BlizzCon 2009 Polls

Voting is now closed. The winners will be announced momentarily.

 Vote!Description
1.

Summary: Wide starting areas open into the arena. Ledges go along the walls to either side all the way to the other end, with static ramps on either end. In the center of the ridges are static objects (the dark grey rectangles) which can be used to LoS. The yellow ramps are up every other 45(?) seconds, alternating with the green pillars. It is possible to LoS around and under the backs of the yellow ramps when they are up. Shadowsight will spawn at the back of each ridge in the center (top of the yellow ramps).

Dynamic Mechanics:
The only parts of this arena which are dynamic are the yellow ramps and the green pillars. Only one set of either pillars or ramps are up at any given time, starting with the pillars in the center. 45 seconds seems a good amount of time to separate swaps by, but this could evidently be modified. The idea is to leave sections up long enough to make use of them, but not long enough to play too large a portion of the game at. The ramps will lower by retracting their "bridge" portion at the top and then sinking into the ground; raising would be the reverse. Pillars simply slide into or up from the ground.

Sizes:
I did my best to approximate sizing for all the elements in the arena, but I will go over descriptions in words as well. The ridges will be slightly lower than the height of the blade's edge bridge. The pillars in the center will have a slightly smaller diameter than the pillars in blade's edge which hold the bridge, as well as being the same height as the outside pillars in Ring of Valor. The area under the ramps will be fairly narrow - perhaps about 1/2 - 2/3 the distance between a nagrand arena pillar and it's nearest wall. The boxes at the top of each yellow ramp will be about the size of the small pillars in Ring of Valor. The width of the ridges will be about the same size as the Blade's Edge bridge, maybe a bit narrower.

Balance:
I designed this around trying to create a balance between LoS and open space; melee and ranged; being about to get back to someone and being and to get away. The yellow ramps evidently present a great LoS obstacle which can be used by melee and people who prefer close LoS to force or lure an enemy into a bad position. At the same time, staying there gives a ranged opponent the opportunity to catch you out in the open when the pillar goes down. A ranged player can even climb up top right before the pillar goes down and burst you down below. In that situation a melee player can either go to either side for the ramps to get up next to their opponents, or retreat to the center pillars which have just come up. Movement will be necessary every 45 seconds for a defensive player who does not want to be caught out in the open, but that time period is long enough to have stuff actually happen in each "phase" of the arena. Knockbacks will have a use on the ridges, but won't be an insta-win as the ridge is wide enough to place yourself to avoid them, and there are also the center pillars to retreat to if the ramp is down.

Special thanks to Diabeteslol for naming that he used Blender to render his arena, which I promptly went and downloaded/learned to use for mine!
2.


LF feedback...you've got your LOS you've like...a bridge and stuff....ummm BOILING water .....plus very Scenic... But Seriously as you can tell i made this in like 10 sec in paint this is just a lol rough draft looking for feedback to make it look better, change stuff around
3.

Lore:

With preparations fast ensuing for the assault on the Icecrown Citadel, Alliance and Horde forces have realized the value of Dalaran's resources in the battle against the Lich King and his Minions. The Kirin Tor strictly enforce the peace within Dalaran between the opposing factions... but still the fued between the two still exists and many have taken their anger to Dalaran's Floating Rocks which have lifted from the earth of the Alterac Mountains along with the city itself. For the spirit of battle the rocks have been chained to a center core to provide a more feasable battle ground for worthy opponents of all classes.

While the battle ensues upon the rocks between challengers, the Horde and Alliance Airships, Orgrim's Hammer and The Skybreaker have also engaged in battle, circling Dalaran's Floating Rocks Arena. Should any of the challengers find themselves caught within the powerful ships' crossfire... they might find themselves plummeting to their deaths within the Crystal Forest.

How it Works:

When the battle begins, each contender has about 1 minute of battle time, until, when at the 1 minute mark, the rocks separate from the center core. When the separation occurs the rocks opposite of each other begin to orbit the sphere (via chain links) while always staying on opposite sides of the sphere from each other; having 2 different orbital paths for both rock sets. The addition of a free floating/orbiting rock with no set path provides an extra means of escape or movement between the rocks when they are separated.

After a minute of separation the rocks are all pulled back to the center core for another minute of ground battle. This repeats until only 1 team remains within the arena.

Adding to the arena to intensify the action and visuals, the airsips Orgrim's Hammer and The Skybreaker have engaged in battle themselves, circling the arena and anyone caught in the crossfire might find themselves dead.

Why would this be fun?

Not only is the stage already set, but the setting of an aerial battleground and the action/visuals added to the arena are something different than just the plain old "shoots fire from the ground".

When the rocks are attached to the center core, the melee have the advantage, when the rocks have separated it can go either way, the ranged can have the advantage if they find themselves alone from other contenders upon their own rock or the melee can have the advantage if they can get alone with a squishee ranged on a rock. The pillars add a degree of coverage from ranged, or way for ranged to separate themselves from melee. How it would all play out, would be based merely on the strats and classes utilizing the map to the fullest.

Take it or leave it! Was fun to design an arena!
Thanks!
4.Lore: With the return of the Vrkul there have been some intriguing opportunities for enterprising goblins. Beneath a ruined Vrkul fortress a training field for protodrake raiders has been found, ancient mechanisms lower and raise columns where the only way between is to make heroic leaps leaving even the most stalwart warrior shaken a moment. Will you prove that the Vrkul are no longer the masters of protodrake-to-protodrake combat? Or will you fall like so many others?



Features: Moderate area with two defining features. Distance control and positioning. Players that "jump" at launch pads receive a stacking debuff that disappears after 5 (requires testing) seconds where every jump there after has a chance of stunning them on landing. The range between columns and of the columns themselves (25yds) leaves unwary players vulnerable to long range attack or risking getting "tanked" by a healer and "tank" (or anyone that just doesn't die easy). The pad when used causes characters to initiate a "heroic leap" shouts of "SPARTA" and "THEYDON'TPAYMEENOUGHFORTHIS" are encouraged. It should be noted that columns do raise and fall generating LoS issues and preventing ranged from dominating the map. Positioning should be a key to mastery of this arena. *Special Feature* Players will begin on a platform hanging over the map and can choose which of the three starting columns they wish to jump to but can not jump back afterward.
5.Water Coliseum (By Reemis, <Infusion>, Kel'Thuzad server)



Lore

The Murlocs are new to Azeroth and are one of the most unknown creatures in the game. Their origins, purpose, and even nature are unknown or vary between Murlocs. All that is known is that they are here in numbers, invading the shores of every continent. Thought to be naïve, very unintelligent, and pointless, the truth has come to realization. The Murlocs are invading strategically. The Murlocs on the coast are merely pawns to the larger force, sent there to scout and gather knowledge. The main force is battle hardened Murlocs which have never been seen before.
The main training for these Murlocs is the Water Coliseum. An arena built for the sole purpose of combat. The loser condemned to the depths, the winner honored for life to join the army. In the arena, one loses all sense of fear, regret, and hesitation. The arena hardens the wills and senses of every combatant. Test your skills in the Water Coliseum and succeed or fall prey to the water depths.



The Arena

The arena is two circle platforms surrounded by water and encircling a whirlpool. The whirlpool is where the dead are cast to their watery grave. For the living the whirlpool is an escape or a trap. Upon entering the whirlpool purposely or forcibly, the player is sent through pipes to any of the four exits (randomly). This whirlpool is the centerpiece of the arena. It can be used as an escape or it can be a death sentence. The travel time from entry to an exit is 2 seconds. During the time the player is unable to cast and is immune to damage. The players will have the same debuffs on them as they entered and the same duration when they exit. The exits are directly behind the second platform which is slightly above the water as is the first platform. All it takes is a mere jump to get on. These platforms also serve as your line of sight tool. Much like the lurker below, you can use these to line of sight your opponents. On the surface of the water, you are out of line of sight of someone on the platform if you are hugging the platform. The water other than the whirlpool is merely water and the three minute breath timer pertains. To get from one platform to another merely use one of the four bridges which are like the platforms. The sightseeing buffs will be on the outer platform in front of exit 1 and 4. Size wise the outer ring will be the same size as Nagrand arena. The inner circle will be about the size of the lurker below encounter.

Scattered around the arena are 6 masts sticking out of the water. These are sunken ships which only have their masts sticking out. These are much like the Nagrand pillars but much smaller. Big enough to hide even a tauren though. These are also your biggest line of sight tools.

Entrance to the arena is an engineering disaster. You are in a Booty Bay ship sent to this coliseum as is the other team. In these ships is a booty bay worker who will tell you odd things such as "this didn't work the last time, but you seem lucky!" He will also tell you how much time before you are launched. After 1 minute you are launched into the depths where you will break through a bubble which surrounds the arena's ceiling. Upon decent, which takes about 5 seconds to the bubble, you will not be able to cast or move. You will land in the water at either exit 1 or 4 on the map (depending on which team you are). During free fall you will be able to cast last minute buffs/bubbles and what not. As soon as you go through the bubble, the game has begun.

Around the arena is a glass box with a bubble like ceiling. Surrounding the arena are stone stands, outside the glass box. Player will enter via the bubble like substance but will have no exit until the game is over. The stands are filled with Murlocs who will be judging your worth. The centerpiece of these stands is the Murlocs king and queen.


Thanks ahead of time for your support/comments. I will be editing this post with additions/improvements in the future. If you think you can make my arena better please message me in-game or on the forums. I would love to hear from you.
Quick side note: This arena is interesting solely because of the water. There has never been much water fighting in this game, especially in arena. This new aspect will make players adapt and rethink game mechanics.
Once again thank you for reading.
6.

-Jungle Ruins Theme
-Oval/Circular Ziggurat in the center, Being on top allows you to be in los of/have los on everyone in the arena but the people behind the four pillars in the corners. Being on one of the the bottom levels means people on the other side of the ziggurat are out of los. Allows King of The Hill-type play.
-Multi-levels without exploiting pet mechanics through jumping.
-Enough LoS obstacles to allow survival, yet not so much that it becomes a turtle fest like Dalaran.
-Best Reason to vote? NO DYNAMIC LOS OR FIRE
7.Shattered Cave Arena

I know that I'm not an artist, but the picture should be enough to give you an idea on how it looks.




Summary

I know you guys don't like 'new' things as in strange mechanics (Ring of Valor/Dalaran Arena), but I tried to come up with something simple, new but still balanced. I didn't include any dynamic mechanisms like fire/water/cyclones and stuff, because those suck imo

Alot of people seem to dislike people who are hugging pillars in Arena, cause this favors certain classes and can be kinda annoying. So I limited my arena to one pillar. But I knew one pillar wouldn't be enough to keep the people save if they needed a fast escape, that's when I came up with the idea of putting holes into the arena. When you are in these holes, you can only get attacked by people who are standing in those holes, or really close (on top, so they can see the people standing inside)

This gives the arena a whole new level of strategic input. Arena players could jump in these holes for a fast escape mechanism so they can heal up/fast drink and stuff like that. This forces the people to run to these holes to stop them from doing that. I don't think this is overpowered, because if you run to these holes with enemies in it, the people are vulnerable to attacks with nowhere to hide (except when they run to a different hole/pillar). Because the arena would've been overpowered for hunters who could control the map, I added a pillar.

Arena Size

The size of this arena is comparable to Blade's Edge Arena. The holes are about 30 yards long and the pillar is slightly smaller than the Nagrand pillar. The stealth eyes spawn in the the corners like with Lordaeron.

Imo this map is a balanced for both ranged, melee and healers. Feedback would be appreciated =)
8.
Arena of Trials



(redid it a bit.)

This arena was highly influenced by Blade's edge arena in many of it's design aspects (pillars, bridges, ropes), but it's overall balance needed to be redone.

Gonna break it down by color code:

Red and Blue: The two starting areas, thought this was self-explanitory.

Pink things: These would be raised platforms that are similar to the bridge in Blade's Edge Arena but are a lot smaller in size length wise, with ramps leading up on either side for easier access. The pillars holding each up would be about half the size in scale of the stone pillars in Blade's Edge arena.

Green Cylinder: A permanent pillar in the middle of the arena, about 1.5x the size of the stone pillars in blade's edge arena.

Yellow: Removed my RNG circle and added two ropes that are each twice the length of the rope in blade's edge arena.
9.The Theme for the map is Icecrown, it's all made of ice.

It's made up of two floors, entrance to the map is at lower floor.

Lower floor:


Fairly open zone, except in the middle of it is a frozen waterfall (pillar), that would look somewhat like this:


It's mushroom shaped so it can provide cover from upstairs. Touching it gives you a short lasting (1-2 sec) but stacking debuff that slows you down more and more to prevent extensive pillar humping. You can however freedom and/or travel form out of it, so maybe druids will leave treeform for once. Not really much more to say about this floor.

Upper floor:

Has four pillars of ice rising up from the floor, looking somewhat like this:


These pillars provide the same debuff as the waterfall on lower floor. The hole in the middle is melted ice that is constantly there. It's not very big so you can blink/disengage over it to kite melee. You can jump down it and land on top of the waterfall but the fall is short so no falldmg.

The cracks from the middle break at certain intarvals and make the hole bigger, making you fall down if you're there when it happens. It shouldn't be random, only cracking from North
to South or West to East at each time. The gap created will be bigger than the cracks themselves.

There is no random damage, only the slowing debuff and no moving pillars. It gives ranged/casters a chance to kite melee on upper floor and is also anti pillar humping but still provides very much needed LOS.

The cracks on the floor look stupid I know but I suck at drawing

So here's my idea, flame away.
10.

This is IceCrown Arena. The buffing area will be two flying zeppelins and each team is parachuted down to area (1) at the start of the match. Each side is actually a bridge that is connected to the center of the arena by these ramps (2). The bridges can be jumped/casted off of just like blades edge arena. The true sights will spawn between each set of ramps (3).

There will be archways (4) in the middle divider (6). You can move freely between the archways untill blizzard fucks this up and decides there should be RNG gates closing the walkway. There will be a bug that causes you to D/C if you are in the archway when it closes. The middle divider will be impossible to get onto, except for mages and priests who slow fall exploit during the parachute phase.

Around the arena there will be useless doodads like this skeleton (5). They will impede autorun and bug charge/los. I thought I would need (7) lables but as you can see, I didn't.
11.

Argent Arena!

Ok so to help you guys understand what everything is I color coded the picture.

Tanish color are the starting arenas. They are in opposite corners of each other.

Blue are the ramps. These ramps are different from BEMs ramp, you can not go under them, and one side will touch a wall of the arena. Shadow sigh will appear in the middle of the two ramps. (purple diamonds)

Two smaller yellow/orange circles are pillars. Both these pillars will be around the size of the pillars in RoV that come out of the ground. (These pillars are always up).

The Green circle is another pillar. This pillar will be the size of Nagrands pillars.

I like this map idea because it kinda has the best of Nagrand, BEM, and Ruins. Also blizz could give it same models as all the Argent shit that us going on atm, and it would fit in with the new patch coming out.
12.

Arena name: Some magical name, I don't care

Entry into the arena from blue and brown gates. Assuming they would fix the "auto see the other team with gladius/unitframes" bullshit this would cause you not to see the other team.

The red rectangles are solid boxes with spikes on it. Touching the boxes causes 1% of your health in damage every three seconds. This discourages facerolling the pillar humping, making it so you actually need to walk carefully around the pillar to keep distance.

Purple Circles: These are domes similar to the anti-magic shell that DK's get. These alternate spawning every minute from each side. These vary from effects: They stack a debuff every 10 seconds. While gaining the debuff AND inside the dome, Spell Damage, Melee and Maximum mana is increased by 5%. After the dome fades, Your Debuff reverses it's effect, Reducing your Spell Damage, Melee Damage and Maximum mana by the same amount you sat in the dome, and cannot enter (Not just receive the buff, but enter) another purple pillar for one minute..

Green Circles: Follow the same rules as purple, but have a different effect. These replenish health and mana by 10% every 10 seconds. After the dome fades, you gain a debuff not allowing you to enter a purple dome for 2 minutes, and not allowed to enter another green dome for 15 minutes.

General idea: No more faceroll pillar humping - running around will take some skill. You will have to change directions and not just stay right on the pillar and keep touching it. Go for kill shots when in the purple and counter them/replenish in the green. Going in the green prevents a kill shot for 2 minutes and you cant replenish for a long time in the fight.
13.

Argent Arena - Where you defend your true honor

This arena was influenced by the new argent tournament area in Icecrown. I'd like to start with the design and overall look of the arena then go into detail of all the elements that involve in it.

My idea is to have the feeling of Icecrown where the arena has an "Ice" area feel to it, with big ice floor, big ice structures, kind of if we were inside Arthas chamber fighting for someone's faction, involve the story at the moment with Arthas and the Argent into this arena. Thus the "Crowd Area" I added to the arena, I want to get a feeling we are in a real arena and people are waiting for the winner. This "crowd area" will have all the horde factions in the right and all the alliance factions in the left and in the middle a "Captain Spot" that will play a role in the arena match.

I wanted to give this arena a closer feeling to the Nagrand Arena already in live servers (most of the people will agree that this is the best arena of the game). Where you have the 2 starting points for each team, but this is just a spawn point (it doesn't have the little room like in Nagrand where you can't get out). You will spawn into the arena and automatically can run to any of the 2 pillars or the little wall that are in your team area. This because in the middle of the arena there is a Huge wall that will keep going down until the arena timer is done.

Once the arena starts, the Huge wall will no longer be there and players will already be behind any of the 2 pillars or the wall, this giving players the ability to counter an attack, to start one or just get a strategy going. After a certain time (like 20 sec) the 2 pillars will go down (kind of like in Orgrimmar arena) the little wall will stay there acting like a Line of Sight feature.

After another short time (20 seconds) a Captain from a random faction will enter the "Captain Spot" and yell something in particular, this will enable "void zones" type circles in the floor (can be 3 at a time with some kind of large radius) that will do random effects (can be 3k damage in the next second or can be a DnD type effect where you can get fear for 2 seconds). I wanted to involve this because it can give the match a longer life and can make players watch for other things instead of focusing on that cast bar and putting an end to someone.

I really think this can be a very fun arena where you have a great scenario, look and feel of it and can expect something else than just going in and kill a person in 4 seconds. I have been a Gladiator before so it's not a QQ to arenas like Orgrimmar where sometimes you can get killed 2 sec into the match starting, I enjoy when I can kill someone in a cheap shot >.<, but this arena is just to have fun and a have some cool factors in it.
14.Fortress of Ice
Side View



Bird's Eye



The story! So you've ported into Wintergrasp (the arena starting room arena is where you end up) and on the other side of the map are opponents you'll face, all that surrounds you are rocks and you can't escape, the only way out is kill said opponent. There is a tree in the middle and broken siege weapons such like the real enviroment of WG and they can used as pillars to LoS etc. Nothing moves/changes and the map is symmetrical.
15.

The idea is very simple. It has pillars for healers and classes that require LOS, BUT if they choose to pillar hump there is 3 seconds on one side and 5 seconds on the other side of a straight away so melee and ranged classes are able to use castables/ bridge gaping abilities in those seconds.

It would be themed very Egyptian like Tanaris. The ground would be sand and the pillars would be clay brick.
16.Hi guys, got a suggestion for an arena here. It's called Netherstorm Arena and it's pretty unique. It's got zero gravity, meaning you can basically fly around. Anyway see more in the images.




http://i44.tinypic.com/rlwehk.jpg* for a labelled bird view
btw in the link, where i say pillows i mean pillars :P
Send me to california
17.







Lore:
The Ice Trolls of Zul'Drak are a fierce race. They know nothing else but WAR! These Ice Trolls have managed to fend off the scourge and continued their rule. Many worthy warriors and brave adventurers have tried to unlock the mystery behind this warrior race. Their mighty and ravenous Frost King Malakk has a very sacred arena where only the strongest survive. Deep within the harsh and forsaken lands is Gundrak Ruins. TEST YOUR MIGHT!!!

Arena:
Starting from the top picture; This is a sketch of how I want the general art and design. I want the arena players to start on a platform and have to run up a set of stairs to the top arena battle grounds. From there a temple wall slides up and allows players to fight to the death. The arena is going to be rectangle by design, with stone benches surrounding the arena for spectators. Within that circle are going to be a random set of temple walls or tombs(Pic 3&4). These walls are going to be breakable by player dmg and also heal able. There are going to be seven breakable walls on each side, that randomly spawn at different angles before the arena match(Think 3-4 defense for wall placement). I think this will be a unique set up to allow players to kind of carve out their own arena. I guess the walls will probably have between 50k-100k health. This is a rough guess. Obviously team make up and strategy will determine if teams break the walls or just battle with them up.

Eye of Truth:
The eye of truth is for stealth classes. This will be activated by the players. Each eye will be to the left and the right of the arena(think nagrand). When activated an ice troll from the crowd of spectators will stand up and throw a fire spear at the stealth class. This will apply a 10 second dot and reveal the stealth player.

Thanks for hosting and great contest! May the best arena win!
18.SHOLAZAR ARENA (not really in blades model)


This in jungle model and as outdoor arena in sholazar basin.
19.Arena Name: The Argent Precipice




The red and blue areas indicate the 2 starting locations of each team.



On the North and South of the arena are ramps leading up to the two bridges across from each other.




These are small semi-LoS blockers similar to the short (but not impassable) railings on the Ring of Blood bridge.




Shadow Sight, of course...every arena has 'em!



These are support beams for the bridges, which also prevent LoS (they are on the ground, of course).



This yellow circle is a support beam on the ground for that center bridge - However it provides some additional functionality for arena players.

This object is a destructible pillar, and can be targetted and attacked. It'll start with something like 5,000 HP (Can be re-balanced appropriately), and when killed - will give the player with the killing blow a 6-second duration freedom-like buff called "Gladiator's Vigilance" (non-dispellable).

The pillar has a 30 second respawn timer, but will respawn with 2,000 more health than the last time it was killed (again, re-balance appropriately).


The main goal of this arena is to provide temporary *assistance* to a player, instead of removing half their health for being feared through fire (Honestly, who ever thought the fires are a good addition to the arena?).

This pillar adds a unique mechanic to the arena gameplay - Where players may need temporary relief from constant snares, or to catch that pesky kiting mage (Or to 'deny' a player from getting the buff - the possibilities are interesting), but it isn't so prominent that it, by itself, will decide the direction of the game.


A possible alternative is for the pillar to give the player's entire group the buff-effect, but increase the health it has dramatically or increase the spawn time - or both.
20.The arena design I think would be fun and challenging would be set in an Obsidian Sanctum like area with some small areas of the lava spread out on the rock safe ground. There would be a portal on the west side that a player could take to go through to enter a similar, shifted area, but the colors would be offset as purple, kind of like when you are dead, once you are on the flip side of the portal.

In the shifted zone, it, too, would have a portal, but it would be at the east side of the circular area, so that if the player wanted to zone and rezone, he would have to run to the next portal. The scene would be like you started off inside a volcano, similar to the feeling you get in Obsidian Sanctum, and the shifted zone would be the same, just off set colors and offset portal.

The starting/preparation area would be within a bubble on top of a tall, but small, rock/mountain projection, like when you join Eye of the Storm. Each opposing bubble would be on opposite ends of the circular area and would not be able to see the players within the bubble. These areas would be at the North and South of the arena.

To protect opposing players from not knowing if all players are in one zone or the other, there will always be a tally at the top of the screen saying how many players are in the live zone or the shifted zone.

The molten pools will cause damage by standing in them or being crowd controlled within them. The damage received will count as damage that may break the debuff. This applies for both live and shifted zones.

Shifting zones is an instantaneous affect, once the player shifts he is attack-able and allowed to attack.

The terrain is mostly flat in the center, but around the edges will be two levels of thin walkway a player can run up and away and be able to jump back down to the ground level. Also, the rock projection/mountain areas for the entrances would be tall enough and wide enough to hide behind, but unable to climb. They would serve as a pillar of sorts.

Zone I



As labeled in the picture, the purple ovals are the portals, the blackened areas are the starting mountain pillars, the blue circles are where the bubbles would spawn for entrance, the black circles around the circumference indicating the two levels the player can run up to ramp-like style, and the reddish areas the magma pools.

Zone II



Similar as above, just altered colors to indicated the shifted sense of the scene.
21.Name of arena = A little Piece of Balance




SZ = Starting Zone
1 = Concrete Block like blades edge side ramps and blocks
2 = Concrete Ramps
3 = True Sight Spawns

It's a pretty simple arena layout. Fair for both ranged and melee. There's a solid concrete block with 2 ramps right in the middle(approximately the size of the blocks/ramps at either of blades edge arena). Also in the mid left and mid right corners I put a concrete block with 2 ramps leading up each side. The ramps would be spaced 36 yards apart. Giving healers and some ranged classes good viable spots in the corners. The middle block and ramps would give a great LOS structure for people to work around. The arena has no random tornadoes or waterfalls or rows of fire. Just straight simple equal playing field for all.

I would love to see blizzard turn this into an actual arena.
22.

Okay, first sorry that the pic isn't that good but bad scanner + first time uploading pics = noob pic, anyways here goes.

Lore: The Knights of the Ebon Blade are devoted to the destruction of the Lich King. Although united in purpose there is sometimes disagreement about method. On rare occasions disagreements are settled in an old training room. Consequently when the goblins learned of this they made a deal to rent this room for arena matches between official duels. Originally this room was built to teach Death Knights how to "pull" enemies (Dark Grasp) and so has two orbs that can be used to simulate that effect.

Features: Small arena, no pillars, ~80yds at it's widest. The "Yank" orbs are intractable and graphically similar to the control orbs in 10man Nax Razuvious fight and break LoS but are not "humpable". When an enemy is targeted and a player interacts for 10 (requires play testing) seconds the targeted player is affected by an unlimited range dark grasp. The map is essentially built to prevent prolonged battles with only 2 ways to break LoS and a small area.
23.

Thought a lot about Thorim's encounter in Ulduar

Teams would spawn behind the green lines.
Gray zones are linked to white zones through stairs in opposite corners of the map, or elevators. If you stand on the edge of these zones, you might cast spells on people similarly to Blade's Edge.
Eyeballs are located at the base of the elevators, in such a way that you can't get on elevators without getting the debuff.

Elevators go up and down on a constant basis, every 3 seconds. You can jump down at any time, though.
Map is somewhere like the size of Lordaeron, allowing you to see people on the other side of the arena when it starts, but allowing you to cast spells up to somewhere like middle map at max when you're standing on the edge.

Pillars are designed in such a way that both teams have much room for positioning but get punished for staying too long at the big pillars, allowing the other team to position itself upside and be virtually immune to swaps until you chase them down.
24.Icecrown Wastes
Setting- Icecrown, icey,cold





The first image is a top down view of the arena.
A few notes on the first image:
-the walkways right outside of each ready room is much like the ramps in BEM but much steeper and longer
-there area under the walkway is walled except the cubbies that are represented by the dotted lines and which contain the shadowsight
-the pillar in the middle has ramps going up to it from the top and the bottom (relative to viewer) and the ramps go up to either the left or ride side of the pillar

A few notes on the second image:
-the ready room actually has an incline; much like the ready room of Ruins to provide another drinking spot and LoS
-the pillar in the middle is only HALF done; I could not for the life of me draw up the other half from this perspective; paint can only do so much
-the darker circular part of the pillar is the top which can be climbed to via the ramps
-the dark triangular part is the side of the pillar cannot be walked on (too steep)
-the lighter gray parts are the ramps

SOOOOOOOOoooooo, what makes this arena worth me going to Blizzcon is basically the middle pillar. What this is supposed to do is allow multiple ways of kiting via only one solid object. With this design players can kite around the entirety of the pillar on the ground, up and down the ramps (because the side of the cylinder will provide some LoS between right and left sides of the ramps) and using the top of the pillar and jumping off different sides. What's special (in my opinion) is that regardless of which way a player is being kited there are always small windows of opportunities in which LoS is offered so that a move can be made.
-Example: a player is being kited on the ground floor because he is a DK and the opposing player needs lots of room to get our of desecration, when the kiting player reaches the base of the ramp he would need to either make a large turn around it or make a small jump and cut across. Either way there is a short period of time when nothing is blocking LoS to him until he reaches the other side of the pillar.

Ok I feel as if I have written enough. Please comment and ask questions because I am sure it's slightly confusing.
25.Ahn'kahet Arena

Deep within the Forgotten City of Azjol-Nerub waits an ancient arena, gone unused since the War of the Spider. These proving grounds have recently been excavated by a group of adventuresome gladiators... and are once again filled with the cries of battle.

I wanted to design something creative, yet realistic in terms of implementation for the game. This seemed much more difficult than coming up with something ridiculous that is more suited to be a battleground, not an arena. This arena is essentially three-stories, which a regularly moving elevator moving from the bottom to the top floor.

The layout of the ramps and elevator makes it easy to quickly move through each level of the arena, but if used strategically, can benefit casters and melee alike. The arena layout may favor knock-back classes, but with proper strategy this can easily be overcome. There are no random occurrences in this map, the elevator pauses for a few seconds at the top and bottom story and moves at regular intervals.

Players enter through a small tunnel on the middle level, opposite each other, with a Shadow Sight being at the top and bottom level on the elevators path.

Short video:


Right click -> View Image to see at full resolution.

Bird's eye view:


Elevator up, view of arena entrance:


Elevator down, view from the bottom floor:
26.http://i44.tinypic.com/2d8s1aa.jpg

basically the outer edge of the arena is water and you will be allowed to stay in the water for 3 seconds to escape melee and then you will be shot out of one of the two dark blue holes with all hots striped and at 75% life. Also the dark black pillars will be the same as the nagrand pillars and the green blob in the middle will be a hill so ranged can go on that to get away from melee. and the red will be a starting area that raises like rov

This would be called the scholzar arena and ofc it will be modeled to look more like scholzar but im not very computer savy and using paint was even a strech
27.<The cirlique chamber>

Dimensions: North to South the arena is 36 yards. West to East is the same length.

Starting Area: Top left Vs. Bottom Right

Eye locations: Top right and Bottom left

The Center: The center will rotate clockwise, turning 360 degrees every 40 seconds. Intermittently the walls will connect creating one large wall for a few seconds.


http://img199.imageshack.us/my.php?i...sarenamap1.jpg for some reaosn it wont show pic

STRENGTHS: This map is not too large to deter players from running out of combat and hiding or prolonging the match.
The rotating center rewards teamwork and synergy, and proves a lesson for those without.
Casters will occasionally lose line of sight if they stand back and attempt to freecast, as melee will get locked out for a second if theyre not too quick on the chase.
28.

Name: Nagrand Arena 2 (haven't come up with anything clever for it)

Basically each team starts in the triangle area. The map would be the same size as the current Nagrand arena, but there wouldn't be as much pillar humping.

The cross would be big enough for you to get around for cover, but wide open enough to allow for casting and limited LoS abuse.
29.

Kinda got my idea from the top of that floating citadel thing in Zul'drak.

A and B are starting gates.Grey is the ground level. Blue are ramps leading up to the higher level platform. Brown is the second level. Red circles are pillars. Green circle could be a couple things. I was thinking it could be an elevator that goes from the bottom level to the second level very frequently (every 1-2 seconds). It could also just be a hole to the bottom level, another pillar, could even be removed. Those yellow things are supposed to be the stealth detection (eyes).

The ramps would be like the ones on blades edge so they would provide los on the bottom level. There would be space below the second level platform to play on (just like under the bridge on blades edge). The pillars could go through from the top to the bottom of the map or just be on the top platform
30.

Don't really have a special name for the arena but i like the idea of it.

I'll start with pillars, the stationary pillars are very skinny but enough to LOS somebody behind. The two pillars on each side of the water are like the ones in Ring of Valor, they move up and down according to a timer. In the middle is water, which i think can work both ways, it can either help or hurt you. and on the right/left sides of the water are eyesight buffs. I put the eyesight buffs in the water to sort of penalize the person going for it(slower movement speed). In the middle is a bridge for obvious reasons.

Now, i understand that this arena may benefit classes with levitate type abilities, but having this taken out of arena could make this arena good.

Tell me what you think, i think it's fair for both melee/caster classes.
31.

The green-ish brown area is flat ground. Blue on the top right is a upward hill. Blue in the 3 circles are basicly craters. Red is a no-go area. Small circle in middle being a tiny volcano, the top right being a mountain area. And the top left and bottom right box-like things are cages that each team would start in. A crane would bring the cage up.

Similar to this..




Havent figured out a name...
32.Ok, well since you can't really draw the arena map that I want to submit, I'll try to give some really good descriptions.

Starting Area: The starting area is similar to the Dalaran Arena, but instead of the tube being horizontal it is vertical. The tubes will look like the tubes in Netherstorm going into the Manaforges. When the arena starts, the floor drops out, however, there will not be a floor, you will be held in my another force. In other words, you'll just be standing there until the arena starts. When you drop into the arena you'll be 40 yards apart so the other team, or your team, will be out of range of the other team so you cannot use abilities on them.

The Arena: The arena will be like the Ring of Valor, as in line of sight that comes up and down. However, the arena will be anti-gravity (like whichever phase it is in the Kael'Thas fight). With the arena being anti-gravity you will have the ability to move in every direction. The random factor in this arena is that chunks of rock will be falling from the top. Five rocks will drop at each interval. These rocks will provide LoS. The rocks will fall about every 15 seconds, but will only last for 10 seconds, so there will be a time frame of 5 seconds where there will not be LoS. The rocks fall randomly through out the arena. They will not do any damage if you happen to be near one or be hit by one. In the event that a rock falls on you, you will just be pushed 5 yards backwards from where you were in relation to where the rock is to you. The arena will be split into 5 sections vertically. In one of these sections one rock fall down at a random location.

Size of the arena: The arena will be a tube (like the one you started in) with a diameter of 60 yards, and a height of 100 yards. The height of each section (section referring to where one rock can spawn) is approximately 20 yards each.

Scenery of the arena: The scenery will be a texture of the Netherstorm sky, the Hellfire Peninsula sky, or the room in which you engage Algalon (after the floor disappears).

Picture:http://img40.imageshack.us/img40/250/arenaq.png
33.I am not very good at drawing so I will just explain

I think an arena like Nagrand but make the map a lot smaller. Put a hill in the middle so that you have to have control of the high-ground to be able to see what is on the other side. Also instead of 2 pillars on each side, just put 1 on both sides of the hill in the middle.
I will name it "King of the Hill"! (clever, I know)



I can't get my image to come:-( http://img38.imageshack.us/my.php?im...randchange.jpg
34.YO HO HO It's a pirate joke themed arena

Yarr!







There are two ships connected by planks and nets.

Players start in the cabin area, but can't go back in there later to drink or whatever. They get locked out.

If you fall in the water you get eaten by sharks or drown because you are carrying around a lot of bags full of armor.

Those nets are tangible and you can walk over them.

Tried to make it sort of a genuinely playable arena, I think the LOS amount is pretty good, maybe on the side of a bit too much. Sorry hunters.
35.Hi cool Only 29 rating away from getting access.

Heres my arena idea: The room before Vault of Archaevon but change the pillars to be slightly inside on the upper tier.

Ill make a pic when horde wins WG on my server

Done:

36.Arena: Ruins of Zul'tek
Location: Booty Bay
Theme: Jungle Ruins
Shadow Sight: After 90 seconds, two Shadow Sight powerups appear on opposite sides of the arena. Picking one up will briefly let you see stealthed and invisible characters, at the cost of increased damage taken by 5%.

Overhead of Arena:
Larger Image: http://i39.tinypic.com/2v2ef6s.jpg


Lore: An ancient Troll ruin, hidden deep within the jungles of Stranglethorn Vale. The ruin consists of two temples surrounding a single courtyard, and is dated to be over nine hundred years old. Little else is known about the ruin's history other than that there seems to have been an incident which led to its construction being abandoned half-way. A phenomenon that's unique to these ruins is a set of rising and falling rock columns located at the center of the courtyard. The movements of these columns are truly a sight to behold - their up and down motions like clockwork. Initially, it was thought that the source of their movement was a result of powerful enchantments; however, upon closer inspection it was soon discovered that no magic was being utilized at all! The mass of vines surrounding the columns were responsible for forcing them to such extraordinary measures. How or why they have continued to do so for almost a millennia, however, is still a mystery...

Description: The arena is large, consists of three floors, and is mirrored so that neither side will have an advantage. One of the key features of this arena is that battles will take place across multiple floors. The sides of the arena contain stairways that lead up to the second and third floors. The center of the arena contains "elevator rocks" that routinely rise and fall independently from each other. The rocks do not levitate like floating platforms; but instead jut out of the earth as columns, often with great tremor and force. The elevator rocks can be used to reach the topmost floor, and also serve to provide cover against ranged attackers. The inner rocks ascend from floors one to two, while the outer ones ascend from floors two to three. Players must jump to reach nearby platforms, and may fall off if they miss or are knocked off. The arena is very visually pleasing, with moss covering the ancient architecture and brush littering the tops and floors. On the top floor, you can peer out into the distance to see other ruins, two temples, and even a neat waterfall.

Strategy: Players will want to gain high ground quickly in order to have better line of sight. When the gate opens, players can either go left or right. One way leads under a wide opening under an archway, while the other leads through two narrow openings which players must squeeze through. Upon clearing either path, players will find themselves in the center of the map, at which point they can either climb the stairs in order to reach high ground quickly whilst exposed, or use the elevator rocks to climb gradually but with additional cover. The melee fighting can start up casually as players fall into position, or immediately if both teams chose to opt for the center or cross paths while reaching the stairs. Either way, players can expect an exciting match.

Imagined Closeup:
Larger Image: http://i40.tinypic.com/o0toqf.jpg
37.
Zangarmarsh Arena




Start of the Arena Match: Essentially what happens, after a minute of buffing (or if you're a rogue/warrior/shaman/dk, standing around) is that the Living Mushroom starting side's mushroom waxes, and then wanes. The players get launched into the air, and slow fall down. The Dead mushroom will wane, then fall to the ground (Both of are intended so that you have time to see your opponents, so its not like RoV 5's "lets think of a strat face to face with opponents in liek 2 seconds" and you land on the ground same time as your opponents).

During Arena Match: The Living Mushroom in the middle of the map will wiggle around alittle bit, and the Dead Mushroom will "cough" from time to time; just so it looks interesting.

About the Arena itself: The width of it is about the same as Ruins, however (poorly represented in the picture I made) the Mushrooms would be about the same length apart as the Nagrand pillars. Also, the Waterfall/River is only cosmetic, doesn't really do anything atall. These are the mushrooms that I were thinking about.
Undead Starting Mushroom
(When you have preparation buff)



Undead Starting Mushroom
(Fallen)



Living Starting Mushroom
(When you have preparation buff)



Undead Mushroom
(In the Middle of Map)



Living Mushroom
(In the Middle of the Map)



Blade's Edge Wall
(EXACTLY how I would want it to look like)


38.Warsong Gulch Flag Room Mirrored
Top Down

By entrails_swagger
http://img197.imageshack.us/img197/6...naconcept3.jpg

3D Representation Of 3rd Floor.

By entrails_swagger
http://img32.imageshack.us/img32/2/w...concept3d1.jpg

(Use links to zoom in)

If you haven't figured it out yet, the arena is an adaptation of the Warsong Gulch base/flag room. Instead of having the flag on one side and all the features of the base on the other, the flag side has been replaced with a mirror image of what would normally be the entrance to a WSG base. Only what's included in the images is accessible.

This map is completely different from any of Blizzard's previous arenas, both in size and diversity of terrain. The sheer number of options you have should provide unparalleled room for innovation and improvisation.

Teams start behind a gate in one of the two tunnel entrances. When the gates open they can either go up a small ramp into the first floor (flag room) and engage immediately, or take the side exit onto the outdoor ramp and meet on the top level. Because of the size of the map there are four shadow sight spawns, two at the top of the ramp to the 3rd floor, and two in the small rooms on the first floor.

I expect the ramp to the third floor to be the most popular route out of the gate, so the bridge connecting the two halves of the top level seemed like an obvious addition. Otherwise teams would rush to the top and find themselves in a very awkward position, staring at each other across an uncrossable gap.

From there the small boxes at each end of the bridge seemed like a necessity. The double L shape of the path from one large box to the other creates a long travel time between the two points. Without any sort of LOS between them the team crossing the bridge would be totally exposed for a long period of time, putting them at a major disadvantage and encouraging camping.

The little rocks on the ramp from first floor to third floor are large enough to be LOS obstacles. I put them there because the ramp is also very exposed, and the U shape again creates a long travel distance. I'm not sure the rocks will be enough however, which brings me to my first of two additional tweaks might improve the arena.

The first is a U shaped staircase from the 2nd floor (near the top of the ramp from 1st to 2nd) which would lead to the 3rd floor, exiting in the corner behind the large LOS boxes. I'm just not entirely happy with there only being 1 (mirrored)entrance to the top floor. If, for instance, a team with a hunter happened to get to the top floor first for some reason, attacking them up the large outdoor ramp would be very difficult. The tight staircase would provide a safer alternative route. Otherwise games might devolve into stalemates, where one team refuses to leave the top, and the other has no viable way of getting to them from the bottom.

I'm pretty convinced the staircase is a good addition to the map, I just happened to think of it late into the process. The second potential tweak I'm a little less sold on. The idea is for a balcony accessible from the 2nd floor (at the top of the ramp from 1st to 2nd) that hangs over the first floor entrance to the outdoor ramp. Without the added staircase or balcony the 2nd floor just feels like a bit of a dead end, and too linear. The balcony just opens up options when running up the ramp to 2nd floor, since you'd be able to jump down and either go into the 1st floor tunnel or run up the ramp to 3rd floor. It might also be possible to jump from the top of the ramp leading to the 3rd floor onto the balcony and enter the 2nd floor that way.

A final potential addition, which certainly has it's advantages and disadvantages, is the idea of including WSG power-ups. It's a gimmick, and we all know how fond blizzard is of their gimmicks, but in this case I think it may actually be a good idea. With such a large map power-ups would help promote movement throughout the map, increasing the number of locations engagements are likely to happen. They would spawn on a timer, probably spawning 1 minute after the gates open, with a 2 minute respawn timer. Locations are debatable, but I would probably set it up something like this:

-Two of the green health/mana buffs on the first floor in the small rooms (where shadow sight is now), encouraging healers to go down to get a quick mana boost, and it would also allow people who jumped from the 3rd floor to heal fall damage.
-Two red damage buffs on the 2nd floor in opposite corners of the map (bottom left/top right) near the ramp from 1st to 2nd floor. The separation is to prevent one team from easily getting both zerker buffs.
-One sprint buff in the middle of the bridge, possibly spawning a little later into the game. The idea is to make crossing the bridge easier if both teams are camping on their side.

Of course the power-ups don't have to be as strong as they are in BGs, they could be 50% mana/health, 10%/5% damage, shorter sprint. Some people will probably hate the idea of power-ups regardless, and I'm not 100% sure about it myself, but I'm definitely leaning toward it being a good idea.

Thanks for reading.
39.

The cache ontop of the electric Pillar will close every 45-60secs and will be opend 15 seconds after and is the Only SAVE spot in this arena.
As soon Cache closes Pillar is going to overcharge and dealing xx-xx damage every 3 seconds. Damage increases every time cache closes.
Let it be like
100-100 damge/3sec first close
200-200 damge/3sec second close
400-400 damge/3sec third close, to be testet (:

You can't heal in/out when cache is closed and cant get in or out.
40.Lets step back a moment and rewrite some of the rules, specifically lets turn to a new and (I think most will agree) fun element - siege vehicles. During a wintergrasp a friend chose to lament, "why isn't there a siege engine arena?" Poleaxed, wheels began turning and it occurred to me why ISN'T there a siege engine arena? oh sure it'd play merry h*** with balance ect. but I'd warrant it would be FUN. With this in mind I designed a map for the sole purpose of arena, siege engine combat.



Lore: Long have the horde and alliance fought for the titan artifact located at Wintergrasp, now the goblins have come! Building an arena in the mountains north of the fortress and using salvaged materials from a lonely war field the Goblins have created an arena devoted to mechanized mayhem! Chose from Shredders, Tanks (team controlled), Motorcycles, Catapults, Repair vehicles, even bombers! Unleash devastating arsenals on your enemies! Let slip the gears of war! Call forth the Mechagadin for tonight only the sounds of twisted metal and hydraulic blades will pierce the night's silence!

Features: Huge map with lots of wrecks including one huge wreck (Flame Leviathan?) in the center. The main feature of this map is the vehicles, they will range from single player (catapults, shredders, bikes, repair vehicles), two player (bomber, tank), three person (tank again - repair slot) to a 5 man "Megatank"! Each vehicle has unique abilities and the larger ones can be repaired by a player as an "on board mechanic". Different parts can be targeted allowing for focus fire on pieces of a vehicle. Gear will affect vehicle parameters making high lvl geared groups perform better. Built for fun I don't expect this map to be taken seriously by the hard core arena junkies, but I bet it would help break the monotony of arena games!
41.- Blood-Chilled Cavern -





The centerpiece is a raised platform, with the player entrances beneath them, on either side. On the north and south sides are solid ice ramps. At two of the corners are icy pillars that can be climbed, and provides LOS. Dimensions similar to Blade's Edge.

Special features:
- The entrance areas will cave in after 10s, forcing the combatants out and removing the entrances from play; thus making the center platform a solid piece.
- Every ~30s, icicles fall from the ceiling, landing on any elevated surfaces, dealing similar damage to the RoV flames, and lasting 5 seconds.
- Sight buffs appear on top of the two outer pillars.
42.

This Arena is called : Marine De Le Visioni
I drew and outlined this arena myself. It consists of and underwater base leaking with water surrounding a piece of land which is the center.It is bigger than it actually looks because the image you are seeing is symettrical to the other side of it. Water acts the same as it would in the game.The small barriers have a ramp which to walk up to the top. However The walls and the small barriers can provide LoS as well. The middle has a special function, if you walk near the X it places you in an immobable CC, where heals cannot reach you and neither can dps. It can be used advantageously or as a defense/offensive move. Other than that, not very caster friendly arena but leaves alot of improvision on the part of the players.
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