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  1. Mewtwo:
  2.  
  3. Metal Gear Excelsus - The wreckage of Metal Gear Excelsus as seen in the final phase of Armstrong's boss fight. The attacker team starts in Raiden's starting location, whereas the defenders will start at Armstrong's. The area surrounding Excelsus is accessible, and fighters are not limited to the circular arena.
  4.  
  5. Kefka's Tower - Kefka's monument to destruction formed from the rubble of the old world. Access to the World of Ruin outside is forbidden, whilst no enemies are present. Attackers will start at the entryway from which path 1 is accessed, while defenders will start atop the tower, where Kefka is confronted.
  6.  
  7. Illusory 106 - A warped department store where access between floors may be manipulated by traversable posable dresses as well as flights of stairs. All doors are unlocked, teleporters are inactive, no Mirage will spawn and there is no access outside of the Idolsphere. Attackers will start at the entrance, while defenders will start on the roof where Aversa is confronted.
  8.  
  9. Etrenank - The capital city of Solaris, a flying, high-tech city. All citizens and automated defense systems have been removed. Attackers will start at the third-class block's entrance. Defenders will start within Krelian's laboratory, in the monomolecular treatment room.
  10.  
  11. The Tainted Mountain - A ruined castle situated atop a mountain. Access to the rest of the Dragon's Dogma world is not allowed, but all areas seen during Grigori's boss battle may be accessed. Defenders will start atop the castle, while attackers will start within Grigori's cave.
  12.  
  13. Sukazu Castle Rooftop - Moonlight is the only source of illumination in this fairly confined area where Ryu trains...and fights, as seen in Street Fighter 3. Access to the interior of the castle is prohibited but fighters may battle around the snow covered grasslands surrounding the castle freely. Attackers and defenders will start separated an equal distance from each other, as seen in SF3.
  14.  
  15. Boxing Ring - The Boxing Ring, as seen in SSB4. Teams will start on opposite sides of the ring, near the ropes.
  16.  
  17. Ambush Site - A path through a dense forest with many places to hide and...well, ambush someone. Eventually leads out onto a plateau overlooking a clifftop. Access to any other area in Suikoden II is forbidden. Attackers will begin at Luca Blight's starting position, with defenders hidden in the brush a short distance away, observing them.
  18.  
  19. The Lost Land - A world where time has not much meaning at all, as it appears in Turok: Evolution. There are no portals linking it to Earth, but various kinds of dinosaur will be roaming around. Attackers will start at the location of the level Into The Jungle, with defenders starting at the location of the level The Battle for Galyana.
  20.  
  21. Brell Sediment, Taris - Empire controlled territory on the ruined planet of Taris, comprised of acidic lakelands, abandoned factories and an Imperial base. Attackers start near the entrance, with defenders starting within the base.
  22.  
  23. Shell 2 - The right half of the Big Shell complex, housing struts G-L. All struts are fully accessible. Attackers will start on strut G, with defenders starting on the Shell 2 core.
  24.  
  25. Kamek:
  26.  
  27. The Void - A barren featureless landscape with no cover or anything to speak of. There is no obvious source of light, but visibility is clear and the terrain otherwise has similar gravity, atmosphere, etc to Earth. Teams start 100m from each other.
  28.  
  29. Realm of Terror - The domain of Diablo in the Burning Hells, complete with lava aplenty and obfuscating fog, as seen in Diablo 2, covering the River of Flame and Chaos Sanctuary, with a portal at the center of the Sanctuary leading to the hellish arena seen during the shadow section of Diablo's Diablo 3 fight. Attackers will start at the entryway to the River of Flame, with defenders starting at the heart of the Sanctuary. No demons are present.
  30.  
  31. Commander's Room - The site of the battle with Psycho Mantis in Metal Gear Solid, complete with lots of random furniture to throw at opponents. Access to the rest of Shadow Moses is denied. Attackers start at the entrance, and defenders start by the commander's desk.
  32.  
  33. Bowser's Castle - Your standard fort of Bowser's residence, as seen in Mario & Luigi: Superstar Saga. Expect lava, pitfalls and traps aplenty, although there won't be any sentient enemies such as Dry Bones or Thwomps. Attackers will start at the entrance, while defenders will start at the throne room.
  34.  
  35. Wily Castle - A massive, robotic castle filled with various tricks and traps and skull motifs, as seen in Mega Man 2. Nothing to cause instant death here, and all enemies have been removed, but any automatic machinery is still up and running, and all areas are assumed to connect to each other. Attackers will start at the outskirts of stage 1, while defenders will start on Stage 6's boss arena.
  36.  
  37. Impact Crater - The source of Tallon IV's phazon corruption surrounding a deceased Leviathan. All doors are open, whilst enemies will not spawn. Watch your step - phazon is lethal to the touch. Attackers will start by the teleporter, with defenders starting at Metroid Prime's boss room.
  38.  
  39. Summoner's Rift - A forested area with two fortresses at opposing ends, joined by three clear lanes and bisected by a shallow stream. No minions or neutral creatures are present, and towers will not fire. Attackers start on the red side base, with defenders starting at the blue side fountain.
  40.  
  41. Arena - Competitors start inside the ring in an old fashioned cage match, as seen in Tekken 4. Cheering fans surround the cage as a screen ringside shows all the details in glorious HD.
  42.  
  43. The Old Schoolhouse - Class VII's training ground, as seen in Trails of Cold Steel. Seemingly a rickety wooden building, the basement houses stone architecture spanning multiple floors. No enemies are present. Attackers start on the ground floor, and defenders will start on the final floor.
  44.  
  45. Village Library - The village's library as seen in Nier. No citizens are present, and the door to the basement is sealed. Attackers start at the entrance, with defenders on the far side.
  46.  
  47. Dracula's Castle - As seen in Castlevania: Symphony of the Night, with no access to the Inverted Castle. All locations are accessible, and access to the rest of the world is forbidden, including the Inverted Castle. Attackers will start in the courtyards by the drawbridge, while defenders will start in Richter's throne room.
  48.  
  49.  
  50. DC:
  51.  
  52. Devil May Cry - Dante's base of operations. A small wooden abode occupied by little other than his desk and chair, decorative novelties on the walls, and a jukebox packed to the brim with Dante's favorite rockin' tunes. Attackers start at the entrance, with defenders by his desk, as seen in Devil May Cry 3.
  53.  
  54. The Frozen Throne - The frozen summit where the Lich King battle takes place in World of Warcraft. Access to the rest of Icecrown Citadel or the world (of Warcraft) is banned. Attackers start at Tirion Fordring's pre-fight location (though he is not present), and defenders start by the Lich King's throne.
  55.  
  56. Spekkio's Arena - A medium-size square platform, fenced in, suspended in eternal nothingness. There is room to maneuver (though not too much), and there is no cover to speak of. Attackers start at the entrance, with defenders on the far side.
  57.  
  58. Darkside - Though the massive Heartless that gives this place its name is not there, its work is evident. Sora's Destiny Islands have been reduced to this small world, strewn with the wreckage and remains of what he used to call home. Attackers will start where Darkside begins its boss fight in KH1, and defenders will start at Sora's starting point.
  59.  
  60. San Romero High School - A typical all-American high school as featured in Lollipop Chainsaw. All areas within the school grounds including classrooms, pool and stadium are accessible. Attackers start at the school's entrance, and defenders start at the school's stadium.
  61.  
  62. Castlevania - Dracula's demonic castle that twists and reforms on each new summoning, as seen in Rondo of Blood. Attackers will start at the drawbridge, and defenders will start within Dracula's throne room.
  63.  
  64. Geese Tower Rooftop - The rooftop of Geese Tower as seen in Fatal Fury. Access to the inside of the tower is banned, and if a merc falls off and can't reasonably get themself back up, they can be considered eliminated. Teams will start separated 5 meters from each other.
  65.  
  66. Vale of Tears - Alice's entry point to Wonderland is a valley teetering on the edge of destruction, suffering from the corruption of the Dollmaker. No enemies are present and there is no access to other domains. Attackers will begin at Alice's starting point, while defenders will start by the teacar station leading to the Hatter's Domain (which is not accessible).
  67.  
  68. Bran Bal - The city in Kuja's homeworld of Terra. All buildings are accessible. Attackers will begin by the entrance to Pandemonium, while defenders will begin by the central square.
  69.  
  70. Kain's Throne Room - the room Raziel fights Kain in in Soul Reaver. Attackers and defenders will take up Raziel and Kain's starting positions, respectively.
  71.  
  72. Neclord's Castle - The massive gothic styled castle as seen in Suikoden 1. No monsters are present and access to areas outside the castle is banned. Attackers start at the entrance, with defenders starting at the site of Neclord's boss battle.
  73.  
  74. Tiro:
  75.  
  76. Luxerion, the Divine City of Light - A gothic metropolis home to the Order, that chooses to greet the end of the world with peaceful reflection and prayer. There are no residents present and access to other areas of Nova Chrysalia is forbidden. Defenders will start at the cathedral where the portal leading to Bhunivelze's sanctum can be found (though it is inactive), and attackers will start at the city's train station.
  77.  
  78. Fuyuki Bridge - A long bridge connecting Shinto and Miyama City. All areas of the bridge, and the river below, are accessible, though the surroundings of the bridge have a powerful bounded field in place, preventing escape. Attackers will start on the Miyama end, with defenders starting by the Shinto exit.
  79.  
  80. Wutai Village - Yuffie Kisaragi's hometown. A river runs through the village which is filled with Japanese styled architecture and currently abandoned. Plenty of hidden passages lie beneath the town, because ninja. Access to any buildings and nearby Da Chao mountains is fair game but the rest of the world is off limits. Attackers will start by the mountains, while defenders will start on the top floor of Godo's pagoda.
  81.  
  82. Narshe - A snowy mountain city noted for its industry. The mines are accessible, whilst no residents are present. Attackers will start at the entrance to the city, while defenders will start within the mines, where the frozen esper Valigarmanda is first found.
  83.  
  84. The Leaking Brain - A dive located in Deep-Paris, in the structure of a boat. The boat, as well as all nearby shacks and walkways are accessible. Attackers will start by the turbine, while defenders will start behind the bar.
  85.  
  86.  
  87. The Hand of the Prophet - Father Comstock's Airship, complete with multiple tiers and Sky-Hooks that can be used to traverse the terrain. It is otherwise uninhabited. Attackers will start at the docking station, while defenders will start at the top of the ship.
  88.  
  89. Desert of Death - As seen in Breath of Fire 3, the intense heat and nigh endless expanse makes it earn its namesake and any attempt to cross it during the day is suicidal. Unfortunately, it is daytime, but the teams start 100 meters away from each other, and close enough to see one another at the start of the fight, making death in the desert come sooner than usual. No monsters are present.
  90.  
  91. Nibelheim Mountains - Tall, sharp, and desolate, little lives in the Nibelheim Mountains โ€” which makes it a fitting place to die. The few paths winding through the crags are narrow and steep, providing little room for maneuvering. If you fall, it's a long drop down. Attackers will start at the bottom of the mountain range, and defenders will start at the Mako reactor.
  92.  
  93. Sanctuary - The Crimson Raiders' home base and one of the last vestiges of sanity on Pandora, away from psychopathic bandits and homicidal Hyperion forces. It's in its airborne mode, but barriers prevent anyone from falling off. No residents are present. Attackers will start at the edge, while defenders will start at the center of the city.
  94.  
  95. The Pit - A long, narrow, and indestructible stone bridge which stands high above a pit full of spikes. Though going down is doable, watch your step. Access to the rest of the Mortal Kombat world is banned. Teams start on opposite ends of the bridge.
  96.  
  97. Luis:
  98.  
  99. Umbra Clock Tower - The falling clock tower featured in the opening of Bayonetta. The tower will continue to fall endlessly for the duration of the match and will not rotate to an extent where it will toss fighters off on its own, though if any fighters happen to be launched from it, they can safely be assumed dead from the impact of the inevitable fall if they're unable to get back on their own. Attackers and defenders will begin one yard from the edges each, at an equidistant distance from each other.
  100.  
  101. The Peak Of Darkness - No food... no drinks... and the only babe just left. A steady rain patters down upon a fairly small arena atop a long flight of stairs, setting the scene for Dante and Vergil's first clash in Devil May Cry 3. There are no open demon portals or any such nonsense and any adjoining areas from the game are inaccessible. Attackers and defenders will start in Dante and Vergil's starting locations during their fight, respectively.
  102.  
  103. Grove - A forbidden area of the Devil's Forest where Dizzy attempts to seclude herself from the rest of the world, as it appears in Guilty Gear XX. Attackers and defenders will start separated by a distance of 10 meters.
  104.  
  105. Naraku - A multi-floored dungeon, with all the demons cleared out of it. Access to Mikado or beyond Minotaur's door is not allowed. Attackers and defenders will start at the dungeon starting point and exit, respectively.
  106.  
  107. Barious Desert - As seen in chapter 7 of Valkyria Chronicles, a rocky wasteland of a battleground with bits of cover and trenches all about. No tanks or soldiers are present, and access to the temple or any sections not seen in ch7 is barred. Attackers will start by the Bathomys' spawn point, whereas defenders will start by the Barious Ruins.
  108.  
  109. Green Hill Zone - Loop-the-loops, hidden springs, deadly spikes, and an abundant supply of power rings. Though others might find it bizarre, Sonic and company are right at home. The stage is as seen in Sonic Generations' modern form. Attackers will start at the beginning of the stage, with defenders at the end.
  110.  
  111. Warring City Lumina Cloth - The Root Town of Omega Server, Lumina Cloth is basically a giant, lofty bridge between the territories of Icolo and the Arena, which has a smaller pathway encompassing the structure. The Chaos Gate is gone, no one is around, and access to the @home and Arena are forbidden. Everything else is fair game. Attackers will start at the entryway, with defenders starting behind the arena.
  112.  
  113. Hutta Marshlands - The swampy environment surrounding the Evocii Work Camp. The area is heavily polluted, with decrepit machinery strewn around alongside large pipes transporting caustic chemicals. The local Hutt palaces and Empire territory is out of bounds. Attackers will start at the Imperial spaceport, defenders at Nomen Kaar's hideout.
  114.  
  115. Road to Celestia - The final stretch connecting Gamindustri with the heavens. Several floating chunks of land are connected by bridges of rainbow light. No monsters are present. Attackers start at the entrance, while defenders will start upon Arfoire's platform.
  116.  
  117. Dracula's Inverted Castle - As seen in Castlevania: Symphony of the Night. Access to the rest of the world is forbidden, and no enemies are present, but all traps are still functional and active. Attackers will start at the entry teleporter, while defenders will start at Dracula's final boss arena.
  118.  
  119. Skyridge:
  120.  
  121. Final Weapon Space Station - The former stronghold of Repliforce is as expected for a hi-tech space station owned by a military organisation- Carefully planned corridors and elevators made out of almost unbreakable alloys, lacking only the mechaniloids that once guarded it. Attackers start at the entrance, with defenders starting at the final boss arena.
  122.  
  123. Cursed Woods - A heavily forested area with a hidden grotto that Frog calls his home. Access to the rest of the Crono Trigger world is banned. Attackers will start at the entrance to the woods, while defenders will start within the grotto.
  124.  
  125. Nibelheim Mansion - The Shinra mansion as shown in Nibelheim. Every room is fully accessible. Attackers will start at the entrance, and defenders will start in the basement.
  126.  
  127. Besaid Island - A small island that boasts a large beach, seaport, a small village surrounded by forests and waterfalls, Besaid Temple, and a crazy old lady who constantly tells whoever passes by not to approach the summoner. Access to the rest of the world is forbidden. Attackers will start at the port, while defenders will start at Besaid Temple.
  128.  
  129. Oil Ocean Zone - One of Robotnik's more...interesting ideas, this mechanized refinery sits upon a literal ocean of oil. The badniks are gone, but everything else is still in place. Just be careful not to light that oil on fire. Attackers start at the first act starting point, while defenders will start the act 2 boss arena.
  130.  
  131. Reset Bomb Forest - A large mess of tangled branches over a ruined human city and battlefield. This is as it appears in Chapter 11 of Kid Icarus Uprising, and access to the rest of the world beyond the forest is not allowed. Attackers will start at the entry point, while defenders will start at the end of the level.
  132.  
  133. Maverick Hunter Base - As seen in the second battle with Dynamo in Mega Man X5, a fairly small square room with a high roof. Any background features are inoperable and access to the rest of the base is banned. Both teams will start on opposite ends of the terrain.
  134.  
  135. Raccoon City Police Station - The RCPD building as seen in RE2. Access is limited to the confines of the building itself. No BOW's or other occupants are present. Attackers will start at the entrance, and defenders will start within Chief Irons' office.
  136.  
  137. Lynchwood - The Wild West-style settlement as seen in Borderlands 2. There is no access beyond the initial town area, and no bandits are present. Attackers will begin by the Vault Sign, while defenders will begin by the Fast Travel station.
  138.  
  139. Cerulean Cave - A dimly lit cavern of multiple levels, containing several natural waterways and maze-like passageways. No Pokemon are present. Attackers start at the entrance, with defenders starting at Mewtwo's waiting spot.
  140.  
  141. Eddv:
  142.  
  143. Robot Museum - Though the mechanical relics once stored here are now removed, the large glass chambers remain as plentiful but destructible cover in this not especially large, but especially dark, complex. Attackers will start at the courtyard, while defenders will start in the boss room, as seen in Mega Man 7.
  144.  
  145. Corneria City - The capital of the most progressive planet in the Lylat System. It is in a state of ruin after Venomian attack, although no enemies are present. Attackers will start by the edge of the water on approach, while defenders will start in the center of the city.
  146.  
  147. Angel Island Zone - The tropical jungle from Sonic the Hedgehog 3, before it is set alight. No enemies are present. Attackers will start at the starting point, while defenders will begin at the boss arena.
  148.  
  149. Mira - The entirety of the planet Mira, as seen in Xenoblade Chronicles X. Both teams will start in New LA, and all wildlife is present and hostile. Attackers will begin at Central Melville, while defenders will begin outside the BLADE tower.
  150.  
  151. [This terrain can only be chosen on High Tier. If Elma's ability to separate the teams across continents is used, attackers and defenders will start at one of the following points, leader's choice for each:
  152.  
  153. Cauldros = O'rrh Sim Castle Ruins
  154. Sylvalum = South Silent Sandsea
  155. Primordia = NLA defense point
  156. Noctilum = Qing Long Glade
  157. Oblivia = Lake Basel
  158. NLA: BLADE Tower]
  159.  
  160. Hanamura - A tourist town complete with an arcade and a traditional Japanese temple. Access to the rest of the world is prohibited. Attackers and defenders will start at the appropriate spawning points, fittingly enough.
  161.  
  162. New Junk City - A junkyard filled with springy tires, pits with junkyard dogs, and a teeter totter with a refrigerator hanging over it in the middle. No other enemies are present and access to the rest of the Earthworm Jim world is banned. Attackers will start by the fridge, with defenders starting at the site of Chuck's boss arena.
  163.  
  164. Artorius' Throne - A vast and convoluted multi-level castle under an ominous red sky. An aura of evil lingers about the place, although Heldalf's domain is not present. The castle contains many different sections that can only be accessed by venturing outside, where broken stone pathways hover precariously in mid-air. All hellions and obstacles have been removed. Access to other game areas is banned. Attackers will start at the entrance, and defenders will start at Heldalf's location.
  165.  
  166. Shakuras, the Dark World - A volcanic hell with a breathable (if thin) atmosphere and swelteringly hot temperatures, though it is perpetually in darkness. The whole planet is accessible, but attackers will start at the bottom of the Talematros Plateau, with defenders at the top, as seen in the Brood War mission, using the locations of the Zerg and central Protoss bases, respectively.
  167.  
  168. Blossom City - A bustling city in the heart of America as seen mid-invasion in Operation 001. All the other civilians and aliens have evacuated however, and access to the rest of the world is not allowed. Attackers will start by Rockhard Sports, while defenders will start by the Blossom City School.
  169.  
  170. XCOM Headquarters - An underground command center, attached to a Mech Bay and Forward Access Tunnel, as seen during the Alien base defense mission in XCOM, although the base is in pristine shape, instead of damaged. Attackers will start by the entrance, with defenders starting at the command center.
  171.  
  172. DUP Training Center - The training center Fetch fights in. Multi-leveled with plenty of cover and rooms, but fairly open. None of the defenses are present, and attackers will start at the center of the terrain, with defenders starting on the highest level.
  173.  
  174.  
  175. Lopen:
  176.  
  177. Sanubia Desert - A blazing hot sun, no water in sight, and an endless sea of sand dunes define this battlefield. While the Al Bhed may call this place home, most would call it a death sentence. Attackers will start by the X-Potion chest (which is empty, as are all others), while defenders will start by the oasis.
  178.  
  179. Bubbly Clouds - Fighters battle in the sky on thick clouds that are for some reason able to support weight, as seen in Kirby's Dreamland. The clouds are dense enough that jumping from cloud to cloud is reasonable, and many are large enough to hold several fighters per cloud, but missing a jump causes a fall of thousands of feet to the ground. The clouds extend infinitely into the distance, separated by varying distances between each other, and are destructible with a concerted effort. Attackers and defenders will start the fight separated 150 meters from each other.
  180.  
  181. Outer Haven - The exterior of Liquid's submersible battleship. Access to other areas of the ship is forbidden. Attackers will start on the nose of the ship, with defenders starting at the most elevated point.
  182.  
  183. Tranquil Wasteland - An abandoned battlefield, stretching farther than the eye can see in all directions. Attackers and defenders will start the fight in the center of it, separated 30 meters from each other.
  184.  
  185. The Woglinde - The interior of the massive battleship cruiser. The ship is locked on autopilot, and access to the exterior of the ship is barred, as all outer walls are considered indestructible (but the interior is fair game). No A.W.G.S. or any other mecha of any sort are present. Attackers start in the AWGS hangar, while defenders start on the main bridge.
  186.  
  187. Yasogami High School - A standard Japanese high school with two buildings - one housing classrooms and the other activity rooms. Students, teachers, and other NPCs have been cleared out before the fight and access to the rest of the Persona world is banned. Attackers will start at the entryway, with defenders starting within Yu's classroom.
  188.  
  189. Hell Keep - A mix of open areas and winding corridors make up E3M1 of Doom. Dead trees provide cover in the more open areas, and all areas of the stage are available, including any secret passages. No power-ups, gun pickups, or enemies are present. Attackers will start in the large outdoor area, in the small pit in the middle, with defenders starting by the exit teleporter.
  190.  
  191. The Undernet - The Undernet is as it appears in Megaman Battle Network 2, with all the regular inhabitants cleared out and everything unlocked. It is a long series of floating walkways and platforms. Access to any other area is not allowed. Attackers will start at the entrance to Area 1, with defenders starting in the depths of Area 7.
  192.  
  193. Brinstar - Both upper and lower (i.e. Kraid) levels as they appear in Metroid Zero Mission. All doors are open and no enemies are present, but the pools of acid are still very much around. There is no access available to any other areas of Zebes. Attackers will start by the initial Crateria elevator, with defenders starting inside Kraid's boss room.
  194.  
  195. My Castle - Corrin's castle, in the Chevois style with the only buildings currently made being a fully upgraded Dawn Dragon statue and Dusk Dragon statue in the areas to the left and right of the throne. Attackers will start at the entryway, with defenders starting by the throne.
  196.  
  197. Tuchanka - The underground bunker occupied by Clan Urdnot in Mass Effect to avoid the harsh conditions present on the planet above. Access to the outside world and other underground bunkers is banned. Attackers will start at the entrance, with defenders beginning in the depths of the bunker.
  198.  
  199.  
  200. Boko:
  201.  
  202. The Fade - The ethereal Dream Realm/afterlife of the world of Dragon Age. The magical power of all combatants are amplified substantially, though the exact specifications of how much depends on their willpower and they will not inherently be able to shapeshift. Everyone in the battle will be assumed able to manifest their gear and non-magical abilities normally. Attackers will start at the starting point seen in Dragon Age: Origins, while defenders will begin by the Strange Device.
  203.  
  204. Castle Oblivion - The lowest basement as seen in the final boss fight of Kingdom Hearts Chain of Memories, a bleak looking open arena. Access to the rest of the castle is barred. Attackers and defenders begin at Sora and Marluxia's starting points, respectively.
  205.  
  206. Tranquil Wasteland - An abandoned battlefield, stretching farther than the eye can see in all directions. Attackers and defenders will start the fight in the center of it, separated 30 meters from each other.
  207.  
  208. The Leaking Brain - A dive located in Deep-Paris, in the structure of a boat. The boat, as well as all nearby shacks and walkways are accessible. Attackers will start by the turbine, while defenders will start behind the bar.
  209.  
  210. Dracula's Castle - As seen in Castlevania: Symphony of the Night, with no access to the Inverted Castle. All locations are accessible, and access to the rest of the world is forbidden, including the Inverted Castle. Attackers will start in the courtyards by the drawbridge, while defenders will start in Richter's throne room.
  211.  
  212. Luxerion, the Divine City of Light - A gothic metropolis home to the Order, that chooses to greet the end of the world with peaceful reflection and prayer. There are no residents present and access to other areas of Nova Chrysalia is forbidden. Defenders will start at the cathedral where the portal leading to Bhunivelze's sanctum can be found (though it is inactive), and attackers will start at the city's train station.
  213.  
  214. Impact Crater - The source of Tallon IV's phazon corruption surrounding a deceased Leviathan. All doors are open, whilst enemies will not spawn. Watch your step - phazon is lethal to the touch. Attackers will start by the teleporter, with defenders starting at Metroid Prime's boss room.
  215.  
  216. The Tainted Mountain - A ruined castle situated atop a mountain. Access to the rest of the Dragon's Dogma world is not allowed, but all areas seen during Grigori's boss battle may be accessed. Defenders will start atop the castle, while attackers will start within Grigori's cave.
  217.  
  218. Mystery Manor - A remote, ramshackle mansion on the edge of a swamp. No monsters nor Albus are present. Attackers will start at the entryway, while defenders will start within Albus' boss arena.
  219.  
  220. Grove - A forbidden area of the Devil's Forest where Dizzy attempts to seclude herself from the rest of the world, as it appears in Guilty Gear XX. Attackers and defenders will start separated by a distance of 10 meters.
  221.  
  222. Gravy:
  223.  
  224. Limsa Lominsa - The state capital of La Noscea; a bustling naval port with extensive docks, barracks and businesses, although no residents are present. Attackers will start by the Ferry Docks, with defenders starting at the Drowning Wench.
  225.  
  226. Cerulean Cave - A dimly lit cavern of multiple levels, containing several natural waterways and maze-like passageways. No Pokemon are present. Attackers start at the entrance, with defenders starting at Mewtwo's waiting spot.
  227.  
  228. Illusory 106 - A warped department store where access between floors may be manipulated by traversable posable dresses as well as flights of stairs. All doors are unlocked, teleporters are inactive, no Mirage will spawn and there is no access outside of the Idolsphere. Attackers will start at the entrance, while defenders will start on the roof where Aversa is confronted.
  229.  
  230. Temple of Wind - The building housing the Wind Crystal where Agnรจs grew up. No nuns or enemies are present. Attackers will start at the entrance, and defenders will start within the Crystal's chamber.
  231.  
  232. Artorius' Throne - A vast and convoluted multi-level castle under an ominous red sky. An aura of evil lingers about the place, although Heldalf's domain is not present. The castle contains many different sections that can only be accessed by venturing outside, where broken stone pathways hover precariously in mid-air. All hellions and obstacles have been removed. Access to other game areas is banned. Attackers will start at the entrance, and defenders will start at Heldalf's location.
  233.  
  234. Narshe - A snowy mountain city noted for its industry. The mines are accessible, whilst no residents are present. Attackers will start at the entrance to the city, while defenders will start within the mines, where the frozen esper Valigarmanda is first found.
  235.  
  236. Kefka's Tower - Kefka's monument to destruction formed from the rubble of the old world. Access to the World of Ruin outside is forbidden, whilst no enemies are present. Attackers will start at the entryway from which path 1 is accessed, while defenders will start atop the tower, where Kefka is confronted.
  237.  
  238. Naraku - A multi-floored dungeon, with all the demons cleared out of it. Access to Mikado or beyond Minotaur's door is not allowed. Attackers and defenders will start at the dungeon starting point and exit, respectively.
  239.  
  240. Prison Terrace - The terrace of Prison Island as seen during the first visit to Prison Island. Access to the rest of Eryth Sea is not allowed, and Zanza/NPCs are not present. The interior of Prison Island cannot be accessed, though the immediate surrounding skies are accessible. Attackers will start at the bottom of the terrace, with defenders starting at the top of the steps.
  241.  
  242. Devil May Cry - Dante's base of operations. A small wooden abode occupied by little other than his desk and chair, decorative novelties on the walls, and a jukebox packed to the brim with Dante's favorite rockin' tunes. Attackers start at the entrance, with defenders by his desk, as seen in Devil May Cry 3.
  243.  
  244. Johnbobb:
  245.  
  246. Kousyu Street - An old flagstone road which passes through a cave where Akuma can be found, as seen in Street Fighter III: 3rd Strike. Teams start the fight separated ten meters from each other.
  247.  
  248. Hanging Gardens of Babylon - The botanical wonder of Persia, the Hanging Gardens are a lush paradise of storied platforms and ledges scaling the outside of the Tower of Babel. Access outside is forbidden. Attackers start at the bottom, with defenders at the top floor of the tower.
  249.  
  250. Zepp Construction Yard - A partially completed construction site, as seen in Guilty Gear XX. No mechs are present, and areas outside the construction site are not accessible (though the background of the stage is fair game). Teams will start in the foreground, separated 30 meters from each other.
  251.  
  252. Summit of Sacrifice - The top of a huge mountain with a medium-sized circular arena to fight with and lots of destructible pillars and whatnot -- no barriers around it, either, so falling wouldn't be fun! It is an ideal arena for those who fight up close to medium range. Teams start 3 meters from the edges, diametrically opposed to each other.
  253.  
  254. Bubbly Clouds - Fighters battle in the sky on thick clouds that are for some reason able to support weight, as seen in Kirby's Dreamland. The clouds are dense enough that jumping from cloud to cloud is reasonable, and many are large enough to hold several fighters per cloud, but missing a jump causes a fall of thousands of feet to the ground. The clouds extend infinitely into the distance, separated by varying distances between each other, and are destructible with a concerted effort. Attackers and defenders will start the fight separated 150 meters from each other.
  255.  
  256. Green Hill Zone - Loop-the-loops, hidden springs, deadly spikes, and an abundant supply of power rings. Though others might find it bizarre, Sonic and company are right at home. The stage is as seen in Sonic Generations' modern form. Attackers will start at the beginning of the stage, with defenders at the end.
  257.  
  258. The Hand of the Prophet - Father Comstock's Airship, complete with multiple tiers and Sky-Hooks that can be used to traverse the terrain. It is otherwise uninhabited. Attackers will start at the docking station, while defenders will start at the top of the ship.
  259.  
  260. The Frozen Throne - The frozen summit where the Lich King battle takes place in World of Warcraft. Access to the rest of Icecrown Citadel or the world (of Warcraft) is banned. Attackers start at Tirion Fordring's pre-fight location (though he is not present), and defenders start by the Lich King's throne.
  261.  
  262. Darkside - Though the massive Heartless that gives this place its name is not there, its work is evident. Sora's Destiny Islands have been reduced to this small world, strewn with the wreckage and remains of what he used to call home. Attackers will start where Darkside begins its boss fight in KH1, and defenders will start at Sora's starting point.
  263.  
  264. The Peak Of Darkness - No food... no drinks... and the only babe just left. A steady rain patters down upon a fairly small arena atop a long flight of stairs, setting the scene for Dante and Vergil's first clash in Devil May Cry 3. There are no open demon portals or any such nonsense and any adjoining areas from the game are inaccessible. Attackers and defenders will start in Dante and Vergil's starting locations during their fight, respectively.
  265.  
  266. Dracula's Inverted Castle - As seen in Castlevania: Symphony of the Night. Access to the rest of the world is forbidden, and no enemies are present, but all traps are still functional and active. Attackers will start at the entry teleporter, while defenders will start at Dracula's final boss arena.
  267.  
  268. Scare:
  269.  
  270. Oerba - Vanille and Fang's home as seen in Final Fantasy XIII. Bhakti is present and functional, and has no items, but can provide Vanille a brief and vague threat assessment of any fighters in the match with class ratings D through A and pictures via Bhakti's Bonus Bytes, if she has the time for it. No monsters are present and access to areas outside the village is barred. Attackers will start at the village entrance, with defender's starting at Vanille's house.
  271.  
  272. Mystic Ruins - The ruins and forest as seen in the gameplay of Sonic Adventure. Access to the rest of the Sonic World is banned. Attackers will start at the station, with defenders starting at Big's house.
  273.  
  274. Hayabusa Village - A traditional Japanese style village. All occupants have been evacuated in preparation for the fight. Attackers will start on the mountain path, with defenders starting at the clan leader's home.
  275.  
  276. Sky Temple - As seen in the Mortal Kombat X, a temple among mountains where it is constantly raining and night-time. Access to the rest of the temple including the Jinsei Chamber is permitted, though access to the rest of the world is not allowed. Teams will start the fight separated 2 meters from each other.
  277.  
  278. Wily Castle - A massive, robotic castle filled with various tricks and traps and skull motifs, as seen in Mega Man 2. Nothing to cause instant death here, and all enemies have been removed, but any automatic machinery is still up and running, and all areas are assumed to connect to each other. Attackers will start at the outskirts of stage 1, while defenders will start on Stage 6's boss arena.
  279.  
  280. Metal Gear Excelsus - The wreckage of Metal Gear Excelsus as seen in the final phase of Armstrong's boss fight. The attacker team starts in Raiden's starting location, whereas the defenders will start at Armstrong's. The area surrounding Excelsus is accessible, and fighters are not limited to the circular arena.
  281.  
  282. The Undernet - The Undernet is as it appears in Megaman Battle Network 2, with all the regular inhabitants cleared out and everything unlocked. It is a long series of floating walkways and platforms. Access to any other area is not allowed. Attackers will start at the entrance to Area 1, with defenders starting in the depths of Area 7.
  283.  
  284. Realm of Terror - The domain of Diablo in the Burning Hells, complete with lava aplenty and obfuscating fog, as seen in Diablo 2, covering the River of Flame and Chaos Sanctuary, with a portal at the center of the Sanctuary leading to the hellish arena seen during the shadow section of Diablo's Diablo 3 fight. Attackers will start at the entryway to the River of Flame, with defenders starting at the heart of the Sanctuary. No demons are present.
  285.  
  286. Vampire Citadel - A tall citadel situated on mountains in the middle of a lake, with various towers connected by a hub. All paths are unlocked, inhabitants are not present, and access to the rest of the world beyond the lake is not allowed. Attackers will start by the lake, with defenders starting at the ruined council room Kain first appears in.
  287.  
  288. Arena Ferox (Awakening) - Arena Ferox is as it appears in Fire Emblem Awakening, as an open colosseum. The only areas accessible in it are those within the map in-game. Both attackers and defenders will start at diametrically opposed entrances.
  289.  
  290. Shell 2 - The right half of the Big Shell complex, housing struts G-L. All struts are fully accessible. Attackers will start on strut G, with defenders starting on the Shell 2 core.
  291.  
  292. The Lost Land - A world where time has not much meaning at all, as it appears in Turok: Evolution. There are no portals linking it to Earth, but various kinds of dinosaur will be roaming around. Attackers will start at the location of the level Into The Jungle, with defenders starting at the location of the level The Battle for Galyana.
  293.  
  294. Rocket:
  295.  
  296. Osaka Castle - The famous castle on the edge of Edo period Osaka, as it appears in Orochi Warriors 3. No other combating forces other than the two teams are present. Attackers will start the bottom right of the map, while defenders will begin at the starting point within the castle.
  297.  
  298. The Corridor - The final island as seen in the original Crackdown housing the Shai-Gen. A bustling downtown filled with many tall skyscrapers. Access to the rest of Pacific City is banned. Attackers will start at the Knowledge Bank, with defenders starting at the P. C. N. Research Institute.
  299.  
  300. Tuchanka - The underground bunker occupied by Clan Urdnot in Mass Effect to avoid the harsh conditions present on the planet above. Access to the outside world and other underground bunkers is banned. Attackers will start at the entrance, with defenders beginning in the depths of the bunker.
  301.  
  302. Phendrana - The snowy drifts of northern Tallon IV. Only the exterior is accessible, with the Space Pirate research facility out of bounds. No enemies are present. Attackers will start at the Chapel of the Elders, with defenders starting by the Ruined Courtyard.
  303.  
  304. Raccoon City Police Station - The RCPD building as seen in RE2. Access is limited to the confines of the building itself. No BOW's or other occupants are present. Attackers will start at the entrance, and defenders will start within Chief Irons' office.
  305.  
  306. Barious Desert - As seen in chapter 7 of Valkyria Chronicles, a rocky wasteland of a battleground with bits of cover and trenches all about. No tanks or soldiers are present, and access to the temple or any sections not seen in ch7 is barred. Attackers will start by the Bathomys' spawn point, whereas defenders will start by the Barious Ruins.
  307.  
  308. Shakuras, the Dark World - A volcanic hell with a breathable (if thin) atmosphere and swelteringly hot temperatures, though it is perpetually in darkness. The whole planet is accessible, but attackers will start at the bottom of the Talematros Plateau, with defenders at the top, as seen in the Brood War mission, using the locations of the Zerg and central Protoss bases, respectively.
  309.  
  310. Fuyuki Bridge - A long bridge connecting Shinto and Miyama City. All areas of the bridge, and the river below, are accessible, though the surroundings of the bridge have a powerful bounded field in place, preventing escape. Attackers will start on the Miyama end, with defenders starting by the Shinto exit.
  311.  
  312. My Castle - Corrin's castle, in the Chevois style with the only buildings currently made being a fully upgraded Dawn Dragon statue and Dusk Dragon statue in the areas to the left and right of the throne. Attackers will start at the entryway, with defenders starting by the throne.
  313.  
  314. Balamb Garden - The wide halls of Balamb, normally packed with students, are empty in preparation for the coming battle. The entire Garden is accessible for this fight (with the exception of NORG's room and the hidden basement it's a part of), so there's plenty of potential for games of cat and mouse. Attackers will start at the front entrance outside the Garden, while defenders will start at the Headmaster's Office.
  315.  
  316. Eaed:
  317.  
  318. Mt Kolts - Winding paths, bridges, and cave systems make up the mountain that is the site of Sabin's battle with Vargas. Access to the rest of the world is banned and no monsters, bears or rogue martial art students are present. Attackers start at the entrance to the mount, with defenders starting at the site of the boss fight with Vargas.
  319.  
  320. WWE Raw - Your typical set for WWE's Monday night wrestling show. Teams start in the ring and the fans, ring crew, and announcers have been replaced with inflatable balloon replicas. Competitors may brawl in the crowd but may not enter the backstage areas or leave the arena. And yes, tonight IS the night.
  321.  
  322. The Village - The small settlement as seen at the beginning of Resident Evil 4. All areas present during chapter 1-1 are accessible, whilst no residents are present. Attackers start at the village approach, with defenders starting within the village itself.
  323.  
  324. Mt Ordeals - As seen in Final Fantasy IV. The defending team if he's not present, starts at the summit, the other team starts at the base. No enemies are present, and the Cave of Trials cannot be accessed.
  325.  
  326. Spekkio's Arena - A medium-size square platform, fenced in, suspended in eternal nothingness. There is room to maneuver (though not too much), and there is no cover to speak of. Attackers start at the entrance, with defenders on the far side.
  327.  
  328. Nibelheim Mountains - Tall, sharp, and desolate, little lives in the Nibelheim Mountains โ€” which makes it a fitting place to die. The few paths winding through the crags are narrow and steep, providing little room for maneuvering. If you fall, it's a long drop down. Attackers will start at the bottom of the mountain range, and defenders will start at the Mako reactor.
  329.  
  330. Iwatodai Dormitory - A well-off dormitory building, with multiple floors and rooms. Access to the rest of Port Island is not allowed. Attackers will start by the entrance, with defenders starting within the protagonist's room.
  331.  
  332. The Woglinde - The interior of the massive battleship cruiser. The ship is locked on autopilot, and access to the exterior of the ship is barred, as all outer walls are considered indestructible (but the interior is fair game). No A.W.G.S. or any other mecha of any sort are present. Attackers start in the AWGS hangar, while defenders start on the main bridge.
  333.  
  334. Brinstar - Both upper and lower (i.e. Kraid) levels as they appear in Metroid Zero Mission. All doors are open and no enemies are present, but the pools of acid are still very much around. There is no access available to any other areas of Zebes. Attackers will start by the initial Crateria elevator, with defenders starting inside Kraid's boss room.
  335.  
  336. DUP Training Center - The training center Fetch fights in. Multi-leveled with plenty of cover and rooms, but fairly open. None of the defenses are present, and attackers will start at the center of the terrain, with defenders starting on the highest level.
  337.  
  338. Maverick Hunter Base - As seen in the second battle with Dynamo in Mega Man X5, a fairly small square room with a high roof. Any background features are inoperable and access to the rest of the base is banned. Both teams will start on opposite ends of the terrain.
  339.  
  340. Corrik:
  341.  
  342. The Netherrealm - This hellish terrain resembles a volcanic rock continent and lava flows liberally throughout the area. Magic users and magical beings are slowly weakened while here. While the area is vast teams will start 50 meters away, close enough to be in view of one another.
  343.  
  344. The Divine Library - The site of the boss fight with Lady in Devil May Cry 3. A circular arena filled with tall book cases provides ample cover should a firefight break out. Access to surrounding areas is barred. Attackers start at Dante's starting point, defenders start where Lady normally would.
  345.  
  346. Cursed Hollow - A foreboding forest splitting two strongholds, with three 'lanes' being the only clearing between the densely packed trees. No minions or tributes will spawn, and teams start on separate strongholds.
  347.  
  348. Brell Sediment, Taris - Empire controlled territory on the ruined planet of Taris, comprised of acidic lakelands, abandoned factories and an Imperial base. Attackers start near the entrance, with defenders starting within the base.
  349.  
  350. Etrenank - The capital city of Solaris, a flying, high-tech city. All citizens and automated defense systems have been removed. Attackers will start at the third-class block's entrance. Defenders will start within Krelian's laboratory, in the monomolecular treatment room.
  351.  
  352. Besaid Island - A small island that boasts a large beach, seaport, a small village surrounded by forests and waterfalls, Besaid Temple, and a crazy old lady who constantly tells whoever passes by not to approach the summoner. Access to the rest of the world is forbidden. Attackers will start at the port, while defenders will start at Besaid Temple.
  353.  
  354. Umbra Clock Tower - The falling clock tower featured in the opening of Bayonetta. The tower will continue to fall endlessly for the duration of the match and will not rotate to an extent where it will toss fighters off on its own, though if any fighters happen to be launched from it, they can safely be assumed dead from the impact of the inevitable fall if they're unable to get back on their own. Attackers and defenders will begin one yard from the edges each, at an equidistant distance from each other.
  355.  
  356. Nibelheim Mansion - The Shinra mansion as shown in Nibelheim. Every room is fully accessible. Attackers will start at the entrance, and defenders will start in the basement.
  357.  
  358. Bran Bal - The city in Kuja's homeworld of Terra. All buildings are accessible. Attackers will begin by the entrance to Pandemonium, while defenders will begin by the central square.
  359.  
  360. Magus's Castle - A large castle, full of floor traps and teleporters. Unless one knows where one is going, it is very easy to get lost. Attackers will start at the entryway, with defenders starting at Magus' sanctum.
  361.  
  362. Groznyj Grad - A military fortress in Russia with various buildings, warehouses, and hangars. All vehicles and soldiers have been removed. Attackers will start at the entrance, with defenders starting inside the main building.
  363.  
  364. Tom:
  365.  
  366. Opera House - The Opera House as seen in Final Fantasy VI. All areas are accessible but no NPC's are present. Attackers start amongst the audience's seats, with defenders high above on the rafters.
  367.  
  368. The Clock Tower - A huge tower of several rooms, most of them going straight up, as seen in Castlevania: Aria of Sorrow. Although the annoying Medusa Heads are gone, the tower is still cluttered with gears and small platforms, with spikes waiting at the bottom for those who don't jump carefully. Access to the rest of Dracula's Castle is banned. Attackers start at the bottom, with defenders starting at the top, in Death's boss arena.
  369.  
  370. Boxing Ring - The Boxing Ring, as seen in SSB4. Teams will start on opposite sides of the ring, near the ropes.
  371.  
  372. Geese Tower Rooftop - The rooftop of Geese Tower as seen in Fatal Fury. Access to the inside of the tower is banned, and if a merc falls off and can't reasonably get themself back up, they can be considered eliminated. Teams will start separated 5 meters from each other.
  373.  
  374. Robot Museum - Though the mechanical relics once stored here are now removed, the large glass chambers remain as plentiful but destructible cover in this not especially large, but especially dark, complex. Attackers will start at the courtyard, while defenders will start in the boss room, as seen in Mega Man 7.
  375.  
  376. Corneria City - The capital of the most progressive planet in the Lylat System. It is in a state of ruin after Venomian attack, although no enemies are present. Attackers will start by the edge of the water on approach, while defenders will start in the center of the city.
  377.  
  378. Road to Celestia - The final stretch connecting Gamindustri with the heavens. Several floating chunks of land are connected by bridges of rainbow light. No monsters are present. Attackers start at the entrance, while defenders will start upon Arfoire's platform.
  379.  
  380. Reset Bomb Forest - A large mess of tangled branches over a ruined human city and battlefield. This is as it appears in Chapter 11 of Kid Icarus Uprising, and access to the rest of the world beyond the forest is not allowed. Attackers will start at the entry point, while defenders will start at the end of the level.
  381.  
  382. Final Weapon Space Station - The former stronghold of Repliforce is as expected for a hi-tech space station owned by a military organisation- Carefully planned corridors and elevators made out of almost unbreakable alloys, lacking only the mechaniloids that once guarded it. Attackers start at the entrance, with defenders starting at the final boss arena.
  383.  
  384. Oil Ocean Zone - One of Robotnik's more...interesting ideas, this mechanized refinery sits upon a literal ocean of oil. The badniks are gone, but everything else is still in place. Just be careful not to light that oil on fire. Attackers start at the first act starting point, while defenders will start the act 2 boss arena.
  385.  
  386. The Void - A barren featureless landscape with no cover or anything to speak of. There is no obvious source of light, but visibility is clear and the terrain otherwise has similar gravity, atmosphere, etc to Earth. Teams start 100m from each other.
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