gametechmods

Robot Arena Matches => Contests => Topic started by: Trovaner on March 04, 2013, 04:02:16 PM

Title: Arena Blueprint Contest
Post by: Trovaner on March 04, 2013, 04:02:16 PM
For the anniversary, I was going to add another tutorial to the wiki explaining how to make arenas. I managed to get all the basic stuff written up for a bare-bones arena but I couldn't settle on a final design. Since I'm running into a bit of a road block for ideas, I think its time for another contest.

Title: Re: Arena Blueprint Contest
Post by: Venko on March 04, 2013, 04:20:23 PM
This is stuff exactly for me...
  I have some crazy (but possible) ideas even from 2008...
 
  ...800x600 and must be less than 0.50KB (64MB)...
 
  Wait a... WHAT?
Title: Re: Arena Blueprint Contest
Post by: ianh05 on March 04, 2013, 05:02:01 PM
Could you explain Identical objects that can be repeated (rotation is fine), hinges and Prismatics a little more for us? I have an idea for an arena using most the other stuff.
Title: Re: Arena Blueprint Contest
Post by: RedSawn on March 04, 2013, 05:37:07 PM
I believe what he means by identical objects is copy and pasting stuff for the arena you've already made and putting it elsewhere in the arena to save time just typing out every part of it again.

Hinges are the axles for arena flippers and hammers.

I don't know what Prismatics are. But I do know I'm interested in this contest.

Title: Re: Arena Blueprint Contest
Post by: Trovaner on March 04, 2013, 06:59:53 PM
I added descriptions to everything and corrected the math error that Venko pointed out.
Title: Re: Arena Blueprint Contest
Post by: Jack Daniels on March 05, 2013, 04:04:28 AM
Oh good.  This will be a nice mental distraction at work.  Better bring my sketchpad.
Title: Re: Arena Blueprint Contest (Accepting Entries)
Post by: Trovaner on March 15, 2013, 01:53:14 PM
Signups are now open and they will be closing on 4/15/13.
Title: Re: Arena Blueprint Contest (Accepting Entries)
Post by: ianh05 on March 15, 2013, 01:58:23 PM
I'm terrible at illustrations  :rage  not sure if I should enter, already had one arena made for me.
Title: Re: Arena Blueprint Contest (Accepting Entries)
Post by: Trovaner on March 15, 2013, 02:54:44 PM
I say go for it. You don't have the guaranteed prize (the action cam) and it would encourage others to participate.
Title: Re: Arena Blueprint Contest (Accepting Entries)
Post by: Jack Daniels on March 16, 2013, 09:46:33 AM
Rock on. Expect something from me within a week or so.
Title: Re: Arena Blueprint Contest (Accepting Entries)
Post by: Wolfsbane on April 05, 2013, 07:02:42 PM
I know i'll sound like a noob by asking this, but what's an Action Cam? Some camera you use IRL?
Title: Re: Arena Blueprint Contest (Accepting Entries)
Post by: ianh05 on April 05, 2013, 07:05:52 PM
I believe it's a camera angle in the game that follows the action by itself without needing to be moved around by the mouse.
Title: Re: Arena Blueprint Contest (Accepting Entries)
Post by: Trovaner on April 08, 2013, 03:00:57 PM
Roughly a week left before this contest ends. Now would be a good time to get your entries in if you are unsure if they are doable. It has been open for nearly a month so there will be no extensions of the deadline.

Everyone is eligible to participate even people that know how to make their own arenas (since there is a prize for the winner).

Since I'm posting anyways, here is the description of the Action Cam that I gave in another contest:
As far as what the action cam is, it is basically an autonomous camera that views all active bots from the side. It will also rotate to the other side if a wall gets in the way so you will almost always have the optimal viewing angle.
To expound upon this, it is a camera that is enabled by pressing the F3 and F4 buttons at once. It supports having any number of bots in the arena and works just as well for human vs AI scenarios as it does for AI vs AI scenarios.
Title: Re: Arena Blueprint Contest (Accepting Entries)
Post by: Venko on April 08, 2013, 05:08:26 PM
Images may not exceed 800x600 (WIDTHxHEIGHT) and must be less than 100MB (12500KB). Using less gradients and more continuous colors will reduce your file size when it is saved as a PNG file. If you keep it simple, you will never hit this limit. This is to prevent people from over beautifying their entries (like BOTM entries).
I still can't get how an 800x600 image can be bigger than 1 920 056 bytes.
(800x600 32 (24 + alpha) bits per color bmp;tga = ~ 2 MB), what with the 100 Mega Bytes limit anyway?...
Did You mean 100 Kilobytes?
Title: Re: Arena Blueprint Contest (Accepting Entries)
Post by: Conraaa on April 08, 2013, 05:36:19 PM
(https://gametechmods.com/uploads/images/8976Airlockarena.png)
Excuse my god awful picture, but I hope the description should make up for it.

This is the Airlock Arena, a square arena with reasonably low edges to allow for OOTA's. It has small fences then external walls, fencing the arena in from the rest of the world. This arena's party piece however, is that near the end of the match (Say, 2 minutes in in a 3 minute match) each airlock (There are 2 located on opposite sides of the arena) opens a small amont and the gravity of the arena changes for about 8 seconds, thrusting the robots to that side, and possibly out of the arena if they happen to be airborne. This then alternates by door every 20 seconds until the end of the match.

Every time an airlock is about to open, 4 smoke vents, one in each corner, start pouring out smoke until the airlock is closed again. And if you wanted real fun. There could be a stack of barrels at one end, which would be thrown across the arena the first time an airlock opens.

Title: Re: Arena Blueprint Contest (Accepting Entries)
Post by: Venko on April 09, 2013, 03:44:14 AM
This is my entry :
Title: Re: Arena Blueprint Contest (Accepting Entries)
Post by: Trovaner on April 09, 2013, 12:09:13 PM
Images may not exceed 800x600 (WIDTHxHEIGHT) and must be less than 100MB (12500KB). Using less gradients and more continuous colors will reduce your file size when it is saved as a PNG file. If you keep it simple, you will never hit this limit. This is to prevent people from over beautifying their entries (like BOTM entries).
I still can't get how an 800x600 image can be bigger than 1 920 056 bytes.
(800x600 32 (24 + alpha) bits per color bmp;tga = ~ 2 MB), what with the 100 Mega Bytes limit anyway?...
Did You mean 100 Kilobytes?
Yeah I meant Kilobytes but whatever... Since I've already stated that the rules won't change, people should have no issues keeping it under the limit that I listed :dumb) but I would still recommend keeping it relatively low to avoid cluttering up your splash (Conraaa made exactly what I was thinking people would do in the version of his arena that I quoted).

(https://gametechmods.com/uploads/images/42915airlock arena.PNG)

Excuse my god awful picture, but I hope the description should make up for it.

This is the Airlock Arena, a square arena with reasonably low edges to allow for OOTA's. It has small fences then external walls, fencing the arena in from the rest of the world. This arena's party piece however, is that near the end of the match (Say, 2 minutes in in a 3 minute match) each airlock (There are 2 located on opposite sides of the arena) opens a small amont and the gravity of the arena changes for about 8 seconds, thrusting the robots to that side, and possibly out of the arena if they happen to be airborne. This then alternates by door every 20 seconds until the end of the match.

Every time an airlock is about to open, 4 smoke vents, one in each corner, start pouring out smoke until the airlock is closed again. And if you wanted real fun. There could be a stack of barrels at one end, which would be thrown across the arena the first time an airlock opens.
Congratulations on becoming the first valid entry. The arena would be well-suited for a beginners tutorial and the overall concept of it seems pretty cool IMO.

This is my entry :
Its seems kind of busy for a beginners tutorial but most of it is doable. The only issue that I have with it is that the hole in the ground and on the buildings. It is hard to make something look crumbed and be just a texture. Although this arena is a bit of a stretch, I'll still allow consider it a valid entry due to the lack of entries that we have ATM.
Title: Re: Arena Blueprint Contest (Accepting Entries)
Post by: 70 CUDA on April 09, 2013, 04:45:39 PM
been up all day so this is a crap mock up.   I give the GAUNTLET!!!!
here is the thought. It is a 2 bot arena with three things to get past or through. a slalom that you have 10 sec to get past or a fridge will drop on your bot or in front of it, making it hard to get past. a wall of cinder blocks, just bash it. and a ramp up over the top of arena walls, these will rise after the bot crosses over so the bots cant get back to the course. the arena has a fire and smoke running across it until both bots get in. I would love to see 2 drum hazards that have a floor section covering them. if a bot sit on it for 2 sec the floor shoots back and a 55 gal drum thing with spikes rises out of the floor and tosses the bot to the wall or beyond.
(https://gametechmods.com/uploads/images/28352the guanlet.png)
Title: Re: Arena Blueprint Contest (Accepting Entries)
Post by: ianh05 on April 09, 2013, 05:26:50 PM
(https://gametechmods.com/uploads/images/87811Tag Team Wrestling Arena.jpg)

You could also make the ring have an easily changed (modded) logo for wrestling/MMA/Boxing fans. Also forgot to add that the bots bounce off the ring ropes (just like in wrestling).

EDIT:

It seems doable but I have a few questions. If you make the walls bouncy and they are low enough for bots to hit them then how are they suppose to get into the arena? It wouldn't be too difficult to make the walls unsubstantial but did you want it done differently? Also by "ring apron" do you mean the ledge between the ropes and the steps? If so, you're likely to have problems with bots falling off or partially off the ledge. As far as weapon spawning goes, the best I can really do is toss an object into the arena from the sidelines. Bots can not pick up objects or have them attached during a match. Edit your post with the answers to these questions and I'll put you down as a valid entry (you'll be labeled as being an invalid entry until then).

1. Perhaps they can teleport in (create same bot in another location and remove original)?
2. By ring apron I mean the area on the ring that is outside of the ropes, I'd just say make the area large enough to hold a HW on there or have a low invisible wall to prevent robots falling off.
3. For the weapon I'd like them to spawn upright in the neutral corners and setup so that when a robot makes contact with it the object breaks and that robot takes damage.

EDIT #2:

1. Unfortunately, neither teleporting nor respawning are possible in RA2. I can blink the lights and launch the bots into the arena using a force command but it wouldn't give you the results that you are looking for.
2. Making an invisible wall would be fine but it would look kind of wonky when the second bot tried to get onto the ledge (assuming that both bots on a team are entering the arena from off stage). I was already thinking that we could make the collision mesh for the stairs into a ramp but to give wide bots the ability to turn without touching the ropes, the ramp would need to end quite a bit sooner than the display mesh which would make it look pretty bad whenever something drove on top of it.
3. That would work.

1. Force command thing sounds alright, we just need them to get in and out of the ring anyway possible.
2. An invisible collision mesh all around the ring with a gap for the ring ramp sounds like a good idea. You could make the ramp larger and put it near one of the neutral corners.
3. Would it be possible for the table to break and have parts of the table possibly land on the bot? The ladder could just fall on top of the bot and cause damage.
Title: Re: Arena Blueprint Contest (Accepting Entries)
Post by: Trovaner on April 09, 2013, 06:43:00 PM
been up all day so this is a crap mock up.   I give the GAUNTLET!!!!
here is the thought. It is a 2 bot arena with three things to get past or through. a slalom that you have 10 sec to get past or a fridge will drop on your bot or in front of it, making it hard to get past. a wall of cinder blocks, just bash it. and a ramp up over the top of arena walls, these will rise after the bot crosses over so the bots cant get back to the course. the arena has a fire and smoke running across it until both bots get in. I would love to see 2 drum hazards that have a floor section covering them. if a bot sit on it for 2 sec the floor shoots back and a 55 gal drum thing with spikes rises out of the floor and tosses the bot to the wall or beyond.
(https://gametechmods.com/uploads/images/28352the guanlet.png)
I'm not 100% sure what you mean by slalom but I'm guessing it has something to do with a slippery surface. Regardless, it seems doable and it seems to be at the right difficulty for a beginners tutorial. On a side note, it kind of reminds me of Lu-Tze's obstacle course arena (which is perfectly fine) and I like the spinning drums idea.

(https://gametechmods.com/uploads/images/87811Tag Team Wrestling Arena.jpg)

You could also make the ring have an easily changed (modded) logo for wrestling/MMA/Boxing fans. Also forgot to add that the bots bounce off the ring ropes (just like in wrestling.
It seems doable but I have a few questions. If you make the walls bouncy and they are low enough for bots to hit them then how are the bots suppose to get into the arena? It wouldn't be too difficult to make the walls unsubstantial but did you want it done differently? Also by "ring apron" do you mean the ledge between the ropes and the steps? If so, you're likely to have problems with bots falling off or partially off the ledge. As far as weapon spawning goes, the best I can really do is toss an object into the arena from the sidelines. Bots can not pick up objects or have them attached during a match. Please edit your post with the answers to these questions (I'll put you down as valid but it will be tentatively depending on your answers). On another side note, JoeBlo made a wrestling arena for Backlash but it never got released...
Title: Re: Arena Blueprint Contest (Accepting Entries)
Post by: ianh05 on April 09, 2013, 06:53:49 PM
updated my post.
Title: Re: Arena Blueprint Contest (Accepting Entries)
Post by: Venko on April 09, 2013, 07:10:05 PM
If it takes too much time, we can quit some hazards, all the things in my idea are a subject to change (except for the brick-cars).
So You can suggest some to be replaced with a cloned UFO SFTWs hazard.
Pic :
No one says that it must be the prettiest arena.
In this pic I offer some circumventions of the problem with the crumbled buildings.
You still can make the buildings with a simple geometry and a simple crumbled texture like this - 1
Or You can use a cube and just use an alpha channel TGA texture on it, with a totally translucent crumbled alpha channel - 2
Or You can use the both of these effects - 3
Or don't have a crumbled buildings at all.
For the blocked exits You can use a mesh like this, with a crumbled texture - 4
The same but with an alpha channel translucent crumbled texture - 5
Or just a simple flat sprite with an alpha crumbled texture - 6
You can make the hole square, or square with an alpha crumbled texture, or don't make the hole at all - 7
As for the King Kong, it can be an up-down moving flat sprite on the building - 8
Feel free to discuss ideas with me on making this a more simple.
Title: Re: Arena Blueprint Contest (Accepting Entries)
Post by: 70 CUDA on April 09, 2013, 07:21:10 PM
Yeah it would 3 walls with ice like flooring. Yes I was thinking of that arena when i came up with this, however did that end with the bots fighting? i remember it was a race. but i could be wrong since its years. lol
(https://gametechmods.com/uploads/images/80124path.png)
Title: Re: Arena Blueprint Contest (Accepting Entries)
Post by: Mr. AS on April 09, 2013, 07:33:52 PM
would something like a conveyer belt be "doable"? im thinking about having a conveyer pull bots into a pit of passive "lava".
Title: Re: Arena Blueprint Contest (Accepting Entries)
Post by: ianh05 on April 09, 2013, 07:35:34 PM
With my gaming experience I would say lava is never passive  :dumb)
Title: Re: Arena Blueprint Contest (Accepting Entries)
Post by: Trovaner on April 09, 2013, 07:41:27 PM
1. Perhaps they can teleport in (create same bot in another location and remove original)?
2. By ring apron I mean the area on the ring that is outside of the ropes, I'd just say make the area large enough to hold a HW on there or have a low invisible wall to prevent robots falling off.
3. For the weapon I'd like them to spawn in the neutral corners and setup so that when a robot makes contact with it the object breaks and that robot takes damage.
1. Unfortunately, neither teleporting nor respawning are possible in RA2. I can blink the lights and launch the bots into the arena using a force command but it wouldn't give you the results that you are looking for.
2. Making an invisible wall would be fine but it would look kind of wonky when the second bot tried to get onto the ledge (assuming that both bots on a team are entering the arena from off stage). I was already thinking that we could make the collision mesh for the stairs into a ramp but to give wide bots the ability to turn without touching the ropes, the ramp would need to end quite a bit sooner than the display mesh which would make it look pretty bad whenever something drove on top of it.
3. That would work.

If it takes too much time, we can quit some hazards, all the things in my idea are a subject to change (except for the brick-cars).
So You can suggest some to be replaced with a cloned UFO SFTWs hazard.
Pic :
No one says that it must be the prettiest arena.
In this pic I offer some circumventions of the problem with the crumbled buildings.
You still can make the buildings with a simple geometry and a simple crumbled texture like this - 1
Or You can use a cube and just use an alpha channel TGA texture on it, with a totally translucent crumbled alpha channel - 2
Or You can use the both of these effects - 3
Or don't have a crumbled buildings at all.
For the blocked exits You can use a mesh like this, with a crumbled texture - 4
The same but with an alpha channel translucent crumbled texture - 5
Or just a simple flat sprite with an alpha crumbled texture - 6
You can make the hole square, or square with an alpha crumbled texture, or don't make the hole at all - 7
As for the King Kong, it can be an up-down moving flat sprite on the building - 8
Feel free to discuss ideas with me on making this a more simple.
I can't think of any objects that are already made to look like Figure 1. I could make one but that is a little too advanced for a beginners tutorial.
I was thinking of doing Figure 2 but it would look kind of weird whenever someone looked into the gap.
Figure 3 would have been ideal but it suffers from the issues that I brought up for 1.
Crumbled buildings are one of the features that brings the whole arena together so I really wouldn't want to leave them out. At this point in time, I would probably do option 2 due to the simplicity.

Figure 4 was what I was thinking for the exists just because Figure 5 and 6 would look tacky. Alpha channels are cool when used effectively but having things float unrealistically in them doesn't work well.

I could easily make the pit work like you have in Figure 7 but it wouldn't look pretty from the side and if we allow bots to fall in then it will look even worse. As long as you understand that it won't be pretty, we could make it work.

Your idea for Figure 8 is actually something that I hadn't considered.
Title: Re: Arena Blueprint Contest (Accepting Entries)
Post by: 70 CUDA on April 09, 2013, 07:46:22 PM
would something like a conveyer belt be "doable"? im thinking about having a conveyer pull bots into a pit of passive "lava".
yes and you could have the lava push the in a direction. Mad and I did that with a river. it was a GMF rectangle that was HUGE, he set it up so the bot would get pulled when it drove through it. we had a semi clear skin. I cant remember how but will think on it.
Title: Re: Arena Blueprint Contest (Accepting Entries)
Post by: ianh05 on April 09, 2013, 07:58:11 PM
Updated my entry again.
Title: Re: Arena Blueprint Contest (Accepting Entries)
Post by: Venko on April 09, 2013, 08:06:03 PM
I was thinking of doing Figure 2 but it would look kind of weird whenever someone looked into the gap.
You can simply fill the gap with a fire and the problem is solved geniusly.  ;)
Crumbled buildings are one of the features that brings the whole arena together so I really wouldn't want to leave them out.
Agreed.
Figure 4 was what I was thinking for the exists just because Figure 5 and 6 would look tacky.
OK then, but use some debris textures.
I could easily make the pit work like you have in Figure 7 but it wouldn't look pretty from the side and if we allow bots to fall in then it will look even worse. As long as you understand that it won't be pretty, we could make it work.
I don't have a problem with the ugliness. As for the pit, my idea was for a very shallow pit, in which bots cannot fall to lose. Just as a slight wedge discomfort or to get stucked.
Your idea for Figure 8 is actually something that I hadn't considered.
Feel free to make the King Kong as you wish.
Title: Re: Arena Blueprint Contest (Accepting Entries)
Post by: Kossokei on April 09, 2013, 08:29:38 PM
Here's my entry.


This would actually be cool to see made
Title: Re: Arena Blueprint Contest (Accepting Entries)
Post by: Trovaner on April 09, 2013, 09:13:45 PM
Yeah it would 3 walls with ice like flooring. Yes I was thinking of that arena when i came up with this, however did that end with the bots fighting? i remember it was a race. but i could be wrong since its years. lol
(https://gametechmods.com/uploads/images/80124path.png)
In Lu-Tze's arena, the bots would fight after they both got into the center of the arena (an uncommon event especially for the version that was used in DSL2 (I added AI support to my version)).

would something like a conveyer belt be "doable"? im thinking about having a conveyer pull bots into a pit of passive "lava".
The best we could do is give the illusion of a conveyor belt.
1. Using a prismatic floor, we could pull the bot across a belt looking surface. This would, however, have problems if you wanted to have bots fall off the end of the conveyor belt (the prismatic object would remain below you at all times and wouldn't circle around). If you put a guide object down that will force bots to turn off of the conveyor belt then you could probably get your lava idea to work.
2. Alternatively, we could make the floor slippery and apply a force on the bot (we could even make an animation out of display meshes but that would increase lag on slower computers). The issue with this one is that the bot would struggle to get off the belt with it being so slippery and it might lag on slower computers.
3. Another idea would be to have a prismatic pushing newly spawned tread objects down a predefined path and either make them disappear before reaching the ledge. Although this idea seems like it would work the best, it suffers from two major flaws. It would be a rather complicated mechanism with many moving parts and it would probably lag.

The one used in the arena that 70 CUDA is talking was a prismatic object that was textured to look like a raging river and acted as a smartzone to determine which bots would receive a force applied to them. It isn't quite what you are looking for but it may give other people ideas.

1. Unfortunately, neither teleporting nor respawning are possible in RA2. I can blink the lights and launch the bots into the arena using a force command but it wouldn't give you the results that you are looking for.
2. Making an invisible wall would be fine but it would look kind of wonky when the second bot tried to get onto the ledge (assuming that both bots on a team are entering the arena from off stage). I was already thinking that we could make the collision mesh for the stairs into a ramp but to give wide bots the ability to turn without touching the ropes, the ramp would need to end quite a bit sooner than the display mesh which would make it look pretty bad whenever something drove on top of it.
3. That would work.

1. Force command thing sounds alright, we just need them to get in and out of the ring anyway possible.
2. An invisible collision mesh all around the ring with a gap for the ring ramp sounds like a good idea. You could make the ramp larger and put it near one of the neutral corners.
3. Would it be possible for the table to break and have parts of the table possibly land on the bot? The ladder could just fall on top of the bot and cause damage.
1. Like I previously mentioned, the force command wouldn't work well for something like this. The bots would get a serious case of whiplash that would probably result in them havoking, getting flipped, and taking damage. It would also be difficult to get the bot to stop moving once we launched it because it lacks any sort of precision.
2. How would the ramp be changed? I'm not sure how this changes anything.
3. Breaking a movable object is much more difficult than creating a stationary object that is breakable. The best I could do is something similar to the computer in the DSL practice arena. As far as the table goes, it would be possible to dump pieces from the rafters but it is unlikely that it will give the effect that you are looking for. As for the ladder, we could identify where the opponent is on a grid and drop a specific set of objects that will appear to be a single ladder until they hit the bot/ground (something that I would consider too tedious if it weren't for the fact that a single ladder can span more than one square on a grid)

Here's my entry.


This would actually be cool to see made
Not a bad concept arena. I really like the incorporation of the drum and conveyor belt. The simplicity of it is also very appealing to me. As far as making it goes, I would probably use the first conveyor belt option that I mentioned at the top of this post. Therefore, everything appears to be doable and valid.
Title: Re: Arena Blueprint Contest (Accepting Entries)
Post by: ianh05 on April 09, 2013, 10:17:24 PM
I love how my idea looks so simple but is tougher to pull off  :dumb)
Title: Re: Arena Blueprint Contest (Accepting Entries)
Post by: Trovaner on April 10, 2013, 10:18:28 AM
I had an idea for a tabletop.
Unfortunately, the size of fire objects is not controllable. Also trying to use a bunch of them on top of each other results in serious lag issues. In the Black Hole Arena, I ended up only turning on one flame pit at a time and even then it lagged quite a bit on some computers. It would be very difficult to give the illusion of a larger flame without making the arena unplayable. Therefore, I am forced to label this one as an invalid entry (feel free to make changes to it).

Edit: Just as an idea, you could make small flames that circle around the edges of the arena instead of having a bunch of big ones. I'm not sure what to do about the center flame, though.
Title: Re: Arena Blueprint Contest (Accepting Entries)
Post by: Badger on April 10, 2013, 01:45:34 PM
I had an idea for a possible arena, probably better for p v ai than ai v ai, but oh well. I make it in the CSGO hammer editor because that's the only 3d mapping/modeling thing that I know how to use, so deal w/ it.

Oh, and the place that the guy is standing in the 1st pic would be a good place for some pop-up spikes, a little like the saws in the battlebox, and a lot like the series 3 RW spikes.

Screenshots:
IDK what to name it, Industrial Zone?
Title: Re: Arena Blueprint Contest (Accepting Entries)
Post by: Kossokei on April 10, 2013, 02:27:06 PM
Here's my entry.


This would actually be cool to see made
I didn't know we had to name it, so I'll give it a name;

"Bruniikkaal Arena"
Title: Re: Arena Blueprint Contest (Accepting Entries)
Post by: Trovaner on April 10, 2013, 02:47:39 PM
I had an idea for a possible arena, probably better for p v ai than ai v ai, but oh well. I make it in the CSGO hammer editor because that's the only 3d mapping/modeling thing that I know how to use, so deal w/ it.

Oh, and the place that the guy is standing in the 1st pic would be a good place for some pop-up spikes, a little like the saws in the battlebox, and a lot like the series 3 RW spikes.

Screenshots:
It appears to be doable. Seems like a pretty basic arena layout (saws and spikes). The lava hazard is a nice touch, however.

Here's my entry.


This would actually be cool to see made
I didn't know we had to name it, so I'll give it a name;

"Bruniikkaal Arena"
You didn't have to name it, I've just been grabbing the name whenever possible to make it easier to keep track of who made what.
Title: Re: Arena Blueprint Contest (Accepting Entries)
Post by: Lightning S. on April 10, 2013, 11:55:56 PM
I had an idea for a tabletop.
Unfortunately, the size of fire objects is not controllable. Also trying to use a bunch of them on top of each other results in serious lag issues. In the Black Hole Arena, I ended up only turning on one flame pit at a time and even then it lagged quite a bit on some computers. It would be very difficult to give the illusion of a larger flame without making the arena unplayable. Therefore, I am forced to label this one as an invalid entry (feel free to make changes to it).

Edit: Just as an idea, you could make small flames that circle around the edges of the arena instead of having a bunch of big ones. I'm not sure what to do about the center flame, though.
Okay, problems mentioned and a few other things updated:
Title: Re: Arena Blueprint Contest (Accepting Entries)
Post by: Jack Daniels on April 11, 2013, 03:59:47 AM
Still working on mine...  Damn that deadline is coming up fast.  :P
Title: Re: Arena Blueprint Contest (Accepting Entries)
Post by: Trovaner on April 11, 2013, 02:07:32 PM
I had an idea for a tabletop.
Unfortunately, the size of fire objects is not controllable. Also trying to use a bunch of them on top of each other results in serious lag issues. In the Black Hole Arena, I ended up only turning on one flame pit at a time and even then it lagged quite a bit on some computers. It would be very difficult to give the illusion of a larger flame without making the arena unplayable. Therefore, I am forced to label this one as an invalid entry (feel free to make changes to it).

Edit: Just as an idea, you could make small flames that circle around the edges of the arena instead of having a bunch of big ones. I'm not sure what to do about the center flame, though.
Okay, problems mentioned and a few other things updated:
The one challenge would be getting the floor mesh from the Flextop arena to look like that (there might be an easier mesh to work with but nothing comes to mind ATM). Regardless, I'm sure that we could get it to work.
Title: Re: Arena Blueprint Contest (Accepting Entries)
Post by: Jack Daniels on April 14, 2013, 09:36:12 AM
Gah.  I can't seem to get enough time to work on this.  Too much going on in life.  I wish everyone good luck and can't wait to see the  progress with this.  :D

You are all awesome for taking time to present designs.
Title: Re: Arena Blueprint Contest (Accepting Entries)
Post by: Trovaner on April 15, 2013, 12:57:51 PM
For those of you are still working on your entries, please try to get them in ASAP.

The deadline is April 15, 2013, 11:59:00 PM which roughly equates to no more time...

Edit: Don't forget that valid participants may still change their entries until the deadline expires. However, only the most recent valid entry will be used and invalid entries have 24 hours to become valid after I say they are not.
Title: Re: Arena Blueprint Contest (Accepting Entries)
Post by: Jonzu95 on April 15, 2013, 01:02:51 PM
Damnit... I missed this. I have so much stuff to do and I can't do everything in 3 hours. Shame.
Title: Re: Arena Blueprint Contest (Accepting Entries)
Post by: Badger on April 15, 2013, 02:51:14 PM
I did the 3d thing of mine in an hour and a half, can't be too hard to do a 2d sketch. :P
Title: Re: Arena Blueprint Contest (Almost over!)
Post by: Mr. AS on April 15, 2013, 05:51:42 PM
(http://i.imgur.com/s5gfBor.png)

"The Sawmill"

please excuse my horrible drawing.

KEY=
1 - 4: start positions, 1 = player 1, and so on.
5: vertically spinning gigantic-ass saws that spin and inflict moderate to severe damage (800-1000 or so), should not cause OOTA's
6: flipper. dumps you into 7 after a bot is on there for 2.5 seconds
7: lava pit. similar to electric arena 2's/AON2 arena's damaging pit(s), shouldnt toss the bot as far though
8: wall. does some damage, mostly like the epic showdown arena's wall though, damaging and around the height of 3 grape boxes in the practice arena. wall around saws and pits are raised to avoid OOTA
Title: Re: Arena Blueprint Contest (Almost over!)
Post by: Trovaner on April 15, 2013, 10:00:32 PM
(http://i.imgur.com/s5gfBor.png)

"The Sawmill"

please excuse my horrible drawing.

KEY=
1 - 4: start positions, 1 = player 1, and so on.
5: vertically spinning gigantic-ass saws that spin and inflict moderate to severe damage (800-1000 or so), should not cause OOTA's
6: flipper. dumps you into 7 after a bot is on there for 2.5 seconds
7: lava pit. similar to electric arena 2's/AON2 arena's damaging pit(s), shouldnt toss the bot as far though
8: wall. does some damage, mostly like the epic showdown arena's wall though, damaging and around the height of 3 grape boxes in the practice arena. wall around saws and pits are raised to avoid OOTA
Neat ideas. Everything looks doable so I'll add you to the entries list.

Less than two hours left for people to get there entries in.
Title: Re: Arena Blueprint Contest (poll ends 4/24/13)
Post by: Trovaner on April 17, 2013, 01:08:55 PM
The poll has started.

Please remember that one of the primary points of this contest is to determine an arena that will be made into a tutorial. Ideally, I would want the complexity, difficulty, and personal enjoyment to be your determining factors but you may vote in any way that you see fit.
Title: Re: Arena Blueprint Contest (poll ends 4/24/13)
Post by: Jonzu95 on April 17, 2013, 01:53:02 PM
Ring of Fire gets my vote. ;)
Title: Re: Arena Blueprint Contest (poll ends 4/24/13)
Post by: Conraaa on April 17, 2013, 02:09:04 PM
I voted for Brunikaal Arena, I'm no arena expert but it seems to tick a fair few of your boxes for your tutorial and it looks like it'd be fun to fight battles on too.
Title: Re: Arena Blueprint Contest (poll ends 4/24/13)
Post by: Thyrus on April 17, 2013, 02:17:07 PM
I was thinking about what an arena I would`ve liked to see. now I know I want a new king of the hill but well ;)

edit: I think I have an additional idea for lightingS arena (don`t know if that has been posted, havn`t read through the thread)
Title: Re: Arena Blueprint Contest (poll ends 4/24/13)
Post by: Trovaner on April 23, 2013, 05:08:15 PM
There is a little less than a day left before the poll closes. This could be your last chance to vote or change your mind. It is a really close race so your vote could really make a difference in the results.
Title: Re: Arena Blueprint Contest (winner declaired)
Post by: Trovaner on April 24, 2013, 03:02:33 PM
Congratulations to Lightning S. for winning with the Ring of Fire (https://gametechmods.com/forums/index.php?topic=13221.msg582545#msg582545) arena.
Title: Re: Arena Blueprint Contest (winner declaired)
Post by: Mecha on April 24, 2013, 03:35:33 PM
Congrats Lightning, nice arena. :)
Title: Re: Arena Blueprint Contest (winner declaired)
Post by: Badnik96 on April 24, 2013, 06:31:55 PM
Dude congrats!

I wanted to enter but I kept putting it off...
Title: Re: Arena Blueprint Contest (winner declaired)
Post by: Scrapyard24c on April 24, 2013, 07:06:48 PM
If I had to design a Sawmill level, I would probably go for something that resembled the main building of the Team Fortress 2 level of the same name.  It would have both of the two moving sawblades in the arena and in each corner would have something similar to the Pulverizer except with ax heads instead of hammers.  Maybe a drop zone with logs as well.