally....

Cru'cain City, Precinct district
The great, blank faces of the fortressesque construct known as "The Precinct" to the locals dominates the crowded city around it. The districts narrow streets and squat pre-fabricated hab-blocs project a dreary and bland atmosphere over the streets, even as they are deserted now they still have a lingering stuffy feel to them, the blank walls are broken only by the glass and steel entrance doors and the corresponding entrance buttons. In some of the wider streets lie a few parked internal combustion engine powered cars and grates leading to the huge network of stagnant waste drainage tunnels leading all over the city. Between some buildings are aerial walkways, all steel constructions with wire guides to prevent people from falling.

Notes
Remember that the cars can be driven or destroyed to prevent their use.
The sewers aren't always the worst place to dwell in for a while.
The Precinct is considered a no-go area.
The city is deserted.
Obtain on the spot weapons from the hab-blocs should you ever become disarmed, maybe you'll be lucky and find a firearm.

Style
Pure battle

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Last edited by Fomoria on Sat Aug 28, 2004 1:29 am; edited 2 times in total
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Natalie73
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PostPosted: Mon Jun 23, 2003 4:25 pm  Reply with quote

Excellant, just what I wanted. Smile
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Fahajaa
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PostPosted: Mon Jun 23, 2003 4:32 pm  Reply with quote

Hehe, we should use these maps on the next Offical...
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PostPosted: Mon Jun 23, 2003 8:03 pm  Reply with quote

Icy plains (2nd edition)


A broad, endless desert of rock hard ice, the sky overhead is obscured by deep red clouds, with streams of blood red sunlight leaking between small spaces in the clouds.

The landscape is marked by randomly placed spires of ice reaching up to the sky, these spires are hollow, and some have caves embedded in their bases, in some rare cases, one can follow a spire to the very tip. A light snowstorm blows constantly, and can worsen to blinding conditions in seconds.

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Fahajaa
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PostPosted: Mon Jun 23, 2003 8:23 pm  Reply with quote

Sounds good Tiamet...
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