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omfbg:arenas

Arenas

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There are 12 arenas in OMF:BG, each with its own unique layout and hazards. Some arenas are large and sprawling, while others are smaller, with less room to maneuver.

Arctic Depths


(Click the image for more details about this arena.)

Made from the restructured and stabilized remnants of four free-floating glacial icebergs in the Arctic, it is surrounded by deep ocean waters that no robot can escape.

Falling into the water causes instant shut-down of your HAR.

Standing on a red trigger pad will cause a cruise missile to be launched at your current opponent.

Data

  • Internal name: Iceberg
  • Music: Crystal Cold
  • Recommended players: 3-8
  • Hazards:
    • WATER DEATH: Falling into the water means instant death.
    • CRUISE MISSILES: Nearby battleship will attack enemies with cruise missiles.

Blade Pit


(Click the image for more details about this arena.)

Once an underground military complex for the construction and deployment of intercontinental ballistic missiles, it has been converted into one of the smaller fighting arenas available.

Giant spikes periodically extend into the arena.

Rotating saw-blades circle the outer edge of the arena.

Data

  • Internal name: BladePit
  • Music: K-Factor
  • Recommended players: 0-6
  • Hazards:
    • BLADE SPIKES: Spikes that extend into the arena.
    • ROTARY BLADES: Circular blades that encircle the arena edge.

Blast Furnace


(Click the image for more details about this arena.)

Raw ore and millions of tons of rock; the Blast Furnace was built to be a non-stop ore processing facility.

Grinding conveyor belts pull HARs up toward the blast torches.

Touching a blast torch will trigger it, resulting in instant destruction of the HAR.

Data

  • Internal name: Grudge Match
  • Music: Song Nine
  • Recommended players: 0-6
  • Hazards:
    • GRINDER: The hardest known alloy, constantly moving objects into the blaster.
    • BLASTER: A massive torch at hundreds of thousands of degrees in a split second.

Dante's Chasm


(Click the image for more details about this arena.)

One of the most spacious and natural of the battlegrounds, Dante's Chasm is perfectly-sized for large and team-oriented matches.

Railguns mounted in the canyon walls can be activated by standing on the trigger pads.

Data

  • Internal name: Canyon
  • Music: Where The Mind Is
  • Recommended players: 4-16
  • Hazards:
    • WALLGUNS: Player-activated artillery guns that will lock onto an enemy before firing.

Desert


(Click the image for more details about this arena.)

Inspired by the ancient world's thirst for combat and sport, it was designed to entertain the masses by harboring the most devastating hazards imaginable.

Atop the pyramid is a nuclear warhead that can be thrown at opponents.

Using the jet-strike item will call a squadron of fighter jets to strafe your currently-targetted opponent.

The arena itself is surrounded by an active minefield.

Data

  • Internal name: Desert
  • Music: Snakeirons
  • Recommended players: 3-10
  • Hazards:
    • NUKE: Carryable ICBM.
    • FIGHTER JETS: Strafes an enemy with gunfire.
    • SAND MINES: Mines surrounding the fighting surface.

Inferno


(Click the image for more details about this arena.)

Having been built inside the mouth of an active (but geologically-stabilized) volcano, this battleground is constantly at temperatures that would melt flesh and bone in seconds.

Drones patrol the arena. If a drone detects a HAR, fireballs are launched toward it from the arena edges.

Data

  • Internal name: FirepitArena
  • Music: Hexed
  • Recommended players: 2-12
  • Hazards:
    • FIRE BALL LAUNCHER: Floating seeker drones activate giant fireball launchers.

Laser Ball


(Click the image for more details about this arena.)

Similar to rugby, Laser Ball requires a team to move the ball into their opponents' goal, either by running into the endzone or throwing the ball through the field goal.

Entering this arena activates the special game-type called Laser Ball.

In Laser Ball, the objective is to score points by carrying the ball into the opposing team's end zone or throwing it through the moving goal ring.

When a team scores, the ball is returned to center, and the opposing team is bombarded by powerful energy beams.

Your HAR can pick up and carry the ball just like any other item. If you are hit while carrying the ball, you drop it. You cannot jump while holding the ball, and you run at a reduced speed.

The ball can be thrown to teammates, and passes can be intercepted. If a pass misses, the ball returns to the point where it was thrown.

Laser Ball Tips

If you get hit while holding the ball, you will fumble it and any player can grab it.

You have not scored (in the end zone) until the Laser Ball travels from the end zone to the center of the arena and discharges the laser attack against the other team. If you take damage while the Laser Ball is traveling it is treated as a fumble.

Throwing the Laser Ball into the moving Field Goal scores half as much as an end zone score.

You cannot jump while holding the Laser Ball.

Your movement speed is constantly reduced while you carry the Laser Ball regardless of robot or pilot attributes. As soon as you pass or drop the Laser Ball your full movement speed is instantly returned.

If you catch the Laser Ball while in the air, your falling rate will be immediately reduced to floating speed so you have time to locate a teammate and pass. You are vulnerable to attack in this state.

On an incomplete pass, where the ball is thrown and hits the ground the ball will return to the point where it was thrown but cannot be caught by the original thrower until it rests on the ground.

Data

  • Internal name: SportArena
  • Music: High Orbit
  • Recommended players: 4-16
  • Hazards:
    • LASER BALL: When the opposing team scores the Laser Ball returns to the center of the arena and fires a powerful beam at the enemy team, dealing tremendous damage and even destroying HARs.

Mount Haishiro


(Click the image for more details about this arena.)

Mt. Haishiro is built on top of a dead magma vent that has had a technological makeover to create a simulated volcanic cap with molten rock and metals.

The center of this arena is a pit of molten rock that will instantly destroy any HAR that touches it.

At the outer edge of the arena is an item that can be used to target a missile strike against opponents.

Data

  • Internal name: Volcano
  • Music: Hexed
  • Recommended players: 4-32
  • Hazards:
    • SWARM MISSILES: Activated by a player, they will detonate in a pattern around an enemy.
    • MAGMA PIT: The center of the arena is an active magma pit that will destroy any HAR.

Neo Vegas


(Click the image for more details about this arena.)

Neo Vegas was created in the very heart of one of Earth's great vacation destinations shielded by force field walls, and is the premier location for all championship events.

This arena does not contain any hazards.

Data

  • Internal name: City
  • Music: Where The Mind Is
  • Recommended players: 2-18
  • Hazards:
    • The City has no offensive hazard. A single energy pickup is the only bonus available to fighters in this environment.

Pharaoh's Fire


(Click the image for more details about this arena.)

Pharaoh's Fire is built to remind us of a culture lost for centuries. Positioning and navigation play an important role defeating any opponent on the thin walkways.

The arena contains three nuclear warheads that can be thrown at opponents.

Using the jet-strike item will call a squadron of fighter jets to strafe your currently-targetted opponent.

The arena itself is surrounded by an active minefield.

Data

  • Internal name: DesertRings
  • Music: Rebellion
  • Recommended players: 3-12
  • Hazards:
    • NUKE: Carryable ICBM.
    • FIGHTER JETS: Strafes an enemy with gunfire.
    • SAND MINES: Mines surrounding the fighting surface.

Power Plant


(Click the image for more details about this arena.)

Built as a system to harvest lightning, this structure has been converted to deliver devastating charges to competitors.

The outer walls of this arena are electrified.

Hovering drones shock any HAR that passes under them.

The ball-lightning item can be used to shock opponents.

Data

  • Internal name: PowerPlant
  • Music: Executor
  • Recommended players: 2-16
  • Hazards:
    • FLOATING SHOCKERS: Attack any player in their path.
    • WALL SHOCKERS: Force field delivers a massive shock.
    • LIGHTNING PICKUP: Carryable Electrical attack.

Space Station


(Click the image for more details about this arena.)

The Space Station was once a thriving port for mining vehicles and interstellar cargo ships. Now it is a premier stop for any pilot wishing to prove their worth in competition.

An asteroid cannon periodically fires streams of asteroids through the arena at high velocities.

Data

  • Internal name: SpaceStation
  • Music: Executor
  • Recommended players: 4-24
  • Hazards:
    • ASTEROID CANNON: Shoots a stream of asteroids into arena at crushing speeds.
omfbg/arenas.txt · Last modified: 2017/10/21 00:31 by 127.0.0.1