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Topics - FaceBagman
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« on: July 04, 2019, 01:15:50 PM »
Mech Madness is now looking for new applicants for Season 3! After a wild Season 2 successfully wrapped up under a new format, I made the announcement that entries will be accepted for next season right up until a TBA due-date. I am currently making some technical changes to how the MM edit of the RoboGames arena functions with OotAs and multibots; once this is complete, an end date for signups will officially be announced. But definitely start sending your robot design files & any AI to me as soon as you please! ENTRY DETAILS:- The large field format returns for Season 3 of Mech Madness!
EVERY ROBOT FROM SEASON 2 IS AUTOMATICALLY CONSIDERED ENTERED, UNLESS IT VIOLATES NEW BUILD RULE CHANGES OR THE BUILDER TELLS ME OTHERWISE. Any participating builder is allowed to send me as many entrants as they wish. Up to 6 robots will be included in the season's field per builder! The restrictions on fresh entries have been lifted. However, for returning builders, I require that at least 1 of your submissions be one of your robots from Mech Madness 2 (rebuilds are acceptable but not required) AND 1 must be a brand new design that hasn't seen tournament time before. For new builders, at least 1 of your entries must be a creation that has not fought in a tournament before. This should go without saying, but it's highly frowned upon to enter anything that's not your own build. I reserve the right to reject anything that doesn't fit the spirit of the tournament.
You may PM me your .bot file here (or on Discord) or direct me to an upload on the Exchange if you prefer. Any friends of yours who don't have a GTM account are more than welcome to email me a .bot file as well, just let me know and I'll get you the appropriate contact info!
Accepted robots will make the cut based on an even combination of originality and effectiveness. Obviously, returning contenders that meet the new standards for MM2 and were fan favorites or had a deep run last season will have priority as the field is determined.
Keep the name of your bots pronounceable and realistic (ie: appropriate) as well. This is a case-by-case rule, and I'll ask for revisions before accepting any bots with names I don't feel comfortable reading repeatedly on mic, for obvious reasons. I'm still undecided about commentary, but just in case...
SIGNUPS BEGIN NOW. DEADLINE TO BE ANNOUNCED.
BUILD RULES:- Tourney will be run in the Mech Madness build of DSL that I utilized last season. All components are the same as a base copy of DSL 2.2, with the exception of custom-skinned components that were submitted to me last season.
Strict IRL build rules. I'm pretty ok with breaking Co7 and intersecting some components in the name of more realistic appearance, just NO INTERSECTING BATTERIES AND MOTORS. Use common sense, obviously. Weapons need adequate support. Tribar spinners will require support bars, vertical discs require triangular support structures. Please don't hesitate to ask me to explain these guidelines further to you if there are any questions as to whether your entry is IRL legal by my standards. :)
Heavyweight (800KGs)
All IRL packs, Component Freedom, and OBJRA2 are allowed and encouraged to allow a pretty dense amount of design creativity. I'll be looking for personality in the designs!
I can AI decently, but I encourage you to send me bindings and AI your controls for best performance, especially if you're building a more complex control bot. I want to ensure that your robot performs up to your expectations for it!
Active Weapon Rule (see Battlebots). Flamethrowers DO NOT count as sole active weapons. OVERHEAD BODY THWACKS ARE NO LONGER ACCEPTED, "sit & spin" thwackbots are not accepted.
No weapon spam: NO MORE THAN 1 MINION DISC OR MECHAVORE DISC, 2 PREMADE SAWBLADES, 2 FRENZY HAMMERS, 4 LARGE TEETH, 6 SMALL TEETH, OR 6 TOTAL TEETH on a bot. Limit 3 Burst Motors. SKIRTS CANNOT BE USED AS A PRIMARY WEAPON ARM. Shell spinners can be analyzed on a case-by-case basis for tooth spam and I reserve the right to ask for modifications if needed.
SKIRTS FOR DUSTPANS OR WEDGES MUST HAVE SIMULATED SUPPORT ON AT LEAST 3 SIDES (THE ATTACHMENT POINT MAY COUNT AS 1 SIDE OF SUPPORT, THEN A PANEL, EXTENDER, OR ADDITIONAL SKIRT THAT TOUCHES A SIDE OF SAID SKIRT CAN COUNT AS A SECOND, ETC...)
CB2 parts are NOT allowed, with the exception of Flatmotors and the O-Servos.
Multibots allowed (max 2 able to fight at 1 time, but a Grubs-esque modular entry would be acceptable). 50% OF WEIGHT DISABLED IS CONSIDERED A KO. Active weapon rule applies for the entry as a whole, so only one bot of the 2 needs to have an active weapon in battle.
No drones.
Walkers/unorthodox drive trains are allowed as long as the bot can show directional movement, though no weight bonuses will be given.
Modularity allowed (up to 4 configurations) without major changes to the base robot.
TOURNAMENT RULES:- Fights will be held in the Mech Madness Court (a reskin of the RoboGames Arena)
3 minute fights before judge's decision, or until one bot is KOed.
IMPORTANT - KO, in this tournament, is defined as when a robot loses directional movement or when any part of that robot touches the Out-of-Bounds area. So if one side of drive is disabled (all wheels/treads removed from left or right side), the robot will be considered KOed at the point it was immobilized.
I'll restart on pins due to wonky AI/crashes, but if a bot is consistently crashing the game via havok, I reserve the right to disqualify (hopefully, the screening process will prevent this from being a problem ahead of time).
A 20 second countdown will begin if a robot that cannot drive while inverted is flipped. Thus, a shell spinner that stays careening around the arena upside-down for 20 seconds will be considered KOed.
Judge's decision will be based on the standard 3 criteria of Damage, Control, and Aggression. Instead of splitting points, each bot will be graded from 1-10 in each of the 3 categories post-match.
To simulate the concept of a sports season (and not at all rip off Battlebots Season 3 >.>), every accepted robot will be placed in a group (or "Conference"). Each Conference will then host it's own exciting, 15-fight long episode, where the 6 bots in that Conference will face off against each other in a 1-v-1 Round Robin style. Thus, each robot will be guaranteed 5 fights before a Conference Champion is determined by record. That Champion will earn an automatic bid to the single-elimination Postseason Tournament. Other robots will be considered for "at-large" bids based on their performance in their conference. By the end of the regular season, there should be a highly competetive bracket made up of the best bots in the league!
Other exhibition fights and grudge matches may still be aired as well, time-permitting. :)
I'll record fights first, then cut them as necessary, then add in commentary & post-graphics. A major thank you and credit to the following builders for their contributions!:
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« on: February 12, 2018, 11:10:24 PM »
Welcome back, roboteers. After a needed summer break, Season 2 of Mech Madness is finally set to begin! There are a few significant changes incoming, so please take some time and read the modified rules below. I'm looking forward to an even longer season, featuring many more of your unique and impressive creations! ENTRY DETAILS:- I'm setting the bar even higher for Season 2 of Mech Madness. The 32 bot minimum and 64 bot maximum are GONE. I aim for a large field that can fill an entire season of robot combat this time around.
Any participating builder is allowed to send me as many entrants as they wish. Up to 5 robots will be included in the season's field per builder! The restrictions on fresh entries have been lifted. However, I require that at least 1 of your submissions be either one of your robots from Mech Madness 1 (rebuilds are acceptable but not required) OR a brand new design that hasn't seen tournament time before. This should go without saying, but it's highly frowned upon to enter anything that's not your own build. I reserve the right to reject anything that doesn't fit the spirit of the tournament.
You may PM me your .bot file here (or on Discord) or direct me to an upload on the Exchange if you prefer. Any friends of yours who don't have a GTM account are more than welcome to email me a .bot file as well, just let me know and I'll get you the appropriate contact info!
Accepted robots will make the cut based on an even combination of originality and effectiveness. Obviously, returning contenders that meet the new standards for MM2 and were fan favorites or had a deep run last season will have priority as the field is determined.
Keep the name of your bots pronounceable and realistic as well. I'll ask for revisions before accepting any bots with names I don't feel comfortable reading repeatedly on mic, for obvious reasons. I'm still undecided about commentary, but just in case...
SIGNUPS BEGIN NOW. THE DEADLINE IS SET FOR OCTOBER 28th.
BUILD RULES:- Tourney will be run in the Mech Madness build of DSL that I utilized last season. All components are the same as a base copy of DSL 2.2, with the exception of custom-skinned components that were submitted to be last season.
Strict IRL build rules. I'm pretty ok with breaking Co7 and intersecting some components in the name of more realistic appearance, just NO INTERSECTING BATTERIES AND MOTORS. Use common sense, obviously. Weapons need adequate support. Tribar spinners will require support bars, vertical discs require triangular support structures. Please don't hesitate to ask me to explain these guidelines further to you if there are any questions as to whether your entry is IRL legal by my standards. :)
Heavyweight (800KGs)
All IRL packs, Component Freedom, and OBJRA2 are allowed and encouraged to allow a pretty dense amount of design creativity. I'll be looking for personality in the designs!
I can AI decently, but I encourage you to send me bindings and AI your controls for best performance, especially if you're building a more complex control bot. I want to ensure that your robot performs up to your expectations for it!
Active Weapon Rule (see Battlebots). Flamethrowers DO NOT count as sole active weapons. Overhead body-hammers (eg: Gabriel) are acceptable, "sit & spin" thwackbots are not.
No weapon spam (mainly no more than 1 Mech disc, 2 Frenzy Hammers, 3 Bursts, more than 5 teeth on a disc, kind of common sense stuff). Shell spinners can be analyzed on a case-by-case basis for tooth spam and I reserve the right to ask for modifications if needed.
CB2 parts are NOT allowed, with the exception of Flatmotors and the O-Servos.
Multibots allowed (max 2 able to fight at 1 time, but a Grubs-esque modular entry would be acceptable). Majority of weight disabled counts as KO. Active weapon rule applies for the entry as a whole, so only one bot of the 2 needs to have an active weapon in battle.
No drones.
Walkers/unorthodox drive trains are allowed as long as the bot can show directional movement, though no weight bonuses will be given.
Modularity allowed (up to 4 configurations) without major changes to the base robot.
TOURNAMENT RULES:- Fights will be held in the Mech Madness Court (a reskin of the RoboGames Arena)
3 minute fights before judge's decision, or until one bot is KOed.
IMPORTANT - KO, in this tournament, is defined as when a robot loses directional movement or when any part of that robot touches the Out-of-Bounds area. So if one side of drive is disabled (all wheels/treads removed from left or right side), the robot will be considered KOed at the point it was immobilized.
I'll restart on pins due to wonky AI/crashes, but if a bot is consistently crashing the game via havok, I reserve the right to disqualify (hopefully, the screening process will prevent this from being a problem ahead of time).
NEW FOR SEASON 2: A 20 second countdown will begin if a robot that cannot drive while inverted is flipped. Thus, a shell spinner that stays careening around the arena upside-down for 20 seconds will be considered KOed (this has been changed from 30 seconds in Season 1).
Judge's decision will be based on the standard 3 criteria of Damage, Control, and Aggression. Instead of splitting points, each bot will be graded from 1-10 in each of the 3 categories post-match.
NEW FOR SEASON 2 - This year's format will change drastically. To simulate the concept of a sports season (and not at all rip off Battlebots Season 3 >.>), every accepted robot will be placed in a group (or "Conference"). Each Conference will then host it's own exciting, 15-fight long episode, where the 6 bots in that Conference will face off against each other in a 1-v-1 Round Robin style. Thus, each robot will be guaranteed 5 fights before a Conference Champion is determined by record. That Champion will earn an automatic bid to the single-elimination Postseason Tournament. Other robots will be considered for "at-large" bids based on their performance in their conference. By the end of the regular season, there should be a highly competetive bracket made up of the best bots in the league!
Other exhibition fights and grudge matches may still be aired as well, time-permitting. :)
I'll record fights first, then cut them as necessary, then add in commentary & post-graphics. CONFIRMED SEASON 2 ENTRIES: Returning Robots:
Azimuth 2 Deadgnaws F3 (formerly "Fission") Highschool Ex Keres Lythronax Mole Butcher Neon Revolution 2 Pinchy 2 Poison Gas Polkadot Spider 2 Purple Pack Sir John Longarm Super Swarf Taipan 2 Tilted Toxin (formerly "Carnage") Unnamed & Untamed Vertigo
New Participants:
26 Wheeler 360 Degrees of Rage 416 Aggressive Negotiations Astronaut 13^2 A.M.M.N.O. IV Bad Dreams 2 Bananaque Big Forest Cyborg Big Oops Black Heart Black Ice Bloodstained Melody Bobbit Brontothere Brumalia Bruno Captain Pugwash ChaoticStorm Clonezer Colonel Kabam 2 Cyanide 3 Dark Side of Blue Delicate Sensibility DIO Disturbia Endless Winter E.N.T.iii.T.Y Epilep-Z & C-Zure Espresso Machine Fabulous Scorpion Fastdrill Gen II First Blood Flatline 2 Flipper Time Full Force Beating Genewal Gwip Grab-o-Saw Helichopper Here To Simply Suffer HexaVortex Hexy Hornet X HuffleBloods Immerse Inhaler Keyless Chamber Killer Pumpkin Kinzoku II K.I.V. Kuro Hakai 3 Length M.A.D. Maggrusher Megaload Mini Metal Molerat Necky Sr. Neon Duster 2 Nightmare Wheel Nimbus Octane OverChopper Gen II Paladin PC_MR02 Pocari Predatory Purin II Purple Nurple V4 Quartz Queen Bee & Drone Bee Raising Shell RedRum Reptilium Roaring Iceberg Roka Sabre V Saw Transport Shock Collar Shooting Star MK3 Shredder Shredder 2 Smashtacean The Snowcogs Sonar Sour Note Speed Demon V Star Light Stinger Missile Storm Scavenger Swamp Thing The Blighted Mind The Final Revelation & First Contact The Fool The Infinity Gauntlet The Linings The Outsider 6 Tipping Point Titan 2 Toreador Trash Tri-Hard Tsunami VI Urchin 2 Vendetta Vespid & Formica Violent Takeoff Virtus Vortex Wildclone Wings Yellow Jacket Zuul A major thank you and credit to the following builders for their contributions!: 8bean, Badnik96, BDBlu, Bildschirm, Dadddjent, DemonOfTomorrow, DragonSteinCole evil toaster, F1Krazy, geese, Guldenflame, Hoppin, Jamied666, kaiser, KillerTurtleG, Kris, MrBK445, Mystic, NeonCalypso, Olister92, Plerco, pokebro14, PrimevalMamba, RedAce, Sevalent, TheOrcCorp, TheRoboteer, Thyrus
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« on: October 05, 2016, 09:25:29 AM »
First, a major thank you to all of you for inspiring me to join and get back into this game. I'm fairly sure I have negative artistic/creative talent, but I enjoy giving this stuff a shot anyways and I'm always looking for advice and ways to improve what I'm building technically and aesthetically. So since my joining this site kicked off with entering a tournament right off the bat, here's the Cruiserweight that will be repping me in GTM Robot Wars, Witching Hour: Witching Hour"Ring" Spinner Weight: 593.00 As far as ways to improve it for the future, I definitely need to get better at extender-work. It also has some trouble maneuvering when cornered, but that may have more to do with the AI I've been playing around with? When I've taken it for a whirl, it's not nearly as sluggish/awkward. Also, watching it Mauler dance is amazing. My goal was to make a bot that could pull the dance off and still keep on moving when inverted. From that standpoint, I'm incredibly pleased with how it turned out. I think it actually hits a little harder and lower when inverted, oddly enough. Makes it naturally very successful against flippers but it's obvious weakness is to well-timed hammers and any spinner with better mallets that can out-range it. The full HW version is a complete rebuild with a larger frame, a different drive-setup, and panel-work around the ring. I may enter it in a future Redditbots tournament under the name "Forever Midnight" if the current tourney there is popular enough to guarantee it. Eager for any advice anyone has!
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