Cherry Bomb Classic Arenas

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The Monsterworks
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Cherry Bomb Classic Arenas

Post by The Monsterworks » Wed Jul 06, 2016 11:54 am

Due to the deep pockets of our sponsor, the Cherry Bomb Classic has been able to locate in some truly fantastic settings. I can guarantee that the arenas will be like nothing that we have ever fought in before. Yet, for all of the unusual themes and incredible destinations, they are still ultimately arenas, complete with hazards, walls, and OOTA zones. Each one has a different theme, favours a different type of robot, and has its own tricks and traps that you should attempt to familiarize yourselves with. It could mean the difference between victory and defeat. Pictures and information about each arena will be posted below. I'll be introducing one or two a day, until all of them are posted. If anybody is a computer animation or CAD god and would like to actually design these, feel free to do so. You will have my eternal gratitude and the ARC community will have a fully rendered and pretty cool new arena to use. Without further ado, I'd like to present the first arena for CBC: Buzludzha.


<big>Buzludzha</big>

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This derelict monument stands abandoned in the remote alpine foothills of Bulgaria, an ode to the glory of Eastern Bloc Communism, now long since failed and fallen. We've taken this titanic brutalist ruin and breathed life back into it, at least temporarily, by building a makeshift arena in its central atrium.

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Buzludzha is easily the largest of CBC's arenas, at over 5600 square feet (each small square is one square foot). Designed mainly to favour spinners, it still presents problems for any type of robot in the form of free roaming house bots that will eagerly attack any combatant who has stopped moving for more than five seconds, whether by its own volition or due to being pinned. Robots will start in the gold and purple squares and they should have more than enough room to fight. However, in the centre of the arena, beneath the decrepit but still mighty hammer and sickle is the arena's showcase hazard: Stalin's Sickle. This is a 100 lb. whirling blade that spins at about 200 RPM, and is capable of dealing severe damage (11 damage) to any robot unfortunate enough to cross the ruthless dictator. Robots will want to avoid it at all costs. There are also five Hammers of Lenin (9 damage) placed at various points around the the outer edge, and they're supported by hundreds of their comrades in the form of Proletarian Pitchforks of the People, which are basically just fancy arena wall spikes. The OOTA zones in the southern part of the arena are fairly large, and the walls are only a foot or so high. Some more pictures, including exterior shots, can be seen here.

Guarding this arena are two ferocious, industrial themed robots:

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Hammer and Sickle Speed: 7 / Traction: 7 / Torque: 3 / Weapon: 16 (1/1/14) / Armor: 13 (7+bonus 6)

and

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Big Fork You Speed: 8 / Traction: 6 / Torque: 5 / Weapon: 11 (6 lift up, 6 tilt back, 6 side shift) / Armor: 10 +6 = 16

For the Spinner Savagery special event, there will be no house robots, the hazards will be toned down to half-power, and the arena layout will be as follows:

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Next up, we'll take a look at an arena that's close to my home and close to my heart: The Woodshed&#33;
Last edited by The Monsterworks on Sun Dec 04, 2016 4:33 pm, edited 1 time in total.
Mastodon... Extinction (HW)
Osiris... Armageddon! (MW)
Elrathia... ROBOTS (LW)
Magnolia Pico... Ruination 4 (MW)
RipTide... ROBOT2 (FW)
Black Diamond... Cherry Bomb Classic 3 (HW)
MADSCIENCE... ROBOTS 3 (LW)
Abyss... ROBOTS 3 (MW)


The Monsterworks: 214-57 (.790) ...Probably up to no good.
Cherry Bomb Classic IV: 25-4
Finishing Move: 6-2
Magnolia Pico: 6-1
Magnolia Grande: 6-1
Glacier III: 7-0
ROBOTS 3: 21-6
Sixpounder: 3-4
MADSCIENCE: 9-1 Champion!
Abyss: 9-1 Champion!

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Cherry Bomb Classic Arenas

Post by The Monsterworks » Fri Jul 08, 2016 3:11 pm

Today, we'll be taking a look at the second Cherry Bomb Classic arena: The Woodshed. While the first favoured spinners, this one is definitely more control oriented...and it's chock full of hazards.


<big>The Woodshed</big>

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Though its glory days are long past, this old sawmill in remote northern Canada has remained open to the public and active on a limited basis. For a rather substantial fee, we were able to rent it and make some modifications...

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The Woodshed is a smaller arena, at only 1900 square feet (each square represents one), but while it comes next to last in terms of size, it comes first in terms of hazards. Inside is a veritable hell, packed with hazards and housebots just waiting to devour your poor robot. Bots will start, as always, from the gold and purple squares, but they'll have to navigate carefully. The two western corners are guarded by a pair of vicious house bots, with the log rollers nearby to deny bots traction as they try to ram opponents into the CPZs or the wall. About that wall: There's a huge, ancient saw (The Hacksaw) mounted on it, just ready to come sweeping down on any machine unfortunate enough to end up beneath it (7 damage). That's just the beginning, though. The central section of the opposite wall is a low-railed balcony that just screams OOTA. However, first, competitors will have to worry about the Murdersaw. This is a king-sized killsaw that sweeps back and forth on a track (5 speed), hitting bots with obscene power (13 damage) and launching them into the air. The northeast corner is also not a safe haven, what with the Choppers - six pickaxes - located there (8 damage). Finally, the southeast corner is the deadliest of all. Every twenty-five seconds, a log will come sliding down the Log Chute, a large trapdoor will open for five seconds, and any bot unlucky enough to be caught on top of it will be pummeled by the incoming log and dropped into the river below. Poor speed : traction ratios need not apply here.

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This is just to give some idea of what one of these places feels like inside.

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Wondering how big and how effective the Murdersaw is? Here you go. As for the house robots? Well, wonder no longer:

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Silver Sonic: Weapon: 15 &#124; Armor: 6 (+6 Showbot bonus) &#124; Speed: 10 &#124; Traction: 8 &#124; Torque: 1 is located in the Northwest CPZ

and

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Cold Streak: Speed: 5 / Armor: 8 (+6) / Weapon: 22 (4 clamp. 4 arm, 15 spinning bar) / Traction: 3 / Torque: 2 is located in the Southwest CPZ.

Next up, we'll take a look at something a little bit spooky: The Gothiq&#33;
Last edited by The Monsterworks on Tue Oct 25, 2016 8:13 pm, edited 1 time in total.
Mastodon... Extinction (HW)
Osiris... Armageddon! (MW)
Elrathia... ROBOTS (LW)
Magnolia Pico... Ruination 4 (MW)
RipTide... ROBOT2 (FW)
Black Diamond... Cherry Bomb Classic 3 (HW)
MADSCIENCE... ROBOTS 3 (LW)
Abyss... ROBOTS 3 (MW)


The Monsterworks: 214-57 (.790) ...Probably up to no good.
Cherry Bomb Classic IV: 25-4
Finishing Move: 6-2
Magnolia Pico: 6-1
Magnolia Grande: 6-1
Glacier III: 7-0
ROBOTS 3: 21-6
Sixpounder: 3-4
MADSCIENCE: 9-1 Champion!
Abyss: 9-1 Champion!

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Cherry Bomb Classic Arenas

Post by The Monsterworks » Mon Jul 11, 2016 12:05 pm

Today, we get a two for one, but both of these are places where you probably wouldn't want to find yourself alone or at night, or both. Introducing Gothiq and The Asylum.

<big>The Asylum</big>

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Abandoned when it was no longer deemed acceptable to house the mentally and emotionally distressed like animals, this decaying monument to Victorian grandeur and hubris has been cleaned up and one of its rooms aggressively converted and repurposed.

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Coming in at only 864 square feet, the Asylum is only one third the size of the Battlebox as used on ABC's Battlebots. The central chamber, where most of the fighting will take place, is only a paltry 576 square feet. There really is nowhere to run. Combatants start on either side of the main chamber, in a pair of small, depressing rooms. They cannot see each other and must pass through a pair of double sided hospital doors in order to enter the primary battleground. However, they won't want to waste time lingering in their respective starting areas, because a pair of those double-sided doors can also be found behind them. Twenty seconds into the match, these will open, revealing a house robot. The two house robots will patrol a strip running through the middle of the arena, crossing in the centre and trading places. However, the walls are not without their hazards either, as each one mounts a 'Straight Jacket'. This is a clamping hazard that is triggered by depressing a tire against the wall. A heavy-duty titanium harness then slams down on the robot, holding it helplessly in place for the next ten seconds while its opponent does whatever it likes. Facing each other diagonally are also the Bonesaws, which are horizontally mounted circular saws eager to operate on any uncooperative patients (8 damage).

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Two enter the Asylum. One comes out. However, there are two other robots in there that are basically impossible to ignore: our house robots.

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Hivemind: Speed: 6 (normally 4) / Weapon: 14 (normally 17) / Armor: 7 (+6 housebot bonus) / Traction: 8 (normally 7) / Torque: 1
(minibots: Speed: 5 / Weapon: 0 / Armor: 2 / Traction: 4 / Torque: 1) starts from the west end behind the purple square.


and

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Dr. Cadaver: Speed: 5 / Traction: 5 / Torque: 4 / Armor: 8 (+6 house robot bonus) / Weapon: 18 (11 saw, 1 saw articulation, 3 clamp, 3 lifter) starts from the east end behind the gold square.

A note about Tag Team matches:

For tag team fights, the gold and purple squares will be moved up by two feet, and the house robots will ignore any inactive bots, going around them without attacking unless deliberately attacked.
Last edited by The Monsterworks on Tue Dec 27, 2016 1:28 pm, edited 1 time in total.
Mastodon... Extinction (HW)
Osiris... Armageddon! (MW)
Elrathia... ROBOTS (LW)
Magnolia Pico... Ruination 4 (MW)
RipTide... ROBOT2 (FW)
Black Diamond... Cherry Bomb Classic 3 (HW)
MADSCIENCE... ROBOTS 3 (LW)
Abyss... ROBOTS 3 (MW)


The Monsterworks: 214-57 (.790) ...Probably up to no good.
Cherry Bomb Classic IV: 25-4
Finishing Move: 6-2
Magnolia Pico: 6-1
Magnolia Grande: 6-1
Glacier III: 7-0
ROBOTS 3: 21-6
Sixpounder: 3-4
MADSCIENCE: 9-1 Champion!
Abyss: 9-1 Champion!

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Cherry Bomb Classic Arenas

Post by The Monsterworks » Wed Jul 20, 2016 8:52 am

Today, we'll take a look at arena #4, which is probably The Cherry Bomb Classic's spookiest and strangest one: the Gothiq. This is the final arena that favours control based designs, as the remaining two have much more wide open space.

<big>Gothiq</big>

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For this arena we purchased and converted an unused church that we found in the suburbs of Paris, but when we explored its foundations for the sake of safety, we found an unexpected surprise: a secret door behind the altar connects to a set of catacombs which seem to go on and on. We have yet to explore the further reaches, and they're not exactly structurally sound anymore, but we're speculating that they connect to the catacomb system of Paris itself. Given that freakin' catacombs are just too cool to pass up, we've converted a small opening section into part of the arena, actually making the total area of the Gothiq quite a bit larger than the Battlebox used on ABC.

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Gothiq consists of two distinct sections with very different characters: The Church and The Catacombs. The west end of the church is simple flat flooring; a more or less normal arena, although six pillars flank each side, making for good smashy-smashy. The far west end is overhung by a balcony with a pipe organ on top. Two holes have been cut in the floor, and a number of pipes have been converted into air cannons capable of firing a four foot long sharpened spike straight downwards onto a target area if a robot enters it (10 damage). Each of the pillars also mounts stylized 'gargoyles' on vertical rails. These are powerful clamps that pick up robots brought to them, lift them six feet into the air, and then drop them from that height before resetting. The east end of the church features our house robot, Teresa, based off of KodeBreaker's championship-winning design. It guards the entrance to the second part of the arena: The Catacombs, and will try to punch robots down into the depths.

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The Catacombs features a floor that, while smoothed out, is not quite 100% flat, so combatants should certainly exercise caution or they may find themselves high-ended&#33; This roughly doughnut-shaped area features walls made of human bones and a large central pillar that canny strategists may be able to use to dodge aggressive opponents. The southeast wall is lined with a series of powerful pneumatic spikes that can do considerable damage (9 damage) to robots if their opponent is able to hold them in place, while the northern section of the circular arena features a tight squeeze around the Coffin Lid, a high-powered flipper (9 power) that will send any robot that drives over it straight into the central pillar. Finally, in the Southwest corner one will find the lair of our second house robot: Drakina. Enter at your own peril&#33; Speaking of house robots, let's take a look at them, shall we?

Teresa: Speed: 10 &#124; Traction: 8 &#124; Torque: 5 &#124; Armour: 6 (+6 tournament bonus) &#124; Weapon: 11 (1 to the forks, 10 to the ramming bar)

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and

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Drakina: Speed: 10 / Traction: 9 / Torque: 7 / Weapon: 6 (4 Jaws, 4 Flamethrower) / Armour: 8 (+6)

For Week seven's Axe Annihilation rumble, the starting positions for the bots will be as indicated in this picture, according to their seeding.

Image

Next up, we'll take a look at something a bit less doomy and gloomy: Vertigo&#33;
Last edited by The Monsterworks on Tue Nov 22, 2016 12:22 am, edited 1 time in total.
Mastodon... Extinction (HW)
Osiris... Armageddon! (MW)
Elrathia... ROBOTS (LW)
Magnolia Pico... Ruination 4 (MW)
RipTide... ROBOT2 (FW)
Black Diamond... Cherry Bomb Classic 3 (HW)
MADSCIENCE... ROBOTS 3 (LW)
Abyss... ROBOTS 3 (MW)


The Monsterworks: 214-57 (.790) ...Probably up to no good.
Cherry Bomb Classic IV: 25-4
Finishing Move: 6-2
Magnolia Pico: 6-1
Magnolia Grande: 6-1
Glacier III: 7-0
ROBOTS 3: 21-6
Sixpounder: 3-4
MADSCIENCE: 9-1 Champion!
Abyss: 9-1 Champion!

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Cherry Bomb Classic Arenas

Post by The Monsterworks » Mon Jul 25, 2016 12:04 pm

We're in the home stretch as far as arenas go, and today we'll take a gander at something a little bit more spinner-friendly: Vertigo. You may notice that it's also a little bit more... upscale than some of the other venues.

<big>Vertigo</big>

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So yes it's located on the helipad of the ultra-swanky Burj Al Arab - the same helipad that's been used for famous stunts such as playing an entire tennis match, doing doughnuts in an F1 car, and hitting golf balls into the Gulf of Aden. In this configuration, it's been temporarily converted into a robotic combat arena, and a pretty large one, at that.

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As you can see, the center of the arena is taken up by the IED (Immediate Ejection Device) - an extremely powerful pneumatic floor piston (16 power) capable of launching bots that park on top of it for more than two seconds over eight feet in the air. It's ringed by the concentric circles of our two house robots' patrol zones. Other than these rather basic hazards, Vertigo would seem to be a far more forgiving place to do battle than something like The Woodshed or Gothiq. That's partially true. However, it has a nasty surprise in store for combatants. After two minutes of fighting, the five foot high arena side walls fall away, in a manner reminiscent of the old Robotica arena. The final minute is essentially a sumo battle to the death, with the loser falling into the safety netting that rings the outside of the helipad. To prevent simple ramming attacks from resulting in OOTAs, the mini-IEDs are small arena pistons that have sensors and pop up in advance of robots barreling over the sides (2 power), stopping them from doing so. In short, it requires an actual flip - though not a particularly powerful one - to do the business.

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Oh, and house robots&#33; Almost forgot about those. Boy do I have a treat for you&#33;

Patrolling the outer patrol zone is:

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Clawstrophobia (NoiseyGiraffe): Speed - 5 / Torque - 2 / Traction - 4 / Armour - 6 (+6 House robot bonus) / Weapon - 23 (21 x 2/3 = 14 Beak &#124; 14 Claws) &#124; 1 Flamethrower &#124; 1 Lifting Legs)

and patrolling the inner patrol zone is:

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Genghis (GF93): Speed- 6 / Traction- 6 / Torque- 5 / Armour- 6 (+6 House Robot Bonus) / Weapons- 18 (12 disc & 12 claw)

For a more complete picture of the setting for this arena, feel free to click the title for some more pictures. Thanks for taking a look. The final CBC arena, The Shooting Star, will be revealed soon&#33;
Last edited by The Monsterworks on Sun Nov 27, 2016 1:23 am, edited 1 time in total.
Mastodon... Extinction (HW)
Osiris... Armageddon! (MW)
Elrathia... ROBOTS (LW)
Magnolia Pico... Ruination 4 (MW)
RipTide... ROBOT2 (FW)
Black Diamond... Cherry Bomb Classic 3 (HW)
MADSCIENCE... ROBOTS 3 (LW)
Abyss... ROBOTS 3 (MW)


The Monsterworks: 214-57 (.790) ...Probably up to no good.
Cherry Bomb Classic IV: 25-4
Finishing Move: 6-2
Magnolia Pico: 6-1
Magnolia Grande: 6-1
Glacier III: 7-0
ROBOTS 3: 21-6
Sixpounder: 3-4
MADSCIENCE: 9-1 Champion!
Abyss: 9-1 Champion!

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Cherry Bomb Classic Arenas

Post by The Monsterworks » Sat Sep 10, 2016 11:48 am

In the event, the final arena was not revealed soon, but here it is, all the same, and it's a pretty unique one. Behold...

<big>The Shooting Star</big>

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We rented a struggling 50s era drive in theatre in rural Pennsylvania (maybe not far from Josh?) and temporarily installed a state of the art battlebox smack in the middle of where the cars usually park&#33; The sign pictured here is from a different - and much more successful- drive in. Ours is similar?

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As you can see, this is a fairly large arena. However, the centre of it is dominated by a shallow, but massive ramp. It begins in front of the gold square, and reaches a height of three feet in front of the purple square. The Immobilizer Rays on the gold side are very powerful electromagnets that will make it almost impossible for bots to move should they drive over the hazards. The immobilization period generally lasts for ten seconds. On the purple side, one will find the Flying Saucers. These are heavy discs that spin at a moderate speed and have large teeth. Running into one will fling your bot most of the way across the arena and will do damage (10 damage) to lesser-armoured machines. Also there to fling you are a series of horizontal hammers called the car doors (6 damage). There are also OOTA zones with two foot high walls flanking either starting square. Finally, our two alien-themed house robots, Ganymede and Glunk, are waiting behind gates at opposite ends of the arena, flanked by OOTA zones. Running into the gates will trigger their release, and they will run amok, attacking targets of convenience for the next thirty seconds, so make sure that you actually intend to release them before you do&#33; They can be released once by each combatant and the only area that they will not enter is the ramp&#33;

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Once they're unleashed, the alien invasion will be well underway, with both of them turning their powerful weapons on the competitors at will. Let's take a look at them:

Ganymede: Speed: 5 / Traction: 8 / Torque: 4 / Weapon: 15 / Armour: 8 (+6) - North Side

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and

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Glunk: Speed: 8 &#124; Traction: 7 &#124; Torque: 4 &#124; Armour: 6 (+6 bonus) &#124; Weapon: 15 (1/1/13) - South Side

That's it for the regular CBC arena series&#33; Submissions for the tournament close in a little over a day, so hurry on up and get 'em in&#33; Sometime before the tournament actually starts, we'll reveal one more arena: a special one used only for the grand finals.
Last edited by The Monsterworks on Wed Jan 04, 2017 1:10 pm, edited 1 time in total.
Mastodon... Extinction (HW)
Osiris... Armageddon! (MW)
Elrathia... ROBOTS (LW)
Magnolia Pico... Ruination 4 (MW)
RipTide... ROBOT2 (FW)
Black Diamond... Cherry Bomb Classic 3 (HW)
MADSCIENCE... ROBOTS 3 (LW)
Abyss... ROBOTS 3 (MW)


The Monsterworks: 214-57 (.790) ...Probably up to no good.
Cherry Bomb Classic IV: 25-4
Finishing Move: 6-2
Magnolia Pico: 6-1
Magnolia Grande: 6-1
Glacier III: 7-0
ROBOTS 3: 21-6
Sixpounder: 3-4
MADSCIENCE: 9-1 Champion!
Abyss: 9-1 Champion!

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The Monsterworks
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Joined: Thu May 26, 2016 12:00 am
Location: Canada, for now
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Cherry Bomb Classic Arenas

Post by The Monsterworks » Tue Oct 11, 2016 2:32 pm

For our final CBC arena, we're traveling down to Miami and...back in time? Well, not really, but this playoffs-only setting, coming in at a whopping 3600 square feet, is an aggressively 80s themed robotic torture chamber. Behold...

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<big>The Grid</big>

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Built on a raised platform and mounted on hydraulic pilings, The Grid is a state of the art, enclosed lexan cube. It starts off hospitably enough. Its walls are lined with flamethrowers, but these are not particularly powerful. There is a central piston called, "The Uppercut", but its main purpose is to interrupt box rushes (5 power). Each corner is fitted with a rack of three steel balls that weight as much as the competing robots, triggered when a robot collides with their release mechanism (similar to the system used in Robot Wars' pinball). However, while these may be a nuisance, they're not particularly damaging. All in all, it seems like a pretty mild place to hold the final and penultimate rounds of a championship.

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It gets worse. The arena floor is divided into thirds, with the two outer sections rising to a ten degree angle after one minute of combat, and rising a further ten degrees every thirty seconds. Giant steel balls rushing towards you down an incline suddenly become a bit more of a factor. Additionally, there are four large pits in the floor that open up in a 1-4 alternating sequence every thirty seconds from the start of the match until the two-minute mark. At any given time, one of them will be open. Following the two minute mark, all four will remain open for the remaining duration of the match. However, as the pits fall, 1.5 foot walls will rise to surround them. In short, you won't just be able to push opponents in. It will take a flip to do the business. All of this is set against the backdrop of the flames. As the match progresses, they increase in heat, distance, and intensity, going from flickering spectacle (2 damage), to three foot long spears of deadly blue flame (8 damage). The inside of the box may very well reach sweltering temperatures: true Miami heat.

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Also bringin' the heat are our two house robots:

Pit of Despair (on the East Side): Speed: 5 &#124; Traction: 3 &#124; Torque: 1 &#124; Armour: 6 (+6 house bot bonus) &#124; Weapon: 25 (3 left arm, 3 right arm, 2 flamethrower, 18 discs x multiweapon = 12 each)

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and

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Daimon Tellu (on the West Side): Speed: 8 &#124; Traction: 6 &#124; Torque: 4 &#124; Armour: 9 (+6 armour) &#124; Weapon: 13
Last edited by The Monsterworks on Thu Jan 12, 2017 6:46 pm, edited 1 time in total.
Mastodon... Extinction (HW)
Osiris... Armageddon! (MW)
Elrathia... ROBOTS (LW)
Magnolia Pico... Ruination 4 (MW)
RipTide... ROBOT2 (FW)
Black Diamond... Cherry Bomb Classic 3 (HW)
MADSCIENCE... ROBOTS 3 (LW)
Abyss... ROBOTS 3 (MW)


The Monsterworks: 214-57 (.790) ...Probably up to no good.
Cherry Bomb Classic IV: 25-4
Finishing Move: 6-2
Magnolia Pico: 6-1
Magnolia Grande: 6-1
Glacier III: 7-0
ROBOTS 3: 21-6
Sixpounder: 3-4
MADSCIENCE: 9-1 Champion!
Abyss: 9-1 Champion!

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