Author Topic: Clash Cubes IV Arena  (Read 4603 times)

Offline JoeBlo

Clash Cubes IV Arena
« on: December 12, 2010, 11:19:51 PM »
here is the new Clash Cubes arena to be used in the upcoming Clash Cubes 4



so where to start... basically its a simple square arena with walls double the size of a normal small wall arena (like the DSL Tourney)

the lower section is angled at a steep gradient and the upper section like normal.

now onto what it does? you may see these floating in four locations in the above picture



in each corner there is a companion cube, (2 Little Cubes, Wild Cube and Carbon Cube) however these guys are by no means your friends in this arena.

they are 1kg each and are a little bouncy so they dont interfere with your robot at all when you hit them.. but should you send one of these little guys into the upper wall... its a different story



thats right, as soon as one of these cubes hits a upper wall it breaks away, halving the height of the arena wall

but besides the little cubes breaking stuff you can also throw your opponents into the walls which will break them away also



in testing it typically took 2 shots for a flipper to get a robot oota (1 to break away the wall and the other to get them out) but of coarse that could be less if you get a bigger hangtime or more force (like Terminal Force in CC3)

nothing for download just yet though sorry, the files themselves just need a bit more organizing but at least you know what to build for.  :gawe:

Offline NFX

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Re: Clash Cubes IV Arena
« Reply #1 on: December 12, 2010, 11:24:43 PM »
I like this idea. Given that my bot remains in the arena for the full 3 minutes in a RA2T2 match most of the time, I should be able to survive in this one relatively well. =D I'd like to see how this affects rammers, personally. Will it be easier for them to Rage III?
Co-creator of The RA2 Randomiser



Offline JoeBlo

Re: Clash Cubes IV Arena
« Reply #2 on: December 12, 2010, 11:30:26 PM »
Rage III ?

I assume you mean suicide up the wall and OOTA ?

well in testing only one robot could do that and that was All Terrain Train (obvious why It did)

all others hit it just like its a normal vertical wall (wedged or not)

I intentionally made it too steep for anything to ride up easy as its just really for looks :P

Offline GroudonRobotWars

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Re: Clash Cubes IV Arena
« Reply #3 on: December 12, 2010, 11:31:07 PM »
Awsome! That arena looks cool.

Offline NFX

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Re: Clash Cubes IV Arena
« Reply #4 on: December 12, 2010, 11:31:50 PM »
Mission accomplished, I'd say. Arena looks fantastic. =D
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Offline Clickbeetle

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Re: Clash Cubes IV Arena
« Reply #5 on: December 13, 2010, 01:16:03 AM »
The wall still looks pretty low; I bet something like AntonYYYm could get a bot out in one shot.


What are the spikes in the outside corners for?  Is that where you were going to put lightning but decided not to?


Nice-looking arena, my bot isn't going to like the relatively tight confines though.

To lack feeling is to be dead, but to act on every feeling is to be a child.
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Offline JoeBlo

Re: Clash Cubes IV Arena
« Reply #6 on: December 13, 2010, 01:22:11 AM »
yeah the spikes are just for looks.. that hazy lighting joining them and enclosing the arena but as I said to you before, it looks like the electric arena 2 :P

if you want to test floor confines, its a tiny bit bigger then the small arena floor (9x9, small arena is 8x8)


Offline J24

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Re: Clash Cubes IV Arena
« Reply #7 on: December 13, 2010, 01:55:03 AM »
That arena is made of win
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Offline Clickbeetle

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Re: Clash Cubes IV Arena
« Reply #8 on: December 13, 2010, 01:57:32 AM »
If it's hazy lighting you're after you could maybe do plus.emitSmoke, maybe changing the smoke puff .tga as well if you don't mind also changing the smoke that the bots emit.


That would create extra lag however, and the arena already looks good.


Edit: example smoke code just in case you want to use it.  Imma go sleep now so I won't reply to your next post.


plus.emitSmoke(a, (x, y, z), (xv, yv, zv), (xs, ys, zs))


a is the amount of smoke particles to generate per puff.  30 is a good number for a nice dense cloud.


x, y, z is obviously the coordinates of the puff.  xv, yv, and zv are the velocity of the particles in each direction.  And xs, ys, and zs are how much the particles will scatter, or how much variance there is in their velocity.


Also, it's different from addParticleEmitter in that it doesn't constantly emit smoke once you activate it; you have to tell it to emit smoke every tick if you want a constant stream.

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Offline JoeBlo

Re: Clash Cubes IV Arena
« Reply #9 on: December 13, 2010, 02:10:49 AM »
thats fine.. its quite low lag as is only 50kb in total (the little cubes are AddXtra objects)

I am pretty happy as is.. I had a much more complex design for the floor but I felt it hindered visibility for watches matches so I kept it plan so you can see everything 

Offline G.K.

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Re: Clash Cubes IV Arena
« Reply #10 on: December 13, 2010, 02:17:10 AM »
Very impressive Joe.
My above post explains everything about everything.

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Offline Jonzu95

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Re: Clash Cubes IV Arena
« Reply #11 on: December 13, 2010, 08:57:36 AM »
Amazing. I love it! =3

Offline lloopp D lloopp

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Re: Clash Cubes IV Arena
« Reply #12 on: December 13, 2010, 10:49:04 AM »
-r0b0 smiley goes here-
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Re: Clash Cubes IV Arena
« Reply #13 on: December 13, 2010, 10:53:51 AM »
KEWL, helps me decide my entry.
Better than GK since 2009.
I think SM is a pretty cool guy, eh builds unicycle-bots and doesn't afraid of anything

Offline Gazea2

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Re: Clash Cubes IV Arena
« Reply #14 on: December 13, 2010, 11:35:52 AM »
I WANT TO RE-SKIN THAT <3

Looks great, Joe.


Offline Scorpion

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Re: Clash Cubes IV Arena
« Reply #15 on: December 13, 2010, 11:48:53 AM »

^you deserve that^
And you've helped me decide my entry now.

Offline SKBT

Re: Clash Cubes IV Arena
« Reply #16 on: December 13, 2010, 06:03:54 PM »
Now the question arises do I enter my generic cube flipper or my less generic rammer.

@Joe: can you send the the fixed skirt hinge. I need to test it out on my rammer to make sure it will work with it.

Offline COOLRUNNER87

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Re: Clash Cubes IV Arena
« Reply #17 on: December 13, 2010, 06:22:29 PM »
This may be troubling for my robot, seeing that it probably could suicide out of the arena if one of the walls are down.

Offline JoeBlo

Re: Clash Cubes IV Arena
« Reply #18 on: December 13, 2010, 06:56:22 PM »
actually while it doesnt affect others.. yours.. might suicide :P

@Joe: can you send the the fixed skirt hinge. I need to test it out on my rammer to make sure it will work with it.

it will be public-ally posted when I have the change to finish it :P the reason its taken a bit to do as I am trying to plan it out.. I have a feeling the odd collision is for AGOD or havok (or both) reduction :/ so the last thing I want to do is make it worse..

I WANT TO RE-SKIN THAT <3

and whats wrong with the skin it has now?

took me ages to make a simple enough floor skin to give good clarity for videos while at the same time not hating it. :P

the original floor skin was a lot more complex and will likely be featured in Backlash

Offline SKBT

Re: Clash Cubes IV Arena
« Reply #19 on: December 13, 2010, 06:59:40 PM »
I have a feeling the odd collision is for AGOD or havok (or both) reduction :/ so the last thing I want to do is make it worse..

Thats what I wanted to test for because I was planning on entering a skirt hinged rammer.